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Character Creation Rules 2.0.

Posted by GargoyleFor group 0
Gargoyle
GM, 452 posts
Game Master
Wed 22 Apr 2015
at 07:57
  • msg #11

UEEF Explorer Corps OCC

UEEF Explorer Corps OCC

   The Galaxy is extraordinary vast.  Scouring it even for a ship as large as the SDF-3 is nearly an impossible task. Even with good leads, powerful sensors and an idea of where it could be, it makes finding a needle in a haystack seem easy.
   The UEEF realizes that what it needs are experts in exploring the galaxy, of which humans have a fairly few. This is not the first time such experts have been needed. During the war with the Invid Regent, humanity explored numerous alien worlds the likes which human kind had never imagined. It quickly became apparent that a new training program was needed for a new type of operative: a space explorer. One who could adapt to incredible situations and environments, and who could quickly assess and understand alien environments, cultures and technology. The UEEF needed people who not only were trained to go where angels feared to tread, but who could make sense of the universe for the high command.
   And so the Explorer Corps was born. Its operatives a cross between scout, explorer, anthropologist, scientist and diplomat. During the liberation of Earth, these Exploration Specialist of the corps were left behind on Tirol or aboard the SDF-4, as they were not considered essential combat personnel, and best used elsewhere. Now, with the SDF-3 missing among the vastness of space, they are leading the search to find the ship and its crew. It is the Explorer Corps who spearheads finding and chasing down leads and rumors about Admiral Hunter and the SDF-3’s possible whereabouts. The Explorer Corps is also pressed into service whenever new aliens people are encountered, or mysteries of alien worlds need to be unraveled. They are on the cutting edge of discovery, and in the thick of the most dangerous situations the UEEF is liable to face.
   Exploration Specialist may operate as an independent agent or as a member of a team. They are trained to be creative, open minded and to think outside the box. Part of the job is to stay flexible and calm in the face of the unimaginable. That means a well-trained Exploration Specialist does not flinch under pressure or when faced to face with strange alien beings who may seem hostile or dangerous.
   While Exploration Specialist are the heart of the Explorer Corps, the Corps contains personnel of all professions and skill sets, from those needed to crew spacecraft and maintain equipment, to combat troops and mecha pilots to escort and protect members of the Corps and innocent civilians, and fight monsters. However, it is the Exploration Specialist who first set foot on alien worlds, assess the situation, make recommendations on how best to proceed, make first contact with new civilizations and help to decipher the mysteries of the galaxy.
 
Exploration, specialist O.C.C.

Alignment: Any,
Attribute Minimum Requirements: IQ 10, ME 12, PE 10. An MA of 15 or higher is helpful and recommended, but is not required.

Common Skill Set: All Start at the base skills.
Computer Operation (+5%)
Language: English
Literacy: English
Mathematics: Basic (+5%)

O.C.C. Skills:
Basic Training skills and skill bonuses common to the Exploration Specialist.
Climbing (+10%)
Forced March
Intelligence (+10%)
Lore: One of Choice (+10%)
Navigation (+10%)
Radio: Basic (+25%)
Running
Sensory Equipment (+15%)
Space Survival (+25%)
Swimming (+10%)
Wilderness Survival (+10%)
W.P. Energy Rifle
W.P. One of Choice
Zero Gravity Combat
Hand to Hand: Expert, which may be changed and improved by some M.O.S. The best Hand to Hand skill always applies.

M.O.S. (Military Operational Specialty):
Each M.O.S. represents the character’s area of special training with the Explorer Corps. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of this O.C.C. Read them all and select the one you feel fits your character’s personality and goals.
  Astro-Navigator
  Extraterrestrial Reconnaissance
  Xenoculture Export
  Xenotech Reclamation

O.C.C. Related Skills: These are additional skill choices related to the character’s military occupation and background. Select eight at level one, plus one additional skill at levels 3, 5, 7, 9, 11, 13.
Communication: Any (+10%)
Domestic: Any
Electrical: Basic Electronics and Computer Repair only (+5%)
Espionage: Any
Mechanical: Basic and Automotive Mechanics only.
Medical: Any
Military: Any (+5%)
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Science: Any (+5%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Any (+10%)

Secondary Skills: Select six skills from the secondary skills list in the Robotech: The Shadow Chronicles RPG at levels 1, 3, 6, 10, 14. These are additional areas of knowledge and do not get any bonuses, other than possible a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: Mission specific vehicle or mecha, mission specific CBR-5 or CVR-3 body armor, Gallant H-90 side arm with all attachments, 6 extra H-90 Protoculture Energy Clips, portable tool kit, canteen, dress uniform, flight suit, personal clothing and effects.

Equipment Available on Assignment: Depending on the character’s skills, the Game Master and the campaign, the characters can be assigned any Battloid, Veritech Fighter, or Ground Veritech, any mission land vehicles, aircraft or spacecraft, any firearms, weapon systems and ordance, optical enhancements, and any and all mission specific special equipment, as well as access to computers ad special facilities.

Monthly Wages: Well trained and well paid, Exploration specialist make between 4,000 and 5,000 credits a month. Due to their high level of training and expertise, Exploration Specialist are all commissioned officers starting at 1st or 2nd Lieutenant (0 – 2).

Personal Savings: 2D4X1000 credits
Note:  Use the Military Specialist experience table in Robotech: Shadow Chronicles RPG.

Exploration Specialist M.O.S. Descriptions
Pick One M.O.S.

Astro-Navigator M.O.S.:

  This character’s skills are the UEEF’s equivalent of sea navigators of old. Not only do they understand star charts and how to helm a space vessel, but they also have and in-depth knowledge of astronomical phenomena and astrophysics. Those with this M.O.S. are almost always posted aboard ships entering unexplored space.

Astrophysics (+25%)
Mathematics: Advanced (+20%)
Navigation: Space (+20%)
Optic Systems (+10%)
Pilot: One Mecha of Choice
Pilot Spacecraft: Light and Medium (+20%)
Pilot Spacecraft: Heavy (+15%)
Pilot Spacecraft: Capital/Super-Capital (+10%)
Research (+10%)
Space Fold Operations (+15%)
W.P. Starship Energy Weapons
W.P. Starship Artillery

Rank: 0 – 1 3rd lieutenant
M.O.S. Bonuses: +3D6 S.D.C., +1 to ME attribute, +1 to Perception Rolls involving the characters areas of specialty.

M.O.S. Special Gear:
Access to the bridge, navigation systems, and computers of spacecraft, as well as restricted scientific data. They are tasked with knowing everything there is to know unexplored areas of space where the UEEF is sending its forces.

Extraterrestrial Reconnaissance M.O.S.:
  These specialists are frequently the first soldiers to touch down on an alien world. Often working in small teams, pairs, or alone, they scout new planets, derelict spacecraft and other setting, and report back to command, providing vital intelligence on the environment, the native creatures, and threat level, if any. Sometimes their surveys can take weeks before an area of a planet is assessed for further and/or widespread exploration, with members of the Explorer Corps charged with investigation of the most dangerous areas and locations populated by sentient life forms.

Camouflage (+15%)
Detect Ambush (+10%)
First Aid (+10%)
Holistic Medicine (+15%)
Land Navigation (+16%)
Mecha: Pilot Ground Veritechs
Mecha Elite Combat Training: VR-030 Series Cyclones
Prowl (+15%)
Tailing (+15%)
Tracking (people; +10%)
W.P.: One Ancient W.P. of choice
W.P.: One Modern W.P. of choice

Rank: E-4 Petty officer 3rd Class
M.O.S. Bonuses: +5D6 to S.D.C., +2 to P.E. attribute, +1 to Perception Rolls involving the character’s areas of specialty, +1 on initiative.

M.O.S. Special Gear:
CVR-3 Armor, VR-030 Series Cyclone and UEEF Survival Pack, and one additional weapon for each M.O.S. W.P. with four clips for any modern weapon.


Xenoculture Expert M.O.S.:
   Often referred to as alien specialist or “first contact” specialist, Xenoculture Experts are brought in to study and deal with newly discovered sentient beings and alien civilizations, as well as dealing with “difficult” known sentient life forms. They often work side-by-side with science officers, but take the lead whenever it becomes time to speak to or understand and assess an alien species.

Anthropology (+20%)
Barter (+20%)
Biology (+5%)
Chemistry (+5%)
Cryptography (+15%)
History: Earth (+15%)
Interrogation (+10%)
Languages: Tirolian and Zentraedi (+10%)
Literacy: Tirolian and Zentraedi (+15%)
Lore: One of choice (+15%)
Mecha: Pilot Ground Veritechs
Psychology (+10%)
Public Speaking (+20%)
Xenobiology (+15%)

Rank: 0 – 1 3rd lieutenant
M.O.S. Bonuses: +3D6+6 to S.D.C., +1D4 M.A. attribute, +2 to Perception Rolls, an additional +5% to any communication skills and +10% on all Intelligence skill.

M.O.S. Special Gear: Access to scientific facilities, classified data, Mecha and vehicles as necessary for each mission. Often assigned and NCO or fellow Corps member as an assistant and body guard during negotiations with alien sentient beings.


Xenotech Reclamation M.O.S.:
   This character’s job is to determine the purpose, function, threat level, strengths and weaknesses of alien technology, and if possible, figure out how best to use it for the benefit of the UEEF or how to counter, sabotage or turn it against the aliens if they prove to be hostile and aggressive.

Archaeology (+20%)
Computer Programming (+5%)
Cryptography (+10%)
Electrical Engineer (+15%)
Excavation & Rescue (+15%)
Jury Rig (+15%)
Mathematics: Advanced (+10%)
Mecha: Pilot Ground Veritechs or Battloids
Mechanical Engineer (+10%)
Mechanical or Electrical Skills: two of Choice (+15%)
Pilot: One of choice; excluding spacecraft
Salvage (+15%)

Rank: 0 – 1 3rd lieutenant
M.O.S. Bonuses: +4D6 S.D.C., +2 to P.S. attribute, +2 to Perception Rolls involving understanding alien technology, its function and its operation, and an additional +5% to all Mechanical skills.

M.O.S. Gear: Access to scientific facilities, laboratories, research and development database, a vehicle matching the M.O.S. piloting skill, tools and other equipment as needed.
Gargoyle
GM, 453 posts
Game Master
Wed 22 Apr 2015
at 08:00
  • msg #12

UEEF Genetic Engineered Children OCC

UEEF Genetically Engineered  Children OCC

  The Genetically Engineered Children Are the result of the UEEF's need for better weapons of war against the Invid and other threats. One of the men approached for this task was Dr. Gendo Ikari, whose study of genetics and Engineering put him in a unique position as his skills in genetics was Unsurpassed in the UEEF fleeet. He has taken the research of the masters and their Zentraedi warriors and mixed it with his own. His work has led him and his elite members of his staff down some questionable measures. But he believes the end will justify the means. Taking samples of what he considers the best specimens of Human, Tirolian and Zentraedi back to His research facility on the World of Eden. It is restricted to all but Nerv Personnel and the high command of the UEEF, and even they are kept in the dark on most the research, even the top brass is escorted while inside. Only those of Nerv know how large the Facility really is and how many personnel work for Nerv. After the manipulation of the eggs a preselected woman is impregnated with the most advance medical technology and allowed to believe she is the child's mother, But that the child must remain in the program with no exceptions. The Children from birth begin their life of education and training. About half of the test subjects have committed suicide from the stress of their daily lives.  They attend school and train relentlessly six days a week and can be called upon at any moment. They're training programs are decided for them by the directors of NERV. Despite some of the setbacks with the test subject, Dr. Ikari believes they are correctable with additional training programs. This program is classified and only a handful of senior officers even know it exist.

Rank: The Kids are Cadets until the age of 17, otherwise their rank is
             considered that of the MOS.
Age: 12 +1D4 years
Alignments: Any, though most are Selfish.
Attributes
IQ: 4D6 drop lowest dice
ME: 3D6 drop lowest dice +1 for every year of Age past 10
MA: 4D6 drop lowest dice
PS: 3D6 drop lowest dice +1 for every year of Age past 10
PP: 4D6 drop lowest dice +1 for every year of Age past 10
PE: 3D6 drop lowest dice +1 for every year of Age past 10
PB: 4D6 +3 drop lowest dice
Speed: 3D6 drop lowest dice +1 for every year of Age past 10

  Note: As your character ages, some of their stats and other aspects of the character will improve with age.

OCC bonuses:

1. Heightened Reflexes and Agility: the combination of genetics and enhanced physical training provides the following bonuses: +2 to initiative, +1 extra attack per melee round, + 2 with roll with punch.

2. Enhanced Senses: they have gain a +3 to Perception Rolls even when they seem to be unfocused and bored.
Enhanced vision: 20/20 perfect vision and have night vision like that of a cat.
Enhanced hearing: and can hear a whisper or a twig snapping under a boot 300ft away.

3. Enhanced Healing: The characters heal at twice the normal rate and gain a 15% bonus to save vs coma and death.

4. Enhanced Mecha Connection: The Kids are given Implants at birth and through out various spots through their bodies. But the most important one is in the base of the skull, which connects directly to their brain. When assigned to mecha with special receivers the Pilot and machine can link through a wireless system and allows the pilot to operate the mecha with thought. The controls are there for back up, in case something happens. this also grants a few extra bonuses for instant response time.
+1 Attack per melee round
+1 to Dodge and Parry
+1 to Strike With Range weapons
+1 to strike in hand to hand


5. Skills: The excessive training has given the Characters the following bonuses to their OCC skills.
Acrobatics or Gymnastics
Martial arts or Commando
W.P. Knife or Blunt

6. Hit Points and S.D.C. Points:
Once hit points and SDC points are figure out divide them in half. The first half is used for the characters at the start of the game. Divide the second half by four. And add the each quarter for each year of age of the character.

