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Dice Robotech: Army of the Southern Cross - Characters

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Psychie

Princess Psychie
Characters will go here.

All dice rolls for attributes will be 4d6, rerolling 1's, and you take the top three dice. If your top three total 16-18, you add another 1d6. If that extra die is a 6, you add one more d6, to give you a potential top total of 30 starting out before skills. Roll eight times, taking the top seven results, and I will give you a free 24 to place where you wish.

Characters are all members of the Army of the Southern Cross, and you need to choose your OCC from that book. You do not have to take the ATAC OCC, but if you go with another class (such as GMP or Tactical Corps), you have to be able to pilot the Spartas Hover Tank with the MECT for it.

I will give you a short list of advanced Martial Art Styles to be able to choose from. The cost to be able to pick one of them is one skill past the generic Martial Art skill.

For your Natural Aptitude bonus, I will let you select the one you want.

Xp Chart
1 0,000 - 2,120
2 2,121 - 4,240
3 4,241 - 8,480 <==== 4,500
4 8,481 - 16,960
5 16,961 - 24,960
6 24,961 - 34,960
7 34,961 - 49,960
8 49,961 - 69,960
9 69,961 - 94,960
10 94,961 - 129.960
11 129,961 - 179,960
12 179,961 - 229,960
13 229,961 - 279,960
14 279,961 - 329,960
15 329,961 +

EDIT: As you level up, everyone gets to add a new level 1 skill to your characters instead of having to follow the normal progression of skill advancement given to you by your character class.
 
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Psychie

Princess Psychie
Theses are the specialized Martial Art styles allowed:
Credit for the JKD write-up goes to Dannigan Dannigan with his permission.

