• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Futuristic UEEF Marines - OOC Thread

Main
Here
Characters
Here
Lore
Here
So, what skill set do you give to a Carl Pooh bear? lol
 
Well... if you'll allow it (I don't know if you're allowing us to choose from out-of-O.C.C. M.O.S.s, but if you are):

Marine Technical Officer with Silverback Pilot, Scout Sniper, and (Jack of All Trades) Close Quarters Combat Specialist.

He's basically an easy-going farm-bear who lives off the land and really likes to do guy things (drive, shoot, make bad jokes, touch things he's really not supposed to, and so forth). He doesn't really hate anybody; he just lives his life one day at a time. =)
 
He's also that guy where everybody asks, "How in the heck did you wind up in this unit?" Perhaps he's got high-ranking family? Maybe he's done something heroic? Maybe he's just a glitch in the military system or the guy nobody knows what to do with. But he's eager and willing to do whatever job you give him, so here you go, STORM guys and gals! Go storm some planets with our favorite ursine, C'arl the Fuzzy Battle Bear! 8D
 
Well, since you have the 9 Iq, taking the Storm Commando OCC is off limits, so your options are limited, or else I'd say go with that one. But, this will most certainly be interesting to see you run this character.
 
Well, since you have the 9 Iq, taking the Storm Commando OCC is off limits, so your options are limited, or else I'd say go with that one. But, this will most certainly be interesting to see you run this character.
Well (and I say this with a smile), I don't expect he'll be alive long. =)

Pp: 27 - +6 to Strike, Parry and Dodge


P.P: 40 - +8 to Strike, Parry and Dodge; +4 to Initiative
P.P. 40?!

Meanwhile, my bear, if I put my highest Attribute (14) with the Karbarran bonus (+3) and give him both Gymnastics and Acrobatics(+1 each) will have a whopping 19 (+2 to Strike, Parry, Dodge).

Heh! Oh well! It is what it is (or C'est la vie if you prefer the French saying, "Such is life!").
 
Sherwood Sherwood

Hey! Since I'm not playing T'kar, what do you want to do with Honey? C'arl couldn't fix her if she were broken and I guess that has me worried.

Rolls needed from Sherwood
O.C.C. bonuses: 1d4 to M.A., 4d6+8 S.D.C..
Racial bonuses: 3d4x10 S.D.C., 2d6 for Hit Points.
Acrobatics: 1d6 (S.D.C.)
Athletics: 1d6 (Spd), 1d8 (S.D.C.)
Boxing: 3d6 (S.D.C.)
Forced March: 1d4 (Spd), 2d6 (S.D.C.)
Gymnastics: 2d6 (S.D.C.)
Wrestling: 4d6 (S.D.C.)
(Yes, this is me buffing him up for the sake of survival. Hah!) =)

Here he is so far (rough draft)

  • Name: C'arl
    Combat Handle: "C'arl the Fuzzy Battle Bear"
    O.C.C.: Marine Technical Officer (Expeditionary Force Marines Sourcebook, page 32)
    Rank: 2nd Lieutenant
    Level: 1st
    XP: 0,000/4,000 (using Psychie's list in the top post in this thread - it might be the Military Specialist & Technical Officer table from Shadow Chronicles, page 152).

    This is the picture I think is closest to C'arl were he a panda-bear. =)
    We Never Should Have Taught The Pandas How To Fly.jpg
    (Image credit: We Never Should Have Taught the Pandas How to Fly - the impressive Steve Chinhsuan Wang)

    But who is Carl of legend you ask? Why, here you go!
    "Carl Military Memes"


    Species: Karbarran
    Alignment: Scrupulous
    Disposition: Extremely not-wise! Acts before he thinks. Says the dumbest things! Easygoing, hates no one, doesn't let anything really bother him. Has a really good heart and is brave to a fault. Does his duty because he feels it's his job to.
    Mannerisms: Likes to smile, appears oblivious, often states the obvious. Can be dumb as a box of rocks but doesn't mind it when people tell him.
    Age: 299 years old
    Gender: Male
    Height: 8 feet, 6 inches (2.5 m).
    Weight: 750 pounds (340 kg).
    Fur: Black, thick, hardy.
    Eyes: Peaceful, happy, often wide-eyed.
    Other features: Small scars all over his arms and legs, some from battle injuries, some from living in the wild.
    Hobbies: Enjoying the outdoors, doing simple things, enjoying the simple life.

