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 Sheets go here, All character sheets for PC's and NPC's
Spooky
Posted: Aug 28 2008, 09:22 AM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



All player characters, please post your sheets here. If you have been given attributes at the Delphi board, please add them to your sheet here. If not, attributes will be posted on this board.

Key and recurring NPC's will also be posted on this board for characters to refer to. Questions should be asked on the OOC board.
ShadowLurker
Posted: Aug 28 2008, 05:38 PM





Group: Members
Posts: 10
Member No.: 75
Joined: 25-August 08



Character Name: Tyrec 210
Player: Liz
Character Age: 4 since cloning, appears in his early 30's
Hair: bald
Eyes: Dark brown
Completion: Lt. Blue
Height: 6'5
Weight: 265 lbs
Place of Birth/Cloning: QQ-5662
Blood Type:ZO-
Religion: None

OCC: Zentraedi officer
Squadron Assignment: SVFC-127 Cylons

XP: 0
Rank: Ensign

Attributes:
IQ-18
ME- 11
MA-11
PS-22
PE- 19
PP-14
PB- 12
SPD- 12

HP: 23
SDC: 72
Alignment: Scrupulous
Description: 6’5” 265 lbs. Bald and muscular in build. Dark brown eyes contrast against his light blue skin.

Skills:
Starting:
Basi c math 90
Language: Zentraedi 96
Literacy: Zentraedi 96
Language: English 94
Literacy: English 94

OCC
Pilot Regult 79%
Mecha Combat: Zentraedi Regult N/A
Pilot glaug 89%
Mecha Combat: glaug/variable glaug
Spaceship 54%
Space shuttle 69%
Tactics/Strategy 54%
Intelligence 51%
Weapons Systems 54%
Read Sensory Instruments 44%
Navigation:
Air: 54
Space 44
Land 50
Radio:Basic 59%
Math: Basic 86%
WP: Energy Pistol
WP: Energy Rifle
WP heavy MD weapons
Hand to Hand: Expert

OCC Related:
Sniper
Camouflage 34
Prowl 34
Wilderness survival 49
Radio scrambler 49
Detect Ambush 44
Detect Concealment 39
Climbing 49
Boxing
Tracking 39
Trap & Mine Detection 34


Secondary:
Outdoorsman
WP rifle
Cooking 39
Pilot automobile 64
Body building

Personality: Tyrec is quiet, focused and keeps to himself.

Background:
Tyrec 210 emerged from the clone chambers of QM-5662 in 2051. He was cloned to serve as a reconnaissance platoon leader and sniper. A replacement due to normal attrition, Tyrec and his crew mates found themselves battling a far more dangerous enemy than the Inspection Army or Miclones- boredom.

Indoctrinated with the knowledge of a platoon leader, Tyrec was assigned to one of the rare Glaug mechas, one of the few aboard. The mecha was his pride and joy, and he did all possible to master its weapons, growing especially proficient with its top-mounted long range cannon. He perfected tactics of sniping, lying in wait for the enemy before unleashing a lethal barrage. Still, he had no real enemy to battle. His frustration grew exponentially with each simulated attack.

QM-5662 was assigned to p atrol a relatively quiet sector of the galaxy. Thanks to generations of war, the disappearance of the Budolza fleet, and rumors of a virulent culture, the ship's commander Juren found himself without an enemy to engage, and reluctant to investigate any contacts. The Zentraedi crew continued to drill to maintain proficiency, but even after two years, found themselves growing restless with a natural instinct for battle, yet no outlet other than training exercises.

In 2053, morale aboard 5662, still obeying a directive to patrol a sector on its own, reached an all time low. Fate intervened with the arrival of the Macross XV fleet in the sector. Spotting the vast colony fleet on long range sensors, Juren knew his warriors would succumb to culture aboard the ship. Briefed by superiors on the dangers of Miclone culture, he could not risk infection. He ordered the ship to avoid contact. His first officer, and a cadre of other senior officers craved blood and murdered the cautious Juren, whom they considered to be cowardly. They ordered the vessel to general quarters and prepared to fold into the midst of the Human fleet to engage a hated enemy, unaware of how virulent human culture truly could be.Tyrec, only a platoon leader, had no role in the mutiny. He realized later though, that had he known, he would have done nothing to stop it, as three years on station in deep space made him yearn for more.

The crew and compliment, including Tyrec joyously dressed in battle Armour, loaded their weapons a nd prepared for the assault. Even if the humans defeated them, they would die on their feet as Zentraedi warriors, and if they won, then it would be a victory for all Zentraedi. The ship folded into the heart of the fleet, launching mecha to battle the hated miclones. Tyrec launched in a boosted Glaug, leading a compliment of regults. Space combat was no stranger to him, but he preferred taking the fight to the ground. Outclassed by human mecha, his pilots fell one by one, but he continued to fight on. Eventually, he stacked up a large kill tally, but saw his platoon eliminated from the field. The humans had produced their cultural weapon. Several one and two man units performed what he would come to know as music, leaving most of the Zentraedi confused and helpless. Several surrendered, while those that soldiered on also fell.

He turned to retreat, facing several VF-11's and the new stealth ships that his sensors could not detect, only to find the old command ship burning from concentrated attacks. He passed over a Uraga class and jettisoned his booster. Again, he wished to die on his feet, rather than flying in space. He landed on the deck and readied his weapons, when the sound force ships passed by again. Almost against his will, he began to sing along with them, though kept his arm cannons raised and primed to attack. A Thunderbolt battroid waited in his sights to be killed, only to find hesitation. It raised its gun pod to fire, when the Glaug's canopy opened and out stepped20Tyrec.

"I am Tyrec-210 Sub lieutenant of Third Mechanized Platoon, Alpha Company, Rollan Battalion, and I request assylum with this fleet."

He had fallen in love with the songs, but the miclone's efficiency in battle showed that they had seen ample action and knew that if he were to continue fighting, it would be aligned with the humans.

Knowing that the officer class and Glaug pilots rarely waived the white flag, usually fighting till the death even in the face of culture, such as Quamzin once did, the Thud pilot searched this Tyrec and found no treachery. For a brief period, he sat in detention as a prisoner of war. Then found himself miclonized and released. He was now a civilian, an intolerable cruelty.

The Spacy was reluctant to accept any newly cultured Zentraedi into its ranks, though inundated with requests, and facing the prospect of turning away several well-trained soldiers, it often assigned new recruits to all-zentraedi units for deep space exploration and combat. An officer, possessing skills like Tyrec was a fairly unique find. Though resistant at first, he was assigned to an aggressor squadron program at New Nell is AFB on Mars to teach his new comrades just how to combat his ilk. Alternating from Macron to Mi clone scale, he found a love for the Variable Glaug, an update of his favorite mount.