Character Bonuses
Add 2 to I.Q.
Add 3 to P.P.
Add 2 to P.S.
Add 2 to P.E.
Attacks per Melee: 3
Escape Moves: Roll, Maintain Balance, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack.
Hand Attacks: Strike (d6), Backhand (d6), Elbow (d6), Fingertip Attack (1 point), Forearm (d6), Palm Strike (d6), Power Punch (double-damage, counts as two attacks), Uppercut (d10).
Foot Attacks: Kick (d8), Crescent Kick (d10), Knee (d6), Reverse Turning Kick (Combination Dodge/Kick, 2d6 damage, 1/round), Roundhouse Kick (3d6), Side Kick (d10), Snap Kick (d6), Trip/Hook (no damage, causes knockdown, cannot be parried).
Jumping Attacks: Jump Kick (d8 + Critical Strike), Flying Jump Kick (d10 + Critical Strike).
Special Attacks: Body Flip/Throw, Choke, plus...
- Bite (grappling range only. 1-2 damage + 1/2 strength bonus [maximum +3]. Opponent must Save vs. Pain [14] or release hold/lock).
- Eye-flick (No damage. Opponent is -2 to Strike, Parry, and Dodge for one melee round).
- Head-butt (in-fighting and grappling range only, d8 damage).
- Self-knowledge (Special! The Jeet Kune Do may learn a martial art technique from any other system [subject to GM approval). Signature techniques [like Aikido's Knife-hand Knockout and Thai Kick Boxing's Lightning Form] cannot be learned. Techniques with a "prerequisite" must be learned in order. For example, to learn Automatic Elbow Hold, one must first learn Elbow Hold. "Take what is useful and develop from there." - Lee).
Holds/Locks: Arm Lock, Leg Hold, Wrist Lock.
Level Advancement Bonuses
1st - +1 to Perception, +2 to Parry, +2 to Dodge.
2nd - Eye-flick + Roundhouse combination (one Strike roll for both effects), +1 to Initiative, +1 to Strike, +1 to damage.
3rd - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 19 or higher.
4th - Way of the Intercepting Fist (Special! Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack), +1 to Strike, +1 to Parry, +1 to Dodge.
5th - Flying Side Kick causes knockdown, +1 Attack per Round, Critical Hit on a natural roll of 18 or higher.
6th - Self-knowledge, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown), +1 to Initiative, +1 to Strike, +1 to Damage.
7th - Flying Side Kick does 4d6 damage + knockdown, +1 Attack per Round, +1 to Perception, +2 to Body Flip/Throw.
8th - +1 to Initiative, +1 to Strike, +1 to Damage, Critical Hit on a natural roll of 17 or higher.
9th - Self-knowledge, +1 to Parry, +1 to Dodge, Knockout on a natural roll of 19 or higher.
10th - One-Inch Punch causes 4d6 damage + knockdown, +1 Attack per Round, +1 to Roll, +1 to Body Flip/Throw.
11th - Death Blow on a natural roll of 19 or higher. Critical Hit on a natural roll of 16 or higher.
12th - Self-knowledge, +1 to Initiative, +1 to Strike, +1 to Damage.
13th - +1 to Parry, +1 to Dodge, Knockout on a natural roll of 18 or higher.
14th - Death Blow on a natural roll of 18 or higher, +2 to Perception.
15th - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 15 or higher.
Entrance Requirements: No Attribute or Alignment restrictions.
This is the original version of Kung Fu (also called Gung Fu), and the martial art that spawned hundreds of derivative forms. It has shaped and influenced all the martial arts. It all started in the Shao-lin Temple in the Chiu Lien Mountains. For over a thousand years, students of the martial arts traveled there for training. This continued until the reign of the 17th Century Emperor K'ang Hsi, when the Shao-lin monks responded to a call to put down an insurrection. 128 of the monks responded and they managed to rout the enemy entirely. This was such an alarming display of power that the government eventually sent an army against the Shao-lin. Only five monks managed to survive the battle and burning of the temple.
CHARACTER BONUSES:
Add 2 to M.E.
Add 2 to P.S.
Add 1 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.
Attacks per Melee: 3
Escape Moves: Roll With Punch/Fall/Impact, Back Flip.
Attack Moves: Leap, Back Flip.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Disarm.
Hand Attacks: Strike (Punch), Knife Hand, Double-Knuckle Fist, Backhand, Palm Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Crescent Kick, Wheel Kick.
Jumping Foot Attacks: Jump Kick.
Special Attacks: Death Blow, Leap Attack, Forearm.
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.
LEVEL ADVANCEMENT BONUSES
1st + 3 to Roll with Punch/Fall/Impact, + 2 to Strike, Critical Strike on Natural 19 or 20, Critical Strike from Behind.
2nd +1 to Back Flip/Leap, +1 to Parry/Dodge.
3rd +1 Attack per Melee.
4th +1 to Strike, +1 to Parry/Dodge
5th +1 to Roll with Punch/Fall/Impact, +1 to Damage.
6th +1 to Strike, Knock-Out/Stun on Natural 18 or better.
7th +1 Attack per Melee, Death Blow on roll of Natural 19 or 20.
8th +1 to Back Flip/Leap, +1 to Roll with Punch/Fall/Impact, +1 to Damage
9th -I-1 to Roll with Punch/Fall/Impact.
10th +1 Attack per Melee.
llth +1 to Strike, +1 to Parry/Dodge
12th Critical Strike on Natural 18 or better.
13th +1 to Back Flip/Leap, +1 to Damage.
14th +1 to Roll with Punch/Fall/Impact, +1 to Strike.
15th +1 Attack per Melee,
Entrance Requirements: No Attribute or Alignment restrictions.
Tae Kwan Do, loosely translated as the "way of hands and feet," is studied in many of the world's military organizations. The idea is to efficiently combine kicks and punches for the best possible attack form. Probably the most kick-oriented of all the martial arts. A master will attack quickly, preferably with some kind of flying jump kick. If the opponent is able to avoid or counter the kicks, then the second approach will be to move in with a volley of punches and short-range kicks.
CHARACTER BONUSES:
Add 1 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 4 to Spd.
Add 15 to S.D.C.
COMBAT SKILLS:
Attacks per Melee: 4
Escape Moves: Roll With Punch/Fail/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Power Block/Parry (does damage!), Automatic Roll, Breakfall.
Hand Attacks: Strike (Punch), Knife Hand, Backhand, Palm Strike, Duo-Fist Strike.
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick).
Jumping Foot Attacks: Jump Kick, Flying Jump Kick, Flying Reverse Turning Kick.
Special Attacks: Death Blow, Leap Attack, Combination Grab/Kick, Butjapgo Chagi (Special! One opponent is grabbed and another is kicked simultaneously. Only takes one melee action, but requires two successful Strike Rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to the opponent kicked).
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.
LEVEL ADVANCEMENT BONUSES
1st +2 to Maintain Balance, Critical Strike from Behind, Death Blow on roll of Natural Twenty.
2nd + 2 to Roll with Punch/Fall/Impact, + 2 to Damage.
3rd +1 Attack per Melee.
4th +2 to Parry/Dodge, Critical Strike on Natural 18, 19 or 20.
5th + 2 to Maintain Balance, +1 to strike.
6th +2 to Roll with Punch/Fall/Impact, +1 to Damage.
7th +1 Attack per Melee.
8th +1 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better.
9th +1 Attack per Melee, + 2 to Maintain Balance.
10th +2 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Parry/Dodge
11th +1 to Strike, +1 to Damage.
12th +1 to Parry/Dodge, Death Blow on roll of Natural 19 or 20.
13th +1 Attack per Melee, +1 to Maintain Balance.
14th +1 to Roll with Punch/Fail/Impact, + 1 to Damage.
15th +1 to Strike, +1 to Parry/Dodge
Developed recently in Israel as a self defense form, this is one brutal martial art. Before its slow release to public use in America, Krav Maga can trace its roots to the commando training of the elite MOSSAD special forces units.
Krav Maga's philosophy is simple: If it hurts your opponent, it can't be all that bad. Biting, gouging, elbowing, kneeing to the groin - it's all there. If it works, chuck it in for good measure. Yet Krav Maga is not at all complicated or underdeveloped. Quite the opposite. It is coldly efficient and altogether brutal.

