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Dice UEEF: The Shadow Chronicles - Character Thread

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Sherwood

Luna's Concubine
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There are a total of eight attributes in the Palladium system. Here is a quick description of each attribute:

IQ: Intelligence. A high IQ grants you a one time bonus on your skill percentages and your Perception rolls
ME: Mental Endurance. Saving throws vs insanity and psionic attacks.
MA: Mental Affinity. How likable/charismatic you are.
PS: Physical Strength. How much you can lift/carry, and bonuses to hand to hand damage.
PP: Physical Prowess. Dexterity. A high PP gives you bonuses to Strike, Parry and Dodge.
PE: Physical Endurance. Your constitution. Bonuses to saving throws vs poisons and toxins
PB: Physical Beauty. How good looking you are
SPD: Speed. Your raw ability to run.

I'll add to this shortly.


Experience Total: 8,500 points
 
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All dice rolls are 4d6, taking the top three, rerolling 1's. If you get a 16-18 on your 3d6, you add one more d6 to your roll. If that extra d6 is a '6', you add another d6, for a possible total of 30.

Roll eight times, taking the top 7. You get a free '24' in one attribute of your choice. You can juggle your numbers to fit in any attribute you wish.

All characters need to be of a good alignment. I do not wish to have in-party fighting over that.

Everyone gets to pick a Natural Aptitude. Here is the list you can pick from:
Sure Shot: +2 to strike with all types of projectile and energy weapons, from pistols and energy rifles to weapons used by mccha 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 Veri tech skill and +7% to Specialty Veritech Piloting (one specific Veritech which the character pilots better than any other: his or her favorite). Also + 1 on Perception Rolls. + 1 to dodge and + I to roll with impact when piloting any type of transformable mecha.

High Perception and Solid Gut Instincts: +1d4 on Perception Roll s. Roll 1d4 once when the character is first created in front of the Game Master 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 + I 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 + I to dodge.

Fearless: +1d4+2 to save vs Horror Factor. However. as a result. the character may also be a hot shot who takes foolish risks and daring chances.

Charismatic/Charmer: + Id4+2 to M.A .. this character is especially likable and affable.
 
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
 
Dedicated Martial Art Styles that are allowed

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.
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,
TAE KWON DO KARATE
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.
 

  • 1598218411537.png Name: Motoko Karagawa
    Callsign: BIGS (Stands for Boobs In G-Suit)
    Age: 22
    Gender: Female
    OCC: STORM Commando
    MOS: Intelligence Specialist / Marine
    Rank: 2nd Lieutenant

    Attributes
    Iq: 17 +3% to all skills, +1 to Perception
    Me: 11
    Ma: 11
    Ps: 22 +7 to Hand to Hand combat damage
    Pp: 28 +7 to Strike, Parry and Dodge
    Pe: 17 +1 to Save vs Poison
    Pb: 14
    Spd: 24

    Level: 4
    Xp: 8,500

    Hit Points: 40
    SDC: 72

    Natural Aptitude Bonus: Fast Learner and Jack of Many Trades

    On Foot
    Number of Attacks: 5
    Strike: +9
    Parry: +12
    Dodge: +12
    Roll with Punch: +6
    Perception: +2
    Damage: +8
    Initiative: +4
    Critical Strike on a Natural 19-20

    In the Alpha
    Number of Attacks: 7
    Strike: +12 / +13 with Gun Pod
    Parry: +14
    Dodge: +14 on the Ground, +16 in Flight
    Roll with Punch: +8
    Initiative: +6
    Critical Strike on a Natural 19-20

    In the Cyclone
    Number of Attacks: 7
    Strike: +11
    Parry: +13
    Dodge: +13 Auto Dodge
    Roll with Punch: +8
    Initiative: +5
    Critical Strike on a Natural 19-20

 
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  • Character Details

    Name: Ian Grimsbury
    Callsign: Gloomy (As he tells it, all the death-related ones were taken by the rest of his family.)
    Age: 22
    Gender: Male
    OCC: Military Specialist
    MOS: Marine Commando
    Rank: 2nd Lieutenant
    Alignment: Scrupulous ("Rules are all well and good, but sometimes you can't succeed without breaking a few.")