Mock engagements with Miclones were not bad, though he continually requested, and was rejected for combat assignments. Fearing duplicity in an officer of20his skill, ability, and ambiguous loyalty, the Spacy did not want such a new recruit on the front line. In 2055, he reported for duty only to find his other teammates transferred.

"Tyrec," said the base CO. "Your squadron has been realigned. There are others like you, who are not content to watch others enter battle while being too great of a security risk to be permitted to join them. You will be given other pilots, similar to you, who cannot fight in the daylight, and hate to be left behind. Your novelty will be an asset. You're not just a training pilot anymore. This team, with your help, will bring the fight to our enemies. That is all you need to know at the moment. A shuttle is waiting to transport you to Cydonia. You'll meet your squad mates there."

Tyrec's mind raced. Cydonia had always been off limits for at least 1,000 miles. Ships couldn't even orbit over the site. Rumors of aliens to super-secret test bases, like the Miclones old "Area 51" were said to sit at the site. What he might find there was anyone's guess.

Combat Charts:
Hand to Hand: Expert
Five attacks
+2 pull punch
+3 Roll with punch
+2 parry
+2 dodge
+7 to damage
+8 save coma/death
+2 save magic/poison
KO on Natural 20
Attacks: Punch, elbow, Kick, Block/Tackle, knee, disarm, dodge, entangle, body flip/throw, roll with strike, power punch, power kick, pull punch

WP's:
Energy Handgun:
+3 aimed, +1 burst

Energy Rifle:
+6 aimed, +1 burst

Rifle:
+6 aimed, +1 burst

Mecha:

* Advanced training for pilots specializing in the Variable Glaug.
* 8 attacks per melee (plus those of the pilot).
* Add one additional action/attack at levels three, six, eleven, and fifteen.
* +2 Pull punch
* +1 on initiative.
* +2 to strike, +3 built in weapons, + 6 overhead cannon, + 8 aimed gun pod pod, + 1 burst gun pod
* +5 to parry
* +4 to dodge in battloid mode, +6 in Gerwalk mode, +7 in fighter mode.
* +6 to roll with a punch or fall with an impact, reducing damage by half.
* +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation mecha are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
* Critical strike same as pilot's hand to hand.
* Body block/tackle/ram - 2D6 M.D. plus a 75% chance of knocking an opponent down, causing him to loose initiative and on e attack that melee round.


* Training for Zentraedi Officers and Meltran in the Glaug
* 7 attacks per melee (plus those of the pilot).
* Add one additional action/attack at levels three, six, eleven, and fifteen.
* +1 to strike, +2 built in weapons, +5 top cannon- hand helds not possible
* +3 to parry
* +4 to dodge
* +5 to roll with a punch or fall with an impact, reducing damage by half.
* Critical strike same as pilot's hand-to-hand.
* Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
Spooky
Posted: Aug 28 2008, 08:09 PM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Edcat, you get 3d6 for everything:
11, 14, 11, 14, 12, 14, 12, 14

Bonuses:
+4 IQ, +4 PS, +4 PE

An above average character, but nothing absurdly high.

Liz, your original height and weight was better. He's got a physique, but is no uberheavyweight. I say 6'-6'5, 190-250 lbs. that's muscle.
Artemis
Posted: Aug 28 2008, 09:12 PM





Group: Members
Posts: 63
Member No.: 76
Joined: 26-August 08



Name: Serena Theldras
Meltran Commander Type
Alignment: Scrupulous
Age: Actual 25, apparent early 30s
Height: 46' Macron, 7' 6" Micronized
Hair: Blonde (spiky)
Eyes: Blue/grey
Rank: 1st. Lieutenant
user posted image
Description: Serena is simply a towering specimen of a Meltran standing at 7 and a half feet micronized and built like a brick wall, with curves. She keeps her hair cut short for practicality since joining the UN.SPACY, makes wearing the micronian hats much easier. Despite her size she is a attractive woman with piercing green eyes which compliment the perpetual smirk she seems to sport along with a ready laugh which serves to soften her Amazonian appearance. Off duty Serena tends towards more male styles of clothing for two reasons, one finding dressess her size is a pain and honestly she's self concious of how she looks in them. When she does wear something more revealing one can see some of the half dozen scars she carries from her days as a Queadlunn-Rau squadron leader. Serena tends to be a very calm and deliberate person who doesn't like to hurry or lose her temper,and rarely raises her voice infact she's quite careful of others but turns into a merciless foe when action is needed.

Background
Serena Theldras began her life as a junior officer aboard the flagship of Fleet Commander Chlore as she cut a swath of conquest across space in the wake of the defeat of the main Zentraedi fleet over Earth. Intelligent and highly aggressive Serena had a knock for thinking outside of standard tactics and was rapidly promoted by Chlore to command of her own squadron which undertook the most sensitive missions where stealth and subtly was required. After years of targeting Zentran factions she was moere then eager when the time came that her leader turn her gaze back towards the micronians. What started as a new campaign took a decidedly different turn as they attacked the Macross 7 Colony Fleet and a massive culture attack lead by FireBomber. In the wake of being exposed to human culture Serena like the rest of her fellow Meltran layed down her arms and joned with the humans they had intended to destroy.

Nearly a decade later she has found her niche with the SPACY's Aggressor Command as her particular skills made her a natural for. In fact she unlike some of her fellows she took a great liking to piloting human mecha, even if it meant being micronized most of the time. Serena also has developed her more unconventional techniques in infiltration for testing security as well as for special ops when needed. A experienced veteran Serena keeps her cool in combat preferring to goad an enemy into making a mistake then letting herself or those she leads get sucked into making the first mistake. Off duty the huge Meltran likes to relax and play sports, work out and has started taking paiting lesson, which she enjoys doing to classical music. Her callsign Artemis came about due to a amusing incident when Serena reported to begin her flight oreintation for operating VFs. One of the instructors used to working with Pilot type Meltran was taken aback when confronted by this mountain of a woman "What the Hell? She's like some Greek Goddess or something." he said to his fellows as he craned his head back inorder to look her in the eye. Curious as to what the small man was referring to Serena spent some time researching human mythology and chose the callsign Artemis as her own.