7. Insanity chart: Roll once on the insanity chart below. Their daily retinue is so intense and stressful the children have developed insanities.
  01-20 Neurosis
  21-25 Compulsive Liar
  26-30 Kleptomaniac
  31-40 Obsession
  41-50 Phobia
  51-60 Psychosis
  61-70 Fear of Animals
  71-80 Recluse
  81-00 Affective Disorder

Character Class: The Character has been under going training as the Scientist and Engineers, and Military deemed fit.
01-45 Battliod Ace
  01-65 Combat Specialist MOS
  66-00 Sapper MOS
46-55 Military Specialist
  01-15 EOD/Demolitions/SEAL MOS
  16-30 Marine Commando MOS
  31-65 Ranger/Reconnaissance MOS
  66-00 Special Forces/Espionage MOS
56-00 Veritech Pilot
  01-65 Alpha Pilot MOS
  66-75 Beta Pilot MOS
  76-90 Reconnaissance MOS
  91-00 Fleet Electronic Warfare/SEAD MOS


  Draw Backs to this O.C.C.:
  When operating a Mecha you are not linked with is less effective since your cerebral implants are synced to your particular mecha (3 maximum) and it removes your ability to have your mecha react to your thoughts as much as your physical movements. You suffer the following penalties:
 - 15% to all piloting rolls
 - 1 Attack per melee round
 - 2 to Dodge and Parry
 - 2 to Strike With Range weapons
 - 1 to strike in hand to hand

  The Synchronizing Process is both physically and Mentally painful as your worst fears and painful memories are brought forth in a non stop barrage of emotions and images in your brain for four straight hours till your mind is set free to fight back. Each child is run through a monthly test to monitor their Synchro ratio. Anyone with a Snychro rating below seventy percent must retest the following day for a total of five days. If after five days, the character cannot be re-snyced, they are considered a catastrophic failure and retired from duty. (they are removed from the game)
  To determine roll synchro rating, roll a D100 and add your Mental Endurance to it.
This message was last edited by the GM at 04:32, Thu 13 Oct 2016.
Gargoyle
GM, 454 posts
Game Master
Wed 22 Apr 2015
at 08:00
  • msg #13

The UEEF Zentraedi R.C.C.

The Zentraedi

   Any Zentraedi character is a survivor of the last climatic battle between fleet and the defenders of Earth, including the fleet commanded by Breeti. The player is assumed to have been fairly new soldier, fresh from the cloning chanber, and many not have even participated in that battle, but was onboard one of the millions of ships involved in the battle. The character kept a low profile during the malcontent uprisings and signed up with thousands of other Zentraedi when the call came for volunteers for the Pioneer Expedition.
   All Zentraedi, once a race of 50-foot tall genetically engineered warriors have been micronized down to human size (5 feet +3D6 inches/1.6 , to 2 m) and retrained for their new roles in the UEEF. Before the UEEF mission, the Zentraedi were separated into caste based on their genetic engineering. The Overlord caste was the highest, and led entire armadas, and the High Lords were their lieutenants. There are no known Overlords left, and the last known High lord is Breeti. Next in rank was the warlord’s caste, who led squadrons of starships under a High Lord’s command and then were the Warrior Elite, the Auxiliary Specialists and, at the bottom of the ladder, the Infantry Warrior.
   While those ranks still affect the Zentaedi’s attributes, they do NOT affect the rank of Zentraedi in the UEEF. Each Zentraedi’s rank is based on his or her merits, just like the UEEF’s human soldiers. So its not uncommon for someone who was genetically engineered to be a warlord to serve under a gifted Warrior Elite or even and Infantry Warrior.

   Roll randomly to see which caste the character was created to join:

Male:
01-60%: Warrior Infantry
61-80% Warrior Elite
81-95% Auxiliary Specialist
96-00% Warlord

Female:
01-70%: Warrior Elite
71-95%: Auxiliary Specialist
96-00%: Warlord

Skin Color:
01-20%: Dark Purple
21-40%: Light Purple
41-60%: light Blue
61-80%: Pale Gray
81-00%: Pink (Caucasian)

Hair Color:
01-20%: Brown
21-40%: Black
41-60%:light Blue
61-80%: Green
81-00%: Purple

Age: 24 +1D4 years.
Height: 5 feet +3D6 inches

Warlord:
Male Attributes: I.Q. 9+1D6, M.E. 7+1D4, M.A. 12+1D6, P.S. 16+1D8, P.P. 13+1D6, P.E. 15+1D6, P.B. 10+1D4, Spd. 8+1D6
Female Attributes: I.Q. 12+1D6, M.E. 9+1D4, M.A. 13+1D6, P.S. 14+1D6, P.P. 15+1D6, P.E. 16+1D6, P.B. 2+1D6, Spd. 10+1D6
Hit Points: P.E. +1D6 per Level
S.D.C.: 2D6 plus those gained from O.C.C. and other bonuses.
Bonuses: +1 attack per melee, +1 on Initiative, +2 to auto-dodge (the act of dodging does not use up a melee attack).

Warrior Elite:
Male Attributes: I.Q.9+1D8, M.E. 10+1D6, M.A. 7+1D4, P.S. 14+1D6, P.P.16+1D6, P.E. 11+1D6, P.B. 8+1D6, Spd. 20+1D8
Female Attributes: I.Q. 11+1D8, M.E. 14+1D4, M.A. 9+1D6, P.S. 11+1D4, P.P. 19+1D6, P.E. 10+1D6, P.B. 12+1D6, Spd. 24+1D6
Hit Points: P.E. +1D6 per Level
S.D.C.: 1D6 plus those gained from O.C.C. and other bonuses.
Bonuses: +1 attack per melee, +1 on Initiative.

Auxiliary Specialist:
Male Attributes: I.Q. 14 +1D8, M.E. 16+1D4, M.A. 12 +1D8, P.S. 8+1D6, P.P. 12+1D4, P.E. 9 +1D6, P.B. 10+1D4, Spd. 12 +1D6
Female Attributes: I.Q. 16+1D8, M.E. 18 +1D4, M.A. 11 +1D6, P.S. 7 +1D4, P.P. 14 +1D4, P.E. 8 +1D6, P.B. 12 +1D6, Spd. 15 +1D8
Hit Points: P.E. +1D6 per Level
S.D.C.: As per O.C.C. and other bonuses
Bonuses: +1 to Perception, +10% skill bonus to any two skills of choice.


Warrior Infantry (always male):

Male Attributes: I.Q. 8 +1D6, M.E. 6 +1D6, M.A. 4 +1D8, P.S. 12 +1D6, P.P. 15 +1D6, P.E. 14 +1D4, P.B. 6 +1D6, Spd. 20 +1D6
Hit Points: P.E. +1D6 per Level
S.D.C.: 1D6 plus those gained from O.C.C. and other bonuses.
Bonuses: +1 on Initiative

Available O.C.C.s: Any Expeditionary Force Marine or UEEF Fleet Officer.
This message was last edited by the GM at 19:29, Sat 03 Sept 2016.
Gargoyle
GM, 455 posts
Game Master
Wed 22 Apr 2015
at 08:01
  • msg #14

UEEF Classified OCC

UEEF Classified OCC
Gargoyle
GM, 456 posts
Game Master
Wed 22 Apr 2015
at 08:02
  • msg #15

Tactical Space Corps O.C.C

Tactical Space Corps O.C.C

    The Tactical Space Corps is the other half of Earth’s orbital defense forces,fighting alongside their colleagues in the TASC. Trained in orbital infantry tactics, zero-gravity combat and the use of powered suits, these hardened veterans are the space borne mechanized infantry arm of the aerospace forces. They do everything from guarding orbital bases and space stations, to boarding actions, to full scale assaults, and are known for their fierceness and dedication to duty.
   The TSC was instrumental in the clearing of the orbital debris field left over from Dolza’s armada, and their fierce, bloody ship to ship fighting has become the stuff of legend. TSC training is especially grueling and dangerous, a side effect of training in harsh environs of space. They tend to be hard-charging professional warriors who live in the moment, knowing that even the slightest mistake could end in a painful, suffocating death in vacuum. They have a great many similarities to their planet-bound brethren, the Tactical Corps, and troopers of those two service branches tend to get along very well.

Alignment: Any,
Attribute Requirements:  M.E. 12 and P.E. 12.
O.C.C. Bonuses: +2 on Perception Rolls, +2 to P.E., +3 to P.S. and +1D6 to Spd.
S.D.C.:  5D6+12
Rank: E-2 Airman

Common Skill Set:  All start at the percentage listed and advance per level of experience as usual.
Language: English (or native tongue)at 92%.
Literacy:  English (or native language) at 88%.
Computer Operation at 85%.
Mathematics: Basic at 85%.
Pilot: Automobile at 85%.
Pilot: Hovercycles & Hover Vehicles At 86%.

O.C.C. Skills: Basic training and skill bonuses for TSC.
Body Building or Wrestling
Boarding Spaceships (+20%)
MECT: ASC Power Armor
Military Etiquette (+15%)
Pilot: ASC Power Armor (+10%)
Radio: Basic (+15%)
Running
Space Survival (+30%)
W.P. Energy Rifle
W.P. Starship Artillery
Zero Gravity Combat
Hand to Hand: Expert

M.O.S.(Military Operational Specialty):  Choose one M.O.S. from following list.
Aerospace Veritech Pilot
Aerospace Fighter Pilot
Damage Control Corpsman
Fighter Pilot
Ship Pilot
Armorer
Combat Engineer
Combat Journalist
Communications Specialist
Field Medic
First Responder/Paramedic
Fire and Rescue
Mechanic
Mecha Engineer


O.C.C. Related Skills: Select Seven other skills at level one, plus one additional skill at levels 3, 6, 9 and 12.

Communication: any (+10%)
Cowboy: Any
Domestic: Any
Electrical: Basic Electronics only
Espionage: Intelligence and Detect Ambush only  (+10%)
Mechanical:  Aircraft, Automotive and Basic Mechanics only (+10%)
Medical:  First Aid only
Military:  Any (+10%)
Physical:  Any except Acrobatics
Pilot:   Any (+15%)
Pilot Related:  Any (+10%)
Rogue: Any
Science:  Math and Astronomy skills only
Technical: Any (+5%)
W.P.:  Any
Wilderness:  Any


Secondary Skills: Select Seven skills from the Secondary Skills list in the Skills section of the Robotech: The Shadow Chronicles RPG,  plus one at levels 4, 8, 12, and 15.  These are additional areas of knowledge and do not get any bonuses other than a possible bonus for having a high I.Q. All Secondary Skills start at base level.

Standard Equipment: TSC custom-fit body armor with appropriate combat shield, one side arm and rifle, 4 extra energy clips for each weapon, canteen, dress uniform, flight suite duty uniform, personal clothing and effects.

Equipment Available on Assignment: Depending on the Game Master and the campaign, characters can be assigned any other variable or non-variable aerospace fighter, any mission specific land vehicles, aircraft or spacecraft,  any other firearms, weapon systems and ordnance, optical enhancements, any and all mission specific special equipment, as well as access to base computers and special facilities.


Personal Savings: 3D6 X 100 Credits
Gargoyle
GM, 457 posts
Game Master
Wed 22 Apr 2015
at 08:03
  • msg #16

Tactical Air Force O.C.C.

Tactical Air Force O.C.C.

  The Tactical Air Force (TAF) is responsible for keeping the skies of Earth safe and friendly. These are the men and women who put their lives on the line every day flying and servicing the various non-variable fighter aircraft fielded by the ASC.  While they don’t get as much press as their Veritech pilot colleagues, they are just as capable and just as deadly in their aircraft. Of course, you can’t make an air force of pilots alone. The TAF has military career options that are just as diverse as any other branch of the military, and includes engineers,weapons technicians and reconnaissance, to name a few.
  TAF troops, airmen and pilots all go through a vigorous basic training regimen that focuses more on endurance than raw strength.  Some, like the rough and ready troopers of the Tactical Corps and Tactical Space Corps, would say that the TAF’s training is a cake walk and leaves TAF troopers “soft.”  This is a misconception born from pride in their own branch of the service and their friendly competitive nature. The men and women of the TAF take every opportunity possible to correct that myth about them being “soft.”

Alignment:  Any
Attribute Requirements: I.Q. 10, M.E. 10, P.E. 10; a high P.P. is suggested but not required.
O.C.C. Bonuses: +2 on initiative,  +1 on Perception Rolls, +2 to P.P., and +1 to P.E. attributes.
S.D.C.:  5D6+10
Rank: E-2 Airman

Common Skill Set:  All start at the percentage listed and advance per level of  experience as usual.
Language: English (or native tongue) at 92%.
Literacy:  English (or native language) at 88%.
Computer Operation at 85%.
Mathematics: Basic at 85%.
Pilot: Automobile at 85%.
Pilot: Hovercycles & Hover Vehicles At 86%.

O.C.C. Skills: Basic training skills and Skill bonuses for the TAF.
Athletics
First Aid (+5%)
Military Etiquette (+15%)
Navigation (+15%)
Pilot: Jet Fighters (+18%)
Pilot: Combat Helicopters (+16%)
Radio: Basic (+15%)
Running
W.P. Energy Rifle
Hand to Hand: Expert

M.O.S.(Military Operational Specialty): Choose one M.O.S. from the following list.
Aerospace Fighter Pilot
Damage Control Corpsman
Fighter Pilot
Ship Pilot
Armorer
Combat Engineer
Combat Journalist
Communications Specialist
Field Medic
First Responder/Paramedic
Fire and Rescue
Mechanic
Mecha Engineer


O.C.C. Related Skills: Select Seven other skills at level one, plus one additional skill at levels 3, 6, 9 and 12.

Communication: any (+10%)
Cowboy: Any
Domestic: Any
Electrical: Basic Electronics only
Espionage: Intelligence and Detect Ambush only  (+10%)
Mechanical: Aircraft, Automotive And Basic Mechanics only (+10%)
Medical: None
Military: Any.
Physical: Any except Acrobatics
Pilot: Any (+15%)
Pilot related:  Any (+10%)
Rogue: Any
Science: Math and Astronomy skills
Technical: Any (+5%)
W.P.: Any
Wilderness: Any

Secondary Skills:  Select Seven skills from the Secondary Skill list in the Skills section of the Robotech: The Shadow Chronicles RPG,  plus one at levels 4, 8, 12, and 15.  These are additional areas of knowledge and do not get any bonuses other than a possible bonus for having a high I.Q. All Secondary Skills start at base level.

Standard Equipment:  TAF specific custom-fit body armor with appropriate combat shield, one side arm and rifle, 4 extra energy clips for each weapon, canteen, dress uniform, flight suit, duty uniform, personal clothing and effects.

Equipment Available on Assignment: Depending on the Game Master and the campaign, characters can be assigned any other variable or non-variable aerospace fighter, any mission specific land vehicles, aircraft or spacecraft,  any other firearms,
weapon systems and ordnance, optical enhancements, any and all mission specific special equipment, as well as access to base computers and special facilities.