    Appearance:
    Ian is a six foot two, muscled and rugged-faced Caucasian man, with brown hair in a short buzz cut, along with a short goatee of the same color, and a thin layer of stubble. He has a small scar above his left eye, earned when trying to break up a bar fight while off-duty.

    In terms of bearing and outward attitude, he is generally relaxed and at ease, prone to joking around. He can be perfectly dignified and respectful whenever such a demeanor is expected of him, but anyone who looks closely will see that he's only doing so to avoid trouble.

    Attributes
    Stat roll
    IQ: 10
    ME: 11
    MA: 11
    PS: 25 (+10 to hand-to-hand combat)
    PP: 24 (+4 Strike, Parry and Dodge Bonus)
    PE: 12
    PB: 11
    SPD: 20

    Level: 1
    XP: 0

    Hit Points: 23
    SDC: 40

    Perception Bonus: +1 (Demolitions)

    Natural Aptitude Bonus: Quick Reflexes (+1 Attack per Melee and +1 to Dodge)
 
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  • Name: Jacob Kevin McGregor "Jake"
    Age: 24
    Rank: 2nd Lieutenant
    OCC: Veritech Pilot
    MOS: Reconnaissance Veritech Pilot / Combat Engineer
    Alignment: Scrupulous
    Natural Aptitude: Jack of All Trades

    IQ: 26 (+12% to all skills)
    ME: 13
    MA: 21 (88% trust/intimidate)
    PS: 19 +4HtH Damage
    PP: 25 (+5 to Strike, Parry, and Dodge)
    PE: 20 (+10% Death save, +3 poison save)
    PB: 14
    Spd: 13

    IQ: 24base +2Jeet Kune Do
    ME: 13base
    MA: 21base
    PS: 15base +2Jeet Kune Do +2Boxing
    PP: 21base +1MOS +3Jeet Kune Do
    PE: 15base +1MOS +2Jeet Kune Do +2Forced March
    PB: 14base
    Spd: 12base +1d4Forced March(1)

    HIt Points: 20 + 1d6(2) +1d6(2)
    SDC: 3d6+10MOS(17) +3d6Boxing(13) 2d6 Forced March(6)

    Level: 2
    XP: 3000
    Hit Points: 24
    SDC: 36

    On Foot:
    Number of Attacks: 4 (3+1Boxing)
    Strike: +5 (+5PP)
    Parry: +9 (+5PP +2Jeet Kune Do +2Boxing)
    Dodge: +10 (+5PP +1MOS +2Jeet Kune Do +2Boxing)
    Perception: +9 (+6IQ +2MOS +1Jeet Kune Do)
    Initiative: +0
    Damage: +4
    Horror Save:

    In the Alpha:
    Number of Attacks: 5 (+1MECT)
    Strike: +7 (+2MECT)
    Parry: +11 (+2MECT)
    Dodge: +12/+14(+2/+4MECT ground/air)
    Perception: +9
    Initiative: +2 (+2MECT)
 
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  • sketch-1598994373170.png Name: Victor Beckett
    Callsign: Ursa Major
    Age: 38
    Gender: Male
    OCC: Veritech Pilot Officer
    MOS: Veritech Beta Pilot
    MOS: Command Officer
    Rank: 1st Lieutenant

    Attributes
    Iq: 21 +7%
    Me: 14
    Ma: 19 +55%
    Ps: 26 +11 hth damage
    Pp: 25 +5
    Pe: 17
    Pb: 13
    Spd: 24