    I.Q. 9 (but Sherwood rolled a "4" for me hence the inspiration for this character!)
    M.E. 11 (originally 6)
    M.A. 16 ([7]+--% to Charm/Impress)
    P.S. 29 ([15] Augmented, causes -- Mega-damage with Power Punch. +19 to S.D.C. damage, can lift/throw 2,100 lb/953 kg)
    P.P. 17 ([14] +1 to Strike, Parry, Dodge)
    P.E. 20 ([8] +18% to Saving Throws vs. coma/death, +5 to Saving Throws vs. Poison and Magic)
    P.B. 10 [10]
    Spd 5 ([5] approximately -- miles/-- kilometers per hour)

    Hit Points: ?
    S.D.C.: ?

    Hit Points: 71 (+-- P.E.) (+0 Experience Levels as a Karbarran)
    S.D.C.: 147 (+80 Starting S.D.C.) (+23 Marine Technical Officer) (+7 Athletics S.D.C) (+17 Boxing) (+5 Forced March) (+2 Running) (+13 Wrestling)

    I.Q. 9 (4 + 5 Karbarran bonus)
    M.E. 11 (6 + 5 Karbarran bonus)
    M.A. -- (7 5 Karbarran bonus) (+-- from O.C.C.)
    P.S. 37 (15 +14 Karbarran bonus) from Dice) (+1 Acrobatics) (+1 Athletics) (+2 Boxing) (+2 Gymnastics) (+2 Wrestling)
    P.P. 19 (14 +3 Karbarran bonus) (+1 Acrobatics) (+1 Gymnastics)
    P.E. 26 (8 +12 Karbarran bonus) (+1 Acrobatics) (+2 Forced March) (+2 Gymnastics) (+1 Wrestling)
    P.B. 10 (10 from Dice)
    Spd 24 (5) (+-- Athletics) (+-- Forced March) (+-- Running)

    Karbarran Natural Abilities: Engineering Aptitude and Motion Detection (see Expeditionary Force Marines Sourcebook page 41)
    Karbarran Racial bonuses (+1 to Perception Rolls, +2 to save vs. poison, toxins and gases, +2 to roll with impact).

    Combat Attributes (personal/in Silverback w/ MECT)
    Perception +3/+3
    Initiative +0/+0
    Attacks per Round: 5/-
    Strike +2/+3
    Parry +5/+6
    Dodge +5/+7
    Roll +9/+10
    Damage: +
    Disarm +2/+2
    Pull Punch +2/+3
    Body Flip/Throw: +2/+2
    Horror Factor: +2
    Karate punch does 2d4 S.D.C. damage. Karate kick does 2d6 + P.S. bonus S.D.C. damage and is +2 to Strike (5th level HtH: Commando). Jump Kick

    Combat Attributes
    Perception +3 (+2 from O.C.C.) (+1 from Karbarran R.C.C.)
    Initiative +0 (+0 from Hand to Hand: Commando)
    Attacks per Round: 5 (4 from Hand to Hand: Commando) (+1 Boxing)
    Strike +2/+3 (+2 P.P.) (+0 from HtH: Commando) [+1 MECT]
    Parry +5/+6 (+2 P.P.) (+0 from HtH: Commando) (+1 Athletics) (+2 Boxing) [+1 MECT]
    Dodge +7/+9 (+2 P.P.) (+0 from HtH: Commando) (+1 Athletics) (+2 Boxing) [+2 Combat Driving] [+2 MECT]
    Roll +12/+13 (+2 from HtH: Commando) (+2 Acrobatics) (+1 Athletics) (+1 Boxing) (+2 Gymnastics) (+2 Karbarran) (+1 Wrestling) [+3 Combat Driving] [+1 MECT]
    Disarm +2/+2 (+2 P.P.) (+0 from HtH: Commando)
    Pull Punch + 2/+3 (+2 P.P.) (+0 from HtH: Commando) [+1 MECT]
    Body Flip/Throw: +2 (+2 P.P.) (+0 from HtH: Commando)
    Horror Factor: +2 (+2 from HtH: Commando)