Character Bonuses:
Add 1 to M.A.
Add 2 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 10 to S.D.C.
Attacks per Melee: 3
Escape Moves: Roll, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack, Power Parry (does damage), Multiple Dodge.
Hand Attacks: Strike, Power Punch, Backhand, Double Knuckle Fist, Fingertip Attack, Claw Hand, Elbow, Forearm.
Foot Attacks: Kick, Roundhouse Kick, Trip/Hook, Snap Kicks, Knee, Drop Kick (Combination Dodge/Kick).
Special Attacks: Body Flip/Throw.
Holds/Locks: Wrist Lock, Elbow Lock, Head Lock.
Weapon Skills: W.P. Knife.
Level Advancement Bonuses
1st - Critical Strike on a natural roll of 19 or 20 or from behind. +1 to Strike, +1 to Damage.
2nd - +2 to Parry, +2 to Dodge.
3rd - +1 Attack per round, K.O. on a natural roll of 19 or 20.
4th - Circular Parry, +1 to Initiative, +1 Body Flip/Throw
5th - +2 to Pull Punch, +2 to Roll with Impact/Breakfall.
6th - +1 to Initiative, +2 to Strike, and +1 to Damage
7th - Critical Body Flip/Throw. Death Blow on a Natural 19 or 20.
8th - +1 Attack per round, K.O. on a natural roll of 18 or higher.
9th - Critical Strike on a natural roll of 18 or higher.
10th - +1 to Parry, +1 to Dodge, +2 to Damage, +1 to Roll/Breakfall
11th - Critical Strike on a natural roll of 17 or higher.
12th - Death Blow on a natural roll of 18 or higher.
13th - Automatic Body Flip/Throw. +1 to Strike
14th - Critical Strike on a natural roll of 16 or higher.
15th - K.O. on a natural roll of 17 or higher. Critical Strike on a natural roll of 15 or higher.
CHARACTER BONUSES:
Add 2 to P.S.
Add 2 to P.E.
Add 1 to P.P.
Add 2 to Spd.
Add 10 to S.D.C.
COMBAT SKILLS:
Attacks per Melee: 3
Escape Moves: Roll With Punch/FaMmpact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Combination Parry/Attack, Breakfall.
Hand Attacks: Strike (Punch), Power Punch, Backhand, Palm Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Roundhouse Kick, Crescent Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/
Dodge/Kick), Shin Kick (SPECIAL! Works like a normal Kick Attack, but does 1D6 damage directly to Hit Points. Only available once per melee round.).
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry, Combination Grab/Kick, Knee, Elbow, Forearm.
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.
SPECIAL KATAS:
Lightning Form: This is the style most often used in competition. It allows all the normal attacks per melee round to be delivered in the first attack. In other words, if the character has five attacks per melee, then all five strikes can be made at one time. It must be done as the first attack in a melee round and the character must have the initiative. The problem is that after the attack the character cannot Dodge and has no bonuses to Parry for the rest of that Melee Round.

