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Dice Robotech - Tales of the UEEF (Characters)

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Sherwood

Luna's Concubine
Supporter
Roleplay Availability
Roleplay Type(s)
The various attribute selections are as follows:
Brainy
Iq: 24 Me: 14 Ma: 12 Ps: 13 Pp: 17 Pe: 11 Pb: 19 Spd: 10

Strong-Willed
Iq: 15 Me: 24 Ma: 10 Ps: 14 Pp: 16 Pe: 14 Pb: 15 Spd: 15

Charismatic
Iq: 14 Me: 10 Ma: 24 Ps: 12 Pp: 14 Pe: 17 Pb: 18 Spd: 11

Physically Strong
Iq: 12 Me: 13 Ma: 15 Ps: 24 Pp: 15 Pe: 15 Pb: 12 Spd: 12

Fast Reflexes and High Dexterity
Iq: 15 Me: 11 Ma: 12 Ps: 11 Pp: 24 Pe: 12 Pb: 15 Spd: 18

Great Endurance
Iq: 14 Me: 16 Ma: 11 Ps: 16 Pp: 12 Pe: 24 Pb: 13 Spd: 14

Select one stat block, and replace a single attribute of your choice with an additional 24. Your Physical Skills and MOS Packages may increase these up above 24.

Here are the Character Classes to pick from:

Everyman Skills
The following skills are taught to every Marine, regardless of OCC.
Computer Operation ( +5%)
Math: Basic ( + 10%)
Radio: Basic
Language and Literacy: English: 98%.
W.P. Rifle
W .P. Energy Rifle
Every Marine has a rifleman bonus: All Expeditionary Force Marines receive a+ 1 to strike with any rifle or energy rifle, regardless of O.C.C.

Infantry Medical Officer
Fleet Corpsmen are actually medically trained naval enlisted men and non-commissioned officers assigned to Expeditionary Force Marines and mechanized infantry units. All medical services required by the UEEF Marines are provided by the fleet. Fleet Corpsmen undergo marine infantry training in addition to medical schooling, so they are not a liability to the marines
they serve with in the field of battle. During combat, if there are no wounded being tended to, they are expected to pick up a rifle and fight the enemy just like everyone else in their unit, though
they usually fill support roles rather than front-line infantry. A Fleet Corpsman must have nerves of steel and a compassionate heart, often working to save soldiers' lives even while under enemy fire. As the war progresses, they find themselves extending their knowledge to aid injured aliens as well, often with physiologies that confound what was once believed about
biology and medicine.
While not full medical doctors, they are able to perform field surgery and attend to life-threatening wounds on the battlefield. Given the high lethality of battle involving Robotechnology and Reflex weaponry, often all the corpsman can do is stabilize the patient and get them ready for evacuation to a field hospital or other facility with advanced medical equipment and fully trained doctors.
Enlisted Fleet Corpsmen operate under their own ranking system. Typically, only those of Hospital Corpsman Third Class rank or higher (E-4) are assigned to infantry platoons, giving them the equivalent rank of a Marine Corporal. Lower ranks are typically assigned to bases, field hospitals, ships and clinics until they are experienced enough to work in the field. All Fleet Corpsman player characters should start at E-4 rank.
UEEF Fleet Corpsman Enlisted Ranks:
E-1: Hospitalman Recruit
E-2: Hospitalman Apprentice
E-3: Hospitalman
E-4: Hospital Corpsman Third Class
E-5: Hospital Corpsman Second Class
E-6: Hospital Corpsman First Class
E-7: Chief Hospital Corpsman
E-8: Senior Chief Hospital Corpsman
E-9: Master Chief Hospital Corpsman

Attribute Requirements: 1.Q. 12. A high M.A. and P.E. are recommended, but not required.
Starting S.D.C.: 2D6+6
Bonuses: +1 to M.E., +1 to Perception Rolls, and +2 to roll with impact.
O.C.C. Skills: .
Language and Literacy: English: 98%.
Biology ( + 10%)
Chemistry ( + 10%)
Computer Operation ( + 10%)
Field Surgery (+15%)
First Aid (+15%)
Forced March
Mathematics: Advanced (+15%)
Mecha: Pilot Ground Veritechs
Military Etiquette ( + 10%)
Pilot Motorcycles ( + 10%)
Radio: Basic (+5%)
W.P. Energy Rifle
W.P. Handguns
Xenological Medicine (no specialization, + 15%)
Hand to Hand: Expert, may be upgraded by your MOS Package or by using one of your OCC Related Skills to Commando.

M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C. section. Read them all and select the one you feel best fits your character's personality and goals.
Combat Shuttle Pilot
Search and Rescue
STORM Team Basic Training


O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select four skills at level one.
Communications: None.
Domestic: Any ( +5% ).
Electrical: Basic Electronics and Computer Repair only ( +5% ).
Espionage: None.
Mechanical: Basic and Automotive Mechanics only.
Medical: Any except Medical Doctor ( + 15% ).
Military: Any (+5%).
Physical: Any except Acrobatics or Gymnastics.
Pilot: Any
Pilot Related: Any.
Science: Any (+10%).
Technical: Any ( + 10% ).
W.P.Any.
Wilderness: Wilderness Survival only.