    Bonuses from Mecha Elite Combat Training (MECT): +1 attack per melee at levels 2, 4, 8, and 12. +1 to Strike, +1 to Parry, +2 to Dodge, +1 to Pull Punch, +2 to Roll with punch.

 
Last edited:
Rolls needed from Sherwood
O.C.C. bonuses: 1d4 to M.A., 4d6+8 S.D.C..
Racial bonuses: 3d4x10 S.D.C., 2d6 for Hit Points.
Acrobatics: 1d6 (S.D.C.)
Athletics: 1d6 (Spd), 1d8 (S.D.C.)
Boxing: 3d6 (S.D.C.)
Forced March: 1d4 (Spd), 2d6 (S.D.C.)
Gymnastics: 2d6 (S.D.C.)
Wrestling: 4d6 (S.D.C.)
Rolls in order:

2 to Ma, 22 SDC
90 SDC, 10 hit points
2 SDC
5 Spd, 7 SDC
16 SDC
2 Spd, 9 SDC
3 SDC

Is the 5 on your Spd a typo, or is it really that low? If so, you might want to consider taking the Running skill.
15 SDC
 
Rolls in order:

2 to Ma, 22 SDC
90 SDC, 10 hit points
2 SDC
5 Spd, 7 SDC
16 SDC
2 Spd, 9 SDC
3 SDC

Is the 5 on your Spd a typo, or is it really that low? If so, you might want to consider taking the Running skill.
15 SDC
That's what I forgot! That's the Skill I was saving for under Secondary Skills. Thanks for the reminder!
1d6 for S.D.C. and 4d4 for Spd, please?

And yes, that's where I thought it best to put that 5.
 
That's what I forgot! That's the Skill I was saving for under Secondary Skills. Thanks for the reminder!
1d6 for S.D.C. and 4d4 for Spd, please?

And yes, that's where I thought it best to put that 5.
3 SDC, 12 Spd

Glad to be a help!
 
O.K.. Here's how he looks now.


  • Name: C'arl
    Combat Handle: "C'arl the Fuzzy Battle Bear"
    O.C.C.: Marine Technical Officer (Expeditionary Force Marines Sourcebook, page 32)
    Rank: 2nd Lieutenant
    Level: 1st
    XP: 0,000/4,000 (using Psychie's list in the top post in this thread - it might be the Military Specialist & Technical Officer table from Shadow Chronicles, page 152).

    This is the picture I think is closest to C'arl were he a panda-bear. =)
    We Never Should Have Taught The Pandas How To Fly.jpg
    (Image credit: We Never Should Have Taught the Pandas How to Fly - the impressive Steve Chinhsuan Wang)

    But who is Carl of legend you ask? Why, here you go!
    "Carl Military Memes"

    Species: Karbarran
    Alignment: Scrupulous
    Disposition: Extremely not-wise! Acts before he thinks. Says the dumbest things! Easygoing, hates no one, doesn't let anything really bother him. Has a really good heart and is brave to a fault. Does his duty because he feels it's his job to.
    Mannerisms: Likes to smile, appears oblivious, often states the obvious. Can be dumb as a box of rocks but doesn't mind it when people tell him.
    Age: 299 years old
    Gender: Male
    Height: 8 feet, 6 inches (2.5 m).
    Weight: 750 pounds (340 kg).
    Fur: Black, thick, hardy.
    Eyes: Peaceful, happy, often wide-eyed.
    Other features: Small scars all over his arms and legs, some from battle injuries, some from living in the wild.
    Hobbies: Enjoying the outdoors, doing simple things, enjoying the simple life.