Stats
IQ: 18 +4%
ME: 11
MA: 11
PP: 16 +1 to Hit, +1 to Dodge
PS: 22 +7
PE: 19 +8% vesus Death/Coma
PB: 15
Spd: 20
SDC: 37
Hit Points: 2,300 Macron, 23 Micronized,
Level: 3rd


RCC Skills
Pilot Zentraedi Mecha: 89 %
Mecha Combat
Pilot Space Ship: 69%
Pilot Shuttle: 79%
Tactics/Strategy: 69%
Inteligence: 64%
Lore Zentraedi: 54%
Weapon Systems: 64%
Read Sensory Inst: 54%
Radio Basic: 69%
Math Basic: 92%
Lang Zentraedi: 95%
Literacy Zentraedi: 95%
Hand to Hand Combat Expert
WP Energy Pistol
WP Energy Rifle
WP Heavy Megadamage Weapon

RCC Related Skills
Lang English: 90%
Literacy English: 90%
Comm Laser: 50%
Radio Scrambler: 55%
Pilot VF: 77%
Mecha Combat VA-14
Mecha Combat VF-5000
Zero G Combat:
Detect Ambush: 59%
Navigation Space: 49%
Computer Operations: 87%
Boarding Spaceships: 59%

Secondary Skills
Prowl: 54%

Gymnastics
Auto kick attack 2d4 damage
Sense of Balance 60%
Work Parallel bars and rings 70%
Back flip 78%
Base Climb 39%
Climb rope 70%

Athletics
First Aid: 59%
WP Auto/Semi Auto Rifles
Military Etiquette (49%)
Art: 49%

Hand to Hand Combat:4 melee attacks, +3 to Strike, + 2 to Disarm, Kick attack 1d8 dam, +4 to Parry, +5 to dodge +2 to Pull Punch, +5 to roll with Punch or Fall, perform Karate Punch

* Training for Meltrandi Rea Power Armour Specialists.
* 3 attacks per melee (plus those of the pilot). 8 attacks
* Add one additional action/attack at levels three, six, eleven, and fifteen.
+2 to Init
* +2 to strike / +5 to Strike
* +4 to parry / +8 to Parry
* +4 to dodge / +9 Dodge
* +5 to roll with a punch or fall with an impact, reducing damage by half. +10 to Roll
* Critical strike same as pilot's hand-to-hand.
* Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

ADVANCED VF-5000 COMBAT TRAINING

* Advanced training for pilots specializing in the VF-5000.
* 3 attacks per melee (plus those of the pilot). 8 Attacks
* Add one additional action/attack at levels three, six, eleven, and fifteen.
* +2 on initiative.
* +2 to strike +5 to Strike/ +8 with Gunpod in Soldier aimed hots, +6 burst fire
* +2 to parry +6 to Parry
* +2 to dodge in battloid mode, +4 in gerwalk, +6 in jet mode. +1 to dodges in all modes when used in an atmosphere (+3 to dodge in battloid mode, +5 in gerwalk, +7 in jet mode). +7/+9/+10 (space), +8/+9+10 (atmosphere)
* +2 to roll with a punch or fall with an impact, reducing damage by half. +5 to Roll
* +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
* Critical strike same as pilot's hand-to-hand.
* Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

ADVANCED VA-14 HUNTER COMBAT TRAINING

* Advanced training for pilots specializing in the VF-14.
* 3 attacks per melee (plus those of the pilot). 7 Attacks
* Add one additional action/attack at levels four, eight, and twelve.
* +2 to strike +5 Strike/ +8 aimed shots with gun pod in Soldier/ +6 burst fire
* +3 to parry +7 to Parry
* +2 to dodge in solder mode, +4 in gerwalk, +6 in jet mode. +7/+9/+10
* +3 to roll with a punch or fall with an impact, reducing damage by half. +7 to Roll
* +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
* Critical strike same as pilot's hand-to-hand.
* Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
Spooky
Posted: Aug 29 2008, 02:27 PM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Artemis, go on and roll the hit points and SDC. I'll let you roll speed too, but I thought that one was already rolled. No matter, you're trusted. Do me a favour though, for quick combat, would you add your Hand to Hand Bonuses to all of your mecha combat charts? I know it is adding a single digit to a single digit, but it does save a little time in the long run.
Artemis
Posted: Aug 29 2008, 03:08 PM





Group: Members
Posts: 63
Member No.: 76
Joined: 26-August 08



Actually her totals are there I went ahead and listed the mecha bonus and then to the left of it her total bonus with her hand to hand bonuses.
Spooky
Posted: Aug 29 2008, 03:53 PM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Oh I see it. Now I feel silly. Thanks for that!
Spooky
Posted: Aug 31 2008, 10:02 AM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Big reminder:

Everyone gets a free +1 to long range, built in weapon strike rolls due to the weapon system skill.

I am also going to allow the WP Heavy Megadamage Weapon skill as an automatic for ALL players. This does NOT apply in macron form. You will use the appropriate WP skill for any weapon your character holds in his or her hand. This only applies to strikes with GU type gun pods while in a battroid. +3 aimed shots +1 to bursts. Please edit these bonuses to all character sheets, if not already included.
Spooky
Posted: Aug 31 2008, 10:42 AM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Mierin gets 3D6 per attribute as a Meltran officer:
13, 15, 13, 15, 14, 11, 15, 16

She gets:
+4 IQ, +4 PE, +4 PP
Alaras
Posted: Aug 31 2008, 10:43 PM





Group: Members
Posts: 92
Member No.: 74
Joined: 21-August 08



Name: Alaras Erian
Race: Zentraedi (full-blooded, born)
Age: 19
Alignment: Unprincipled
OCC: Zentran Technical Advisor
Micron height: 6'7
Micron weight: 280 lbs
Build: Muscular
Hair: Dark blue, spiky
Eyes: Green
Bio: The son of a Zentran Advisor and Meltran Advisor whose fleets defected to the UN, Alaras was diagnosed with a genius IQ at an early age, similar to a Zentraedi with neural enhancements. Apparently, he was also autistic, though it mostly manifested in an obsession with big shiny things that go boom, especially destroids. He had no significant speech delays, and commanded a larger vocabulary than most adults by age seven, with full knowledge of what the words meant. He also worked hard and long to be as strong and tough as any other Zentran. Of course, having a "social disability" (meaning something that is only a disability because of how society treats the traits), he didn't really have any friends as a kid or teen, and was engrossed enough in his obsession that he was too busy designing pranks and playing with explosive stuff to really notice. By the time he was 14, he had already graduated high school with a 4.0 GPA without really trying (the natural cerebral talents made it easy) and had developed obsessions with Spiritia, the Protoculture, and other alien cultures, gathering all the data he could from both human and Zentraedi archives, including interrogation-like conversations with his parents on all that they had been taught. Unfortunately, though Destroids were his first and truest love, they had long been decommissioned for the most part by the time he was done with high school, so he went to engineering school for a couple of years, and graduated quickly with a double degree in Weapons and Variable Craft Engineering. He also got his licenses for the Nousgadgel and VA-14 crafts while in engineering school, after being laughed at when he asked to get a destroid piloting license. At 16, he went for paramedic training, and worked two years as one for the experience, but after a series of complicated yet harmless pranks, was strongly encouraged to leave. He joined the military at age 18, serving for a year in a support unit before choosing to disclose his many talents more fully and request a transfer to an all-Zentran unit, where he felt his uniqueness would be better appreciated (apparently, it was a bad idea to torture his CO with polka music while trapping him in his office for six hours). It seems that at the same time he made his request, someone had been looking for someone with his knowledge and skills, and so he was recruited for an aggressor squadron. And that, as they say, was that.

