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Dice Robotech - The Invid War - Characters

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Psychie

Princess Psychie
All characters will be posted here. We are using the 2nd edition books for all characters.

Attributes will be rolled up with a 4d6 roll, taking the top three dice. If that is a 16-18, you get to add one more d6. If that extra die is a '6', you get to add another 1d6 to your roll for a potential 30 starting out before any bonuses or skills.

I will post a short list of modified Martial Art techniques that you can purchase. Once you get to HtH Martial Arts, these will cost you an extra skill past that to be able to upgrade to one of these techniques.

You can pick your Natural Aptitude bonus.

Characters must be one of the Good alignments.

Any character class is available from the Shadow Chronicles book or the UEEF Marines Sourcebook, but you need to be able to fly either the Alpha or Beta Fighters.

When leveling up, you get to add one skill to your sheet at every level. Also, every level up you can increase ONE attribute, but not the same one twice in a row. The most you can increase any one attribute with this bonus is a +3.

The Experience 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
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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Psychie

Princess Psychie
Advanced Martial Art Techniques
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.
11th +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.

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 .
 
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Sherwood

Luna's Concubine
Supporter

  • alpha-l3.jpg Name: John "Blackjack" Rico
    Rank: 2nd Lieutenant
    OCC: STORM Commando
    Race: Human
    Gender: Male
    Age: 24
    Alignment: Scrupulous

    Attributes
    Iq: 19 - +5% to all Skills, +2 to Perception
    Me: 11
    Ma: 10
    Ps: 22 - +7 to HtH damage
    Pp: 31 - +8 to Strike, Parry and Dodge, +1 to Initiative +1 at level 2
    Pe: 21 - +3 to Save vs Magic/Poison
    Pb: 12
    Spd: 25

    Level: 2
    Xp: 2,500 / 4,241

    Hit Points: 27
    SDC: 61

    Natural Aptitude Bonus: Jack of all Trades

    On Foot:
    Number of Attacks: 4
    Strike: +9
    Parry: +12
    Dodge: +13
    Roll with Punch: +6
    Damage: +7 from Ps, +1 from HtH
    Perception: +5
    Initiative: +4

    In the Alpha:
    Number of Attacks: 5 - +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15.
    Strike: +11 to punches/kicks, +12 with Gun Pod
    Parry: +12
    Dodge: +15 on the ground, + 17 in flight (any mode)
    Roll with Punch: +8
    Damage:
    Perception: +5
    Initiative: +7

    In the Cyclone
    Number of Attacks: 5 - +1 attack per melee round at levels 1, 4, 8 and 12.
    Strike: +10
    Parry: +14
    Dodge: +17 Automatic Dodge
    Roll with Punch: +10
    Damage:
    Perception: +5
    Initiative: +6

 
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Silanon

Three Thousand Club

  • Name: Jandra
    Veritech Pilot Officer O.c.c.
    Rank: 3rd Lnt.
    Race: Meltrandi (female Zentraedi)
    Age: 22
    Alignment: Principled
    Level: 2
    Exp: 2500/4300

    Quick Reflexes

    Attributes:
    14 IQ -
    16 ME +1 vs psionics/insanity
    14 MA -
    17 PS +2 HtH damage
    26 PP +6 parry/dodge/strike (+1 lvl 2)
    16 PE +4% vs coma/death, +1% vs magic/poison
    23 PB 65% Charm/Impress
    19 SPD

    25 hp (+2d4 per lvl)
    61 sdc

    +2 on Perception Rolls
    +1 on initiative
    +1 vs psionics/insanity
    +4% vs coma/death, +1% vs magic/poison
    65% Charm/Impress
    6 melee attacks
    +7 strike (+8 weapon systems)
    +12 to dodge (+14 while flying)
    +9 parry
    +1 roll with impact/punch
    Crit on 19/20 or from behind
    +3 damage
    +3 roll with impact/survive crash while flying
    lvl bonus for maneuvers/stunts
    +2 on Perception Rolls
    +3 on initiative
    +1 vs psionics/insanity
    +4% vs coma/death, +1% vs magic/poison
    65% Charm/Impress