Personal Savings:  3D6 X 100 Credits
Gargoyle
GM, 458 posts
Game Master
Wed 22 Apr 2015
at 08:06
  • msg #17

Civil Defense Flying Corps O.C.C.

Civil Defense Flying Corps O.C.C.


     The Civil Defense Flying Corps (CDFC) is another paramilitary group that works closely with the ASC.  They use the same military etiquette, rules, rank and structure as the TAF.  Although very similar to the military forces they serve with, the CDFC is a civilian body and as such, falls outside of the jurisdiction of the ASC code of military justice.
  They are closely modeled after the Civil Air Patrol that operated in the United States throughout the Twentieth Century and have two main missions: emergency services and supporting the TAF.  Their role as an emergency services provider consists of search and rescue operations, humanitarian relief, transportation of officials and personnel, aerial imagery to aid emergency managers in assessing damage, and general assistance to the TAF.  In short they fly people, supplies, cargo and equipment, in and out of disaster areas.  The CDFC flies mainly civilian aircraft including helicopters and jet packs.  They also work closely with the TAF in a support role, and can be thought of as an air force reserve.

Alignment:  Any
Attribute Requirements: I.Q., M.E., and P.E. of 9 or higher.
O.C.C. Bonuses: +1 on Perception Rolls, +1 to M.E., and +1 to P.P. attributes.
S.D.C.:  3D6+6
Rank: E-2 Airman

Common Skill Set: All start at the percentage listed.
Language: English (or native tongue)at 90%.
Literacy:  English (or native language) at 86%.
Computer Operation at 85%.
Mathematics: Basic at 80%.
Pilot: Automobile at 80%.

O.C.C. Skills:  Basic training skills and skill bonuses for the CDFC.
First Aid (+10%)
Military Etiquette (+10%)
Pilot:  Airplane (+16%)
Pilot:  Helicopter or Jet Aircraft (+12%)
Pilot: Jet Pack (+16%)
Radio: Basic (+10%)
Running or Swimming (+5%)
W.P. Handguns
Hand to Hand: Basic

M.O.S. (Military Operational Specialty): Choose one M.O.S. from the following list.
Armorer
Combat Engineer
Combat Journalist
Communications Specialist
Field Medic
First Responder/Paramedic
Fire and Rescue
Mechanic
Mecha Engineer


O.C.C. Related Skills:  Select Eight other skills at level one, plus one additional skill at levels 2, 5, 8, and 12.
Communication: Any (+5%)
Cowboy: Any
Domestic: Any (+5%)
Electrical: Any
Espionage: None
Mechanical: Basic, Aircraft and Automotive Mechanics only (+10%)
Physical: Any except Acrobatics
Pilot: Any (+10%)
Pilot Related: Any (+5%)
Rogue: Any
Science:  Mathematics and Astronomy skills only
Technical: Any (+5%)
W.P.: Any
Wilderness:  Wilderness Survival and Land Navigation only


Secondary Skills:  Select Eight skills from the Secondary Skills list in the skills section of the Robotech: The Shadow Chronicles RPG,  plus two at levels 3,6,9, and 12. These are additional areas of knowledge and do not get any bonuses other than a possible bonus for having a high I.Q.  All secondary skills start at base level.

Standard Gear:  CDU specific custom-fit body armor with appropriate combat shield, conventional or energy assault rifle and four reloads,Combat patrol pack and tactical gear,dress uniform, duty uniform, personal clothes and effects, survival knife, canteen and other basic gear.

Equipment Available on Assignment: Depending on the Game Master and the campaign, characters can be assigned any mission specific land vehicles or IFVs, the jump and jet packs,any other firearms, weapon systems and ordnance, optical enhancements, any and all mission specific special equipment,and access to computers and special facilities.

Personal Savings:  3D6x100 Credits.
Gargoyle
GM, 459 posts
Game Master
Wed 22 Apr 2015
at 08:07
  • msg #18

Tactical Armored Space Corps O.C.C.

 Tactical Armored Space Corps O.C.C. (Veritech Figther)

  The men and women of the Tactical Armored Space Corps (TASC), along with their colleagues in the Tactical Space Corps (TSC), are Earth’s first line of defense against alien incursion. These are the flashy and daring pilots who
brave the rigors of space in their deadly Veritechs with a smirk or a smart-aleck
remark.  That’s how the media portrays them, anyway.  In reality they are, for the
most part, hardworking and driven professionals who take their service seriously.  They fly the vaunted VF-8 Logan Variable Fighter and VFH-10B Ajax Variable Strike Copter. Most are stationed in orbit aboard ships or on space stations, but there are a few TASC squadrons based planet-side, where they enjoy a spirited professional rivalry with their colleagues in the Tactical Air Force(TAF).
  The TASC is not comprised of only Veritech pilots however, they also fly and crew the many sub-capital and capital ships of the ASC.  They serve aboard ships like the Tri-Star class carrier and the takeaway class battleships, as wellas the many Tran atmospheric shuttlecraft in the Army.  Their training is rigorous and both physically and mentally challenging.  Fighting and navigating in space is a tricky proposition, and only the best of the best are allowed access to the powerful and expensive Veritech Fighters.

Alignment:  Any
Attribute Requirements: I.Q. 10, M.E. 12, P.P. 11; a high P.P. is suggested but not required, though remember that a clumsy pilot is a dead pilot.
O.C.C. Bonuses: +1 on initiative,  +2 to P.P., and +1 to P.E. attributes.
S.D.C.:  5D6+8
Rank: E-2 Airman

Common Skill Set:  All start at the percentage listed and advance per level of  experience as usual.
Language: English (or native tongue)at 92%.
Literacy:  English (or native language) at 88%.
Computer Operation at 85%.
Mathematics: Basic at 85%.
Pilot: Automobile at 85%.
Pilot: Hovercycles & Hover Vehicle At 86%.

O.C.C. Skills: Basic training and skill bonuses for TASC.
Athletics
First Aid (+5%)
Military Etiquette (+15%)
MECT: One ASC Veritech of choice.
Navigation (+15%)
Navigation: Space (+10%)
Pilot Veritechs (+10%)
Pilot: One spacecraft of choice(+15%).
NBC Warfare (+10%)
Radio: Basic (+15%)
Running
W.P. Energy Rifle
Hand to Hand: Expert

M.O.S.(Military Operational Specialty):  Choose one M.O.S. from the following list.
Aerospace Fighter Pilot
Damage Control Corpsman
Fighter Pilot
Ship Pilot
Armorer
Combat Engineer
Combat Journalist
Communications Specialist
Field Medic
First Responder/Paramedic
Fire and Rescue
Mechanic
Mecha Engineer

O.C.C. Related Skills: Select Seven other skills at level one, plus one additional skill at levels 3, 6, 9 and 12.
Communication: any (+10%)
Cowboy: Any
Domestic: Any
Electrical: Basic Electronics only
Espionage: Intelligence and Detect Ambush only  (+10%)
Mechanical:  Aircraft, Automotive and Basic Mechanics only (+10%)
Medical:  None
Military:  Any (+10%)
Physical:  Any except Acrobatics
Pilot:   Any (+15%)
Pilot Related:  Any (+10%)
Rogue: Any
Science:  Math and Astronomy skills only
Technical: Any (+5%)
W.P.: Any
Wilderness: Land Navigation, Space Survival and Wilderness Survival Only


Secondary Skills: Select Seven skills from the Secondary Skill list in the Skills section of the Robotech: The Shadow Chronicles RPG,  plusone at levels 4, 8, 12, and 15.  Theseare additional areas of knowledge and do not get any bonuses other than a possible bonus for having a high I.Q. All Secondary Skills start at base
level.

Standard Equipment: TASC custom fit body armor with appropriate combat shield, one side arm and rifle, 4 extra energy clips for each weapon, canteen, dress uniform, flight suit,duty uniform, personal clothing and effects.

Equipment Available on Assignment: Depending on the Game Master and the campaign, characters can be assigned any other variable or non-variable aerospace fighter, any mission specific land vehicles, aircraft or spacecraft,  any other firearms, weapon systems and ordnance, optical enhancements, any and all mission specific special equipment, as well as access to base computers and special facilities.

Personal Savings:  3D6x100 credits
Gargoyle
GM, 460 posts
Game Master
Wed 22 Apr 2015
at 08:09
  • msg #19

Alpha Tactical Armored Corps O.C.C.

Alpha Tactical Armored Corps O.C.C.


     The Alpha Tactical Armored Corps was organized as an independent military branch from the Tactical Corps in 2013.  Development of the new Spartas Variable Hover Tank and Myrmidon Variable Reconnaissance Vehicle called for specially trained and outfitted division to take advantage of these new vehicles. The first members of the ATAC were culled from elite mechanized infantry divisions of the Tactical Corps and Tactical Space Corps due to their familiarity with the specifics of armored war-fare. They were organized into regiments similar to the armored cavalry regiments of pre-war Earth, and immediately adopted the trappings and traditions of the armored cavalry to set themselves apart.
     ATAC training is a mix of traditional armor tactics, lightning strikes and urban combat. They are deadly in their Spartas and myrmidons, as well as the non-variable infantry fighting vehicles and tanks. They are also well versed in traditional and mechanized infantry tactics, and work closely with the Tactical Corps providing reconnaissance and artillery support, Late in the Second Robotech War, ATAC tankers fought in orbit using modified Spartas Hover Tank along-side the mechanized infantry forces of the Tactical Space Corps. While short lived, this partnership was mutually beneficial for both branches.

Alignment:  Any
Attribute Requirements:  P.S. 12, P.E. 12, M.E. 10.
O.C.C. Bonuses: +1 on initiative, +1D4 to P.S. +1 to P.E., +3 to save vs. Horror Factor.
S.D.C.: 5D6+16
Rank: E-2 Private second Class

Common Skill Set:  All start at the percentage listed and advance per level of  experience as usual.
Language: English (or native tongue)at 90%.
Literacy:  English (or native language) at 88%.
Computer Operation at 80%.
Mathematics: Basic at 80%.
Pilot: Automobile at 88%.
Pilot: Hovercycles & Hover Vehicles At 90%.

O.C.C. Skills: Basic training and skill bonuses for ATAC.
Combat Driving
Land Navigation (+12%)
MECT: Ground Veritechs (all)
Military Etiquette (+10%)
Pilot: Ground Veritechs (all; +14%)
Pilot: Tanks & APCS (+20%)
Radio: Basic (+10%)
Running
Weapon systems (+15%)
W.P. Energy pistol
W.P. Energy Rifle
Hand to Hand: Expert

M.O.S.  (Military Operational Specialty): Choose one M.O.S. package from the list below.
Air Cavalry
Battloid Pilot
EOD/Demolitions
Guerrilla Warfare Specialist
Heavy Weapons Specialist
Mechanized Infantry (M.I.)
Military Police
Scout/reconnaissance
Armorer
Combat Engineer
Combat Journalist
Communications Specialist
Field Medic
First Responder/Paramedic
Fire and Rescue
Mechanic
Mecha Engineer

O.C.C. Related Skills: Select Seven other skills at level one, plus one additional skill at levels 3, 6, 9 and 12.

Communication: any (+5%).
Cowboy: Any
Domestic: Any (+5%).
Electrical: Basic Electronics only.
Espionage: None.
Mechanical: Basic and  Automotive
Mechanics only.
Medical: None.
Military: Any (+10%).
Physical: Any except Acrobatics.
Pilot: Any (+5%).
Pilot Related: Any.
Rogue: Any
Science: Mathematics and Astronomy skills only.
Technical: Any (+5%).
W.P.: Any.
Wilderness: Wilderness Survival and Land Navigation only.

Secondary Skills: Select Seven skills from the Secondary Skills list in the Skills section of the Robotech: The Shadow Chronicles RPG, plus one at levels 4, 8, 12, and 15. These are additional areas of knowledge and do not get any bonuses other than a possible bonus for having a high I.Q. All Secondary Skills start at base level.

Standard Equipment: ATAC custom-fit body armor with appropriate combat shield, conventional or energy assault rifle and four reloads, combat patrol pack and tactical dress uniform, duty uniform,  personal clothes and effects.

Equipment Available on Assignment: Depending on the Game Master and the campaign, characters can be assigned mission specific land vehicles or IFVs, any other firearms, weapons systems and ordnance, optical enhancements, any and all mission specific special equipment and access to computers and special facilities.

Personal Savings:  3D6x100 Credits
Gargoyle
GM, 461 posts
Game Master
Wed 22 Apr 2015
at 08:11
  • msg #20

Civil Defense Unit O.C.C.

Civil Defense Unit O.C.C.


     One might think of the CDU as part national guard, part law enforcement officers and part first responders.  The Civil Defense Unit is a paramilitary branch that not only provides disaster preparedness training to civilian populations, but also acts as civil defense troops and civil affairs specialists for the Army of the Southern Cross.  In their role as disaster preparedness trainers,  they organize civilians into civil defense units and run constant emergency drills. They also work closely with and assist civilian law enforcement agencies, especially in times of war and crisis, as well as offer training in basic first response skills, and riot control.  Ultimately, their goal is to ensure that civilian populations and local law and government agencies are ready for the next war, terrorist attack, or natural disaster to reduce civilian casualties.
     As a paramilitary force, they use the same military etiquette, rules, rank and structure of the Tactical Corps (TC). Although very similar to the military forces they serve with, they are civilian bodies and as such, fall outside of the jurisdiction of the ASC code of military justice.
     As civil affairs specialists, they are the face of the ASC to the civilian populations. They assist ASC commanders by working with civil authorities and civilian populations to lessen the impact of military operations in peacetime as well as in war.  CDU troops are the most common ASC presence at population centers around the world, and they are the only military unit the average civilian people will ever see. There is a CDU base in every major city in all Recognized Sovereign Nations of the UEG.

Alignment: Any
Attribute Requirements: Only a willingness to serve.
O.C.C. Bonuses: +1 to P.E. and +1D4 to Spd attributes, and +2 to save vs. Horror Factor
S.D.C.: 3D6+4
Rank: E-2 Private second Class

Common Skill Set:  All start at the percentage listed.
Language: English (or native tongue)at 90%.
Literacy:  English (or native language) at 86%.
Computer Operation at 85%.
Mathematics: Basic at 80%.
Pilot: Automobile at 80%.

