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Dice Robotech - Southern Cross Adventure - Characters

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Ok, here is some of the info you will need for your characters.

All Attributes will be rolled in the OOC thread. Each one is a base 4d6 roll, take the top three. If you get a 16-18, you add another 1d6. Re-roll 1's. If that bonus die comes up with a '6', you add another 1d6. That gives you the possibility of a 28-30 on the dice roll before adding any skills in. Roll eight times, and take the top seven for your Attributes.

I will also allow you to start out with one Attribute at a 30 before any skill bonuses.

You get to add a new skill with each level you go up.

Taking a page from Pathfinder and DnD, every three levels you get to add one to any single attribute of your choice.

You do not have to take the ATAC OCC, but if you go with another class, you have to be able to pilot the Spartas Hover Tank with the MECT for it.

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

We will not be using the martial art styles from Ninjas and Superspies.

Starting out, make your character rank as a Corporal. A player may be able to volunteer for the position of squad leader, and that person will be a Sergeant. If no one wants to lead this mis-mash team, I'll have my NPC do it. Up to you guys.

Master Skill List here. Check with me when you pick a skill to make sure it will be approved in the game.

Here is the Xp Chart we are using.

Xp Chart
1 0,000 - 2,120
2 2,121 - 4,240
3 4,241 - 8,480
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 <==== 55,000
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 +
 
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  • 0d8a3ca430c7b6f77e29fb79a61d4077.jpg Name: Deunan Conway
    Rank: 1st Lieutenant
    MOS: GMP
    Gender: Female
    Age: 19
    Alignment: Scrupulous

    Iq: 31 +18% to all Skills, +8 to Perception rolls
    Me: 14
    Ma: 16 40% to inspire Trust/Intimidate
    Ps: 20 +5 to HtH damage
    Pp: 31 +8 to Strike, Parry and Dodge, +1 to Initiative
    Pe: 19
    Pb: 14
    Spd: 28

    Level: 8
    Xp: 55,000

    HIt Points: 42
    SDC: 82

    Natural Aptitude Bonus: Jack of all Trades - +1 MOS package

    On Foot:
    Number of Attacks: 6
    Strike: +10
    Parry: +13 - +17 with Heavy Combat Shield
    Dodge: +14
    Roll: +8
    Perception: +12
    Initiative: +2
    Damage: +2 from Ps
    Critical Strike on a natural 18-20

    In the Hover Tank:
    Number of Attacks: 9 - +1 attack per melee round at levels 1, 3, 6, 10, and 14
    Strike: +12 with Cannons, +13 to HtH, +14 with EU-11 (+2)
    Parry: +17 (+1)
    Dodge: +17 (+1)
    Roll: +11
    Perception: +12
    Initiative: +4 (+2)
    Critical Strike on a natural 18-20

 
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  • 567667Name: Samuel Alan McGregor "Alan"
    Age: 22
    Rank: Staff Sergeant
    OCC: ATAC
    Gender: Male
    Alignment: Scrupulous

    IQ: 30 +16% All Skills; +8 Perception
    ME: 15
    MA: 11
    PS: 32 HTH Dmg+17
    PP: 26 +6 Strike, Parry, and Dodge
    PE: 30 +8 against poisons, +30% to coma/death saves
    PB: 10
    Spd: 42

    IQ: 30
    ME: 15
    MA: 11
    PS: 19 +2Boxing +2Physical Labor +4OCC +2Gymnastics +2Track and Field +1Athletics= 32
    PP: 21 +1Level + 1Gymnastics +2Track and Field = 25
    PE: 21 +1Running +2Forced March +1Physical Labor +1OCC +2Gymnastics +2Track and Field = 30
    PB: 10
    Spd: 14 +13Running +3Forced March +10Track and Field +2Athletics= 42

    SDC: +13Running +6Forced March +4Boxing +15Physical Labor +27OCC +6Gymnastics +7Athletics

    Level: 8
    Xp: 55000

    Hit Points: 51
    SDC: 78
    Weight Capacity: 640
    Lift: 1280 for 90s
    Run Speed: Roughly 27mph