STORM Commando O.C.C.
The STORM Commando is a specially trained Expeditionary Force Marine Corps officer who is taught to think on his feet and make critical decisions without the support of a command structure and often light-years from any sort of assistance. They are taught to work with aliens of all kinds, use strange and experimental
technologies and to lead their teams through any environment to meet just about any objective. The most important skill a STORM Commando has, however, is in maximizing the use of the varied talents of his fellow team members. In most cases, the STORM Commando is the commanding officer of the team. However, there are numerous instances where this is not the case and a more experienced Fleet officer or Marine officer is placed in charge. In these cases, the STORM Commando often works as an executive officer, making sure the commanding officer's orders are carried out with maximum efficiency. STORM Commandos are tough, well-trained and flexible. They garner respect from everyone in the UEEF for their battlefield prowess, tactical knowledge and, most of all, their dedication to getting the job done by whatever means necessary.

Storm Commando O.C.C.
Rank: Starts at 2nd Lieutenant.
Attribute Requirements: 1.Q. 12, P.S. 12, P.E. 14. A high M.E. and P.P. are helpful, but not required.
Starting S.D.C.: 1D4x10+10
Bonuses: +2 on initiative, +2 to disarm, +2 to pull punch, +3 to roll with impact.
O.C.C. Skills: All of the Universal skills, above, and the following.
Basic Electronics (+5%)
Boarding Spaceships (+10%)
Climbing (+15%)
Detect Ambush ( + 15%)
Intelligence ( + 15%)
Two Espionage skills of choice ( + 10% ).
MECT: One of choice.
Military Etiquette ( + 10%)
Military Sign Language (+15%)
Pilot: Ground Veritechs (+5%)
Pilot: One skill of choice.
Running
Surveillance ( + 10%)
Swimming ( + 10%)
Undercover Ops ( + 10%)
Wilderness Survival (10%)
W.P. Knife
W.P. Heavy Weapons
W.P. Heavy M.D. Weapons
W.P. Energy Pistol
W.P. Pistol
Hand to Hand: Commando

M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C. section. Read them all and select the one you feel best fits your character's personality and goals. Note: The Commando automatically gets the STORM Team Basic Training M.O.S. and those skill and bonuses are accounted for in the O.C.C. list above.

Basic Cyclone Piloting
Close Quarters Combat Expert
Extraterrestrial Environment Combat Specialist
Extraterrestrial Affairs Liaison
Intelligence Specialist
Marine Close Air Support Pilot
Scout Sniper


O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select three other skills at level one.
Communications: Any (+10%).
Domestic: Any.
Electrical: Electrical Engineer or Computer Repair only
(+5%).
Espionage: Any (+10%).
Mechanical: Basic and Automotive Mechanics only.
Medical: First Aid or Paramedic only.
Military: Any (+10%).
Physical: Any except Hand to Hand (+10% where applicable).
Pilot: Any.
Pilot Related: Any (+5%).
Science: Mathematics: Advanced only.
Technical: Any (+5%).
W.P.Any.
Wilderness: Any.

Marine Technical Officer O.C.C.
The marine officers are the leaders of the Expeditionary Force Marine Corps, and are highly trained and educated soldiers. Marine Technical Officers either rise through the ranks of the enlisted or are graduates of Officer Candidate School. The latter should be the case with new player characters. The high amount of the front-line combat action seen by the Expeditionary Force Marines weeds out bad officers very quickly. They are either forced into a rear echelon position or quickly
meet their end on the battlefield. The victims of their own poor decisions and strategies. And officers who uselessly or callously throw away the lives of the soldiers in their command tend to suffer a very high rate of dangerous and sometimes fatal accidents. That said, most officers in the UEEF Marine Corps take their responsibilities and duties very seriously and care about the troops under their charge.

Marine Technical Officer O.C.C.
Rank: Starts at 2nd Lieutenant.
Attribute Requirements: I.Q. 9, M.A. 9, P.E. 10. A good P.S. and P.P. are helpful, but not required.
Starting S.D.C.: 4D6+8
Bonuses: +2 to Perception rolls, +I to M.E., +1D4 to M.A.
O.C.C. Skills: All of the Universal skills, at the beginning of O.C.C.s, and the following.
Basic Electronics (+5%)
Climbing ( + 10%)
Forced March
Intelligence ( +6%)
One Piloting skill of choice (+10%).
Sensory Equipment (+15%)
Swimming ( + 10%)
W.P. Energy Pistol
W.P. Handguns
Mathematics: Advanced ( + 10%)
Military Etiquette (+20%)
Hand to Hand: Expert, which may be changed and improved by some M.O.S. to Commando. The best Hand to Hand skill always applies.