O.C.C. Skills: Basic training skills and Skill bonuses for the CDU.
MECT:  ASC Power Armor
Military Etiquette (+10%)
Pilot: ASC Power Armor (+5%)
Radio: Basic (+10%)
Running
Swimming (+16%)
W.P. Blunt
W.P. Handguns
W.P. Energy Rifle
Hand to Hand: Basic

M.O.S.(Military Operational Specialty):  Choose one M.O.S. from the List below.
Civil Affairs Officer:
CSI: Crime Scene Investigator
Detective
Police Tactical Officer/S.W.A.T.
Armorer:
Combat Engineer:
Combat Journalist:
Communications Specialist:
Field Medic:
First Responder/Paramedic:
Fire and Rescue:
Mechanic:
Mecha Engineer:


O.C.C. Related Skills: Select Seven other skills at level one, plus two additional skill at levels 3, 6, 9 and 12.
Communication: any (+5%)
Cowboy: Any
Domestic: Any (+10%).
Electrical: Basic Electronics only
Espionage:  None
Mechanical:  Basic and Automotive Mechanics only (+5%)
Medical:  None
Military:  Any (+15%)
Physical:  Any except Acrobatics
Pilot: Any (+5%)
Pilot related:  Any
Rogue: Any
Science:  Mathematics and Astronomy skills only
Technical: Any (+5%)
W.P.: Any
Wilderness: Wilderness Survival Only and Land Navigation


Secondary Skills: Select Six skills from the Secondary Skill list in the Skills section of the Robotech: The Shadow Chronicles RPG,  plus two at levels 4, 8, 12, and 15. These are additional areas of knowledge and do not get any bonuses other than a possible bonus for having a high I.Q. All Secondary Skills start at base level.

Standard Gear: CDU specific custom-fit body armor with appropriate combat shield, conventional or energy assault rifle and four reloads, combat patrol pack and tactical gear, dress uniform, duty uniform, personal clothes and effects, survival knife, canteen and other basic gear.

Equipment Available on Assignment: Depending on the Game Master and the campaign, characters can be assigned any mission specific land vehicles or IFVs, the Minotaur power armor, any other firearms, weapon systems and ordnance, optical enhancements, any and all mission specific special equipment, and access to computers and special facilities.


Personal Savings: 3D6 X 100 Credits
Gargoyle
GM, 462 posts
Game Master
Wed 22 Apr 2015
at 08:12
  • msg #21

Tactical Corps O.C.C.

Tactical Corps O.C.C.


  The Tactical Corps forms the backbone of the ASC’s surface forces.  They are a thoroughly modern army, specializing in fast moving, small unit tactics and eschewing the massive “total war” doctrine of previous generations.  The order of battle of the TC is very similar to the old U.S. Army, and uses the same system of organization from Division all the way down to Squad.  While primarily an infantry corps, there are many branches within the TC that deal with logistics, intelligence, support, engineering, etc., as well as Special Forces.
   Tactical Corps (TC) training emphasizes the idea of the soldier himself as a weapon, and focus on turning raw recruits into finely honed professional soldiers.  It’s said in the TC that “everyone’s secondary M.O.S. is infantry,” a nod to the fact that

Alignment: Any,
Attribute Requirements:  I.Q. 10,  M.E. 10, And P.E. 12; a high P.P. is suggested but not required.
O.C.C. Bonuses: +1 on initiative, +1 on Perception Rolls, +1D6 to P.S., and +2 To P.P. attributes.
S.D.C.: 5D6+8
Rank: E-2 Private second Class

Common Skill Set:  All start at the percentage listed and advance per level of  experience as usual.
Language: English at 92%.
Literacy:  English at 88%.
Computer Operation at 85%.
Mathematics: Basic at 85%.
Pilot: Automobile at 80%.
Pilot: Hovercycles & Hover Vehicles At 86%.

O.C.C. Skills: Basic training skills and skill bonuses for TC.
Body Building
Climbing (+10%)
Forced March
Military Etiquette (+15%)
Running
Swimming (+10%)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert(this skill may be changed by M.O.S.)

M.O.S.(Military Operational Specialty): Straight up TC Infantry gets to choose an M.O.S. from ANY  of the M.O.S. ASC categories listed. HOWEVER, many soldiers in the Tactical Corps elect to take special training for operations in specific environments. These Special Forces units within The TC automatically get a primary M.O.S. based on that environment (cold, desert, jungle, etc.).  See  Special Forces (below) for more details about specialized warriors and their Unique M.O.S. skills.

O.C.C. Related Skills: Select Eight other skills at level one, plus one additional skill at levels 2, 4, 8 and 12.
Communication: any (+10%)
Cowboy: Any
Domestic: Any (+5%)
Electrical: Basic Electronics and Computer Repair only
Espionage: None
Mechanical:  Aircraft and  Automotive
And Basic Mechanics only (+10%.
Medical:  First Aid only
Military:  Any (+10%)
Physical:  Any
Pilot:   Any
Pilot Related:  Any
Rogue: Any
Science:  Math and Astronomy skills only
Technical:  Any (+5%)
W.P.:  Any
Wilderness:  Any

Secondary Skills: Select Seven skills from the Secondary Skills list in the Skills section of the Robotech: The Shadow Chronicles RPG,plus one at levels 4, 8, 12, and 15.  These are additional areas of knowledge and do not get any bonuses other than a possible bonus for having a high I.Q. All Secondary Skills start at base level.

Standard Equipment:  M.O.S.specific custom-fit body armor with appropriate combat shield, one side arm and  rifle,4 extra energy clips for each weapon,  canteen, dress uniform, flight suit, duty uniform, personal clothing and effects.

Equipment Available on Assignment: Depending on the Game Master and the campaign, characters can be assigned any other variable or no variable aerospace fighter, any mission specific land vehicles, aircraft or spacecraft, any other firearms, weapons systems and ordnance, optical enhancements, any and all mission specific special equipment, as well as access to base computers and special facilities.

Personal Savings:  3D6 X 100 Credits.

Tactical Corps Special Forces:

     These soldiers are trained for operations in specific type of physical environment (cold, desert, jungle, etc.). Each comes with a unique skill set  (M.O.S.)unique to that environment.

1.) TC Cold Division Special Forces:
A light infantry division that specializes in fighting in arctic, cold weather, and mountainous environments.  Arctic Division troopers patrol the tundras and snow fields of the far north and arctic regions of the planet.  They are trained in arctic survival and handle logistics issues dealing with men and materiel in extreme cold environs.  Arctic Division Missions often overlap those of the Mountain Division, and the two have a close working relationship like that of the Jungle and Forest Divisions.

Cold Division Light Infantry M.O.S.:
Players who choose to be a CD trooper get the following M.O.S. automatically as their primary M.O.S.:

Camouflage(+20%)
Land Navigation (+20%)
MECT: ASC Power Armor
Pilot: ASC Power Armor (only assigned the Fenris)
Pilot Motorcycles (and snowmobiles; +20%)
Pilot Tracked Vehicles (+16%)
Skiing (+20%; see New Skills)
Wilderness Survival (+20%; +30% in cold climates)
Hand to Hand: Martial Arts
W.P. Knife
W.P. Rifle.

2.) TC Desert Division Special Forces:
Heavy infantry specializing in desert and wasteland operations.  The Desert Division is known for its rough and ready reputation, brutal physical and psychological training regimen and high esprit de corps.  This branch also relies heavily on conscripts and criminals, and service is seen as a way for a man to make a new start.  They tend to use whatever equipment is at hand, from knives to particle rifles, from camels to infantry fighting vehicles.

Desert Division Heavy Infantry M.O.S.:
Players who choose to be in DD Special Ops get the following M.O.S. automatically as their primary M.O.S.:
Boxing or Kick Boxing (pick one),
Dowsing (+15%)
Horsemanship: General (+10%; includes camels)
Land Navigation (+10%; +15% in desert)
MECT: ASC Power Armor
Pilot: ASC Power Armor (only assigned the Basilisk)
Pilot Tracked & Construction Vehicles (+10%)
Navigation (+15%)
Wilderness Survival (+20%; +30% in desert environments)
W.P Heavy M.D. Weapons


3.) TC Forest Division Special Forces:
The Forest Division is a highly mobile, light infantry force trained to operate in forested and back country terrain.  They are an airborne division, and are commonly inserted onto their operational area via parachute or helicopter.  Their primary mission is to move quickly into theater and soften up the enemy with unconventional warfare tactics, then disappear just as quickly.  These missions are usually in advance of more conventional units, or as a diversion from other special forces units, and can include sabotage, prisoner extraction and hunter/killer missions.

Forest Division Light Infantry M.O.S.:
Players who choose to be an FD trooper get the following M.O.S. automatically as their primary M.O.S.:
Camouflage (+30%)
Detect Ambush (+15%)
Detect Concealment (+10%)
Field Surgery (+5%)
Land Navigation (+15%)
MECT: ASC Battloid
Pilot: ASC Battloid (only assigned the Firbolg)
Prowl (+10%)
Trap/Mine Detection (+10%)
Wilderness Survival (+15%)
Hand to Hand: Commando.


4.) TC Marsh Division Special Forces:
The Marsh Division is a light infantry force specializing in non-conventional warfare in sub-tropical and tropical environments.  They are an airborne spec-ops division specializing in counter-terrorism, sabotage, offensive raiding and intelligence gathering.  Their missions often overlap with both the Forest Division and the Recon Patrol, and these three divisions often share intelligence and coordinate forces.  Jungle Division troopers are fearsome close quarter fighters, and are known for their lethal expertise with fists, blades and side arms.

Marsh Division Light Infantry M.O.S.:
Players who choose to be an MAD trooper get the following M.O.S. automatically as their Primary M.O.S.:
Camouflage (+20%)
Demolitions (+15%)
Demolitions Disposal (+15%)
Detect Ambush (+10%)
Intelligence (+15%)
MECT: ASC Power Armor
Pilot: ASC Power Armor (only assigned the Naga)
Prowl (+20%)
Wilderness Survival (+15%; +25% in jungle environments)
W.P. Knife
W.P. Sword
W.P. Submachine-Gun
Hand to Hand: Martial Arts.


5.) TC Mountain Division Special Forces:
Highly mobile light infantry trained in alpine and high-altitude combat and survival.  Mountain Division troopers are trained in mountaineering, climbing and rappelling, both alpine and cross-country skiing and combat in the harsh conditions found in the world’s mountain ranges.  Their training doesn’t extend solely to alpine conditions, and the Mountain Division has been called in to scale buildings in ruined cities and the burned out hulks of  Zentraedi starships, as well as joint operations with the Arctic Division.

Mountain Division Light Infantry M.O.S.:
Players who choose to be an MOD trooper get the following M.O.S. automatically as their Primary M.O.S.:
Excavation & Rescue (+10%)
First Aid (+10%)
Skiing (+30%; see New Skills)
Spelunking (+15%)
MECT: ASC Battloids
Pilot: ASC Battloids (only assigned the Satyr)
Pilot Motorcycles (and Snowmobiles +10%)
Pilot: Jet Packs (+20%)
Wrestling
Wilderness Survival (+15%; +25% in mountain and cold environments)and an additional +10% to the Climbing Skill.


6.) TC Navy Division Special Forces:
The Navy Division is made up of numerous specialized units of amphibious commandos, and is reminiscent of the legendary U.S. Navy Seals They perform clandestine assaults, extractions, guerilla warfare and counter-terrorism missions, and are generally inserted via boat or helicopter.  Along with their amphibious commando role, they also patrol the lakes, rivers and coasts of the world and generally fulfill the roles of brown-water navy and coast guard.  In this role they operate numerous patrol boats, helicopters and amphibious landing craft.

ND Amphibious Commando M.O.S.:
Players who choose to be an ND trooper get the following M.O.S. automatically as their primary M.O.S.:
Camouflage (+15%)
Demolitions (+20%)
Demolitions Disposal (+16%)
Demolitions: Underwater (+24%)
MECT: ASC Power Armor (+15%)
Pilot: ASC Power Armor (only assigned the Kraken)
Pilot: Warships & Patrol Boats (+25%)
SCUBA (+20%)
W.P. Knife
Hand to Hand: Commando.


7.)TC Recon Patrol Special Forces:
Flexible, elite unit specializing in force reconnaissance.  They are the eyes and ears of the Tactical Corps, and by extension, the whole of the ASC.  Along with gathering military intelligence and forward observation for target acquisition (Deep Reconnaissance), the RP also takes part in many clandestine operations (Direct Action).  Direct Action includes search and rescue, counter-terrorism, search and seizure of enemy military assets and military interdiction operations.  Their training is extensive and grueling, and includes airborne insertions, amphibious warfare, battloid training, helocasting, search and rescue and unconventional warfare.

Recon Patrol Light Infantry M.O.S.:
Players who choose to be an RP trooper get the following M.O.S. automatically as their primary M.O.S.:
Camouflage (+25%)
Intelligence (+20%)
Land Navigation (+20%)
Outdoorsmanship
MECT: ASC Battloids or Ground Veritech/Mrymidon
Pilot: ASC Battloids (only issued the Cyclops) or ASC Ground Veritechs (only issued the Myrmidon)
Prowl (+20%)
Surveillance Systems (+15%)
Tracking (people: +20%)
Wilderness Survival  (+15%)
Hand to Hand: Martial Arts.
Gargoyle
GM, 463 posts
Game Master
Wed 22 Apr 2015
at 08:17
  • msg #22

Tirolian Legionnaire O.C.C.

Tirolian Legionnaire O.C.C.