Stats (micronized):
IQ: 19
PP: 15
PS: 17
PE: 17
ME: 13
PB: 11
MA: 10
SPD: 9

HP: 22
SDC: 33


RCC Skills:
Pilot Zentraedi Mecha 90%
Mecha Combat: Zentraedi Mecha N/A
Spaceship 55%
Space shuttle 65%
Intelligence 47%
History: Zentraedi 66%
Lore: Zentraedi 60%
Tactics/Strategy 55%
Weapons Systems 55%
Read Sensory Instruments 45%
Navigation:
Air 55
Space 45
Land 51
Radio:Basic 60%
Math: Basic 87%
Language Zentraedi 95%
Literacy Zentraedi 95%
Language English 95%
Literacy English 95%
WP: Energy Pistol
WP: Energy Rifle
WP: Heavy Megadamage Weapon
Hand to Hand: Basic

OCC Related:
Elec engineer 50
Mech electronics 45
Mech engineer 40
Mech mechanics 45
Interrogation 45
VA-14 Pilot 83
VA-14 mecha combat
Anthropology 45
Biology 45
Paramedic 50
Archaeology 45

Secondary:
Lore: Pranks 35
Lore: Protodeviln/Varuta/Inspection Army 40
Kickboxing
Field Armorer 35
Computer Operations 72

Combat Charts:

4 attacks
+2 pull punch
+2 roll with punch
+2 damage
Roundhouse kick: 3D6
Axe kick 2d8
knee strike 1d8
leap kick 3D8
Punch, elbowm jick, knee, disarm, dodge, entangle, body block/tackle, body flip throw, roll with punch, power punch, pull punch
+5% save vs coma/death
+1 save magic/poison

Weapons:
energy pistol, energy rifle, handheld mecha weapons
+3 aim, +1 burst

Mecha:

* Training for Zentraedi Power Armour Pilots.
* 6 attacks per melee (plus those of the pilot).
* Add one additional action/attack at levels three, six, eleven, and fifteen.
* +1 to strike, +2 built in weapons, + 4 aimed handheld, +2 burst handheld
* +2 to parry
* +2 to dodge
* +5 to roll with a punch or fall with an impact, reducing damage by half.
* Critical strike same as pilot's hand-to-hand.
* Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

* Advanced training for pilots specializing in the VF-14.
* 7 attacks per melee (plus those of the pilot).
* Add one additional action/attack at levels four, eight, and twelve.
* +2 to strike
* +3 to parry
* +2 to dodge in solder mode, +4 in gerwalk, +6 in jet mode.
* +5 to roll with a punch or fall with an impact, reducing damage by half.
* +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
* Critical strike same as pilot's hand-to-hand.
* Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
Spooky
Posted: Sep 2 2008, 07:38 AM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Alaras and Artemis are approved. Liz, you'll be approved as soon as you add in your attributes and percentages. Still waiting on Mierin.

Oh, and Alaras, I'll tally your percentages when I get home. I have about two hours before I have to go cover the gestapo's I mean temperance society's meeting. Yeah I know, 100 percent LAME!
ShadowLurker
Posted: Sep 2 2008, 06:00 PM





Group: Members
Posts: 10
Member No.: 75
Joined: 25-August 08



Character Name: Tyrec 210
Player: Liz
Character Age: 4 since cloning, appears in his early 30's
Hair: bald
Eyes: Dark brown
Completion: Lt. Blue
Height: 6'5
Weight: 265 lbs
Place of Birth/Cloning: QQ-5662
Blood Type:ZO-
Religion: None

OCC: Zentraedi officer
Squadron Assignment: SVFC-127 Cylons

XP: 0
Rank: Ensign

Attributes:
IQ-18
ME- 11
MA-11
PS-22
PE- 19
PP-14
PB- 12
SPD- 12

HP: 23
SDC: 72
Alignment: Scrupulous
Description: 6’5” 265 lbs. Bald and muscular in build. Dark brown eyes contrast against his light blue skin.

Skills:
Starting:
Basi c math 90
Language: Zentraedi 96
Literacy: Zentraedi 96
Language: English 94
Literacy: English 94

OCC
Pilot Regult 79%
Mecha Combat: Zentraedi Regult N/A
Pilot glaug 89%
Mecha Combat: glaug/variable glaug
Spaceship 54%
Space shuttle 69%
Tactics/Strategy 54%
Intelligence 51%
Weapons Systems 54%
Read Sensory Instruments 44%
Navigation:
Air: 54
Space 44
Land 50
Radio:Basic 59%
Math: Basic 86%
WP: Energy Pistol
WP: Energy Rifle
WP heavy MD weapons
Hand to Hand: Expert

OCC Related:
Sniper
Camouflage 34
Prowl 34
Wilderness survival 49
Radio scrambler 49
Detect Ambush 44
Detect Concealment 39
Climbing 49
Boxing
Tracking 39
Trap & Mine Detection 34


Secondary:
Outdoorsman
WP rifle
Cooking 39
Pilot automobile 64
Body building

Personality: Tyrec is quiet, focused and keeps to himself.

Background:
Tyrec 210 emerged from the clone chambers of QM-5662 in 2051. He was cloned to serve as a reconnaissance platoon leader and sniper. A replacement due to normal attrition, Tyrec and his crew mates found themselves battling a far more dangerous enemy than the Inspection Army or Miclones- boredom.

Indoctrinated with the knowledge of a platoon leader, Tyrec was assigned to one of the rare Glaug mechas, one of the few aboard. The mecha was his pride and joy, and he did all possible to master its weapons, growing especially proficient with its top-mounted long range cannon. He perfected tactics of sniping, lying in wait for the enemy before unleashing a lethal barrage. Still, he had no real enemy to battle. His frustration grew exponentially with each simulated attack.