    I.Q. 9 (but Sherwood rolled a "4" for me hence the inspiration for this character!)
    M.E. 11
    M.A. 18 (+50% to Charm/Impress)
    P.S. 37 (Augmented, causes 2d4 Mega-damage with Power Punch. +22 to S.D.C. damage, can carry 2,368 lbs. and lift twice that.)
    P.P. 19 (+2 to Strike, Parry, Dodge)
    P.E. 26 (+22% to Saving Throws vs. coma/death, +6 to Saving Throws vs. Magic, +8 vs. Poisons/Gases)
    P.B. 10
    Spd 27 (approximately 18.5 miles/30 kilometers per hour)

    Hit Points: 36/36
    S.D.C.: 176/176

    Hit Points: 36 (+26 P.E.) (+10 Experience Levels as a Karbarran)
    S.D.C.: 176 (+90 Karbarran) (+22 Marine Technical Officer) (+2 Acrobatics) (+7 Athletics) (+16 Boxing) (+9 Forced March) (+3 Gymnastics) (+12 Running) (+15 Wrestling)

    I.Q. 9 (4 + 5 Karbarran bonus)
    M.E. 11 (6 + 5 Karbarran bonus)
    M.A. 18 (7 + 9 Karbarran bonus) (+2 from O.C.C.)
    P.S. 37 (15 +14 Karbarran bonus) from Dice) (+1 Acrobatics) (+1 Athletics) (+2 Boxing) (+2 Gymnastics) (+2 Wrestling)
    P.P. 19 (14 +3 Karbarran bonus) (+1 Acrobatics) (+1 Gymnastics)
    P.E. 26 (8 +12 Karbarran bonus) (+1 Acrobatics) (+2 Forced March) (+2 Gymnastics) (+1 Wrestling)
    P.B. 10 (10 from Dice)
    Spd 27 (5 + 3 Karbarran bonus) (+5 Athletics) (+2 Forced March) (+12 Running)

    Karbarran Natural Abilities: Engineering Aptitude and Motion Detection (see Expeditionary Force Marines Sourcebook page 41)
    Karbarran Racial bonuses (+1 to Perception Rolls, +2 to save vs. poison, toxins and gases, +2 to roll with impact).

    Combat Attributes (personal/in Silverback w/ MECT)
    Perception +3/+3
    Initiative +0/+0
    Attacks per Round: 5/5
    Strike +2/+3
    Parry +5/+6
    Dodge +5/+7
    Roll +9/+10
    Damage: +22 S.D.C. or 2d4x100 S.D.C./2d4 M.D. with power punch/kick
    Disarm +2/+2
    Pull Punch +2/+3
    Body Flip/Throw: +2/+2
    Horror Factor: +2
    Karate punch does 2d4 S.D.C. damage. Karate kick does 2d6 + P.S. bonus S.D.C. damage and is +2 to Strike (5th level HtH: Commando). Jump Kick

    Combat Attributes
    Perception +3 (+2 from O.C.C.) (+1 from Karbarran R.C.C.)
    Initiative +0 (+0 from Hand to Hand: Commando)
    Attacks per Round: 5 (4 from Hand to Hand: Commando) (+1 Boxing)
    Strike +2/+3 (+2 P.P.) (+0 from HtH: Commando) [+1 MECT]
    Parry +5/+6 (+2 P.P.) (+0 from HtH: Commando) (+1 Athletics) (+2 Boxing) [+1 MECT]
    Dodge +7/+9 (+2 P.P.) (+0 from HtH: Commando) (+1 Athletics) (+2 Boxing) [+2 Combat Driving] [+2 MECT]
    Roll +12/+13 (+2 from HtH: Commando) (+2 Acrobatics) (+1 Athletics) (+1 Boxing) (+2 Gymnastics) (+2 Karbarran) (+1 Wrestling) [+3 Combat Driving] [+1 MECT]
    Disarm +2/+2 (+2 P.P.) (+0 from HtH: Commando)
    Pull Punch + 2/+3 (+2 P.P.) (+0 from HtH: Commando) [+1 MECT]
    Body Flip/Throw: +2 (+2 P.P.) (+0 from HtH: Commando)
    Horror Factor: +2 (+2 from HtH: Commando)