    Natural Aptitude Bonus: Jack of All Trades

    On Foot:
    Number of Attacks: 6
    Strike: +8 (+6PP +2Martial Arts)
    Parry: +12 (+6PP +2Boxing +3Martial Arts +1Athletics)
    Dodge: +12 (+6PP +1Boxing +3Martial Arts +1Athletics)
    Roll: +7 (+3HTH +1Boxing +2Gymnastics +1Athletics)
    Perception: +9 (+8IQ +1Demolitions)
    Initiative: +1
    Damage: +12 (+12PS)
    Horror Save: +3 (+3OCC)

    In the Spartas:
    Number of Attacks: 9 (6Base +3MECT)
    Strike: +12 with Cannons, +11 to HtH, +14 with EU-11 (+2 Ranged, +3 HtH, +2Eu-11 Stacked with Ranged)
    Parry: +16 (MECT +4)
    Dodge: +14 (MECT +3)
    Roll: +10 (MECT+3)
    Perception: +9
    Initiative: +3
 
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  • c4a96936ad7fae63e84079072864130b.jpg

    Name: Marlon McKinney
    Rank: Sergeant Major
    MOS: ATAC Demolitions/Combat Engineer
    Gender: Male
    Age: 20
    Alignment: Scrupulous

    Iq: 30 +16% to all Skill, +8 to perception rolls
    Me: 16 +1 save
    Ma: 12
    Ps: 31
    Pp: 26 +6 strike, dodge, parry
    Pe: 24
    Pb: 13
    Spd: 42

    Horror save: +3

    Level: 7
    Xp: 50,000/49,960

    HIt Points: 61
    SDC: 96

    Natural Aptitude Bonus: Jack of all Trades - +1 MOS package

    Number of Attacks: 7
    Strike
    Base: +11
    Heavy Weapons: +15
    E. Pistol: +15
    E. Rifle: +16
    Burst: +13
    Aim: +2, (+6 w/ W.P.'s)

    Parry: +12
    Dodge: +12
    Roll: +9
    Perception: +9
    Initiative:
    Damage: hth+11

    In the Hover Tank:
    Number of Attacks: 9, +1 attack per melee round at levels 1, 3, 6, 10, and 14
    Strike: +13 w/ cannons and LR
    Hth strike: +13, +12 damage
    Parry: +16
    Dodge: +14
    Roll: +11
    Perception: +9
    Initiative: +2





 
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823a44fa4c5f1e0a47a86a743346c169.jpg Neapolitan (Just call me Neo) Kallen is a corporal in the ATAC Signal's Corps. At the young age of only 17, she has never known the world without it being at war. In order to try and protect her home, Neo was quick to volunteer once she was old enough to be accepted into the military. Since that day, she has specialized in being able to electronically link up the various members of the team that she has been assigned, and does her best to wage electronic hell in the sensors of her opponents.
 
That many points jumps us past level three into level four. Hell, we're almost level five now! Awesome!
 

  • Name: Gabriela Alicia De la Rosa (Gabriela = "God is my strength" in Spanish. Alicia = "Nobility" in Latin. De La Rosa = "Of the Rose" in Spanish.)
    Combat Handle: "Cromo Chamán" ("Chrome Shaman") (Note to self: Alt +0225 for á)
    O.C.C.: Tactical Corps Special Forces (Recon Patrol) (Robotech: Masters Saga, page 28)
    Rank: E-6 Sergeant 1st Class
    Level: 8th
    XP: 53,000/69,960 (using Psychie's list in the top post in this thread - it might be the Military Specialist & Technical Officer table from Shadow Chronicles, page 152).

    This is her on duty (except her skin is sun-tanned and she has Hispanic features)...
    bodybuilder at wwwdotogqdotme.jpg
    (Image credit: www.ogq.me ) (Thanks for finding it, D. Rex!)