Warrior Caste
  Legionnaires are natural and deadly warriors. Much like the giant Zentraedi, who are, in fact descended from the purest specimens among the legion’s warriors and leaders, Legionnaires know only the thrill of battle and the life of a military man. These soldiers are the decanted from cloning tanks fully grown and programmed with a host of skills. Their lives are spent training and fighting, and they are kept under control through a regimen of brainwashing, propaganda and chemical dependency.
  Legionnaires make up the Masters’ ranks of Bioroid Terminators, Internal Security and peacekeeping forces. They guard the interests of the Empire, and work closely with the Tirolian cousins while taking and taming hostile planets. Their roles are strictly dictated by the Legion’s hierarchy, closely resembling the civilian caste system. This is enforced through biological and social programming, and few, if any legionnaires rise in rank outside of their given class.
The legion hierarchy is organized between Officers, Centurions and common Enlisted. Officers are half warrior, half politician and are mainly wealthy, land owning triumvirates. There are good officers and bad officers, as there are in any military force, but all officers look down on their troops, underlings and even civilians with contempt born of their caste system.
Centurions are the non-commissioned officers of the legion. They inhabit a power limbo, a space between Officers and common Enlisted where they are expected to exhibit leadership, discipline and fighting prowess. Centurions are the workhorses of the Legion, and the real motivating force in any init.
Common Enlisted Legionnaires come in two kinds, volunteers and conscripts. Volunteers are common Tirolians that have been cloned for the purpose of being fighting men. They make up the bulk of the legion, and take great pride in their place. Conscripts are just that. Little more than slaves, conscripts are prisoners, vanquished foes and casteless Tirolians used mainly as advane infantry troops and cannon fodder. Even the lowest and most common Enlisted looks down on the conscripts, and they have short and violent tenures with the legion.

Attributes: IQ 1D6+8, ME 1D6 +6, MA 1D6 +6, PS 2D6 +10, PP 2D6 +6,  PE 2D6 +8, PB 2D6+5, Spd 2D6 +6 +12.
OCC Bonuses for Officers and Centurions Only: +1 Attack and +1 to strike with any weapon (melee or ranged).
Experience Level: Players characters start at first level.

Common Skills:
Computer Operation
Language: Tirolian
Literacy: Tirolian
Mathematics: Basic
Pilot Hover vehicle, all at +10%

OCC Skills:
Climbing (+10%)
Military Etiquette (+15%)
NBC Warfare (+10%)
Radio Basic (+10%)
Running
Space Survival (+10%)
Zero Gravity Combat (+10%)
WP Energy Pistol
WP Energy Rifle
WP Two of choice
Hand to Hand Expert (maybe Changed by MOS)

MOS Selection:
Aerospace Pilot
Bioroid Pilot
Bioroid Terminator
Heavy Infantry
Internal Security Forces
Special Forces

OCC Related Skills:
Select Seven other skills at level one, plus one additional skill at levels 2, 4, 8 & 12
Communication: Any
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any (+5%)
Mechanical: Basic Mechanics only
Medical: First Aid only
Military: Any (+10%)
Physical: Any
Pilot: Any (+5%) except Mecha and Aerospacecraft piloting skills
Pilot Related: Any (+5%)
Science: None
Technical: Any
WP: Any
Wilderness: Any

  Secondary Skills:
Select Seven skills from the secondary skill list found in the Robotech The Shadow Chronicles RPG, plus one additional skill at levels 3, 9 and 12. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high IQ. All secondary skills start at base level.

Standard Equipment: Uniform, Tirolian Combat Armor, Flight Suit (if an aerospace or Bioroid pilot), personal effects.

Equipment Available on Assignment: The typical legionnaire can, by assignment, have access to any and all weapons, armor, vehicles, explosives and equipment as dictated by mission parameters.

Monthly Wages: Legion Officers make 1D6X1000 Tirolian Denari per month plus land and any spoils of war depending on rank. NCOs and Enlisted Legionnaires make 2D6X100 Tirolian Denari per month. Conscripts draw no salary as they are essentially slaves.

Personal Savings:
2D6X1000 Tirolian Denari for Officers, 2D4X100 for NCOs and Enlisted. Legionnaires will also have personal collections of war spoils (flags, coins, weapons) and Officers will have land granted them by the Legion.

M.O.S. Selections Available to the Tirolian Legionnaire O.C.C.


Aerospace Pilot:
  Aerospace Pilots make up the bulk of the air wings aboard Robotech Masters’ ships. These pilots are trained in flying the deadly Roil Tiluvo Assualt Corvettes as well as the numerous shuttles and launches used aboard the Masters’ ships. They are intense and dedicated to both defense of their fleets and the annihilation of their enemies.

Navigation (+15%)
Aerospace Fighter (+20%)
Boarding Spacecraft (+10%)
Combat Flying
Sensory Equipment (+10%)
Pilot Spacecraft: Light and Medium (+20%)
Space Navigation (+15%)
Weapon Systems (+10%)
Zero Gravity Combat (+10%)

Bioroid Pilot:
  Bioroid Pilots operate all variants of the quick and lethal Bioriods. These pilots are the primary troops of the Masters’ ground forces, and as such, are the most common and feared of the conventional forces.

Boarding Spacecraft (+15%)
Land Navigation (+10%)
Mecha Elite Combat Training: Bioroid
Navigation: Space (+10%)
Pilot Bioroid (+20%)
Pilot Bioroid Gravsled (+20%)
Sensory Equipment (+20%)
Space Survival (+5%)
Weapon Systems (+15%)
Wilderness Survival (+10%)
WP Heavy Mega-Damage Weapons


Bioroid Terminator:

 Through called a “Bioroid” Terminator, this special combat soldier does not pilot Bioriods, but serves as an elite commando and elite guard who only answers to the Robotech Masters. They protect the Masters and engage in special combat operations, usually ship defense and seek and destroy missions. In short, they are trained killers.

Demolitions (+24%)
Demolition Disposal (+20%)
Hand to Hand Commando
Pilot Bioroid Gravsled (+15%)
WP Energy Pistol
WP Energy Rifle
WP Heavy Mega-Damage Weapons
WP Starship Artillery
Zero Gravity Combat (+10%)

Heavy Infantry:
   Masters of heavy man-portable and vehicle mounted weapons, these troopers are known for their brute force approach and love of firepower. They are also commonly responsible for upkeep and maintenance of the legion’s weaponry and ordnance.

Armorer (+20%)
General Repair & Maintenance (+15%)
Optical Systems (+10%)
Vehicle Armorer (+20%)
Weapon Systems (+15%)
WP Heavy Military Weapons
WP Heavy Mega-Damage Weapons
WP Shotgun

Internal Security Forces:
   Tasked with keeping peace and order on both Vassal Worlds as well as onboard the massive Motherships, these troops are roughly the equivalent of Military Police.

Crime Scene Investigation (+10%)
Intelligence (+15%)
Interrogation (+20%)
Law: Tirolian (+20%)
Optic Systems (+10%)
Surveillance (+10%)
WP Blunt


Special Forces:
  War in the shadows is the Special Forces trooper’s bread and butter. Trained in unconventional and asymmetric warfare, these masters of infiltration and sabotage can paralyze a conventional enemy force unaccustomed to their style of fighting. Small squads tactics, hit and run strikes and close quarter combat are all in a day’s work for the Special Forces. These soldiers usually work in squads and are often given seemingly impossible missions.

Camouflage (+20%)
Detect Ambush (+15%)
Detect Concealment (+10%)
Hand to Hand Martial Arts
Land Navigation (+15%)
Prowl (+15%)
Tracking (people; +10%)
Trap/Mine Detection (+10%)
Wilderness Survival (+15%)
WP Three of choice.

Tirolian Legion Ranks
Officers:

Imperator
Legate
High Tribuni
Camp Perfect
Tribuni

Centurions:
High Centurion
Master Centurion
Centurion

Enlisted:
Tessarius
Legionnaire
Conscript
Gargoyle
GM, 464 posts
Game Master
Wed 22 Apr 2015
at 08:19
  • msg #23

Tirolian Science Master OCC

Tirolian Science Master OCC
Gargoyle
GM, 465 posts
Game Master
Wed 22 Apr 2015
at 08:20
  • msg #24

Tirolian Muse O.C.C.

Tirolian Muse O.C.C.

A Tirolian Civilian Occupation

   Muses are integral to Tirolian society. It is through the Muse triumvirates and their music that the Tirolian leadership pacifies their citizenry. Each Muse triumvirate consists of three identical clone sisters. Each of these sisters is tasked with playing one of the trio of sacred Tirolian instruments: the Cosmic Harp, the Celestial Barbiton and the Empyrean Harmonium.

   The Cosmic Harp is Played by passing the musician’s hands through light beams to activate a resonator at the base of the instrument. The Celestial Barbiton is a stringed instrument that resembles a modern Earth cello, and the Empyrean Harmonium is an electric keyboard instrument capable of reproducing a wide range of sounds like an organ.

   When played together, and accompanied by the soothing voices of the Muses themselves, these instruments are capable of weaving complex melodies that can control the emotions, moods, and even the very thoughts of the Tirolian populace. The Muses, while outside of the civilian, military or leadership triumvirates, are accorded a very high place in Tirolian society, and are a combination of priestess and musical star.

Songs of the Tirolian Muses:
   Song of Courage:  A swelling, inspirational song like a military march. It grants the following bonuses: +6 to S.D.C., +5 to save vs. Horror Factor and +1 to save vs. chemical and biological attacks.
   Song of War: A driving, martial song that drives Tirolians to fight and kill. The Song drives warriors to fight on through impossible odds and grievous injury. It grants the following bonuses: +1D4+6 (fights through pain), +1 to initiative, +1 to strike and disarm, +2 to parry, and +1 on all saving throws.
   Song of Soothing: The most commonly played song by the Muses, the Song of Soothing keeps the Tirolians relaxed, passive, and happy, submissive and easy to control. Tirolian under the effects of the Song of Soothing are -2 to initiative, -3 to parry and dodge, lose two attacks per melee and are easily impressed or intimidated by the Robotech Masters (effectively gives their leaders a +20% to inspire and evoke trust/obedience or intimidation/obedience).
   Song of the Craftman: this song inspires the craftmen and artisans among the Tirolians, improving productivity and quality of products. Tirolians under the effects of the Song of the Craftman are +10% to any and all work skills, including Science, Mechanical, Electrical and other skills related to their occupation, and it takes them 20% less time to accomplish any work task.

Alignment: Any
Attributes: I.Q. 1D6 +9, M.E. 1D6 + 7, M.A. 1D6 +13, P.S. 1D6 +5,  P.P. 1D6 +9, P.E. 1D6 +7, P.B. 1D6 +11,  Spd. 1D6+7
Hit Points: P.E. attribute number plus +1D6 per level of experience
S.D.C.: 15
Experience Level: 1D6+4 or as set by the Game Master for NPCs. Player characters, start at first level.

Common Skills:
Computer Operation +5%
Language: Tirolian +5%
Literacy: Tirolian +5%
Mathematics: Basic +5%
Pilot Hover Vehicle  5%

O.C.C. Skills:
Dance (+20%)
Performance (+20%)
Play Musical Instrument (Cosmic harp, Celestial Barbiton, or Empyrean Harmonium; pick one; +30%)
Sing (+20%)
Seduction (+15%)
Philosophy (+5%)
Wardrobe and Grooming (+10%)
Choice of any two Communication Skills (+5%)
Choice of any two technical skills, except Damage Control, Excavation, General Repair, and Jury-Rig.


O.C.C. Related Skills: None

Secondary Skills: select four

Standard Equipment: Clothing, musical instrument, makeup, and personal effects. Most day to day needs are taken care of by the Tirolian government.

Equipment Available on Assignment: Musical instruments and items to satisfy basic needs, including a place to live and area to preform.

Monthly Wages:  1D4X1000 Tirolian Denari per month plus all basic needs (room and board, food, medical care, etc.).

Personal Savings: 1D6X1000 Tirolian Denari.
This message was last edited by the GM at 21:12, Mon 05 Sept 2016.
Gargoyle
GM, 466 posts
Game Master
Wed 22 Apr 2015
at 08:21
  • msg #25

Karbonarite O.C.C.

Karbarran Bear Men

   Known officially as Karbarrans , these large, furred humanoids are a proud, industrial race who were one of the earliest clients states of the Robotech Masters and rose as high in the Robotech Masters empire  as a vassal state was likely to climb. They are respected for their engineering prowess, craftsmanship, strength and honor, and often worked as arbiters between species in conflict with on another when the empire was flourishing.
   Unfortunately, their strong alliance with the Robotech Masters, and their dependence on the Masters’ technology and mercantile empire, blinded them to the Master’s true nature. Thus they were one of the first targets to suffer under the Invid’s vicious assault on the Robotech Masters’ empire.
   It was not until the Zentraedi fleets arrived, not to liberate, but to destroy the Invid no matter where they stood, that the  Karbarrans  realized that they had been little more than pawns. The Zentraedi had been seen as saviors, sent by their “allies” the Robotech Masters. But the Zentraedi attacked the Invid entrenched on Karbarra with a ferocity  and viciousness that left little room for protecting the planet’s already abused ecosystem. What’s more, the Zentraedi were eventually ordered to pull back and let Karbarran population’s partisan militia forces continue to bleed the Invid while the Robotech Masters protected  “more important assets.” This left the Bear Men at the Invid’s mercy and they have fought an asymmetrical war against their oppressors for so long that it has nearly become the whole of their history and culture.
   Besides their engineering prowess, great strength and honor, the Karbarran Bear Men also possess a unique energy source called Sekitan. While it is not as powerful as Protoculture, Sekitan still enables them to construct interstellar vehicles and engage in high-tech combat.
   When the Robotech Masters first defoliated Optera, they thought it would be easy to breed the Flower of Life on just about any planet that could sustain life. They found themselves woefully in error. The Flower of Life has only ever grown naturally on Optera and Earth, and the Empire lay in shambles and their last mighty fleet was broken over earth. But, in those early heady days, they seeded multiple worlds with the Flower of Life, and when they failed to flourish, they tried genetically engineering the plants. This resulted in numerous variants, some of which were not viable, and none of which created a plant that could be used to harvest Protoculture.
   On Karbarra, the first planet to be seeded, the fields of Flower of Life variants were vast. Using a significant number of real Flower of Life as a starting point, the Masters covered huge wetland areas with the plants, genetically manipulating them to seed and grow. While those plants did not create a version that could be used for Protoculture, they were able to sustain the Invid’s need for food, dooming the planet to invasion.
   The Karbarrans had their own special power-supplying ore, Sekitan. When Sekitan is burned at high temperature, it gives off an isotope of Ununpentium. More commonly known as Element 115. Element 115 last only nanoseconds in a reactor, but when it breaks down it actually releases small amounts of anti-matter, which then reacts with other particles around them, causing an extremely high powered form of combustion, about five times the output of a fusion reactor of similar mass and fuel requirements.  This Sekitan does not allow space folding or some other miracles of Protoculture, but it does allow the Karbarrans to build spacecraft that travel much faster than the speed of light (about one light year per week) and can be used to power advanced weaponry, but not reflex weaponry.