    7 melee attacks
    +7 strike (+9 for punches, stomps and kicks, +8 weapon systems)
    +14 to dodge (+18 while flying)
    +11 parry
    +2 disarm
    +3 roll with impact
    +1 roll with punch
    +3 pull punch
    Crit on 19/20 or from behind
    +3 damage
    +3 roll with impact/survive crash while flying
    lvl bonus for maneuvers/stunts

    add bonuses for weapons when needed
 
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D. Rex

Magic Eight Ball


  • 2f0d425bbdaa29e63301822c322c1be1-1.jpg

    Name: Charlise "Snake Eyes" O’Brien
    Rank: 2nd Lieutenant
    Age: 19
    Height: 5’3”

    Attrtibutes:

    Iq: 23 +9% to Skills
    Me:15
    Ma:16 Trust/Intimidate 40%
    Ps: 15 +0 to HtH Damage
    Pp: 18 +2 to Strike, Parry and Dodge
    Pe: 19
    Pb: 14
    Spd: 13

    Save/Horror:
    Save/Psi:
    Save/insanity:
    Save/Coma-Death: +8%
    Save/Poison: +2

    Natural Aptitude: Jack of all Trades

    Level: 2
    Xp: 2500

    Hit Points: 26 (+1d6/lvl)
    SDC: 45

    Base:
    Number of Attacks: 4
    Strike: +3
    Parry: +6
    Dodge: +6
    Roll with Punch: +3
    Perception: +7
    Initiative: +1
    Hth damage: +1

    In the Beta
    Number of Attacks: 5
    MECT: +1 at 2, 4, 8, 12
    Strike (Base): +3
    Parry: +8
    Dodge(ground): +7
    Dodge(flight): +9
    Roll: +4
    Disarm: +
    Pull Punch: +2
    Perception: +7
    Initiative: +2


    In the Cyclone:
    Number of Attacks: 5
    +1 at 1, 4, 8 and 12
    Strike (Base): +5
    Parry: +6
    Dodge: +6
    Dodge(Automatic): +4
    Roll: +5
    Disarm: +1
    Pull Punch: +1
    Perception: +7
    Initiative: +2

    Beta Weapon Strike:
    HTH: +4
    EU-14 Cannon: +6 (w/ rifleman)
    Forearm Pulse Cannon: +6

    Cyclone Weapon Strike:
    EU-5 Pulse Rifle (single): +8
    EU-5 Pulse Rifle (Burst): +6


    OCC (applied)
    Starting S.D.C.: 4D6+8
    Bonuses: +2 to Perception rolls, +I to M.E., +1D4(2) to M.A.

    Rifleman
    +1 strike with any rifle or energy rifle

    Forced March (applied)
    +2 PE, +1d4 spd(2), +2d6 sec

    Gymnastics (applied)
    +2 roll, +2 PS, +1 PP, +2 PE, +2d6 SDC

    Beta MECT: (applied)
    +1 attack per melee round at levels 2, 4, 8, and 12. +1 on initiative, +1 to strike (applies to melee attacks), +2 to parry, +2 pull punch, +1 dodge on the ground, +3 dodge in flight (any mode), and +1 to roll with impact.

    Boxing: (applied)
    +1 melee, +2 parry/dodge, +1 roll, +2 PS, +3d6 SDC (13)

    Cyclone MECT: LVL 1
    In space and underwater the VR-024 Comet gets +1 attack per melee round at levels 1, 4, 8 and 12; +1 on initiative, +2 to strike, +1 to disarm, +1 to pull punch, +4 to roll with impact, and +4 to automatic dodge.