M.O.S. (Military Operational Specialty): Each M.O.S. represents the character's area of special training. UEEF Marine Technical Officers get to pick two M.O.S. packages. First select one of these M.O.S. categories:

Basic Cyclone Piloting
Combat Camera Specialist
Marine Close Air Support Pilot
STORM Team Basic Training


Second, select one additional M.O.S. from the following:
Combat Engineer
Communications Officer
Electronic Warfare Officer
Extraterrestrial Affairs Liaison
Intelligence Specialist
Mecha Engineering
Science Officer


O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select four other skills at level one.
Communications: Any ( + 10% ).
Domestic: Any.
Electrical: Any ( +5% ).
Espionage: Any (+5%).
Mechanical: Any (+5%).
Medical: First Aid or Paramedic only.
Military: Any ( + 10% ).
Physical: Any except Hand to Hand ( + 10% where applicable).
Pilot: Any.
Pilot Related: Any (+5%).
Science: Any ( +5% ).
Technical: Any ( + 10% ).
W.P.Any.
Wilderness: Land Navigation and Wilderness Survival only.
Marine MOS Packages
Basic Cyclone Piloting: Generally reserved for non-front line troops, the widespread use of the Cyclone Veritech motorcycle has resulted in a need for at least basic training in its use even among non-infantry personnel, often referred to as "Personnel Other than Grunts" (POGs).
Land Navigation (+6%)
Mecha: Pilot Ground Veritechs (+5%)
MECT: One Cyclone class of choice.
Pilot Motorcycle ( + 10%)
Weapon Systems (+5%)

Close Quarters Combat Expert: A soldier who has been trained in combat in urban environments and onboard starships. They excel at the proverbial "knife fight in a phone booth" theater of warfare.
Boxing
Hand to Hand: Commando
Military Sign Language ( + 10%)
Prowl (+20%)
Wrestling
W.P. Knife
W.P. Sword

Combat Shuttle Pilot: This pilot has undergone special training in performing combat drops into "hot zones." They fly shuttles full of Marines into the teeth of combat or pilot their vehicles into enemy fire to extract Marines who need rescue. These pilots need spines of steel and are often said to have ice water running through their veins. They are also trained to aid wounded soldiers and rescue downed pilots.
Excavation & Rescue (+15%)
Navigation (+10%)
Paramedic ( + 10%)
Spacecraft: Light and Medium (+15%)
Weapon Systems (+5%)

Combat Camera Specialist: Soldiers who have undergone this training are essential both for the collection of intelligence and for the archiving and recording of operations of importance. They are frequently assigned to reconnaissance units, science teams, diplomatic missions and to any unit that expects to see and do things that have never been done before. Someone with this skill package is almost always assigned to be among the first boots on the ground for operations on alien worlds.
Creative Writing ( + 10%)
Intelligence ( +8%)
Optic Systems (+15%)
Photography ( + 20%)
Tailing ( + 10%)
TV/Video (+25%)

Combat Engineer: This package means the soldier can perform construction and demolition missions during combat situations. They can blow enemy installations, clear areas of mines in front of advancing infantry units, and build bridges and fortifications. In the Expeditionary Force Marine Corps, Combat Engineers are trained more in the tradition of "sappers," and are meant to use their skills in front-line combat duty.
Electrical Engineer ( + 10%)
Excavation & Rescue (+15%)
Mechanical Engineer (+15%)
Demolitions (+12%)
Demolitions Disposal ( + 12%)
Military Fortification ( +20%)
Vehicle Armorer ( + 10%)
Trap & Mine Detection (+20%)

Communications Specialist: The eyes and ears of the Marine Corps, these soldiers not only coordinate internal and external communications within the Corps, but also operate sensors in larger vehicles and installations like the GMU.
Basic Electronics (+10%)
Computer Programming ( + 15%)
Cryptography or Barter (+5%; pick one)
Electronic Countermeasures (+15%)
Language: Other, one of choice (+15%).
Laser Communications ( + 10%)
T.V./Video (+15%)

Electronic Warfare Specialist: Usually works with intelligence services, these soldiers are trained in cyber and electronic warfare and defense against attacks of the same kind. They also tend to be excellent code-breakers.
Advanced Math (+15%)
Basic Electronics ( + 10%)
Computer Hacking ( + 15%)
Computer Programming ( +20%)
Computer Repair ( +20%)
Cryptography (+15%)
Electronic Countermeasures ( +20%)
Surveillance ( + 10%)

Extraterrestrial Environment Combat Specialist: This involves theoretical knowledge and practical training on how to wage war and survive in alien environments not found on Earth. These individuals are taught to be adaptable and inventive. Before the launch of the Pioneer mission they underwent training in some of the harshest known environments, including arctic terrain and deserts, and most had to survive a week on their own on the moon with minimal supplies.
Camouflage ( + 10%)
First Aid (+10%)
Outdoorsmanship
Recycle (+20%)
Space Survival (+20%)
Swimming (+20%)
Wilderness Survival (+20%)
Zero Gravity Combat

Extraterrestrial Affairs Liaison: Also known as "first contact" specialists, these officers are trained in diplomacy and negotiations with alien beings. They try to quickly learn the motivations and personalities of any alien species and try to determine how to deal with them in a way that is most favorable for the Expeditionary Force.
Anthropology (+20%)
Barter ( + 10%)
Biology ( + 10%)
Language: Other: One of choice ( + 10% ).
Literacy: Other: One of choice ( + 10% ).
Lore: Two of choice (+15%).
Psychology (+15%)
Public Speaking (+20%)
Xenobiology ( + 10%)

Intelligence Specialist: In the Expeditionary Force Marines, these are not so much spies as they are data collection and reconnaissance specialists. They also analyze enemy tactics and movements and interpret their intent and the best ways to counter them. However, they also have some espionage skills that may be used for the purpose of sabotage and undercover operations.
Basic Electronics ( + 10%)
Intelligence (+14%)
Interrogation ( + 15%)
Military Sign Language (+ 10%)
Military Tactics ( + 15%)
Two Espionage skills of choice (+10%).
Surveillance ( + 15%)
Undercover Ops (+15%)