QM-5662 was assigned to p atrol a relatively quiet sector of the galaxy. Thanks to generations of war, the disappearance of the Budolza fleet, and rumors of a virulent culture, the ship's commander Juren found himself without an enemy to engage, and reluctant to investigate any contacts. The Zentraedi crew continued to drill to maintain proficiency, but even after two years, found themselves growing restless with a natural instinct for battle, yet no outlet other than training exercises.

In 2053, morale aboard 5662, still obeying a directive to patrol a sector on its own, reached an all time low. Fate intervened with the arrival of the Macross XV fleet in the sector. Spotting the vast colony fleet on long range sensors, Juren knew his warriors would succumb to culture aboard the ship. Briefed by superiors on the dangers of Miclone culture, he could not risk infection. He ordered the ship to avoid contact. His first officer, and a cadre of other senior officers craved blood and murdered the cautious Juren, whom they considered to be cowardly. They ordered the vessel to general quarters and prepared to fold into the midst of the Human fleet to engage a hated enemy, unaware of how virulent human culture truly could be.Tyrec, only a platoon leader, had no role in the mutiny. He realized later though, that had he known, he would have done nothing to stop it, as three years on station in deep space made him yearn for more.

The crew and compliment, including Tyrec joyously dressed in battle Armour, loaded their weapons a nd prepared for the assault. Even if the humans defeated them, they would die on their feet as Zentraedi warriors, and if they won, then it would be a victory for all Zentraedi. The ship folded into the heart of the fleet, launching mecha to battle the hated miclones. Tyrec launched in a boosted Glaug, leading a compliment of regults. Space combat was no stranger to him, but he preferred taking the fight to the ground. Outclassed by human mecha, his pilots fell one by one, but he continued to fight on. Eventually, he stacked up a large kill tally, but saw his platoon eliminated from the field. The humans had produced their cultural weapon. Several one and two man units performed what he would come to know as music, leaving most of the Zentraedi confused and helpless. Several surrendered, while those that soldiered on also fell.

He turned to retreat, facing several VF-11's and the new stealth ships that his sensors could not detect, only to find the old command ship burning from concentrated attacks. He passed over a Uraga class and jettisoned his booster. Again, he wished to die on his feet, rather than flying in space. He landed on the deck and readied his weapons, when the sound force ships passed by again. Almost against his will, he began to sing along with them, though kept his arm cannons raised and primed to attack. A Thunderbolt battroid waited in his sights to be killed, only to find hesitation. It raised its gun pod to fire, when the Glaug's canopy opened and out stepped20Tyrec.

"I am Tyrec-210 Sub lieutenant of Third Mechanized Platoon, Alpha Company, Rollan Battalion, and I request assylum with this fleet."

He had fallen in love with the songs, but the miclone's efficiency in battle showed that they had seen ample action and knew that if he were to continue fighting, it would be aligned with the humans.

Knowing that the officer class and Glaug pilots rarely waived the white flag, usually fighting till the death even in the face of culture, such as Quamzin once did, the Thud pilot searched this Tyrec and found no treachery. For a brief period, he sat in detention as a prisoner of war. Then found himself miclonized and released. He was now a civilian, an intolerable cruelty.

The Spacy was reluctant to accept any newly cultured Zentraedi into its ranks, though inundated with requests, and facing the prospect of turning away several well-trained soldiers, it often assigned new recruits to all-zentraedi units for deep space exploration and combat. An officer, possessing skills like Tyrec was a fairly unique find. Though resistant at first, he was assigned to an aggressor squadron program at New Nell is AFB on Mars to teach his new comrades just how to combat his ilk. Alternating from Macron to Mi clone scale, he found a love for the Variable Glaug, an update of his favorite mount.

Mock engagements with Miclones were not bad, though he continually requested, and was rejected for combat assignments. Fearing duplicity in an officer of20his skill, ability, and ambiguous loyalty, the Spacy did not want such a new recruit on the front line. In 2055, he reported for duty only to find his other teammates transferred.

"Tyrec," said the base CO. "Your squadron has been realigned. There are others like you, who are not content to watch others enter battle while being too great of a security risk to be permitted to join them. You will be given other pilots, similar to you, who cannot fight in the daylight, and hate to be left behind. Your novelty will be an asset. You're not just a training pilot anymore. This team, with your help, will bring the fight to our enemies. That is all you need to know at the moment. A shuttle is waiting to transport you to Cydonia. You'll meet your squad mates there."

Tyrec's mind raced. Cydonia had always been off limits for at least 1,000 miles. Ships couldn't even orbit over the site. Rumors of aliens to super-secret test bases, like the Miclones old "Area 51" were said to sit at the site. What he might find there was anyone's guess.

Combat Charts:
Hand to Hand: Expert
Five attacks
+2 pull punch
+3 Roll with punch
+2 parry
+2 dodge
+7 to damage
+8 save coma/death
+2 save magic/poison
KO on Natural 20
Attacks: Punch, elbow, Kick, Block/Tackle, knee, disarm, dodge, entangle, body flip/throw, roll with strike, power punch, power kick, pull punch

WP's:
Energy Handgun:
+3 aimed, +1 burst

Energy Rifle:
+5 aimed, +1 burst

Rifle:
+5 aimed, +1 burst

Mecha:

Advanced training for pilots specializing in the Variable Glaug.
8 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels three, six, eleven, and fifteen.
+2 Pull punch

+1 on initiative.
+2 to strike, +3 built in weapons, + 6 overhead cannon, + 7 aimed gun pod pod, + 3 burst gun pod
+5 to parry
+4 to dodge in battloid mode, +6 in Gerwalk mode, +7 in fighter mode.
+6 to roll with a punch or fall with an impact, reducing damage by half.
+2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation mecha are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
Critical strike same as pilot's hand to hand.
Body block/tackle/ram - 2D6 M.D. plus a 75% chance of knocking an opponent down, causing him to loose initiative and on e attack that melee round.


Training for Zentraedi Officers and Meltran in the Glaug
7 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels three, six, eleven, and fifteen.
+1 to strike, +2 built in weapons, +5 top cannon- hand helds not possible

+3 to parry
+4 to dodge
+5 to roll with a punch or fall with an impact, reducing damage by half.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.