    LVL 2: +1 PP, +3hp


 
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Rykon

Four Thousand Club

  • 356e2b910c21fc1db4a6070a4d43a7e8.jpgName: Michael Jonathan McGregor "Mike"
    Age: 23
    Rank: O-3 1st Lieutenant
    OCC: Veritech Pilot Officer
    Gender: Male
    Alignment: Scrupulous

    IQ: 27 +13% to all skills, +6 Perception
    ME: 10
    MA: 18 Trust / Intimidate 50%
    PS: 18 +3 Hand-to-Hand damage
    PP: 28 +7 to Strike, Parry, and Dodge
    PE: 18 +2 Poison Save, +6% Coma/Death Save
    PB: 11
    Spd: 11

    IQ: 25 +2 Jeet Kune Do
    ME: 10
    MA: 18
    PS: 12 +2 Jeet Kune Do +2 Body Building +2 Gymnastics
    PP: 23 +3 Jeet Kune Do +1 Gymnastics +1 MOS
    PE: 11 +2 Jeet Kune Do +2 Forced March +2 Gymnastics +1 MOS
    PB: 11
    Spd: 9 +2 Forced March Roll

    Hit Points: 18 PE +3 Level 1
    SDC: 22 MOS Roll +7 Forced March Roll +8 Gymnastics Roll +10 Body Building and Weight Lifting

    Level: 2
    Xp: 2500

    Hit Points: 26
    SDC: 47
    Weight Capacity: 360
    Lift: 720 for 54s
    Run Speed: Roughly 7.5mph or 12 km per hour

    Natural Aptitude Bonus: Jack of All Trades

    On Foot:
    Number of Attacks: 3
    Strike: +8
    Parry: +9
    Dodge: +10
    Roll: +0
    Perception: +9
    Initiative: +0
    Damage: +3

    In the Alpha:
    Number of Attacks: 4
    Strike: +10
    Parry: +11
    Dodge: +12/+14 (Ground/Air)
    Roll: +2
    Perception: +9
    Initiative: +3

    Number of Attacks: 3HtH
    Strike: +7PP +1HtH
    Parry: +7PP +2HtH
    Dodge: +7PP +1MOS +2HtH
    Roll: +0
    Perception: +6IQ +2MOS +1HtH
    Initiative: +0 +1HtH
    Damage: +3PS
    Horror Save: +0

    MECT Alpha: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15. +2 on initiative, +2 to strike (applies to punches, stomps and kicks), +2 to parry, +2 to disarm, +3 to pull punch, +2 to dodge on the ground, +4 to dodge in flight (any mode), and +2 to roll with impact.
 
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Psychie

Princess Psychie
d21-3.jpg

Milo Hatch is a 2nd lieutenant in his early twenties, trained in the use of various electronic countermeasure and communications gear. Assigned to a Reconnaissance Beta, he is looking forward to proving himself to his new team.
 
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Psychie

Princess Psychie
566a54d1f594260c3aa9ec8173789f93.jpg
Chief of the Boat Moira Ellis

a4edbfab88865ec0e3fa4b365a9d2d96.jpg
Commander Eva Wilson, XO of the Arwyn, and head of Flight Operations

e3dc8c7f1ebf62e7343d2e4a97cee892.jpg
Captain Rodrick Blaine
 

MrSaturnUL

He Has The World In His Head

  • Name: Cyrus Adams
    Rank: 3nd Lieutenant
    OCC: Marine Technical Officer
    Race: Human
    Gender: Male
    Alignment: Principled

    IQ: 20 +6% to all skills, +3 Perception
    Mental endurance: 14
    Mental affinity: 15
    Physical strength: 15
    Physical prowess: 17 +1 to Strike, Parry and Dodge
    Physical endurance: 16
    Physical beauty: 9
    speed: 16

    Hit Points: 22
    SDC: 45
    Level 1
    Experience: 0

    Natural Aptitude Bonus: Quick Reflexes

    On Foot
    Attacks: 5
    Strike: +2
    Parry: +3
    Dodge: +4
    Roll With Punch: +1
    Perception: +3
    Initiative:
    Damage: +1
    Critical Strike on a natural 19-20

    Beta Fighter
    Number of Attacks: 5
    Strike: +3 in Hand to Hand, +4 with Gun Pods
    Parry:+5
    Dodge: +7 when Flying (any mode), +5 on the Ground
    Roll With Punch: +2
    Perception: +3
    Initiative: +1
    Critical Strike on a natural 19-20

 
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