Marine Close Air Support Pilot: Unlike those trained for fleet duty, the Marine Veritech Pilot trains specifically for close air support of ground forces. They run bombing missions and strikes against enemy targets and fortifications, softening them up or destroying them completely to assist ground assets. Marine Pilots also protect shuttles during combat drops from orbit and defend them during insertion and extraction of ground troops. They do not see much duty in deep space. They usually pilot Alpha Fighters, Conbats or Super Valkyries.
Boarding Spaceships ( + 10%)
Navigation (+20%)
Mecha Pilot: Veritechs
Mecha Elite Combat Training: Two of choice.
Pilot Airplane (+20%)
Pilot Jet Aircraft (+20%)
Pilot Jet Fighter (+15%)
Weapon Systems (+10%)

Mecha Engineering: These are the men and women who keep the advanced war machines of the Expeditionary Force and its Marines in fighting order. They have been educated to the limits of human knowledge in Robotechnology, Reflex weaponry and Protoculture.
Computer Programming (+25%)
Electrical Engineer (+25%)
Mathematics: Advanced (+20%)
Mechanical Engineer (+25%)
Protoculture Engineer (+20%)
Reflex System Mechanics ( +20%)
Robot Electronics (+15%)
Robot Mechanics ( + 20%)
Vehicle Armorer (+20%)
Weapons Engineer (+15%)

Science Officer: Marine Science Officers specialize in field work, particularly dealing with the alien species and environments likely to be encountered by the Marine Corps. While much of the scientific duties of the Expeditionary Force are handled by the fleet's Science Division, the Marine Science Officers are often the first experts on-site when something new and worth studying is discovered. Science Officers are rarely placed in command positions, but when matters of science arise, their decisions are typically given deference. The focus of their research and investigations almost always has an end goal of improving the survivability and chances
of success of Marines on the battleground.
Computer Programming (+20%)
Sensory Equipment (+15%)
Two Medical skills of choice (+15%).
Three Science skills of choice (+15%).
Lore: One of choice ( + 10% ).
Research (+15%)
Xenobiology ( + 20%)
Zoology ( + 10%)

Scout Sniper: Quiet and deadly, these soldiers are trained in close reconnaissance and surveillance, as well as marksmanship. They provide support to infantry by putting long-range fire on strategic targets.
Camouflage (+25%)
Detect Ambush (+15%)
Optic Systems ( + 10%)
Prowl (+12%)
Surveillance ( + 15%)
Sniper
Tracking (+15%)

Search and Rescue: Some of the most heralded soldiers are those trained to find and retrieve lost and injured comrades. They often do this in the thick of combat or well behind enemy lines.
Damage Control & Disaster Response ( + 15%)
Excavation & Rescue (+20%)
Paramedic (+15%)
Space Survival (+15%)
Tracking (+20%)
Tracked & Construction Vehicles ( + 10%)
Wilderness Survival (+20%)

STORM Team Basic Training: This is an enlisted or NCO trained to work on a STORM Team. They are the backbone of the Expeditionary Force Marine special forces.
Detect Ambush (+15%)
Hand to Hand: Commando
Intelligence ( + 10%)
Military Sign Language (+10%)
Prowl (+10%)
Two Piloting skills of choice (+10%, where applicable).
Wilderness Survival (+10%)
W.P. Knife


Veritech Pilot OCC
Veritech Pilots are the cream of the crop, the elite of the UEEF's aerospace fighting force. Steely and cocksure, Veritech Pilots are put through a vigorous training regimen that includes not only flight training, but survival and hours of classwork to hone the mind as well as the body. They are trained in piloting conventional aircraft and fighter craft and aerospace combat tactics, as well as piloting the nimble and deadly Veritech fighters and Cyclone. They represent the backbone of the Expeditionary Force's ability to project its power and take part in missions as diverse as interception/interdiction, dogfighting, bombing, combat air patrol, space and atmospheric superiority, air to ground strikes, ground to air attacks, air support reconnaissance, exploration, rescue and fighter escort.
Veritech Pilots are either UEEF Fleet or Marine Corps Aviators. Although the Marine Corps Aviators have their own squadrons and air wings, and follow the UEEF Marine Corps rank structure, they are approved for flight status through the REF Fleet, and answer to the CAG of the ship their wing is assigned to. While Marine Aviators take part in the same kinds of missions as their UEEF Fleet colleagues, they mostly concentrate on ground attack and air support missions in concertwith their land-bound Marine Corps brethren.