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Spooky
Posted: Sep 2 2008, 10:10 PM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Shadowlurker gets the stamp of approval and is allowed to post! Good luck Sis!
Spooky
Posted: Sep 3 2008, 03:07 PM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Final attributes, skills with percentages, and combat charts approved for Alaras. You're in like Flynn.
Mierin
Posted: Sep 4 2008, 09:01 PM





Group: Members
Posts: 8
Member No.: 79
Joined: 31-August 08



Character Name: Sidra Klessi
Player: Mierin
Character Age: 19
Hair: Dark Blue
Eyes: Light Blue
Completion: Caucasian
Height: 5'6
Weight: 130 lbs
Place of Birth/Cloning: Megaroad 12 Obstetric Care Centere
Blood Type: ZO+
Religion:
OCC: Meltrandi officer


Squadron Assignment: SVFC-127 Cylons

XP: 0
Rank: Ensign

Attributes:
IQ-19
ME- 14
MA-15
PS-16
PE- 18
PP-21
PB- 15
SPD- 11

HP:
SDC: +3d6 +1d6

Alignment: Anarchist
Description:


Skills:
Starting:
Language: Zentraedi 96
Literacy: Zentraedi 96
Language: English 95
Literacy: English 95

OCC
Pilot Zentraedi Mecha 95 queedlunn/ 85 others%
Mecha Combat: Quaedlunn types N/A
Spaceship 60%
Space shuttle 75%
Tactics/Strategy 60%
Intelligence =20 57%
Weapons Systems 60%
Read Sensory Instruments 50%
Navigation: All
Space 45
Air 55
Land 51
Radio:Basic =20 65%
Math: Basic 92%
WP: Energy Pistol
WP: Energy Rifle
WP Heavy MD Weapons
Hand to Hand: Martial arts

OCC Related:
Prowl 40
Pick locks 45
Surveillance systems 45
Pilot VF's 83 (VF-5000) 70 other types
Mecha Combat: VF-5000
boxing
escape artist 45
demolitions 75
demolitions disposal 75
acrobatics
Auto Kick attack: 1D8
Sense of Balance 70
Walk tightrope/ hi-wire 70
Climb rope: 90
Back flip: 70
No fear of heights

Secondary:
Climb 60
first aid 50
Streetwise 25
Basic electronics 35
Computer operation 72

Personality:

Background:
Sidra Klessi began her life, unlike many other Zentraedi, as in infant. Her parents, Bronlo and Vigden met in 2035, both posted to the UN Spacy Carrier Zuikaku, escorting the Megaroad 12 Colonial fleet. Bronlo, joined the Spacy with the Briti fleet in 2010 and flew the craft he knew best, the Variable Glaug, while Vigden’s fleet defected to Earth only recently. She enlisted in the spacy to have a “healthy outlet” for her aggression and operated a VF-4.

Growing up Meltrandi was not easy. Though several mixed-race children lived on the colony, this was the early days of pure Zentraedi offspring, despite 25 years passing since Space War One. Sidra tried to appear as normal as possible, despite overwhelming feelings of aggression. Vigden encouraged her to make a game out of it. Soon her
daughter began to enjoy efforts to “fit in.” Not long after, she had to remind herself she was still trying, rather than actually belonging to peer groups. She never felt entirely at home among miclones.

In Sidra’s teenage years, she learned that even Human children could feel alienated. She fell in with a group of young hoods that specialized in burglary. Her quick reflexes, ability to lie and intelligence made her a skilled breaking and entering artist. From
older criminals and fences, she learned how to pick locks and defeat alarms. The child of two career military officers, Sidra had all she needed. The burglaries were about having a group to belong to, in the long absences of her parents. More than that, they were about fun. Her heart raced with every break in. She began to wonder if she would become a career criminal, like her “friends.” The thought did not bother her in the slightest. At least he didn’t snitch.

Though preferring burglary, the gang set their sights on other targets, cars and soon individuals to be robbed at the point of a knife. Again, it wasn’t business to Sidra, just a relaxing hobby. One member of thegang, a human named Hideki, stole some alcohol during a break in. As he and Sidra counted the loot, his courage level rose from annoying
flirting to attempted rape. A meltran that studied martial arts in school, she promptly beat him within inches of his life, stripped him bare and lashed him to a monorail track. Police spotted him before he was killed by a passing train. Sidra didn’t care if he lived or died.

With the gang shocked by her violence, they began to distance themselves from her. Sidra soon found herself alone, again. She did well in school, but it took little of her efforts. Soon, she graduated and drifted from job to job, aimlessly. Vigden had seen enough to know her daughter was in danger of wasting her life and potential- either as a criminal or an underemployed and bored member of society. She asked if her daughter ever experienced ennui, which she already knew the answer too. Rather than talk about
challenge, she said, “I have a lot of fun in the spacy. I get to fly and fight. It’s for me. I know you hate it because I was never home for you, but it’s what I do.”

Sidra did hate the Spacy that took her family away. She hated it for all her life, but the thought of earning a wage for flying and fighting intrigued her. She enlisted, expecting to be posted to some ground base. Her naturally high reflexes qualified her for aviation training, which she gladly selected. At least she could see the universe.

Training was difficult for the independent woman. Her mentors realized she was gifted, and refused to give up. Seeing her independent streak as a benefit to the aggressor programmes, she learned to fly the VF-5000's, a popular aggressor plane common to most Spacy DACT programmes and used as a Gerl and pirate/terrorist simulator.
She also was given permission to macronize to learn to fly the Quadlunn Rau, a power armour she quickly mastered and grew to love.

Upon commission as a second lieutenant, Sidra’s unique training made her suitable only as a pilot of Meltran types and as an aggressor pilot. She resented not being in a frontline squadron, but came to accept the idea of humiliating humans in mock engagements. When she learned that she would be assigned to SVFC-127, her disappointment turned to delight. Her superiors recognized her innate talent as a burglar from an aborted effort to
retrain as a military specialist. She sought the training in hopes she would see some actual combat. She actually broke into her CO’s office and left a Queen of Diamonds playing card in his safe, with her name signed to it. Rather than see her trained or arrested, the
CO immediately agreed to post her to the special aggressor squadron, which doubled as an infiltration unit. She could finally make a difference just by being herself.

Combat Charts:
Five attacks
+4 pull punch
+5 roll with punch
+3 Strike
+5 Parry
+5 Dodge
Body flip/Throw 1D6 Damage
Kick attack 1D8
KO on 20
Attacks: punch, elbow, kick, knee, disarm, dodge, entangle,
body block/tackle/ body flip/throw, roll with punch, power
punch, power kick, pull punch
> WP's:
Energy Pistol
Energy Rifle
Heavy MD weapons
+6 aimed, +4 burst

A Mecha:
Training for Meltrandi Power Armour Specialists.
7 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels three, six, eleven, and fifteen.
+5 to strike, +6 built in weapons strike, +8 aimed gunpod, +6 burst gunpod, +8 to parry
+8 to dodge, +9 to roll with a punch or fall with an impact, reducing damage by half.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance of
knocking an opponent down, causing him to loose initiative and one attack that melee round.
Advanced training for pilots specializing in the VF-5000.
8 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels three, six, eleven, and fifteen.
+2 on initiative.
+5 to strike+6 built ins, +8 aimed GU, +6 GU burst, +7 to parry
+7 to dodge in battloid mode, +9 in gerwalk, +11 in jet mode. +1 to dodges in all modes when used in an atmosphere (+8 to dodge in battloid mode, +10 in gerwalk, +12 in jet mode).