The Planet Karbarra

   Karbarra is a large, terrestrial world in the Merak star system about 80 light years away from Earth. The Bear Men are, in fact Earth’s closest known extraterrestrial neighbors. The Star  itself is more than twice as large as the sun and 60 times as bright. Because of the size and heat of Merak, Karbarra orbits at about the same distance from its primary star as Jupiter orbits from the Sun. Any closer and it would not support life.
   Merak has several asteroid belts, suggesting  it is an overall young star system whose planets have not finished forming. The planet Karbarrahas plenty of volcanoes and tectonic activity to suggest it is overall fairly  young, and there is little fossil record.  The other two planets include a “hot Jupiter” orbiting just a few million miles from the star itself, and cold, rocky world at the edge of the system. Everything else is in the Bands; rocky dust clouds that circle Merak like the rings of Saturn.
   Karbarra itself is a scarred, battered world. Still capable of supporting life, it is heavily polluted by the constant Sekitan mining operations and the burning of the Sekitan. The air is filled with heavy black smog clouds, and through them one can often see the glint of metal off an Invid patrol.
   Every major city is dominated by a giant Invid hive in the center of the city. Residents, faces and eyes protected against the constant soot and acid rain, do not linger in the streets for long, hoping not to be noticed.
   Outside of the cities are the massive Sekitan mines, often strip-mined until all that remained was ugly, scarred earth. This process was started by the Robotech Masters and continued under the order of the Invid, who use the peat for auxiliary energy sources for side projects (it is rumored to be a major component in the creation of the Regent’s Inorganics). All of the basic Inorganics are here, and there are large number of Invid Soldiers and Invid Scientist here as well. The Karbarran orbital ship yard has been melded with a hike-like Invid space station, and it is here where the large Invid starships are constructed.
   While it is obviously a goal of the UEEF to free the Karbarran people and liberate the planet from the grip of the Invid, capturing or destroying the shipyard is also a major priority and likely to be the subject of a special operation.

Karbarran Bear Man R.C.C

   The average Karbarran Man stands about 8 feet tall and weighs between 500 and 800 pounds. They are covered in thick fur ranging in color from tan to rust to black. They also have small, mushroom shaped horns that are a sort of sensory organ that allow them to detect motion and navigate through dark places, like caves and mines. They have extremely long life spans, living for more than 1,500 Earth years.
   They are also incredibly strong and resilient and favor heavy mecha, weaponry and armor.
   Note: The Term “Bear Man” is a misnomer. There are just as many females as males. Karbarrans do favor what some human would say are old fashioned gender roles with females taking a large portion of caretaking and healing professions and raising children, while the males lean toward more martial and physical professions.

Karbarran Bear Man R.C.C.
Attributes: I.Q. 3D6, M.E. 3D6, M.A. 4D6, P.S. 4D6+10, P.P. 2D6+3, P.E. 3D6+10, P.B. 2D6, Spd 2D6+3  Strength is considered augmented.
Hit Points: P.E. +2D6 per level
S.D.C.: 4D4 X 10
M.D.C.: By armor only
Height: 7 feet +5D6 inches (2.1 to ***m)
Weight: 400 +1D4X100 pounds (180-360kg)
Natural Abilities: Engineering Aptitude: All Karbarrans get a +10% to all mechanical and engineering skills, regardless of O.C.C.  They can also always pick at least Mechanical Engineering and Electronic Engineering regardless of O.C.C. restrictions.
 Motion Detecting: The ears of the Karbarrans’ head 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.
Bonuses: +1 to Perception Rolls, +2 to save vs. poisons, toxins and gases (their breathing masks make them impervious to inhaled toxins gases and pathogens), +2 to roll with impact. These are in addition to bonuses from high attributes.
Combat: As per O.C.C., but remember that their strength is considered Augmented, allowing the stronger members of the species to deliver low Mega-Damage power punches and kicks. This has led to a very polite society, since strong members can kill even a Karbarran with a single power punch.
Available O.C.C.s: Most choose combat or Engineering professions, but their massive physique prevents them from using most human made mecha. Only Destroids or non-transformable shuttles and similar spacecraft have the room for Karbarrans to even board, let alone pilot. Most will be the Karbarran Combat Laborer (see below).


  Karbarran Combat Laborer R.C.C.

   This is a racial class specific to the Karabarran player characters. It is similar to combat engineer with heavier emphasis on starship engineering and construction. The Karbarran Combat Laborer is just as proud of an engine that he built or repaired as he is of his prowess in combat, and sees very little difference between the two. In Karbarrn culture, the bear man who keeps a war machine fine-tuned and running shares just as much glory as the warrior who pilots it into battle, and often the two are one and the same.
Rank: Combat Laborers who join the UEEF marines or Fleet are generally given the rank of Warrant Officer, giving them the respect and latitude of low-ranking officer, but they lack command authority except over lower-ranked command a particular mission or engineering project.

Alignment: Mostly Principled, Scrupulous or Unprincipled. Karbarran society tends to be highly social and the individual is expected to serve the betterment of the community, making selfish and evil alignments far more rare than among humanity. Anarchist, Diabolic and evil individuals are generally outcasts and and extroverts who re shunned by Karbarran society as a whole, especially if their actions have shown them to be dishonorable or, Justas bad, lazy.
Bonuses: +1D4 to P.S., +20 to SDC these are in addition to the natural  bonuses possessed by species as a whole.

O.C.C. Skills
Speak and Read Karbarran: 98%
Language: Tirolian (+20%)
Language: One of Choice (+15%)
Literacy: Tirolian (+15%)
Advance Mathematics (+10%)
Astrophysics
Carpentry (+10%)
Computer Operation (+10%)
Damage Control & Disaster Response (+5%)
Electrical Engineer (+15%)
One Electrical Skill of Choice (+15%)
Field Armorer & Munitions Expect (+10%)
Mechanical Engineering (+15%)
Radio Basic: (+10%)
Military Fortification (+15%)
Starship Engineering (+10%)
Wresting
W.P. Axe
W.P. Blunt
W.P. Energy Rifle
Hand to Hand; Expert

O.C.C. Related Skills: These are additional skill choices related to the character’s training and Background. Select one other skill at level 1, 3, 6, 9 and 12.
Communications: Any
Domestic: Any
Electrical: Any (+10%)
Espionage: Wilderness Survival Only
Mechanical: Any (+10%)
Medical: None
Military: Any
Physical: Any except Acrobatics, Gymnastics or Hand to Hand.
Pilot: Any, except Mecha piloting
Pilot Related: Any (+5%)
Science: Any
Technical: Any (+5%)
W.P. Any
Wilderness: Any

Secondary Skills: Select one skill from the secondary Skill list in the Skills section of the Robotech The Shadow Chronicles RPG at levels 2, 8, 12. These are additional areas of knowledge and do not get any bonuses  other than possible bonuses for having a high I.Q.. All Secondary skill start at base skill level.

Standard Equipment: An extensive portable tool kit, Ursa Armor, Rebreather, Karraban Ion Rifle with five additional Sekitan power clips, a powered war shovel, one weapon of choice, goggles and personal belongings. Karbarrans   prefer to have little beyond what they can carry with them at any given time.

Equipment Available on Assignment: Depending on the Game Master, the mission and the characters skills, the character can be assigned any mission specific weapons, explosive ordinance, armor, vehicles and equipment necessary to complete their mission.

Monthly Wages: Karbarran Combat Laborers who join the UEEF receive a warrant officer’s monthly wage of about 3800 credits  per month. Those who stay independent earn nothing beyond what they receive from doing engineering and repair jobs. Mot just fight for the freedom of their people

Experience Table: Use the Military Specialist and Technical Officer Experience Chart in the Robotech The Shadow Chronicles RPG.


  GM Note: Due to the new look of the Bear Men by Harmony Gold, the motion sensor nob things are gone. It is replaced by the sensitive ears cells and ears.
This message was last edited by the GM at 19:57, Sat 03 Sept 2016.
Gargoyle
GM, 467 posts
Game Master
Wed 22 Apr 2015
at 08:22
  • msg #26

Warrior Women of Praxis R.C.C./O.C.C.

Warrior Women of Praxis

   Strikingly similar to ancient Earth legends of tribes of Amazon warrior women, the all-female population of Praxis appears to be an entire species bred for war and without the presence of men. This appears to be a fairly recent development, as Praxians (as they are known) seem almost genetically identical to human females and their natural reproductive systems would appear to require a male. However, they reproduce through ritualistic processes involving massive fertility clinics that disguise their highly technological reproductive system with the trappings of religious ceremony.
   Some human scientist suggest that the Praxians may have been the source of the Zentraedi DNA, but are still at a loss to understand how the Tirolians, Praxians and humanity could all be strikingly similar. It is also unknown who set the Praxians’ unique means of reproduction and all-female population. It is clear that it was not the Praxians themselves.
   The average Praxian is a powerfully built human-looking female, usually dark skinned with a variety of hair and eye colors. They are tall, muscular, athletic and almost all are skilled in some form of close combat. They can be strident, loud, and cocky, and love to challenge other warriors to feats of skill and daring. Even in the heart of pitched battle they will compete to get the most kills and draw the most ire (and often fire) from their enemies.
   The Praxians have a strong code of honor and a Praxian would rather die before she breaks her word or betrays an oath. They admire these traits in others, regardless of species, and they will show open contempt and disrespect to those who do not have these same virtues. For that reason they tend to look upon the manipulative and arrogant Preytonians with some measure of distrust, while humans and many other races are more readily embraced.
   Praxian technology is anachronistic and often contradictory. Their armor and weapons are styled in the fashion of the weapons of much more primitive cultures, like bows and arrows, swords and plate mail, but they are often made from advanced composite substances, use plasma or plastic explosive armaments and may employ hidden robotechnology.
   The technology for which they are most well-known is their gravity tech, which is most evident in Praxis’s architecture, which can include floating Greco-Roman plinths and statues, temples that appear to be floating on clouds and even entire islands or small mountains held adrift - often used as fortresses or temples in strategic locations.
   The Praxians, despite their fierce warrior-like ways and code of honor, were tricked into surrendering to the Invid without a fight due to the seizure of their of their fertility temples. An idea cooked up by the Regent and his scientist and advisers in one of their more inspired plans, the Praxians had to swear an oath not to combat the Invid or have their genetic storehouses, and the future of their race, destroyed.
Of course this was blackmail and the oath made under duress. Many thus believe it is not valid, but are at a loss of what to do to prevent the Invid from destroying their ability to reproduce if an uprising occurs. Securing their loyalty to the Expeditionary Force is entirely dependent upon rescuing and protecting the genetic store house in order to free the Praxians from this oath to the Invid. Being able to protect the secured and vital fertility temples is a must and the only way to free the warrior women from their obligation to not oppose the Invid. Until this can be accomplished, the Praxians, as a united people/world can not join these heroes from another world. However, that has not stopped a few thousand Praxians who feel the oath is an atrocity and not binding, from joining the Expendentionary Force to free other worlds from the yoke of the Invid. However, those Praxian rebels must be branded as “rogues” by their own people to avoid Invid retribution on the fertility temples. As a result, many Praxians among the Expeditionary Force join in secret and try to keep a low profile. Such rogue Praxians gravitate towards the Expeditionary Force Marines and other front line  combat roles. They are excited about piloting Cyclones and other small fast mecha, and enjoying using high tech melee weapons of all kinds. Praxians warriors avoid large, slow mecha like Destroids and hover tanks. So far, the Invid do not seem to noticedPraxian warriors among the troops. And when clad in Expeditionary Force armor, it is imposible for the Invid to tell what species is locked inside of it. Even though Praxians are a good head or more taller than the average human male, this is not a distinction most Invid are likely to make, especially if there are only a few tall Praxians among many other Marines or humans.


   Praxian R.C.C.

Alignment: Any honorable alignment, usually Principled, Scrupulous, or in rare cases, Aberrant. Those who follow dishonorable lifestyles, even Unprincipled, are shunned outcast and may even be challenged and killed in single combat for their transgressions, perceived or otherwise.
Gender: All Female
Attributes: I.Q. 3D6, M.E. 2D6, M.A. 3D6, P.S. 3D6+6, P.P. 3D6+6, P.E. 3D6+10, P.B. 3D6+12, Spd. 5D6.
Hit Points: P.E. attribute number plus 1D6 per level.
S.D.C.: 20 in addition to S.D.C. gained from an O.C.C. or physical skill bonuses.
Size: Human, but averaging about six feet tall and an additional 50 lbs. (all muscle).
Natural Abilities: Hawk-like vision, able to read a stop sign from two miles away. This adds a +2 to any vision based Perception roll.
Average Experience Level: 1D4+2 (PCs start at level one)
Combat: regardless of O.C.C., all Praxians start with Hand to Hand Martial Arts, W.P. Spear and W.P. Shield.
Bonuses: +3 on initiative, +2 to strike and parry, +3 to roll with punch, fall or impact, +2 to pull punch, +2 to save vs. diseases, poisons, toxins and gases.
Available O.C.C.s: Praxians physically and mentally can be any O.C.C. a human character can play, but the majority of them will prefer to be frontline combat fighters who get in close with the enemy and will be particularly attracted to the UEEF Marine Infantry O.C.C. and STORM Teams. But the majority will be Praxian Warriors (see below).

Praxian Warrior R.C.C.

   The Praxian warriors are elite soldiers who specialize in melee combat, utilizing advanced technology to create powerful versions of traditional low-tech weaponry. The typical Praxian warrior is as comfortable with a bow and arrow armed with explosive warheads as they are with an energy rifle.
   These warriors have a rigid code of honor on and off the battlefield and believe strongly in duty, loyalty and keeping one’s word as well as fighting bravely and honorably. They despise underhanded tactics and subterfuge, but are not opposed to stealth, ambushes and taking the enemy off guard or by surprise. However, they prefer to face their enemies directly on the open field of battle.

Bonuses: +1 to strike, parry and dodge, +1 additional attack per melee, +1D4X10 S.D.C.