OCC Skills
Climbing (+10%)
Forced March
Military Etiquette (+10%)
Pilot: Airplane: (+30%)
Pilot: Jet Aircraft: (+30%)
Pilot: Jet Fighter: (+20%)
Pilot: Spacecraft, Light and Medium: (+15%)
Radio: Basic: (+15%)
Sensory Equipment: (+15%)
Space Survival: (+10%)
Swimming: (+5%)
WP Energy Pistol
WP Energy Rifle
WP Handguns
Hand to Hand: Expert, which may be upgraded and improved to Commando by use of one of your Secondary Skills

MOS Packages: Each MOS represents the character's area of special training. Pick one of the following:
Veritech Alpha Fighter Pilot
Veritech Beta Fighter Pilot
Reconnaissance Veritech Pilot
Veritech Test Pilot


O.C.C. Related Skills: These are additional skill choices related to the character's military occupation and background. Select five other skills at level one.
Communications: Any (+5%)
Domestic: Any
Electrical: Base Electronics only (+10%)
Espionage: None
Mechanical: Any (+10%)
Medical: None
Military: Any (+5%)
Physical: Any except Gymnastics and Wrestling
Pilot: Any (+10%)
Pilot Related: Any (+10%)
Science: Mathematics: Advanced and Astrophysics only
Technical: Any (+5%)
WP: Any
Wilderness: Any (+5%)
MOS Selections Available to the Veritech Pilot OCC
Veritech Alpha Fighter Pilot

Boarding Spaceships (+10%)
Intelligence (+12%)
Land Navigation (+10%)
Mecha Pilot: One of choice, typically Ground Veritechs
Mecha Pilot: Veritechs
Mecha Piloting Specialty: Alpha or Valkyrie, pick one
Mecha Elite Combat Training (MECT): Alpha or Valkyrie, pick one
Navigation (+20%)
Navigation: Space (+10%)
Wilderness Survival (+10%)
Zero Gravity Combat

MOS Bonus: Starting SDC: 3d6+10, +1 to Initiative, +1 to Dodge, and +1 to Pp and Pe attributes
Veritech Beta Fighter Pilot
Base Electronics (+10%)
Field Armorer and Munitions Expert (+15%)
Land Navigation (+15%)
General Repair and Maintenance (+12%)
Mecha Pilot: One of choice, typically Ground Veritechs
Mecha Pilot: Veritechs
Mecha Piloting Specialty: Beta
Mecha Elite Combat Training (MECT): Beta
Military Tactics (+10%)
Navigation (+20%)
Navigation: Space (+10%)
Weapon Systems (+10%)

MOS Bonus: Starting SDC: 3d6+8, +1 to Perception rolls, and +1 to Me and Ps attributes
Reconnaissance Veritech Pilot MOS
Camouflage (+15%)
Detect Ambush (+10%)
Detect Concealment (+10%)
Land Navigation (+20%)
Intelligence (+12%)
Mecha Elite Combat Training (MECT) same as Veritech of choice; Alpha or Beta
Mecha Pilot: Veritechs
Mecha Piloting Specialty: Alpha or Beta
Military Fortifications (+10%)
Military History (+10%)
Military Tactics (+15%)
Wilderness Survival (+10%)

MOS Bonus: Starting SDC: 3d6+10, +2 to Perception rolls, +1 to Dodge, and +1 to Pp and Pe attributes
Veritech Test Pilot
Veritech test plots are the brave, some would say crazy, men and women who lay their lives on the line testing new, modified and unproven aerospace mecha. These pioneering souls are not the cocksure, cigar chomping thrill seekers of legend, but highly educated and highly trained pilot-engineers who use their meticulous piloting and vast technical knowhow to push new airframes to, and often past their limits. Test pilots need a strong grasp of both mecha and aerospace engineering, above average piloting skills, as well as the ability to operate in dangerous and high pressure situations.
Navigation (+10%)
Combat Flying
Aerospace Engineer (+15%)
Mecha Engineering (+15%)
Electrical Engineer (+10%)
Mecha Pilot: Veritech (+20%)

MOS Bonus: 3d6 SDC base, +2 to Pe, +2 to Me, +4 to Perception rolls

Everyone gets to select a Natural Aptitude Bonus
Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by mecha and spaceship cannons. Furthermore, the usual penalties for being off balance, moving, etc. are half. Does not apply to missiles.

Natural Veritech Ace: +5% to Pilot Veritech skill and + 7% to Veritech Piloting Specialty ( one specific Veritech which the character pilots better than any other, his or her favorite). Also +1 on Perception Rolls, +1 to dodge and +1 to roll with impact when piloting any type of transformable mecha.

High Perception and Solid Gut Instincts: +1d4 on Perception Rolls. Roll 1D4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.

Quick Reaction Time: +1D4 on initiative. Roll 1d4 once in front of the Game Master when the character is first created to determine what this bonus is from that time forward.

Strongman: +1D6+3 to P.S. attribute and +1 to pull punch.

Fast Learner and Jack of Many Trades: Select one extra M.O.S., but without benefit of the usual bonuses for it.

Quick Reflexes: + 1 attack per melee and + 1 to dodge.

Charismatic/Charmer: +1D4+2 to M.A., this character is especially likable and affable.