+7 to roll with a punch or fall with an impact, reducing damage by half.
+7 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so manoeuvrable that the pilot can dodge an attack while moving to counterattack an enemy.

Critical strike same as pilot's hand-to-hand.

Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
Spooky
Posted: Sep 4 2008, 11:01 PM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Mierin, Sidra's approved for play. This is turning into a very scary gang!
Spooky
Posted: Sep 15 2008, 09:15 PM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Attribute rolls requested by Raden:
9, 19, 11, 10, 11, 11, 14, 14

You may assign them to:
IQ- How smart you are (duh)
ME- Mental Endurance
MA- Mental Affinity (are you likable- natural leader)
PS- Physical Strength
PP- Physical Prowress- aka Agility (great for pilots)
PE- Physical Endurance
PB- Physical Beauty (Pimp or skank)
SPD- Speed (How fast you run)

You get:
+2 to the attribute you assign to PS
+4 to the attribute you assign to PE
+1 to assign to your IQ

Physical attributes may be enhanced by physical skills, but I caution all players from getting carried away, as their character will be unbalanced and a bit on the munchkin side. Considering nine is a baseline, and I reroll ones and twos, to reflect the elite nature of characters, your attributes are fairly good, with one on the high side, one at the minimum to balance, and several on the average track. Assign them and continue with your background. We'll do skills when you finish.
Spooky
Posted: Sep 27 2008, 11:26 AM





Group: Members
Posts: 135
Member No.: 73
Joined: 20-August 08



Rolls requested for Lance:
15, 15, 15 (damn!), 10, 13, 14, another 15 and... 12

+4 to PS
+4 to PE
+1 to IQ

Man this guy is gonna be a truck!
Asakura
Posted: Sep 28 2008, 11:48 AM





Group: Members
Posts: 24
Member No.: 81
Joined: 27-September 08



[Photo taken before entrance into military.]
user posted image

Character Name: Yuu Takeo
Player: Asakura AKA Lance
Age: 24 Years Old
Race: Zentraedi (Natural Born)
Complexity: Caucasian
Hair Color: Dark Blue with Silver Highlights
Eye Color: Forest Green
Miclone Height: 5 foot 7 inches
Miclone Weight: 152 pounds
Blood-Type: ZO-
Religion: Paganism
Birth Place: UN Spacy Recon Fleet (Zentraedi)

RCC: Zentraedi Officer
Level: 1
Experience: 0
Assignment: SVFC-127 Cylons
Rank: 2nd Lieutenant
Affiliation: UNS
Alignment: Unprincipled

Description: Distant eyes, eyes that are searching, this is the first thing that someone will see when they come face to face with Yuu. His hair falls past his shoulders though it is usually tied back in a ponytail for military regulations or combat purposes. His uniforms are neat and organized always falling within the regulations. Be it barely or not it is still by the book. Yuu is clean-shaven preferring not to grow any facial hair feeling that's just a waste of time. There's several scars on his body...scars that he can't even remember how they got there.

Yuu's appearance is always well-kept and neat. He believes that appearance is what people look at before the personality or anything else. That a first impression is the key to getting along with people or making enemies. For that reason Yuu has a neat look and tends to keep his gear in top-working order. His most preferred off-duty clothes include loose pants, a long-sleeve shirt, and a pair of tennis shoes. Nothing fancy just clothes that he is comfortable with.

Personality: Distant and hard to even approach. That's the best way to look at Yuu the moment you meet him. He seems distant as if trying to find out what he is missing like a part of him is completely gone. He will get images and flickers of his past that he can't remember. Able to handle and do things that he had no idea he was capable of doing until he does it. Yuu honors the fallen believing that a warrior's death is a fitting way to end that they will be given a just afterlife. He uses faith as a means to give him solid ground when he doesn't have an answer at the moment. He is quick to bite back if he feels threatened in any way.

Yuu has no love for those who want to constantly commit atrocities. He feels that he is doing the universe a favor any time he blows scum out of the sky. His demeanor in and out of the cockpit is hard to reach. Parts of him locked away. He coming out of his shell at times to give comments and answers, comments and answers that people didn't think of themselves usually. Yuu is loathe to get in a personal debate, feeling that in the end the people arguing will just get hurt. Yuu goes out of his way to make sure he isn't chewed out over something. Never wanting to agitate his superior officers.

History: Superior Warrior. That is what Yuu's name literally translates to and he was at first expected to be. Born as the son of a Meltran Pilot and a Zentraedi Officer the young man was expected to move on to great things. He was born of a warrior family. Unfortunately his parents relationship didn't last. His father made a fatal mistake in a battle that cost the lives of his mother's squadron. His father immediately disgraced for making a poor judgement call. Not only was his father demoted but he was utterly considered by most Zentraedi Commanders to be unfit to lead.

Yuu's life went from good to bad in that instance since in most cases you share your father's disgrace and it stays with you till you prove otherwise. Yuu at that time being exposed to culture preferred Blues music to calm him down and keep him at ease. He took up Harmonica lessons since the instrument was small and portable. Yuu was already well-known in the force for being quick, flexible, and overall built like a truck. Even though his miclone form was shorter then nearly all the others he backed it up with ruthless strength and good reflexes.

On a military ship you had to learn how to fight especially if others treated you like crap generally. Even as Yuu entered service at an early age and began training he had a ruthless hand to hand style. Cheap-shots and being short and economical were what Yuu preferred. It just worked and it was quicker then the bull-crap that was martial arts. Yuu was immediately noted as a heavy ordinance pilot. This coupled with training in demolitions would make Yuu the go-to guy when you needed something destroyed.

Superior Warrior? Possibly, Yuu's natural physical abilities coupled with a bitter and often cold personality made him good at what he did. He didn't have such petty thoughts like mercy.

Even becoming a rookie pilot though the Protodevlin struck corrupting the entire fleet into a Varuta force. Yuu would be among the ones to be given the chance to lead and not just be another face. His cold ruthlessness showed even through the brain-washing. He still maintained a small piece of himself. It gave him an edge over the other brainwashed pilots. It also made him a more terrifying pilot in the Varuta/Macross 7 war. He assigned to one of the FBZ-99 fighters and was well-documented as one of the Varuta's top pilots.