O.C.C. Skills:
Speak and Read Praxian: 98%
Language: Tirolian (+10%)
Animal Husbandry (+5%)
Basic Math (+10%)
Body Building & Weight Lifting
Climbing (+10%)
Detect Ambush (+15%)
First Aid (+5%)
Forced March
Horsemanship: General
Hunting
Military Etiquette
Military Sign Language (+15%)
Military Tactics (+10%)
Outdoormanship
Prowl (+10%)
Recognize Weapon Quality (10%)
Running
Wilderness Survival (+15%)
W.P. Sword
W.P. Spear
W.P. Shield
W.P. Targeting
W.P. One modern of Choice
Hand to Hand Commando

O.C.C. Related Skills: These are additional skill choices related to the character’s training and background. Select eight other skills at level one, plus one additional skill at levels 2, 5, 9 and 13
Communications: Any
Domestic: Any (+10%)
Electrical: Basic Electronics Basic only
Espionage: Any (+5%, but +15% to tracking only)
Mechanical: Basic Mechanics only.
Medical: Holistic Medicine only
Military: Any (+10%)
Physical: Any (+10% where applicable)
Pilot: Any except jet fighters, pilot Veritechs and MECT (they can learn Pilot Ground Veritech)
Pilot Related: Any
Science: None
Technical: Any (5%)
W.P. Any
Wilderness: Any (+10%)

Secondary Skills: Select five skills at level one from the secondary skill list in the skills section of Robotech The Shadow Chronicles RPG then one additional skill at levels 4, 8, and 11. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: Praxians Plate Armor, a blade staff, spike shield, war bow and 20 normal arrows  and 20 explosive arrows (each in their own marked quivers). A backpack, rations, 50 feet (15.2 m) of 800 load capacity climbing cord, personal items.

Equipment Available on Assignment: Depending on the Game Master, the mission and the character’s skills, the character can be assigned any mission specific weapons, explosive ordinance, armor, vehicles and equipment necessary to complete their mission.

Monthly Wages: Praxian Warriors do not fight for pay. They expect to be provided with Spartan but sufficient quarters, somewhat decent food and the right weapons to do the job. They fight for the freedom of their people and personal honor. The UEEF insists on paying them the salary of 1600 Credits per month, the equivalent to a junior non-commissioned officer. They spend it pretty much as soon as they get it on entertainment, weaponry and their more needy comrades-in-arms.

Experience table: Use the military Specialist & Technical Officer Experience Chart in the Robotech The Shadow Chronicles RPG.
This message was last edited by the GM at 21:40, Sat 03 Sept 2016.
Gargoyle
GM, 468 posts
Game Master
Wed 22 Apr 2015
at 08:22
  • msg #27

Spherian RCC

Spherian RCC

   The Spherian have perhaps the most unusual physiology of virtually any known sentient species, as their bodies are sculpted out of pure crystal. They are the result of a virus evolved and mutated over time within the planet Spheris, which is virtually all crystal and water. It inhabited the. It inhabited the crystal of the planet, gained sentience, and gave the crystal life, gained sentience, and gave the crystal life, creating the Spherian people.
   Despite their unusual appearance, the Spherians are very much like humans in personality and demeanor, with an equally wide range of different views on life, the universe and morality. It is viewed by some as rather ironic that the species most akin to humanity is the one that is the most physically different. Spherians have a number of remarkable abilities that humans do not have, however. For one, they can regenerate, growing new crystal to fill in the damaged areas where old crystal was fracturedor chipped away. They can even regenerate limbs (including their head) given time.  This is because they do not have internal organs we know them, everybit of a Spherian is just as alive as any other part, so there is no brain to damage and no heart  to destroy. They are only destroyed when they have been completely shattered into small pieces or disintegrated. They can also die from the lack of sunlight , which turns them brittle over time. Spherians can also meld with any large amount of crystals or crystal-bearing rock and can travel through veins of quartz and other crystals, emerging in an entire different location. This is easiest on their home world, but could be done wherever large crystal deposits are found.
  They are also impervious to laser fire. Their smooth crystalline structures work like prisms and mirriors, deflecting and dissipating lasers as soon as they strike. Their knowledge of lasers is so complete, so instinctual, that Spherians can grow and sculpt laser weapons out their own bodies or out of large pieces of crystal. All they need is a power source. Every Spherian has an excellent knowledge and mastery of laser weaponry and laser communication system. The understanding of light and its many uses is just in their genetics.
   Spheris itself is a very old world that sits on the very edge of its solar system’s “goldilocks” zone (the region in a solar system where a planet is close enough to its Sun to have liquid water) and surrounded on both sides by dense asteroid belts. This makes navigating the system rather treacherous, but also makes the star system rich in mineral resources, particularly heavy metals. The Robotech Masters first came here to mine the planet for these metals, which are used in the construction of their mecha and starships. The semi-organic green and purple colors of the Zentraedi fleet are quickly recognizable among some of the larger asteroids in these belts.
   As one would except, Spheris is regularly struck by small, rogue asteroids, giving it a pock-marked appearance, like some very flawed gem. Meteor showers are sometimes a threat to those on the surface, but the Spherians are able to quickly meld underground when such a threat is detected.
  The Tirolian scientist Zor hoped that he could somehow coax the Flowers of Life into growing in the planet’s shallow rivers and seas of rich crystal sediment. He created vast hydroponic gardens and covered large stretches of the planet with Flowers of Life stolen from Optera during  its defoliation, in hopes of getting it to grow and reproduce again.
   While artificial pollination covered large areas of the planet in the Flower of Life, those flowers failed to reproduce on their own or bear fruit.
   What they did not fail to do was draw the attention of the Invid. Spheris was doomed, and the Invid conquered the planet in a vicious invasion that killed much of the native population and drove those who could escape underground.
   The Invid gathered up as many Spherians as they could and enslaved them on Protoculture farms, continuing the artificial pollination process started by Zor. Even though the Robotech Masters were unsuccessful, given their intimate knowledge of the plant. They are able to derive very low amounts of Protoculture from the Spherian Flowers of Life, and the plants are still useful for their nutrient baths and in providing sustenance.
   This has made Spheris a vital world in the Invid’s dominion, and one they will fiercely battle to protect.
Most of the surviving Spherians are hiding in crystal cities deep in the planet, where the Invid cannot go and are unware of their existence. However, until the UEEF came onto the scene, they had no means of striking back at their Invid overlords with any reasonable chance of success.
   Few Spherians escaped their world’s enslavement, some because because they were taken to other worlds by the Robotech Masters years before the attack, others because they were captured by the Invid and taken off world for examination and the Inivd’s cruel experiments. Most were eager to join the UEEF’s efforts to free their world and others from Invid tyranny.
   The Typical Spherian is roughly human size, standing between 5 feet, 6 inchs and 7 feet (1.6m to 2.1m) tall. However, because their bodies are made out of crystal, they weight 400 – 600 pounds (181 to 272 kg). their bodies are smooth and sculpted with virtually no straight lines and not facets. They are slightly translucent with typical colors including white, light blue, dark blue. Their voices have a harmonic quality not unlike the alien echoing treble of the Tirolians.
   While Sperians typically choose a male or female identity with which they deal with most others species, they are actually asexual. A Spherian reproduces by forcing a new  growth of crystal from their body. Then they shape and cut into the shape of a small Spherian which, through processes not understood by other species, becomes a living Spherian. They grow up very quickly to adulthood physically, often coming out with an adult sized body the first time they meld with crystal, though it takes several years before they reach full mental maturity (most recently born Spherians have the mentality of a teenager).

Spherian R.C.C.

Attributes: I.Q.  3D6+1, M.E. 3D6, M.A. 2D6, P.S. 3D6+6, P.P. 3D6, P.E. 4D6, P.B. 5D6, Spd. 3D6
Hit Points: None. Spherians are natural Mega-Damage creatures!
M.D.C.: P.E. Attribute number X2, 1D6 M.D.C. per level of experience.
Height: 5 feet, 6 inches (1.6m) to 7 feet (2.1m) tall.
Weight: 300 +5D6X10 pounds (181 to 272 kg)
Natural Abilities: An affinity for lasers gives the Spherians the equivalent to W.P. Energy Rifle or W.P. Energy Pistol with all hand-held laser weapons, regardless of their skill selections. They are also impervious to all laser weapons ad can shape a laser pistol out of pure crystal in 1D4 days, or laser rifle in one week. The laser pistol does 2D4 M.D. and has a range of 1,800 feet(549m)  and can fire 10 rounds before it needs to recharge. The laser rifle does 3D6 M.D. per blast and has a range of 4,500 feet (1372 m), and can fire 20 blasts before needs to recharge. Both recharge on blast for every 10 minutes in artificial light or every five minutes in sunlight.
   Meld with Crystal: The Spherian can merge his or her entire body into a large body of crystal  (like their home world) or rock that has significant crystal deposits the meld requires that the Spherian leave all of his personal effects behind when traveling in this manner expect any crystal laser weapon. The Spherian can travel through crystal at up to 100mph (161 km) and can emerge at any point on their home world, or in the case of crystal bearing rock deposits on the other worlds, they can emerge anywhere along the vein or mass of rock they are traveling through.
   Regenerate: Spherians can regrow any piece of them that is destroyed or cut off, whether it is their arm, legs or head. While Spherians are incapacitated when reduced to zero (0) M.D.C., they are only destroyed when their M.D.C. is reduced to a negative number exceeding their P.E. attribute. Otherwise they can regenerate any injury at a rate of 1D6 per hour. Spherians with medical training can double this rate(paramedic or field surgery) or triple it (Medical Doctor).
   No Biological Needs: The Spherians do not need to eat, drink or breathe, and are impervious to poison and gases. However, their crystal bodies are animated by what is essentially a highly evolved virus, so they can cannot survive in the vacuum of space, in levels of extreme radiation or in places that are too hot for your average human to live. The only sustenance they need is light. Natual is best, but artificial light works as well, as long as it is not diffuse. The average Spherian requires at least on hour of natural light, or two hours of artificial light. If they are unable to receive such light over a period of one week, they begin to turn brittle, losing 1D6 M.D.  per day and are unable to heal. When their M.D.C. is depleted in this fashion the Spherian crumbles to dust.
Bonuses: +1 to parry, +2 to pull punch, +4 to roll with impact.
Combat: As per O.C.C.
Available O.C.C.s: UEEF infantry or mechanized Infantry or technical officer (Usually) with the communication M.O.S.).
This message was last edited by the GM at 19:45, Sun 07 June 2015.
Gargoyle
GM, 469 posts
Game Master
Wed 22 Apr 2015
at 08:23
  • msg #28

Re: Garudan O.C.C.

Garudan R.C.C.

   The Garudans are a humanoid race that outwardly resemble a mix of cat, fox and human. They have long fur covering parts of their bodies, a foxlike tail and unusual three toed feet that look more like tripods. They are sleek, slender, and agile both in body and mind.
   Perhaps the most remarkable aspect of Garudan physiology, however, is their heightened mental awareness and their ability to enter a dream like state that appears to give the Garudans otherworldly insight and knowledge. And according to the aliens, they believe it even gives them glimpses of the future. Garudans are always partially in the Hin state, but can submerge themselves fully when the need arises, giving them nearly super-human capabilities.
   This altered state is caused by their planet’s atmosphere, which is a chemical blend unique to their world. In fact, the Garudans must breathe certain trace gases from their world constantly or they will die. All Garudans who leave their home world of Garuda must wear a specialized breathing apparatus that mixes these gases with the outside air.
  The Garudans became involved with the war against the Invid when Zor tried to seed their world with the Invid Flower of Life. Zor hoped that whatever effects the atmosphere had on the Garudans was a sign that the Flower of Life could grow there. He hoped that the altered state of consciousness achieved by the Garudans had some link to Protoculture and the heighten state of awareness experienced by the Invid when they consumed the flower. He was wrong. He could get the flowers to grow and take root, and could artificially pollinate them (a secret he took to his grave), but the flowers were a mutated strain that could not be used to create Protoculture.
   The Invid swept down on the Garudans without mercy and the Garudans, whose technology was about equivalent to the 1950’s Earth, had no defense. Fortunately, this lack of an ability to fight spared their planet and population significant damage, but they have lived under the iron claw of the Invid Regent ever since. Being forced to work Flower of Life farms which, while unable to provide the Invid with Protoculture, can be used to create the vital nutrient fluids that the Invid need to survive.
   The Garudans are a brave, honest, loyal and deeply religious people, seeing their visions and abilities from the Hin as a spiritual experience. They are by nature peaceful, and prefer to avoid violence unless  absolutely nessary. However, once a Garudan has determined that he or she must fight to protect their friends and loved ones, they are fierce, dedicated combatants.
   Garuda is a planet that appears to be covered perpetually in mist, but in actuality it is draped in gases that are toxic to most other species. The planet is mostly flat and covered in marshes and bogs. Humans and other aliens cannot breathe the atmosphere safely without some kind of filter to keep out the natural gases and spores that make the Garudan atmosphere so unique. Every melee round (15 seconds) that a human or other air-breathing alien species breathes unfiltered  Garudan air they must make a save vs gases (14 or better) or take 1D4 points of damage directly to hit points. A successful save means no damage. Roll again for every melee round of exposure.
   Moreover, anyone who breathes the air may begin to experience euphoria, wandering off as the air continues to kill them, with no sense of where they are or the danger they face. However, a successful save vs. gases means that the person takes no damage (for that melee round) and there is a 10% cumulative chance for every successful save that they will enter the Hin. Once a non-Garudan enters the HIn, they no longer have to make a save to avoid damage until their duration in the Hin is over and then they suffer double the penalties of a normal Garudan and are again in danger of taking damage from the toxins in the air, (begin rolling again for each melee round).
   Garudans, Slightly smaller than humans, the Garudans are dexterous, spiritual, quick and stealthy. They have a tribal society with no high technology. Their rebreathers were designed by the Robotech Masters, and sold to them at cutthroat prices when they wanted to explore other worlds. In combat they prefer stealth and subterfuge to striking their enemies directly. In their occasional battles against the Invid on their own world, their most successful tactic is destroying an Invid Hive airlock to let the native atmosphere filter inside to affect the Invid not inside mecha.
   The Garudans are quick learners, curious about the universe around them, and fascinated by technology. Yet, they are content in the tribal ways of their people and resist any effort to modernize Garuda once the Invid are driven off. Besides the occasional weapon or high tech tool, they have little interest in bringing the high technology of the universe home, but they most certainly love to travel and see the wonders of worlds they dreamed existed.
   Garudans are extremely affable and get along well with virtually every other species, with the exceptions of the Invid and the Preytonians, the former because they are conquerors and have an extremely alien mindset, and the latter because they tend to be arrogant  and self-centered for the Garudans’ taste. However they are polite to all as long as they feel that they themselves are respected and valued.
The Hin
The Hin is an altered state of mind all Garudans can enter by focusing their thoughts and inhaling deeply if the trace gases in their rebreather. Naturally, they breathe a mix of their home world’s air and that of atmosphere around them (typically an Earth-like atmosphere). When they fully enter the Hin, they breathe only from the rebreather, meaning their time in the Hin state is limited until they can recharge their breathing apparatus.
   Most of the time, Garudans are only partially in the Hin state, and the benefits are reflected in their normal attributes and bonuses (see below). However, when they enter the Hin fully, they seem to lose contact with what we consider normal, rational world.  The very wind talks to them, they get glimpse of the past, present and future, they anticipate their enemies’ attacks, and paths to goals and knowledge not normally attainable become apparent.
   It takes a full melee round (15 seconds) for a Garudan to submerge into the HIn. When not on their home world and using a rebreather, they can remain in the Hin for 1D4 mintes per level of experience. When fully submerged in the Hin, the Garudans gain the following special abilities and bonuses. These abilities are always “on” as long as the Garudan is fuly submerged in the HIn;
   See the Path: The Garudan focus on his or her  objective, and the direction they need to go will appear to glow brightly. It takes two melee actions of concentration, and the ability as long as they maintain their concentration. Provides the Garudan with Land Navigation of 75%.
Hin Combat: The Garudan calls on certain heroic ancestors by name, appearing to gain their fighting prowess. The Garudan receives and additional +1 on initiative, +1 to strike, parry and dodge; Hnd to hand Commando skill while in Hin combat.
   Ghostwalking: The most powerful ability granted by submersion in the Hin, this ability appears to allow a Garudan to temporarily pass through solid object. But more like a miniature space fold, with the Garudan unsure of where he will emerge, which can lead to its own risk.
   The Garudan activates this ability by walking up to the structure he wishes to enter and touches it, concentrating for one melee round.  The Garudan is disoriented for a moment before appearing inside the structure. There is a 30% +5% per level chance the Garudan will appear precisely where he wanted to appear inside the structure or on the other side of the wall. A failed roll means that the Garudan was still in the structure, but appeared 1D4X 100 feet (between 30.4 m and 121.9m) off target. Regardless of whether the attempt was on target or not, the use of this ability takes the Garudan out of the Hin state and he suffers all of the usual penalties. This can be dangerous if he is attempting to penetrate an enemy stronghold, as he could find himself in the middle of an enemy garrison in a week state.
 See Aura: While fully in the Hin, the Garudan can see an aura around everything. All things organic and inorganic, have an aura. This aura has many distinctions and indicates things to the Garudan normally invisible to the ordinary eye.
Seeing an aura indicates the following
• Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what type or power level).
• The presence of psychic abilities (again, though, not the type or power level).
• High or low base of Potential Psychic Energy (P.P.E.)
• The presence of an unusual aberration and/or indicates a serious illness, insanity, or that the individual is not what he or she appears to be, could be a mutant or supernatural, but does not specify which.
   This ability has a range of 60 feet (18.3m) and the target must be visible. Note: A Garudan cannot tell one’s alignment by using this power.
   Hidden Knowledge: While in the Hin state, the Garudan has a number of skills that are not available to them normally. The source of this knowledge is usually  attributed to ancestral spirits who have taken a special interest in the Garudan. Each Garudan should choose  three skills from the following list. Note: The Garudan has those three skills at 75% whenever he is fully in the Hin state. Out of the Hin state, the Garudan does not have access to the knowledge, even if he was just using the skill minutes ago.
Skills (select three)
Anthropology
Cryptography
Holistic Medicine
Intelligence
Lore: Invid
Lore: Master
Lore: Zentraedi
Military Tactics Philosophy