Here is the Master Skill List. Obviously there are some skills that will not be allowed in this setting.
http://home.wtal.de/marcorubert/SkilList.pdf
 
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ATTRIBUTE BONUS CHART
Attribute Number
: 16 - 17 - 18 - 19 - 20 - 21 - 22 - 23 - 24 - 25 - 26 - 27 - 28 - 29 - 30
I.Q. add to all skills . This is a one time bonus +2% / +3% /+4% + 5% / +6% / +7% / +8% / +9% / +10% / +11% / +12% / +13% / +14% / +15% / +16%
I.Q. bonus to Perception +1 / +1 / +2 / +2 / +3 / +3 / +4 / +4 /+5 / +5 / +6 / +6 /+7 / +7 / +8
M.E. save v s . psionic attack +1 / +1 / +2 / +2 / +3 / +3 / +4 / +4 /+5 / +5 / +6 / +6 /+7 / +7 / +8
M.E. save v s . insanity +1 / +1 / + 2 / +2 / +3 / +4 / +5 / +6 / +7 / +8 /+9 / +10 / +11 / +12 / +13
M.A. trust/intimidate 40% / 45% / 50% / 55% / 60% / 65% / 70% / 75% / 80% / 84% / 88% / 92% / 94% / 96% /97%
P.S. Hand to Hand combat damage +1 / +2 / +3 / +4 / +5 / +6 / +7 / +8 / +9 / +10 / +11 / +12 / +13 / +14 / +15
P.P. Strike, Parry and Dodge bonus +1 / +1 / +2 / +2 / +3 / +3 /+4 / +4 / +5 / +5 / +6 / +6 / +7 / +7 / +8
P.E. save v s . coma/death +4% / +5% / +6% / +8% / +10% / +12% / +14% / +16% / +18% / +20% / +22% / +24% / +26% / +28% / +30%
P.E. save vs. magic/poison +1 / +1 / +2 / +2 / +3 / +3 / +4 / +4 / +5 / +5 / +6 / +6 / +7 / +7 / +8
P.B. charm/impress 30% / 35% / 40% / 45% / 50% / 55% / 60% / 65% / 70% / 75% / 80% / 83% / 86% / 90% / 92%
Spd . No special bonuses other than the raw , natural ability to run .
XP Chart
1 - 0 - 2,150
2 - 2,151 - 4.300
3 - 4,301 - 8,400 <====5,000
4 - 8,401 - 17,500 <==== 9,500

5 - 17,501 - 25,600
6 - 25,601 - 35,700
7 - 35,701 - 52,800 <==== currently at 37,001
8 - 52,801 - 72,900
9 - 72,901 - 98,500
10 - 98-501 - 132,500
11 - 132,501 - 183,500
12 - 183,501 - 235,000
13 - 235,001 - 285,000
14 - 285,001 - 345,000
15 - 345,001+

With each level up you go, you get to add one skill at a level 1 proficiency. Make sure you add your Iq bonus to it. Also, with each level you go up, you get to add one to any single attribute of your choice. This can raise your attribute up above 24. You also get to add 1d6 to your Hit Points, and all of your current skills go up to the next level proficiency. Normally, your skills top out at 98%, but I want you to keep track of your percentages beyond that level. Any negative modifiers will come off of the high end, showing your level of expertise in your given field.


Combat Bonuses for Martial Art Techniques
Hand to Hand : Commando
This is the fighting style taught to police officers, soldiers, bodyguards, thieves, and anybody else who will be expected to live by violence. While it lacks the mastery of the Martial Arts, an Expert fighter knows how to scrap quickly and efficiently. At high levels, especially, those with this skill can often hold their own against dedicated masters of the martial arts.
Note: Expert combat training enables the character to use any basic/common attacks, including Punch, Elbow, Kick, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Roll with Impact, Power Punch, Power Kick, and Pull Punch and even some martial arts moves (as noted below) - but unless noted below, the character does not have special moves or martial art attacks such as Back Flip, Holds, Karate Punches, Leap Kick or other moves.

Level 1 : Starts with four attacks/actions per melee round, W.P. Paired Weapons, body flip/throw, body block/tackle, Automatic Dodge and +2 to save vs Horror Factor.
Level 2: +1 on initiative, +1 to strike, +2 to parry and dodge, +3 to roll with punch/fall/impact, and +3 to pull punch. Backward sweep kick, used only against opponents coming up behind the character. Does no damage; it is purely a knockdown attack (same penalties as body flip) but cannot be parried (an opponent can try to dodge it but is -2 to do so).
Level 3 : +1 on initiative, +1 to disarm, and Karate punch/strike (does 2D4 damage) .
Level 4: +1 additional attack/action per melee and Karate kick (does 2D6). The karate-style kick starts with bringing the knee, folded, up to chest level, then the foot is completely extended.
Level 5: +2 to automatic dodge and all foot strikes.
Level 6 : +2 on initiative, +1 to strike, parry and dodge, and +1 to body flip/throw.
Level 7: +2 to damage, +1 to save vs Horror Factor, +1 to disarm, +1 to automatic dodge and +2 to pull punch.
Level 8 : +1 additional attack per melee, jump kick, +2 to body flip/throw, and +1 to roll with punch/fall/impact.
Level 9: Death blow on a Natural 18-20! +2 to pull punch.
Level 10: +2 to save vs Horror Factor, +1 on initiative and +1 to strike.
Level 11 : +1 to disarm, +1 to pull punch and +2 to body flip/throw.
Level 12 : +2 to damage, +1 to parry and dodge, +2 to automatic dodge.
Level 13: +1 additional attack/action per melee.
Level 14: Can perform holds and is +1 on initiative.
Level 15 : Critical Strike on a Natural 17-20.
Jeet Kune Do
Character Bonuses
Add 2 to I.Q.
Add 3 to P.P.
Add 2 to P.S.
Add 2 to P.E.

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).
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 - +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 - 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 - +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 - +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 - +1 Attack per Round, Critical Hit on a natural roll of 15 or higher.
Krav Maga
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.

