WlfSamurai
Maelstrom Engineer
I think I was in an older iteration of the Anton-17 story a long while ago. I don’t remember much of it, though. I just remember having fun with it.
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Characters are all members of the Army of the Southern Cross, and you need to choose your OCC from that book. You do not have to take the ATAC OCC, but if you go with another class (such as GMP or Tactical Corps), you have to be able to pilot the Spartas Hover Tank with the MECT for it.
Theses are the specialized Martial Art styles allowed:
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.
Oh, I wouldn't want any Zentraedi bonuses anyway - that's not why I play them.Also Purr , just to keep things easier, I will use the same dice roll numbers instead of trying to modify the Zentraedi stats for this.
If you take a Tac Corps specialty that gives the Myrmidon tank as an option, you can change it to get the Spartas easy-peasy, unless you wish to take the recon tank as your vehicle of choice. If you do that, I'll let you use the Eu-11 Gun Pod as standard gear. Please note that I updated the damage numbers for the Eu-11 weapon to do more damage than the man-portable weapons described. I always thought that was just plain silly.As this reads, it's only ATAC OOC, GMP, or Tac Corp. My gal is definitely no cop and probably not just a straight-up tanker if she can instead be... what? I've done the Special Forces Tac Corp thing and it was fun but...
...the concept of the Meltrandi "assassin" if you will is kind of cool but the more I think about it, the more it doesn't really go with the groove of your game.
Not that I have anything else in mind, but are you open to other OOCs that could purchase their way up to VHT training, say, like substitute Myrmidon or play a class that has another mech (like Destroid pilot like Doug)? If not, I'll just go with Tac Corp again.
I will edit the JKD write up to reflect that. No offense meant, and none taken.I mean this in the best and happiest way possible - I don't mind you or Sherwood using my Jeet Kune Do 2.0, but would you pretty please provide credit? I'm kind of proud I wrote that up and that's mine.
It will not be usable in the mecha. While the VHT is fast and nimble, it just doesn't have the mobility needed to pull off the Lightning Form.How are you working Muay Thai's LIghtning Form in mech combat?
It's been a while since I've seen Dominion: Tank Police, but from what I remember, it was rather good. It is up to you if you wish to go with a human or Zentraedi; I am willing to work with either one. The attributes will be the same for each, it would mostly be for the different background option.Oh, I wouldn't want any Zentraedi bonuses anyway - that's not why I play them.
But... going back to what I was saying earlier - I think maybe a human tank-techie might better fit this game? I've got Leona from Dominion: Tank Police in my head ("BONAPARTE!"). You've read/seen that, right?
The idea of swapping out Battloid training for VHT is really great! That makes for far more than three available OCCs.
That makes two of us.If you take a Tac Corps specialty that gives the Myrmidon tank as an option, you can change it to get the Spartas easy-peasy, unless you wish to take the recon tank as your vehicle of choice. If you do that, I'll let you use the Eu-11 Gun Pod as standard gear. Please note that I updated the damage numbers for the Eu-11 weapon to do more damage than the man-portable weapons described. I always thought that was just plain silly.
Likewise. Thank you!I will edit the JKD write up to reflect that. No offense meant, and none taken.
I was hoping you'd say that. I did the same after putting Muay Thai into Broadsword. Having all of your Attacks first in a mech? Errrrr, no. =)It will not be usable in the mecha. While the VHT is fast and nimble, it just doesn't have the mobility needed to pull off the Lightning Form.
I wouldn't have it any other way. =)It's been a while since I've seen Dominion: Tank Police, but from what I remember, it was rather good. It is up to you if you wish to go with a human or Zentraedi; I am willing to work with either one. The attributes will be the same for each, it would mostly be for the different background option.
Oh, I've been playing so long that sort of thing is ingrained in my brain. It's just telling me that, "No, don't think about going for Test Pilot, Science Officer, or anything like that. It's three basic OCCs for this game!" =)Don't forget that even with only a few OCCs available, you have some customization with the different MOS packages you can go with.
If it is all the same to you, this detail-oriented ADHD-brain of mine will ditch the 12 instead? Hee hee. =) (Don't ask me how I see these things; I just do.)19, 14, 26, 21, 12, 18, 22, and 13. You get a free 24 to replace your low number, so you can ditch the 13.
No need to worry about that. You can get English for free, but if you want any other languages, then you will need to buy them with skills.1. She is Meltrandi. Does she really have to pay for her English Skills?
If you double up on a skill, you get the higher of the two plus an additional 5% for the extra training. For WPs, I'll give you an additional +1 to hit with that particular weapon if you get the same WP twice.2. Does having duplicated Skills across OCCs increase their percentage (say, you have Land Navigation twice)?
2a. What about Weapon Proficiencies?
Coming up.3. Would you roll dice for the following, please?
Tac Corp OCC bonuses 1d6 to P.S., +5d6+8 S.D.C.
Boxing 3d6 (S.D.C.)
Forced March 1d4 (Spd), 2d6 (S.D.C.)
Gymnastics 2D6 (S.D.C.)
Outdoorsmanship 2d6 (S.D.C.)
Running 4d4 (Spd) 1d6 (S.D.C.)
Wrestling 4d6 (S.D.C. )
Hit Points: 1d6
Picky picky picky. lolIf it is all the same to you, this detail-oriented ADHD-brain of mine will ditch the 12 instead? Hee hee. =) (Don't ask me how I see these things; I just do.)
In order:Tac Corp OCC bonuses 1d6 to P.S., +5d6+8 S.D.C.
Boxing 3d6 (S.D.C.)
Forced March 1d4 (Spd), 2d6 (S.D.C.)
Gymnastics 2D6 (S.D.C.)
Outdoorsmanship 2d6 (S.D.C.)
Running 4d4 (Spd) 1d6 (S.D.C.)
Wrestling 4d6 (S.D.C. )
Hit Points: 1d6
Perfectly fair and appreciated!No need to worry about that. You can get English for free, but if you want any other languages, then you will need to buy them with skills.
/silly onIf you double up on a skill, you get the higher of the two plus an additional 5% for the extra training. For WPs, I'll give you an additional +1 to hit with that particular weapon if you get the same WP twice.
I know, right? Ever have things in your head you can't quite turn off that are beneficial most of the time? =)Picky picky picky. lol
WlfSamurai Psychie is open-minded and helpful in my dislike of our Xenforo 2 dice roller for RP Nation. Until we change programs again, I stay off of it as often as I can trusting to the polyhedrons like my tabletop Characters of old. This is one of the many reasons I like Psychie in the GM seat - she gives a damn about these things and is willing to take action on it. But mainly I'm here to tell you that... if the RP Nation dice roller is not seemingly fair to you, her "alternative method" (rolling polyhedrons) is quite the way to go!Forgot to add for WlfSamurai , if you don't wish to use the dice roller here on site, I can use my own dice to roll your remaining numbers. All you need to do is let me know what you need and I'll take care of it.