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Dice Robotech - The Invid War - OOC Thread

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I’m gonna need help making a character since I don’t have time for all the research
Not a problem!

What kind of role do you want for your character? Are you a crack pilot, or more of a science type? You can be the team's medic, or perhaps the radio expert, or even a field mechanic. What are you in the mood for?
 
I can assist with your character sheet, too, if you want the help.
 
It just depends on which character class you pick. The Veritech Pilot OCC is the dedicated pilots, while the Technical Officer is able to fly the Alphas and Betas, but their main focus is more on the technical stuff, like being the team medic or the radio expert.
 
Personally, I went with the Veritech Alpha Pilot OCC. I wanted to steer away from the support classes to put more focus on being a skilled pilot.
 
Same for me, since I usually go the support route.

I'd say the top pilots (like the Veritech occ that Sherwood and I intend to pick) are great at what they're doing - fighting. The other characters can do that as well, but are worse at it; though, from experience, not that much worse. Instead, they bring some form of utility that can save the team's ass from time to time. If things go downhill, noone's quite as popular as the medic who saves a life or the mechanic who gets the Veritechs back online. It really just depends on what you're aiming for.
 
If you are looking to be more of a fighter class, the two I'd recommend you look at is either the Veritech Pilot from the Shadow Chronicles book, or the STORM Commando from the Marine's Sourcebook.

For more of a support role, the Marine Technical Officer from the Marine's Sourcebook or the Technical Officer from the Shadow Chronicles book are the way to go.

Edit: Forgot to add the Military Specialist for the Military Intelligence role.
 
Cool. Next step is to get your Attributes rolled up. It is a total of 8 rolls of 4d6, taking the top three. If you get a 16-18 on the roll, you add in another d6. If that extra dice is a '6', you get to roll another d6.
 
I would recommend the Technical Officer from the Core book, with the Combat Medical Doctor MOS.
 
Just logged out for a while, came back, and we suddenly have a medic - good stuff. The medics have the added bonus of naturally knowing stuff about chemnistry and biology as well, if I'm not mistaken - so that's covered as well if we need it down the line =)

Technical officer is what I ran for my short-lived medic myself, I believe, so that sounds about right.
 
Step 1: Roll 4 six-sided dice here on the site - 4d6. Discard the lowest, and add the other three.
Step 2: If the result is in the range of 16-18, roll another d6 and add it.
Step 3: If you roll a six on that roll, add another d6.

Then do the same thing 7 more times - there's a total of eight attributes, and each series of rolls determines one of them.

For reference, see Sherwood's rolls on the first page of the ooc - mine are a little different, don't get irritated by that.

Look at Sherwood's third roll: 6,5,5,1 -> forget about the 1, so that's 6+5+5=16. That means we roll again -> he rolled a 6. That means he can roll another, final time - that's the four in the end. Makes a total of 26 in the end (16+6+4).
 
Alrighty, two more rolls from me, then I should have most of the technical stuff in place - just gotta add numbers at this point.
 
I have to say, not getting to roll a single additional die feels rather unlucky. The next step in the character creation is usually the choice of the Natural Aptitude (which is a particular, genetical bonus, if you so will), and the choice of an alignment. We're restricted to good alignments, which basically leaves us with Robotech's versions of lawful-good (Principled) and chaotic-good (Scrupulous) if I'm not mistaken. After that, there's the choice of an OCC (character class) and the MOS (specialization), then the choice of skills. It's best when one person does the whole thing, so I'll let Psychie do her thing, I think - one choice that you can think about is which Veritech you'd prefer: Alpha or Beta. The specifics for those are in the Lore section, take a look which one you like better. And feel free to ask questions, of course =)

Psychie Psychie I'm running into the well-known problem of native tongues for non-human/non-English characters - which is, I only get English in the OCC, not my native tongue. Is there a ruling about that somewhere in the books, or is it intentional?
 
Alrighty - I might want to pick up Zentraedian language instead of one of the skills I picked, but other than that I'm probably done with the technical part of the character. Pretty much pure focus on shooting down bad guys - I'm actually not used to so few skills, so I'll have to pick up more personal stuff along the road. Managed to put in Lore: Zentraedi, at least.

The background/character description is empty for now - got my ideas on where I want to be, just haven't typed them down properly yet. I'll add them over the next few days.
 
AH, I couldn't make my way here for some reason, sorry! Ok, this is so new to me, but i will adjust.
20, 15, 10, 12, 14, 13, 9, 11
 
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Looks good to me. Any ideas what kind of character you want to play yet? Thus far, we have two combat pilots and a medic in the making... just ask if you have any questions, both Psychie and Sherwood have probably heard them all at least thrice by now.
 
Nah, we've all been there at some point.

Psychie made a short list of options above:
What kind of role do you want for your character? Are you a crack pilot, or more of a science type? You can be the team's medic, or perhaps the radio expert, or even a field mechanic. What are you in the mood for?
If you have a basic idea where you want to go, Sherwood and Psychie have probably the knowledge to tell you which of the different OCC's will get you there. Since we're all required to pilot either an Alpha or a Beta (the two standard Veritech/Mecha that are accessible), the options are basically:
- go all-in on the fighting aspect. That's what both Sherwood and I are doing, we bring combat stats and not too much else (I've got a few tactic talents, Sherwood has other things, but we're mainly just there to gun down stuff).
- or take a occ that has access to other things, but doesn't fight quite as well. The areas where one could build a decent specialist who's not just about the fighting are probably Communication/Espionage, mechanical skills, medic skills, demolition expert, science (read: physics, chemnistry, biology etc, though those don't fit in in every Robotech game) and maybe something like computer technology. Psychie named the most common ones, but if something gets your interest, there might be a decent way to do it.
 

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