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.
TAE KWON DO KARATE
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:
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
 
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  • Name: Derek Donald Darwin
    Nicknames: "3D" "Grump."
    MOS: Marine technical officer
    Rank: captain, Eldest Storm Dragon, fixer of UEEF problems.

    LVL: 7
    EXp: 14500

    Strong-Willed
    Iq: 26 +12% to all skills +6 to perception
    Me: 25
    Ma: 16 +40 (+20% leadership) trust/intimidate
    Ps: 17 +2 HtH damage +1 jkd
    Pp: 23 +4 to strike, dodge and parry
    Pe: 20 +3 against magic/poison save v s . coma/death +10%
    Pb: 17 +35% to charm/impress (+20% Leadership)
    Spd: 17


    Hit Points: 39
    SDC: 33

    Natural Aptitude: High Perception and Solid Gut Instincts

    Combat Bonuses
    Number of Attacks: 7
    Strike: +9 +2 aimed shot
    Parry: +10
    Dodge: +11 15 autododge
    Roll with Punch: 6
    Initiative: 2
    Perception: +11

    Inside the Valkyrie
    Number of Attacks: 10
    Strike: +12 +2 aimed shot
    Parry: +12
    Dodge: +13 +17 autododge in fighter mode
    Roll with Punch: +8
    Initiative: + 5

    inside cyclone
    Number of Attacks: 7
    Strike: +9 +2 aimed shot
    Parry: +12
    Dodge: +11 +17 autododge
    Roll with Punch: +8
    Initiative: 3
    Perception: +11

    Crit on 18-20

    5718033+_0882973d60b980671c5e2bcc67c6f313.png



 
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  • 2e7e9625d63677c4e6894c43896fd540.jpgNPC Electronic Warfare Specialist
    Alex Kilgore
    Marine Technical Officer O.C.C.

    Age: 27

    Rank: Starts at 2nd Lieutenant.
    Attribute Requirements: I.Q. 9, M.A. 9, P.E. 10. A good P.S. and P.P. are helpful, but not required.
    Starting S.D.C.: 4D6+8
    Bonuses: +2 to Perception rolls, +I to M.E., +1D4 to M.A.

    Iq: 25 +11% to all Skills, +5 to Perception
    Me: 15
    Ma: 24 Trust/Intimidate 80%
    Ps: 13
    Pp: 18 +2 to Strike, Parry and Dodge
    Pe: 16 +1 to Save vs Poison
    Pb: 20 Charm/Impress: 50%
    Spd: 21

    Hit Points: 55
    SDC: 68

    Level: 8


    Natural Aptitude: Fast Learner and Jack of All Trades

    Number of Attacks: 7
    Strike: +5
    Parry: +9
    Dodge: +9
    Roll with Punch: +3
    Perception: +7
    Initiative: +6
 
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Other NPCs of Note:

Ship's Captain Ivanna Romanov - 9b9a01227a85c3de61ade679fb666926.jpgA former commander onboard one of the ARMD Platforms during the First Robotech War, Capt. Romanov was one of the first officers selected for promotion to take charge of the new Ikazuchi-Class Command Cruisers. Hand selected by Admiral Kutuzov for her position, she is a dedicated officer with a lot of drive. Capt. Romanov is expected to go even farther with her career.



Lieutenant Commander Richard Holston, Commander of the MacArthur's Air Group - malefic16.jpgAs the CAG onboard the Big Mac, Commander Holston is the man in charge of all the variable and fixed wing aircraft onboard the Command Cruiser. During the First Robotech War, Cmdr. Holston was a squadron leader on the SDF-1, where he gained his skill fighting against the Zentraedi with great results, and was subsequently promoted up to take charge of the entire flight wing on the newly constructed Command Cruiser.



Master Chief Sergeant Marion Higgs, Chief of the Ship - dcd3bcc6fdfeb1b3faeb70b6a0b7db91.jpgThe top ranked NCO onboard the MacArthur, Master Chief Higgs has earned his reputation as a Marine infantryman facing off against Zentraedi Malcontents during the aftermath of the Global Bombardment from the Zentraedi fleet. He may be outranked by the officers, but this Master Chief has more pull and authority than most of the crew when it comes time to offer up an opinion.



Chief of Security Major Claudia Grant - Claudia_Grant_1_large.jpgMajor Grant is the Marine officer in charge of the internal security forces onboard the MacArthur. Tough as nails, she takes her job very seriously, and seems to have very little in the way of a sense of humor when it regards her job.



Commander Zyorna, Second in Command of the MacArthur and Zentraedi Liaison Officer2ed8f8e7ff5589d0ea58a47803b33af9.jpg - Zyorna was one of the Zentraedi officers in command of her own Destroyer under the command of High Lord Azonia that joined with the Earth forces against the main Zentraedi fleet. As the highest ranked Zentraedi on the ship, it is her job to be an advisor to Capt. Romanov and to help keep the other loyal Zentraedi forces on the ship in line.
 
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Here is your first Xp award.
4,500 points. That puts you just over the mark of 3rd level.

With each level up you go, you get to add one skill at a level 1 proficiency. Make sure you add your Iq bonus to it. Also, with each level you go up, you get to add one to any single attribute of your choice. This can raise your attribute up above 24. You also get to add 1d6 to your Hit Points, and all of your current skills go up to the next level proficiency. Normally, your skills top out at 98%, but I want you to keep track of your percentages beyond that level. Any negative modifiers will come off of the high end, showing your level of expertise in your given field.