    ...and this is she when she lets her hair down (this is the face I imagine when I think of this character). =)
    unnamed.jpg
    (Image credit: www.limetown.com.br)

    Species: Half-human, half-Meltrandi (she appears human).
    Ethnic Background: Mexican-American (and proud of it!)
    Alignment: Scrupulous
    Disposition: Loyal and dedicated to the ASC and her friends, honest, hard-working, adventurous, passionate, outspoken, tough-souled, cool under fire, patient, extremely dedicated to her work, professional on the job but free-willed when off the clock. Sometimes easy to anger. Will go to great lengths to right a wrong. Can be "married to her work" at the exclusion of nearly everything else in her life.
    Age: 25
    Gender: Female
    Height: 5 feet, 9 inches (175 cm).
    Weight: "Hey! That's none of your business, pendejo!" ("stupid!") =)
    Hair: Brown and healthy, soft to the touch.
    Eyes: Rich green, full of life.
    Other features: Very fit and able. Clearly an athlete. Tough, military, and feminine. Cat-like features especially her grin. Speaks with a Spanish (Mexican) accent (rapidly when excited). Stylish tattoo on her left shoulder down to her elbow with the Spanish word "fe" ["faith"] combined with a hooded priestess with Lt. Com. Claudia Grant's face. The face has mecha-like facial features and softly-glowing brown eyes holding a silvery cross and a blossoming red rose. Behind her stands the SDF-1 against a bold sky).

    I.Q. 30 (+16% to all Skills/+8 to Perception)
    M.E. 13
    M.A. 25 (84% chance to trust or intimidate)
    P.S. 24 (+11 to S.D.C. damage - 2 from Hand to Hand: Commando)
    P.P. 31 (+8 to Strike, Parry, and Dodge, +1 to Initiative)
    P.E. 24 (+18% to Saving Throws vs. coma/death, +5 to Saving Throws vs. Poison and Magic)
    P.B. 18 (40% to Charm/Impress)
    Spd 22 (approximately 15 miles/24 kilometers per hour)

    Hit Points: 51/51
    S.D.C.: 74/74
    I.Q. 30 (One "30" Attribute from Character Creation)
    M.E. 13 (13 from Dice)
    M.A. 25 (25 from Dice)
    P.S. 24 (14 from Dice) (+4 from O.C.C.) (+2 Boxing) (+2 Gymnastics) (+2 Body Building)
    P.P. 30 (26 from Dice) (+2 from O.C.C.) (+1 from Gymnastics) (+1 from 3rd level)(+1 from 6th level)
    P.E. 24 (20 from Dice) (+2 Forced March) (+1 Gymnastics) (+1 Outdoorsmanship)
    P.B. 18 (18 from Dice)
    Spd 12 (12 from Dice) (+8 Running) (+2 Forced March)

    S.D.C. 74 (+21 O.C.C.) (+10 Body Building) (+13 Boxing) (+10 Forced March) (+7 Gymnastics) (+11 Outdoorsmanship) (+2 Running)

    Combat Attributes (personal/in Ajax)
    Perception +10/+10
    Initiative +6/+8
    Attacks per Round: 7/10
    Strike +10/+13
    Parry +13/+15
    Dodge +15/+17 (on ground)/+22 (while airborne)
    Roll +8/+13
    Damage:
    Disarm +2/+4
    Pull Punch +3/+5
    Body Flip/Throw: +11
    Horror Factor: +3
    Karate punch does 2d4 S.D.C. damage. Karate kick does 2d6+4 + P.S. bonus S.D.C. damage and is +2 to Strike (5th level HtH: Commando). Jump Kick.

    Combat Attributes
    Perception +1 (+1 from O.C.C.) (+1 from Demolitions)
    Initiative +6 (+1 from O.C.C., +4 from Hand to Hand: Commando)(+1 for P.P. of 31)
    Attacks per Round: 7 (6 from Hand to Hand: Commando) (+1 Boxing)
    Strike +10 (+2 from HtH: Commando)
    Parry +13 (+3 from HtH: Commando) (+2 Boxing)
    Dodge +15 (+5 from HtH: Commando) (+2 Boxing) [+2 Ajax MECT, +3 while airborne, +2 Combat Flying]
    Roll +8 (+5 from HtH: Commando) (+1 Boxing) (+2 Gymnastics)
    Disarm +2 (+2 from HtH: Commando)
    Pull Punch +3 (+3 from HtH: Commando)
    Body Flip/Throw: +11 (+3 from HtH: Commando)
    Horror Factor: +2 (+2 to save from O.C.C.) (+1 HtH: Commando)

    Special Bonuses: +1 on initiative, +2 to strike, +2 to parry and dodge, +2 to auto-dodge while flying (the act of dodging does not use up a melee attack), +1 to roll with punch. These bonuses are in addition to those granted by MECT skill.