    Bonuses from Mecha Elite Combat Training (MECT): +1 attack per melee at levels 2, 4, 8, and 12. +1 to Strike, +1 to Parry, +2 to Dodge, +1 to Pull Punch, +2 to Roll with punch.



Sherwood Sherwood Seriously, bud. What do you think? Should I go with this or with something else? I'm afraid he's going to be a serious liability when you're having to challenge PCs with literally four times his Strike/Parry/Dodge bonuses.

I think he'd be a fun character to play, but I really don't feel like playing a dragging anchor on an otherwise fine sailing vessel if you know what I mean.

And what about Honey the Bit?
 
Sherwood Sherwood Oh! And, please, you have to tell me because I just can't figure it out!

How do Praxians who start with P.P. of 3d6+4 start the game with a 40 P.P. at 1st level? Juicers don't get that kind of P.P. in Rifts! What is the secret here? I've never played one so I can't wrap my head around it. Is it some power or innate talent they have?
 
The dice were very kind. On a 16-18, you add another d6, right? Well, if that is a 6, you add another d6. That hit the magic 34 with the racial bonus before any skill bonuses were added in.
 
Sherwood Sherwood Seriously, bud. What do you think? Should I go with this or with something else? I'm afraid he's going to be a serious liability when you're having to challenge PCs with literally four times his Strike/Parry/Dodge bonuses.

I think he'd be a fun character to play, but I really don't feel like playing a dragging anchor on an otherwise fine sailing vessel if you know what I mean.

And what about Honey the Bit?
You have a nice, solid character here. Don't forget that you are going to be mostly dealing with Invid opponents, and their bonuses are not all that spectacular to be able to evade. You get to add in your bonuses from your various WPs and Weapon Systems, and you can increase your Pp as you level up. The pain is that your starting dice for Pp is just 2d6+3.

The Bearmen are not the speedsters of the UEEF, but can do things that no other race can with their great strength. It is up to you how much focus you want on your combat bonuses. Option two is to go with a different race, one that has a better starting value for their attributes.
 
For the robot idea, I'm still working on some ideas. Don't think that I've forgotten about Bit.
 
Hey Purr Purr here's a thought. If you spend a skill, you can upgrade your HtH Commando to the Jeet Kune Do, getting a +3 to your Pp. That would give you a few more points for Strike, Parry and Dodge.
 
You get to add in your bonuses from your various WPs and Weapon Systems, and you can increase your Pp as you level up.
I know that, bud. Remember, you and I started our Palladium Robotech adventures together. You introduced me and wanted to play it for the first time together, remember? By my math, that means we've been playing this game for an equally long time. I know the system. The system isn't the problem. =)

The pain is that your starting dice for Pp is just 2d6+3.

The Bearmen are not the speedsters of the UEEF, but can do things that no other race can with their great strength.
I'm aware of that too. I don't mind playing the non-speedster - I do mind playing the PC that makes the rest of the PCs look at him and say, "Damn, why are we always patching you up/saving your butt?" To which I understand as a long-time Game Master myself - it's a matter of what D&D calls a Challenge Rating.

You have to challenge PCs with 27+ P.P. scores and military O.C.C.s with combat races and bonuses to match, right? Sure you do or it'll all be a cake walk for them!