For the new Martial Art technique, you get it for free at level two. Remember, the MA technique is going to be one level behind your characters. Pick out which MA style you want and add it to your sheets.

Here are your hit point bonuses:
Scorch: +10
Stinger: +8
Lightning: +12 (maxed out!)
Grumpy: +7
Juryrig: +9
 
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Everyone gets another 2,000 xp for good role playing, putting you all at 6,500 points and just shy of level four.
 
Great job taking down the Hive. Everyone gets another 3,000 points, putting you at 11,500. Not enough yet for a boost, but you are on your way.
 
For some great gaming, and another fight won, here is a xp award of 3,000 points. Not enough to level up again, but you are well on the way. That puts your total at 14,500.
 
Its been a bit since you've gotten any points. Here is another 3,001, putting you at 17,501 and 5th level. If anyone needs assistance in leveling up, let me know.
 
Will get on it soon, be awhile so expect questiins
 
For such a good job in risking your rear ends to get the Factory, you get 10,000 xp. This puts everyone at 27,501 and sixth level. Good work.
 
I will need help going up a level. am not sure I even did the 5th level...
With each level up, you get 1d6 hit points, or in your case, your MDC for each body part goes up (head +6, main body +10, etc...). Also, every skill with a percentile goes up by the smaller amount listed with it. Finally, you can select one new skill per level you've gone up. You already have Wrestling for level 5, so you need a new one for level 6. MECT Alpha fighter is a good selection, but its always up to you.
 
Don't forget that with 6th level comes one more action/attack per melee round inside our Valkyries.
 

  • Pyrrah.png Phyrra Nikos
    Paraxian Warrior
    Rank: 1st Lieutanant
    Age: 17
    Height: 6'7"

    Iq: 26 +12% to all Skills, +5 to Perception
    Me: 14
    Ma: 12
    Ps: 28 +13 to HtH Combat
    Pp: 29 +7 to Strike, Parry and Dodge
    Pe: 19
    Pb: 21
    Spd: 28

    Hit Points: 36
    SDC: 88

    Natural Aptitude: Strongman +1d6+3 to PS

    Level: 4
    Experience: 9,500

    Combat Bonuses
    Number of Attacks: 6
    Strike: +10
    Parry: +13
    Dodge: +11
    Roll with Punch: +9
    Initiative: +3
    Perception: +8
    Disarm: +2
    Horror Factor: +2 to Save
    All Expeditionary Force Marines receive a+ 1 to strike with any rifle or energy rifle
    Damage: +1
    Critical Strike on a Natural 19-20

    Inside the Beta
    Number of Attacks: 8
    Strike: +11 Hth Attacks / +12 with Gun Pods / +13 with Pulse Beam Cannons
    Parry: +15
    Dodge: +13 / +15 in Flight
    Roll with Punch: +11
    Initiative: +5
    Perception: +8
    Critical Strike on a Natural 19-20

    Cyclone Bonuses
    Number of Attacks: 8
    Strike: +12 / +13 when firing bursts with EP-37
    Parry: +17
    Dodge: +13
    Roll with Punch: +9
    Initiative: +5
    Perception: +8
    Critical Strike on a Natural 19-20

 
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And some delicious XP for everyone! 3,000 points. That puts Nokie Nokie and Psychie Psychie at 2nd level, and Red Shadow Claws Red Shadow Claws and Orikanyo Orikanyo are both at 30,501 and still at 6th level.

For our two new characters, you can now select one of the advanced Martial Art styles, starting at level 1 proficiency. You also get to add '1' to any of your attributes, a d6 to your hit points, add a new skill at level one proficiency, and increase all your other skills by one level.
 


  • 2f0d425bbdaa29e63301822c322c1be1-1.jpg

    Name: Charlise O’Brien
    Rank: 2nd Lieutenant
    Age: 18
    Height: 5’3”

    Attrtibutes: Brainy, 24 P.b.

    Iq: 26 +12% to Skills
    Me: 14
    Ma: 12
    Ps: 19 +4 to HtH Damage
    Pp: 24 +5 to Strike, Parry and Dodge
    Pe: 20 +2 to Save vs Poison
    Pb: 24
    Spd: 26

    Natural Aptitude: High perception and solid gut instincts

    Level: 3
    Xp: 5,000

    Hit Points: 31
    SDC: 50

    Number of Attacks: 5
    Strike: +6
    Parry: +9
    Dodge: +9
    Roll with Punch: +3
    Perception: +13
    Initiative: +1

    In the Alpha
    Number of Attacks: 7
    Strike: +8 base / +9 With Gun Pod
    Strike: +2 to integrated weapons
    Parry: +11
    Dodge: +11 on Ground, +13 in Flight (any mode)
    Roll with Punch: +5
    Perception: +13
    Initiative: +3
    Bonuses with Mecha Combat Training: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15.

 
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Just wanted to hand out some tasty xp. Lets send 1,000 points out to all my peeps! That will put Charlise up to third level, if I am not mistaken. If you have any questions about leveling up, just let me know!

Psychie Psychie Orikanyo Orikanyo D. Rex D. Rex
 

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