    Level: 1
    Xp: 0

    Hit Points: 20
    SDC: 64

    Natural Aptitude Bonus: Fast Learner and Jack of Many Trades

    On Foot
    Number of Attacks: 4
    Strike: +6
    Parry: +8
    Dodge: +8
    Roll with Punch: +2
    Perception: +1
    Damage: +1
    Initiative:
    Critical Strike on a Natural 19-20

    In the Beta
    Number of Attacks: 4
    Strike: +9 (+11 with Forearm Ion Blasters)
    Parry: +10
    Dodge: +9 on the Ground, +11 in Flight Any Mode
    Roll with Punch: +3
    Initiative: +1
    Critical Strike on a Natural 19-20

    In the Silverback
    Number of Attacks: 4
    Strike: +9
    Parry: +9
    Dodge: +10
    Roll: +4
    Initiative:
    Critical Strike on a Natural 19-20

 
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  • Screen Shot 2021-05-23 at 1.07.35 AM.pngName: Bracca ”Brac” Krennig
    Callsign: Papa
    Age: ??
    Gender: Male
    RCC: Karbarran Combat Laborer
    MOS: STORM Team Basic Training
    Rank: Warrant Officer
    Level: 3 (5,000 XP)

    Alignment: Scrupulous

    Stats
    IQ: 12
    ME: 12
    MA: 16 (40% trust/intimidate)
    PS: 29 (+14 HtH damage, augmented)
    PP: 21 (+3 parry, +3 dodge)
    PE: 20 (+10% vs coma/death, +3 vs magic/poison)
    PB: 10
    Spd: 16

    HP: 34
    SDC: 122

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

    On Foot
    Number of Attacks: 5
    Strike: +4
    Parry: +7
    Dodge: +7
    Roll with Punch: +5
    Perception:
    Damage: +13 HtH damage
    Initiative: +2
    Critical Strike on a Natural: 20

    In Beta
    Number of Attacks: 6
    Strike: +5
    Parry: +9
    Dodge: +7
    Roll with Punch: +6
    Initiative: +3
    Critical Strike on a Natural: 20

    Natural Abilities: Motion Detection: The ears of the Karbarrans are covered in sensitive cells and hairs which detect minute changes in wind and air pressure, working like natural motion sensors. Penalties are half when blind or in the dark.
 
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  • Name: Tisiphone
    Callsign: Inanna
    Age: ??
    Alignment: Principled
    Gender: Female
    OCC: Praxian Warrior
    MOS: -
    Rank: Warrant Officer - Auxiliary Integration Program

    Attributes
    I.Q. 24 +10% to all skills
    M.E. 12
    M.A 32 +97% Trust/Intimidate; +10% Sing, Perform, Public Speaking, Interrogate; +5% to Find Contraband. Gambling. Intelligence (gathering), Seduction, and Undercover Ops skills
    P.S. 29 +14 HtH Damage
    P.P. 26 +6 to Strike, Parry, and Dodge
    P.E. 31 +8 to Resist Poison/Disease; Impervious to Disease; +31% vs Coma/Death; Half Fatigue Rate
    P.B. 31 +92% Charm/Impress; +5% Perform,
    Spd 44 30 mph/48 kph

    Level: 3
    Xp: 5,000

    Hit Points: 48
    SDC: 100

    Natural Aptitude Bonus: Charismatic/Charmer (+6 M.A.)

    On Foot
    Number of Attacks: 4 (Martial Arts) + 1 (Martial Arts Level 3) + 1 Boxing + 1 Praxian = 7
    Strike: +6 (Prowess) + 2 Praxian = 8
    Parry: +6 (Prowess) + 2 (Praxian) + 2 (Boxing) = 10
    Dodge: +6 (Prowess) + 2 (Praxian) + 2 (Boxing) = 10
    Roll with Punch: +3 (Praxian) + 1 (Boxing) + 2 (TKD) = +6
    Perception: +2 [War Stuff - see OCC Bonuses]
    Damage: +16 (P.S.) + 2 (TKD) = +18
    Initiative: +3 (Praxian) [Not sure where else to look for Init bonuses]
    Deathblow on a Natural 20