LEVEL ADVANCEMENT BONUSES
1st - 2 to Parry, +1 to Dodge, +2 to Maintain Balance, +2 to Strike, Critical Strike from Behind.
2nd - +1 Attack per Melee, + 2 to Roll with Punch/Fall/Impact.
3rd - Knock-Out/Stun on Natural 19, or 20.
4th - +2 to Damage, Critical Strike on Natural 18, 19, or 20.
5th - +1 Attack per Melee, + 2 to Maintain Balance.
6th - +1 Attack per Melee, +1 to Strike.
7th - +1 to Strike, +1 to Initiative, +1 to Damage
8th - +1 to Maintain Balance, + 1 to Roll with Punch, Fall or Impact.
9th - +1 Attack per Melee.
10th - +1 to Maintain Balance, + 2 to Parry/Dodge
11th - +1 Attack per Melee.
12th - +1 to Damage, +1 to Strike.
13th - +1 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Initaitive, +1 to Damage
14th - +1 Attack per Melee, + 1 to Parry.
15th - Death Blow on a Natural 19 or 20.
 
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Psychie

Princess Psychie
1640825597800.png Sergeant Doug Dorsey is a twenty five year old veteran of the RDF, having transferred to the Southern Cross' ATAC's Hover Tank program to get out of the much larger and less maneuverable Spartan Destroid. He has studied to be a field armorer and weapons technician, and looks forward to using his skills both in the shop and out and about in the field to keep the squadron's mecha running smooth. He is quite jovial, and slow to anger, but his years of body building make him a dangerous person to piss off. When in the field, he usually packs a squad heavy weapon and extra power pack, providing much needed firepower when on foot.

Doug is a Texan through and through, and before volunteering in the RDF, he worked on his family's farm bailing hay and herding cows. He still has a bit of a twang to his voice, but it only really comes out when he's angry.

Another thing about Doug that you all would know is that he is a very religious man, and as such he refuses to drink alcohol or use tobacco products of any kind, and it is a very rare thing for him to use any profanity at all. He is very careful not to shove his beliefs in the faces of his fellow squad mates, but will happily answer any questions about the church that come to him as he makes sure to say a prayer for God's guidance and protection for the squad before every deployment.

Doug is a practitioner of Tae Kwon Do, but in the sparring matches he's been in, he usually just sticks to a more traditional boxing stance instead of relying on the martial art maneuvers.
 
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Psychie

Princess Psychie
1640829306463.png Corporal Nova is one of the few micronized Zentraedi that did not leave Earth with the SDF-3 to travel off into outer space to try and make peace with the Robotech Masters. If asked why she elected to stay behind, she just says that she has had enough of space for a long time, and wants to keep her feet firmly planted on the ground. Trained as an intelligence analyst, Nova is actually cross-trained in the Spartas from the ranks of the GMP. A brilliant woman, she is still getting used to taking orders from humans, and occasionally lets her strong warrior spirit get the best of her. She is an outstanding pilot and is quite skilled with a sniper rifle.

Nova is a very private person, and keeps a lot about her close to the vest. She doesn't like to talk about her time in the Zentraedi military before joining the ASC, but from what she has shared, you get the impression that she is much older than you would normally think. When asked about her age, she once said, "For a rabbit, I am very old. For a cabbage, I am even older than that. For a mountain, I am just beginning in years, but for a Meltrandi, I am just right."

Now in the ASC, Nova has taken to her studies of Shao Lin Kung Fu with gusto, relying upon her excellent dexterity and maneuverability to keep from getting hit in a fight instead of relying upon sheer brute strength.
 
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Dannigan

Kaerri's Man. =)
Supporter
Roleplay Availability
Roleplay Type(s)

  • Name: Miyazaki
    Nickname: Also goes by "Miya" or even if someone turns to her and says, "Meow?"
    Combat Handle: "Kitty"
    O.C.C.: Global Military Police (Robotech: Masters Saga Sourcebook, page 35)
    MOSs: 1. Information Specialist 2. Mechanized Infantry 3. S.W.A.T.
    Special Aptitude: Jack of All Trades (extra MOS with no OCC bonuses)
    Rank: Corporal
    Level: 3rd
    Action Points: 7/7 (5 + 1/2 level rounded up, per Psychie)

    Screenshot 2022-01-08 031248.png
    (Image credit: NeiR: Automata)

    Miya has short hair but yeah. When she's motivated, look out! =)
    nier-a2-nier-automata-robot-girl-blonde-face-blue-eyes-fanta.jpg
    (Image credit: Goodfon)