It is up to you how much focus you want on your combat bonuses.
I have maxed him out. I don't think I can make him any better.

Option two is to go with a different race, one that has a better starting value for their attributes.
Yeah, that's a possibility.

I really don't want to play a PC that's just going to waste everyone's time. As much as I'd like to play a bear (and I really don't want to let Psychie down), I just find myself looking at the math and thinking... "At 2nd level, I can get him to P.P. 20 assuming he gets that far. That's still bottom-of-the-barrel compared to folks with combat bonuses (Praxian aside) of twice that."

Hey Purr Purr here's a thought. If you spend a skill, you can upgrade your HtH Commando to the Jeet Kune Do, getting a +3 to your Pp. That would give you a few more points for Strike, Parry and Dodge.
Yeah, I considered that. I like JKD 2.0 a great deal.

The problem there is C'arl loses that precious Automatic Dodge. I'm sure there are going to be times where we are not in our Veritechs here. Last I checked, the Invid attack in huge numbers. That means a lot of defense rolls (especially since we don't have, say, the shields of the VHTs in your game, Psychie). (The other problem is... C'arl really isn't a JKD guy. JKD is for people who honestly want to change they way they think. I know the system in Real Life and... being involved in martial arts in Real Life... it feels wrong to try to force a square to fit into a circle-hole, know what I mean?)

For the robot idea, I'm still working on some ideas. Don't think that I've forgotten about Bit.
Good to know!

What if I changed his role again? I kinda wish there was some technical/mechanical/electronic thing he could do besides fight. Or maybe I'm just overthinking this (curse of hyperactivity! Wheee!). =)
 
Sherwood Sherwood Psychie Psychie You two are great for hanging with me so patiently. I'm going to sleep on this (I have Real Life tomorrow). Maybe something in my head will click.

Do share your thoughts! I'll look for them when I wake up. Until then, sleep well and sweet dreams to you both! 8D

To our other players - if you have thoughts to share, I'm willing to listen! =)

Honor and fun,
Dann =)
 
Don't forget you have the Auto Dodge in your Silverback from the MECT skill, giving you a big edge over someone without it, such as the Invid. It would only cost you in the times you are on foot and out of your mecha, and that is going to be somewhat rare. Or I should say, as rare as you make it, because you guys can choose to operate in your skivvies if you really want to.

I just don't know how to get either your Iq or your Pp up without bending the rules in your favor and not do the same for everyone here. I know you don't want a freebie that you haven't earned or isn't fair for all of the players, so unless I make a change to all the characters, it won't be happening.

Hmmm. Anyone have any suggestions for my good buddy here?
 
Sherwood Sherwood you could do what I did in my game and offer up a free high roll in one of your attributes in the 24+ range. It would help all of us in one spot or another. I certainly won't object to making Pyrrah smarter.

Also, the Bearmen have a racial bonus of +10% to all their mechanical skills. If you combine this with a 24 Iq, that gives a +20% out the door above and beyond whatever other bonuses there are for the skill.
 
Sherwood Sherwood you could do what I did in my game and offer up a free high roll in one of your attributes in the 24+ range. It would help all of us in one spot or another. I certainly won't object to making Pyrrah smarter.

Also, the Bearmen have a racial bonus of +10% to all their mechanical skills. If you combine this with a 24 Iq, that gives a +20% out the door above and beyond whatever other bonuses there are for the skill.
A free 24 is a possibility that I will consider. I don't want to go ass far as the 30 you did in your game; that was your thing to do to make your game unique. We are all still early enough in the game that adding this to your sheets won't be a game breaker.

The skill bump is a good point, too. It would certainly make T'kar a skilled mechanic, even at level 1.

Eonivar Eonivar GunMan2 GunMan2 What are your thoughts on this?
 
On a side note, Jai-me Jai-me what is going on with your character? Any ideas you have or want help with? If I don't hear from you here, I'll try texting you during the week.
 
Last edited:

Users who are viewing this thread

Back
Top