    In the Valkyrie
    Number of Attacks: 4 (Martial Arts) + 1 (Martial Arts Level 3) + 1 Boxing + 1 Praxian + Valkyrie 2 = 9
    Strike: +6 (Prowess) + 2 (Praxian) + 2 (Valkyrie) + 2 (MECT ) = +12 / +? with Gun Pod
    Parry: +6 (Prowess) + 2 (Praxian) + 2 (Boxing) + 3 (Valkyrie) + 1 (MECT) = 14
    Dodge: +6 (Prowess) + 2 (Praxian) + 2 (Boxing) + 3 (Valkyrie) + 2 (MECT) = 15 on the Ground, +16 in Flight (Autododge)
    Roll with Punch: +3 (Praxian) + 1 (Boxing) + 2 (TKD) + 3 (Valkyrie) + 1 (MECT) = +10
    Initiative: +3 (Praxian) + 1 (Valkyrie) + 2 (MECT) = +6
    Deathblow on a Natural 20

    O.C.C:
    +2 on Perception Rolls involving combat, weapons, strategies, tactics, ambush, military operations and observation/intelligence gathering, +1 additional attack per melee, +3 on initiative, +2 to strike, parry, and dodge, +3 to pull punch, +3 to roll with punch, fall or impact, +2 to save vs diseases,
    poisons, toxins and gases.

    Boxing:
    + I additional attack per melee round. +2 to parry and dodge. +1 to roll with impact/punch. +2 to P.S. and +3d6 to S.D.C.

    Valkyrie: +1 on initiative, +2 to strike, +3 to parry and dodge, +4 to auto-dodge while flying in fighter mode (the act of dodging does not use up a melee action), +3 to roll with punch.
    Valkyrie MECT: +1 attack per melee round at levels 1, 3, 6, 9, 12, and 15. +2 on initiative, +2 to strike, +1 to parry, +2 to dodge, +1 to disarm, +2 to pull punch and +1 to roll with impact.

 
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  • 384127_thumb.png
    Name: Valriya Tatova
    Callsign: Devana
    Age: 24
    Alignment: Unprincipled
    Gender: Female
    OCC: STORM Commando
    MOS: Extraterrestrial Environment Combat Specialist
    MOS: Search and Rescue
    Rank: 2nd Lieutenant

    Attributes
    IQ: 18
    ME: 15
    MA: 11
    PS: 18
    PP: 28
    PE: 16
    PB: 15
    Spd: 30

    Level: 3
    Xp: 5000

    Hit Points: 39
    SDC: 71


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

    On Foot
    Number of Attacks:|5| +4 Jeet Kune Do +1 Boxing
    Strike: |8| +7PP +1 Zentradi
    Parry: |11| +7 PP +2 Boxing +2 Jeet Kune Do
    Dodge: |11| +7 PP +2 Boxing +2 Jeet Kune Do
    Roll with Punch: |4| +3OCC +1Boxing
    Perception: |1| +1 Jeet Kune Do
    Damage: |3|+3 PS
    Initiative: |3|+2 OCC +1 Zentradi
    Critical Strike: 19-20

    Zero Gravity Combat
    When in a weightless state
    Attack number unchanged
    +1 Initiative
    +1 Strike/Parry/Disarm/Pull
    +10 Speed

    In the Valkyrie
    Number of Attacks: 7
    Strike: |12| +2 Valkyrie +2 MECT
    Parry: |14| +3 Valkyrie +1 MECT
    Dodge: |15| +3 Valkyrie +2 MECT
    Roll with Punch: |11| +3 Valkyrie +1 MECT
    Initiative: |7| +1 Valkyrie +2 MECT

    (Forgot to throw dice for additional things! >.<)
 
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