    Bonuses from Mecha Elite Combat Training (MECT): +1 attack per melee at levels 1, 3, 6, 10, and 15. +1 on initiative, +1 to strike, +2 to dodge, +1 to auto-dodge while flying, +2 to disarm, +2 to pull punch, and +1 to roll with punch.
 
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For successfully wrapping up this part of the story, here is another large xp award!

7,000 points!

That puts everyone at 25,121 and 6th level. Congratulations! You've earned it!
 
You get the following bonuses from your HtH Commando skill:
Level 6 : +2 on initiative, +1 to strike, parry and dodge, and +1 to body flip/throw.

Add one new skill at a level 1 percentage, 1d6 to hit points, and you can add 1 to any of your Attributes you wish.

Edit: Your skills all also go up in percent by one level
 
You get the following bonuses from your HtH Commando skill:
Level 6 : +2 on initiative, +1 to strike, parry and dodge, and +1 to body flip/throw.

Add one new skill at a level 1 percentage, 1d6 to hit points, and you can add 1 to any of your Attributes you wish.

Edit: Your skills all also go up in percent by one level
What kind of skills can I currently purchase?
 
There is a link to the Master Skill List at the top of the Character Thread, but some skills will not apply to this setting. If you have the Shadow Chronicles book, that is the one to go with. Any skill in the book you wish to add on is fair game from there.
 
There is a link to the Master Skill List at the top of the Character Thread, but some skills will not apply to this setting. If you have the Shadow Chronicles book, that is the one to go with. Any skill in the book you wish to add on is fair game from there.
Weapon development
 

  • Name: T'kar the Prime Mover (a Prime Mover is a social title I created for a Karbarran who has shown mastery both in Science and Engineering)
    Combat Handle: "Ursa Maker"
    O.C.C.: Marine Technical Officer (Expeditionary Force Marines Sourcebook, page 32)
    Rank: 2nd Lieutenant (promoted from Warrant Officer)
    Level: 6th
    XP: 30,000/34,960, (using Psychie's list in the top post in this thread - it might be the Military Specialist & Technical Officer table from Shadow Chronicles, page 152).

    This is the picture I think is closest to T'Kar. =)
    Karbarran per Expeditionary Force Marines Sourcebook.jpg
    (Image credit: Expeditionary Force Marines Sourcebook)

    I have the impression Karbarrans commonly use apostrophes in their names as seen below.
    PreludeKarbarrans.jpg
    (Image credit: Robotech Wiki - Fandom)

    Plus, if you're going to play a science/engineering geek, why not have some fun with your favorite "Bit"? Wooo! =)
    We Never Should Have Taught The Pandas How To Fly.jpg
    (Image credit: We Never Should Have Taught the Pandas How to Fly - the impressive Steve Chinhsuan Wang)

    Species: Karbarran
    Alignment: Scrupulous
    Disposition: Extremely intelligent, proud, curious, practical, downright goofy. Easily-bored, restless; always at work on some kind of project(s). Good-natured, but also a very determined enemy. Has integrity and expects the same of his allies. A dreamer whose spirit does not rest until his dreams are reality.
    Mannerisms: Often examines things by staring at them. Displays good social manners (from a Karbarran point of view). Likes to name things. Likes to think aloud. Loves a good debate even if his argument loses.
    Age: 585 years old
    Gender: Male
    Height: 8 feet, 9 inches (2.67 m).
    Weight: 720 pounds (327 kg).
    Fur: Brown, thick, Grizzly-like.
    Eyes: Piercing hazel behind which exists an ever-curious mind and a strong will to match.
    Other features: Nasty scar on right shoulder about 6 inches long given to him by an Invid Crann's energy flagela for "disobedience." Calloused paws from long, long years of labor, both in the mines and the Invid shipyards where they put him to work making whatever they wanted.
    Hobbies: Doing science and engineering, studying the stars, keeping up with medical science, gaming (role-playing and video games).