He would fight in numerous engagements often clashing with members of Emerald Force and Diamond Force. Eventually however he was woken up from the nightmare....he knew he was a soldier...but the brainwashing had been deep...it took awhile to snap him out of it. Yuu's memory was fragmented he had no recollection of what he did. The atrocities he committed....

Yuu's fractured memory often gave him disturbing dreams some enough to wake him up. He studied...searched for knowledge. Sought the advice of Advisors who knew history. Yuu was a man-possessed almost. Following the war Yuu tried civilian life but felt unsatisfied like he needed to redeem himself.

Yuu would return attend the academy. Having no memory of the combats he fought in but that talent was still there. He was well-documented of having incredible talent and almost as if he was a natural flier. Yuu taking to the Variable Glaug, VF/A-14, and the VAB-2 preferring the heavily armed fighter-craft...liking his mecha to have a punch to it. His abilities would be noted in the records as he took to demolitions and heavy ordinance again. Yuu proved to have the right disposition for it. After all what's the point in having the toys if you weren't willing to use them?

Skill Sheet
[*]Basic Skills
Math: Basic 62%
Language Zentraedi 97%
Literacy Zentraedi 97%
Language English 97%
Literacy English 97%

[*]RCC Skills
Pilot Zentraedi Mecha (Glaug Specialization) 87%
Mecha Combat: Glaug/Variable Glaug
Spaceship 62%
Space shuttle 67%
Tactics/Strategy 52%
Intelligence 49%
Weapons Systems 52%
Read Sensory Instruments 42%
Navigation Air 52%
Navigation Space 42%
Navigation Land 48%
Radio Basic 57%
WP: Energy Pistol
WP: Energy Rifle
WP: Heavy Mega Damage Weapons
Hand to Hand: Commando

[*]RCC Related Skills
Pilot Valkeryie VAB-2: 80%
Pilot Valkeryie Others: 67%
Mecha Combat: VAB-2 and VF/A-14
WP: SMGs
WP: Heavy Military Weapons
Demolitions 72%
Demolitions Disposal 72%
Trap/Mine Detection and Construction 32%
Gymnastics
Sense of Balance: 57%
Bars and Rings: 67%
Back Flip: 77%
Base Climb (set) 32%
Climb Rope/Rappel 67%
Base Prowl (set) 37%
Boxing

[*]Secondary Skills
Lore Spirita 27%
Lore Inspection Army/Protodevlin/Varuta 32%
Play Musical Instrument (Harmonica) 37%
Athletics

Statistics
[*]Attributes
IQ - 16
MA - 13
ME - 12
PS - 24
PE - 20
PP - 16
PB - 15
Spd - 11

SDC - 56
HP - 24

Combat Section
[*]Hand to Hand
5 attacks
Paired Weapons/Ambidextrous
+4 Parry
+4 Dodge
+1 Strike
+9 Damage
+4 Roll with Punch
Punch
Elbow
Kick (2D4)
Knee
Disarm
Dodge
Entangle
Body Block/Tackle
Body Flip/Throw
Power Punch
Power Kick
Pull Punch
+8% vs Coma and Death
+2 Save vs Magic/Poison

WPs: Energy Pistol, Energy Rifle, Heavy MD Weapons (Gunpods), Heavy Infantry Weapons, and SMGs.

WP Bonuses: +3 Aimed Shot, +1 Burst Shot, +0 Wild Shot

[*]Mecha Bonuses
+1 Strike with Built-In Weapons
+3 Aimed Shots with Hand-Held Weapons
+1 Burst Handheld Weapons

Mecha Combat
[*]Glaug Officer Battle Pod
GLAUG COMBAT TRAINING
7 attacks per melee
+3 to strike
+6 to parry
+6 to dodge
+6 to roll with a punch or fall with an impact, reducing damage by half.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

[*]VAB-2 Wraith Variable Fighter-Bomber
ADVANCED VAB-2 FIGHTER COMBAT TRAINING
8 attacks per melee
+4 to strike (+6 to Aimed Shots with Gun Pods)
+6 to parry
+6 to dodge in soldier, +8 in gerwalk, +10 in jet mode
+6 to roll with a punch or fall with an impact, reducing damage by half.
+6 to leap dodge.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

[*]VF/A-14 Hunter Variable Fighter-Bomber
ADVANCED VF/A-14 HUNTER COMBAT TRAINING
8 attacks per melee
+4 to strike (+6 to Aimed Shots with Gun Pod)
+7 to parry
+6 to dodge in soldier, +8 in gerwalk, +10 in jet mode
+7 to roll with a punch or fall with an impact, reducing damage by half.
+6 to leap dodge.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

[*]Variable Glaug
ADVANCED VARIABLE GLAUG COMBAT TRAINING
8 attacks per melee
+1 on initiative
+4 to strike
+7 to parry
+6 to dodge in soldier, +8 in gerwalk, and +9 in jet mode
+7 to roll with a punch or fall with an impact, reducing damage by half.
+4 to leap dodge
Critical strike same as pilot's hand to hand.
Body block/tackle/ram - 2D6 M.D. plus a 75% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

[*]FBz-99 Zaubergeran
FBz-99 ZAUBERGERAN COMBAT TRAINING
8 attacks per melee
+4 to strike
+6 to parry
+6 to dodge in solder, +8 in gerwalk, +10 in jet mode.
+6 to roll with a punch or fall with an impact, reducing damage by half.
+6 to leap dodge.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

[*]FZ-109 Elgerzorene
FZ-109 ELGERZORENE COMBAT TRAINING
8 attacks per melee
+4 to strike (+6 to Aimed Shots with Gun Pod)
+7 to parry
+6 to dodge in solder, +8 in gerwalk, +10 in jet mode.
+7 to roll with a punch or fall with an impact, reducing damage by half.
+6 to leap dodge
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

[*]AZ-130 Pantserzorene
AZ-130 PANTSERZORENE COMBAT TRAINING
8 attacks per melee
+4 to strike (+6 to Aimed Shot with Gun Pods)
+8 to parry
+5 to dodge in solder, +7 in gerwalk, +9 in jet mode.
+8 to roll with a punch or fall with an impact, reducing damage by half.
+6 to leap dodge
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 2D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.


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~2nd Lieutenant Yuu Takeo of the SVFC-127 Cylons
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Spooky
Posted: Sep 28 2008, 05:01 PM





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Asakura approved. And GET SOME!
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