    Great-looking like all Meltrandi but never uses it to her advantage. She doesn't think to. She's not the type.
    NeiR Automata side shot.jpg
    (Image credit: The clearly talented Sciamano240 at DeviantArt.com)

    There's also something about her that reminds me of Rachel from Blade Runner minus the smoking. Maybe its her mysterious qualities? Smart, sharp, and professional? Kind of like this image and music:
    "D.I.Y tuning - Vangelis - Blade Runner Blues 432Hz ( 回聲增幅+音場延伸Echo increase+Sound field extension)"


    Species: Full-blooded Meltrandi
    Alignment: Scrupulous (Good). (Think of Athena's secretary, Nike, of Appleseed or Ishikawa of Ghost in the Shell.)
    Disposition: Cool, cunning, bright, curious, kind, caring, responsible, selfless. A driven seeker of justice for the sake of justice. A natural born killer and cat-loving sweetheart.
    Age: 2 years.
    Gender: Female
    Height: 5 feet, 5 inches (165 cm).
    Weight: *Classified* =)
    Build: Beautiful and athletic like all Meltrandi. Petite and graceful.
    Hair: Stark white, full and thick.
    Eyes: Blue with an enchanting quality, like jewels, a quality she appears to be unaware of.
    Other features: Can pass for human. Has the excellent situational awareness of a street cop but instead gives off this " hot librarian" vibe. Appears "small" and harmless. Pleasant voice to listen to. English, German, and Japanese mannerisms. Naturally head-turning if you like bookish charm and ladylike conversations; because really, like Mass Effect's Asari, are there really any ugly Meltrandi?

    I.Q. 28 (+14% to all Skills/+7 to Perception)
    M.E. 22 (+4 to Mental Saving Throws)
    M.A. 23 (75% chance to trust or intimidate)
    P.S. 16 (+1 to S.D.C. damage)
    P.P. 29 (+7 to Strike, Parry, and Dodge, +0 to Initiative)
    P.E. 22 (+14% to Saving Throws vs. coma/death, +4 to Saving Throws vs. Poison and Magic)
    P.B. 19 (45% to Charm/Impress)
    Spd 16 (approximately 10 mph/16 kph)

    Hit Points: 31/31
    S.D.C.: 35/35
    I.Q. 28 (26 from Dice) (+2 Jeet Kune Do)
    M.E. 22 (22 from Dice)
    M.A. 23 (21 from Dice) (+2 from O.C.C.)
    P.S. 18 (14 from Dice) (+2 Jeet Kune Do) (+2 Boxing)
    P.P. 29 (Free 24 Attribute from Psychie) (+2 from O.C.C.) (+3 Jeet Kune Do)
    P.E. 22 (18 from Dice) (+2 Forced March) (+2 Jeet Kune Do)
    P.B. 19 (19 from Dice)
    Spd 16 (13 from Dice) (+3 from O.C.C.)

    Hit Points: 34 (P.E. Attribute + Max Hit Points at 1st level per Psychie) (+3 2nd level) (+3 3rd level)
    S.D.C. 34 (+26 O.C.C.) (+8 Boxing)

    Combat Attributes (personal/in Veritech Hover Tank)
    Perception +11/+11
    Initiative +1/+3
    Attacks per Round: 5/7
    Strike +8/+10
    Parry +11 /+16
    Dodge +11 /+16
    Roll +1/+6
    Damage: +2
    Disarm +7/+10
    Pull Punch +7/+9
    Body Flip/Throw: +7/+7
    Horror Factor: +4
    Special: Critical Strike on a Natural 19 or 20.
    Special Techniques (Jeet Kune Do): Eye-flick + Roundhouse Kick combination.
    Self-knowledge:

    Combat Attributes
    Perception +11 (+7 I.Q.) (+3 O.C.C.) (+1 Jeet Kune Do)
    Initiative +1/+3 (+1 Jeet Kune Do) +2 Spartas MECT]
    Attacks per Round: 5/7 (4 Hand to Hand: Jeet Kune Do) (+1 Boxing) [+2 Spartas MECT]
    Strike +8/+10 or +11 (+7 P.P.) (+1 Jeet Kune Do) [+2 Spartas MECT, +3 in melee]
    Parry +11/+16 (+7 P.P.) (+2 HtH: Jeet Kune Do) (+2 Boxing) [+4 Spartas MECT] (+1 W.P. Shield when using arm-shields in or out of Spartas, per Psychie)
    Dodge +11/+16 (+7 P.P.) (+2 HtH: Jeet Kune Do) (+2 Boxing) [+3 Spartas MECT] [+2 Combat Driving]
    Roll +1/+6 (+1 Boxing) [+3 Spartas MECT] [+2 Combat Driving]
    Damage: +2 (+1 P.S.) (+1 Jeet Kune Do)
    Disarm +7/+10 [+3 Spartas MECT]
    Pull Punch +7/+9 (+7 P.P.) [+2 Spartas MECT]
    Body Flip/Throw: +7/+7 (+7 P.P.)
    Horror Factor: +4 (+4 M.E.)

    Bonuses from Mecha Elite Combat Training (MECT):
    +1 Attack per Round at levels 1, 3, 6, 10, and 14. +2 on Initiative, +2 to Strike (+3 with melee), +4 to Parry, +3 to Dodge, +3 to Disarm, +2 to Pull Punch, and +4 to Roll with Punch.
 
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Sherwood

Luna's Concubine
Supporter
Roleplay Availability
Roleplay Type(s)

  • 1641490945244.jpeg Name: Steven Bishop
    Age: 21
    Gender: Male
    OCC: ATAC
    Rank: Corporal
    MOS: Guerrilla Warfare Specialist
    Secondary MOS: Field Medic
    Tertiary MOS: Police Tactical Officer/ESWAT
    Alignment: Scrupulous

    Attributes
    Iq: 24 - +10% to all Skills, +5 to Perception
    Me: 13
    Ma: 12
    Ps: 30 - +15 to HtH SDC Damage
    Pp: 25 - +5 Strike, Parry and Dodge
    Pe: 20 - +3 to Save vs Magic/Poison
    Pb: 14
    Spd: 29 - Approx 19mph

    Level: 3
    Experience: 4,500
    Hit Points: 34
    SDC: 82
    Action Points: 7 / 6

    Natural Aptitude Bonus: Jack of Many Trades

    Combat Bonuses
    On Foot / In the Tank

    Number of Attacks: 5 / 7
    Strike: +7 / +10 with cannons and long-range weapons, +12 with EU-11, +10 in HtH
    Parry: +11 / +15, +1 with Shields
    Dodge: +9 / +12
    Roll: +5 / +8
    Initiative: +1 / +3
    Pull Punch: 0 / +4
    Horror Factor: +3
    Maintain Balance: +2
    Perception: +6
    Critical Strike From Behind
    Knockout/Stun on a Natural 19-20

    Eu-11: 1d6x10+10
    APFSDS - 3d6x10+20: 15
    MPAT (AoE 50ft) - 2d6x10+10: 9
    HEAT - 2d6x10+10: 9
    Incendiary Plasma (AoE 25ft) - 2d8x10+10: 9
    Canister - 1d8x10 (AoE 25ft), 1d4x10 (AoE 50ft): 3
    Smoke: 3

 
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GunMan2

Junior Member


  • Name: Christopher 'Chris' Barnes
    Gender: Male
    Age: 30 Barnes.png
    Rank: Corporal
    OCC: Tactical Corps
    MOS: Scout/Reconnaissance
    Secondary MOS: Communications Specialist
    Tertiary MOS: Heavy Weapons Specialist
    Alignment: Good

    Attributes
    Iq: 14
    Me: 21 +3 to Save vs Psionics
    Ma: 24 Trust/Intimidate 80%
    Ps: 28 +13 SDC damage
    Pp: 24 +5 to Strike, Parry and Dodge
    Pe: 32 +8 to Save vs Poisons/Toxins
    Pb: 11
    Spd: 36 23mph

    Level: 3
    Experience: 4,500
    Hit Points: 50
    SDC: 65
    Action Points: 6
    Unused skill point: 0


    Natural Aptitude Bonus: Jack of Many Trades

    Combat Bonuses
    On Foot / In the Tank
    Number of Attacks: 4 / 5
    Strike: +7 / +10 with cannons, +12 with EU-11, +10 HtH
    Parry: +8 / +12
    Dodge: +8 / +11
    Roll with Punch: +4 / +7
    Pull Punch: +0 / +4
    Initiative: +1 / +4
    Horror Factor:
    Perception: +2
    Critical Strike on a Natural 19-20
    Critical Strike from Behind

 
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