    I.Q. 30 (+16% to all Skills/+8 to Perception)
    M.E. 20 (+3 to Saving Throws vs. Insanity)
    M.A. 16 (+55% to Charm/Impress)
    P.S. 34 (Augmented, causes 2D4 Mega-damage with Power Punch. +19 to S.D.C. damage, can lift/throw 2,100 lb/953 kg)
    P.P. 22 (+4 to Strike, Parry, Dodge)
    P.E. 24 (+18% to Saving Throws vs. coma/death, +5 to Saving Throws vs. Poison and Magic)
    P.B. 10
    Spd 24 (approximately 16 miles/26 kilometers per hour)

    Hit Points: 71
    S.D.C.: 147

    Hit Points: 71 (+24 P.E.) (+47 Experience Levels as a Karbarran)
    S.D.C.: 147 (+80 Starting S.D.C.) (+23 Marine Technical Officer) (+7 Athletics S.D.C) (+17 Boxing) (+5 Forced March) (+2 Running) (+13 Wrestling)

    I.Q. 30 (One "30" Attribute from Character Creation)
    M.E. 20 (20 from Dice)
    M.A. 19 (16 from Dice) (+3 from O.C.C.)
    P.S. 36 (29 from Dice) (+1 Athletics) (+2 Boxing) (+2 Physical Labor) (+2 Wrestling)
    P.P. 22 (20 from Dice) (+1 from 3rd level)(+1 from 6th level)
    P.E. 24 (20 from Dice) (+2 Forced March) (+1 Role-Playing Game Design) (+1 Wrestling)
    P.B. 10 (10 from Dice)
    Spd 24 (9 from Dice) (+3 Athletics) (+1 Forced March) (+11 Running)

    Karbarran Natural Abilities: Engineering Aptitude and Motion Detection (see Expeditionary Force Marines Sourcebook page 41)
    Karbarran Racial bonuses (+1 to Perception Rolls, +2 to save vs. poison, toxins and gases, +2 to roll with impact).

    Combat Attributes (personal/in Bioroid Interceptor)
    Perception +11
    Initiative +4/+6
    Attacks per Round: 6/9
    Strike +6/+9 (melee only; see weapon descriptions)
    Parry +10/+13
    Dodge +12/+14 (on ground)/+15 (while airborne)
    Roll +5/+7
    Damage: +19
    Disarm +5/+7
    Pull Punch +3/+5
    Body Flip/Throw: +5
    Horror Factor: +3
    Karate punch does 2d4 S.D.C. damage. Karate kick does 2d6 + P.S. bonus S.D.C. damage and is +2 to Strike (5th level HtH: Commando). Jump Kick.

    Combat Attributes
    Perception +11 (+8 from I.Q.) (+2 from O.C.C.) (+1 from Karbarran R.C.C.)
    Initiative +4 (+4 from Hand to Hand: Commando)
    Attacks per Round: 6 (5 from Hand to Hand: Commando) (+1 Boxing)
    Strike +6 (+4 P.P.) (+2 from HtH: Commando)
    Parry +10 (+4 P.P.) (+3 from HtH: Commando) (+1 Athletics) (+2 Boxing)
    Dodge +12 (+4 P.P.) (+5 from HtH: Commando) (+1 Athletics) (+2 Boxing)
    Roll +5 (+3 from HtH: Commando) (+1 Athletics) (+1 Boxing)
    Disarm +5 (+4 P.P.) (+1 from HtH: Commando)
    Pull Punch +3 (+3 from HtH: Commando)
    Body Flip/Throw: +5 (+4 P.P.) (+1 from HtH: Commando)
    Horror Factor: +5 (+3 M.E.) (+2 from HtH: Commando)

    Bonuses from Mecha Elite Combat Training (MECT): +1 attack per melee at levels 1, 3, 5, 7, 10, 12, and 15. +2 on Initiative, +3 to Strike (melee only), +3 to Parry, +2/+3 to Dodge (ground/air), +2 to Disarm, +2 to Roll with punch.

 
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