Penalties: When Garudans submerge their psyche into the Hin, they are not fully cognizant of that is going on around them in reality. They have very little ability to operate technology beyond handheld weapons. As a result the Garudan cannot access skills from the categories of Electrical, Mechanical, Pilot, or Pilot Related. The only skills they can access from the communication category are Barter, Cryptography, Language, Performance, Public Speaking and Sing.
   Moreover, while in the Hin, the Garudan cannot read, operate computers or other technological devices. This is because they do not see the words from a book, just its aura. They cannot tell small details like rank pin or watch video from a screen. They also cannot see colors and everything is a sort of vague indistinct grey. They recognize individual s not from their facial features, but from their auras.

Coming out of the Hin leaves the Garudan slightly disorientated for 1D4 minutes. He or she is -2 to Perception rolls and Initiative, -1 Attack per melee and -10% on all skills. The Garudans cannot re-enter the Hin for at least 24 hours unless they are on their home world, in which case they can enter the Hin at will without  the penalties of coming out of it.

Garudan R.C.C.
Alignment: Any,  but most tend to be Principled (20%), Scrupulous (40%), Unprincipled (20%), and Anarchist (10%).
Attributes: I.Q.: 2D6 +6, M.E.: 2D6 +10, M.A.: 2D6 +6, P.S.: 2D6 +4, P.P.: 3D6 +10, P.E.: 3D6, P.B.: 3D6, Spd.: 1D4X10 +10
Hit Points: P.E. attribute number to start, +2D4 additional per level of experience, start at level one.
S.D.C.:   20, plus any from their O.C.C. of choice.
M.D.C.: By armor only.
Height:   4 feet +3D6 inches (1.2m 1.7m)
Weight: 80 +1D6X10 pounds (40.5 kg to 63 kg)
 Natural Abilities: Nightvision 1,200 feet (366m) , exceptional hearing (about twice as a human’s hearing) and retractable cat-like claws that do 2D4 S.D.C . damage. They also possess the skills climbing, detect ambush, and Prowl at +10%.
Bonuses: +3 on Perception Rolls, +2 on initiative, +1 to parry and dodge, +2 to roll with impact, +3 to Pull Punch, impervious to poisons and gases while wearing their rebreather, +2 save vs insanity, +2 to save vs magic.
Combat: All Garudans Possess Hand to Hand: Expert, regardless of O.C.C., but it improves to commando when in Hin combat.
Available O.C.C.’s: Most Garudans who leave their home world are educated by others or join the United Earth Expeditionary Force, as there is no formal education system on Garuda and most Garudans are not educated beyond tribal wilderness skills they learned from their parents and the tribe members. Most who were off-world before the Invid invasion have been trained by Tirolians and can select the Tirolian Partisan O.C.C. The others are likely to join the Expeditionary Force Marines as infantry or mechanized infantry, where they make like M.O.S. selections that put their natural talents to good use, like the scout sniper or STORM Team M.O.S.  They also make excellent Veritech pilots, but have to wear modified armor that accommodates their feet, tails and breathing requiremnts. They cannot use the Cyclone Veritech Motorcycle or Hovercycle.
This message was last edited by the GM at 23:53, Sun 04 Sept 2016.
Gargoyle
GM, 470 posts
Game Master
Wed 22 Apr 2015
at 08:24
  • msg #29

Preytons O.C.C.

Preytons O.C.C.
Gargoyle
GM, 606 posts
Game Master
Wed 24 Jun 2015
at 18:27
  • msg #30

Marine Infantry O.C.C.

Marine Infantry O.C.C. (or Rifleman)

The heart of the UEEF Marine Corps is its infantry; the enlisted men and women who conduct the bulk of fighting. They go by a number of names, including “ground pounders,” “grunts,” “riflemen.” They are the boots on the ground that take and hold territory. With war machines like the Cyclone, the Hover Tank, and other Battloids and Destroids, the marine has more firepower and battlefield survivability than ever in history.  Each man carrying the firepower of a entire 20th century squad.

   The Marine Rifleman has one job: Fight. All other concerns are secondary. They undergo intense infantry training so strenuous and complete that that even Breetai, who has seen centuries of warfare, was impressed. The Infantry is first in, last out in any large scale engagement. They are the first off the drop ships and shuttle , charging into the teeth of the Invid warmachine and any other enemy that threatens the UEEF or Earth.  They can fight on any world and in any environment against any foe.

Marine Infantry O.C.C.
Rank: Start as a Private First Class
Alignment: Any
Attribute Requirements: P.S. 10 , P.E. 12, A High IQ and PP are helpful, but not required.
Starting S.D.C.: 5D6+10
Bonuses: +1 on initiative, +2 to PS, +1D4 to PE., +1 to pull punch, +2 to roll with impact. +1 to strike with any rifle or energy rifle.

Common Skills for UEEF Marines:
Computer Operation (+5%)
Math: Basic(+10%)
Radio: Basic
Speak and Read language: 98%
W.P.: Rifle
W.P.: Energy Rifle

O.C.C. Skills: Basic training and Marine Infantry School skills bonuses common to all characters who take the Marine Infantry O.C.C.
Boarding Spaceship (+15%)
Body Building and weight lifting
Climbing (+10%)
Military Etiquette (+10%)
Pilot Motorcycle (+14%)
Pilot: One of Choice
W.P. Energy Pistol
W.P. Handguns
W.P. one of Choice
Hand to Hand: Expert, which can be changed and improved by some M.O.S. The best Hand to Hand skill always apply.

M.O.S.(Military Operational Specialty): Each M.O.S. represents the character’s area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C. section. Read them all and select the one that best fits your character’s personality and goals.
Basic Mecha Maintenance
Close Quarter Combat Expert
Combat Camera Specialist
Explosive Ordinance Disposal Technician
Heavy Infantry Weapon Specialist
Scout Sniper
Storm Team Basic Training

O.C.C. Related Skills: These are additional skill choices related to the character’s military occupation and background. Select Eight other Skills at level one. Plus one additional skill at level 2, 4, 8, and 12.
Communications: None
Domestic: Any
Electrical: Basic Electronics (+5%)
Espionage: None
Mechanical: Basic and Automotive Mechanics only
Medical: First Aid only
Military: Any (+10%)
Physical: Any (+5% where applicable)
Pilot: Any Except aircraft
Pilot Related: None
Science: Mathematics only
Technical: Any (+5%)
W.P. Any expect Starship
Wilderness: Any

Secondary Skills: Select Six from the secondary skill list in the skills section of Robotech The Shadow Chronicles  RPG at levels 1, 3, 7, and 11. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: CVR-3 Body Armor, VR-050's series Cyclone, H-260 Valiant Laser Assault Rifle, Six e-clips, M-37 Weasel 10 mm pistol and two additional magazines of ammunition, two flares, two smoke grenades, two cobalt grenades, a dress uniform, two sets of combat utility uniform, survival knife, canteen personal clothing and personal items.

Equipment Available on Assignment: Depending on the military mission specific weapons, explosive ordinance, armor, ground Veritechs, vehicles, and equipment necessary to complete their mission. Infantry soldier also have access to basic ship and base facilities, computer, recreation areas, mess hall, hospital, training facilities and assigned barracks.


Perssonal Saving: Starts at 2D6X100 Credits.

Notes: Use the Enlisted Crew O.C.C. experience chart in Robotech The Shadow Chronicles RPG.
Gargoyle
GM, 607 posts
Game Master
Wed 24 Jun 2015
at 18:43
  • msg #31

Marine Mechanized Infantry O.C.C.

Marine Mechanized Infantry O.C.C.

   The UEEF marine mechanized infantry is a combination of mechanized  infantry  and a traditional armored units. These are the men and women who pilot the Destroids, Hover tanks and other armored units into battle. They are the heavy groundside hitters of the Expeditionary Force Marines, taking on large Invid mecha, battering down Invid hives and also preforming duites that includes reconnaissance and security. When the target is too big for the infantry to handle without significant losses, the mechanized infantry rides to their aid.
   Mechanized infantry soldiers are proud, brave and highly skilled individuals with an intimate knowledge of the machines they pilot into battle. They are trained to push their mecha to the limits against the enemy and have tremendous firepower at their disposal.
   Almost all of the Zentraedi in the UEEF marines are members of the mechanized infantry, as it includes the use of the new Destroids Battle Pods and Officer Pods. The mechanized infantry benefits not just from their courage and skill, but many veterans of numerous campaigns on dozens of worlds, and they have brought a tremendous amount of knowledge to the mechanized infantry regiments on how to wage war on a variety of planets and on an interstellar scale.

Mechanized Infantry O.C.C.
Rank: Start at lance Corporal
Alignment: Any
Attribute Requirements: I.Q. and P.P. of  10
Starting S.D.C.: 3D6 + 10
Bonuses: +1 to strike, parry, dodge, +2 to roll with impact. +1 to strike with any rifle or energy rifle.

Common Skills for UEEF Marines:
Computer Operation (+5%)
Math: Basic(+10%)
Radio: Basic
Speak and Read language: 98%
W.P.: Rifle
W.P.: Energy Rifle

O.C.C. Skills
Basic Electronics (+10%)
Land Navigation (+14%)
Pilot Automobile or Truck (+10%)
Mathematics: Advanced (+6%)
Military Etiquette (+10%)
Military: Tanks & APCs (+13%)
Sensory Equipment (+15%)
Swimming (+10%)
W.P. Energy Pistol
Hand to Hand: Expert, which maybe changed and improved by some M.O.S. The best Hand to Hand skills always applies.

M.O.S. (Military Operational Specialty): Each M.O.S. represent the character’s area of special training. Mechanized infantry soldiers get to pick two  M.O.S. packages.
One from the basic M.O.S. list below :
Basic Cyclone Piloting
Basic Mecha Maintenance
Combat Camera Specialist
STORM Team Basic Training
They also get to select one M.O.S. from the following list as well:
Combat Shuttle Pilot
Destroid Pilot
Hover Tank Veritech Pilot
Marine Close Air Support Pilot

O.C.C. Related Skills: These are additional skill choices related to the character’s military occupation and background. Select seven other skills at level one, plus two additional skills at levels 3, 6, 9, and 13.
Communications: Any (+5%)
Domestic: Any
Electrical: Computer Repair Only (+5%)
Espionage: None
Mechanical: Basic and Automotive Mechanics only
Medical: First Aid only
Military: Any (+10%)
Physical: Any except Hand to Hand
Pilot: Any except, Pilot Veritechs, aircraft or spacecraft
Pilot Related: Any (+5%)
Science: None
Technical: Any (+5%)
W.P. Any
Wilderness: Wilderness Survival only

Secondary Skills: Select six skills from the Secondary Skill List in the Skills section of Robotech the Shadow Chronicles RPG at levels  1,4, 8, 12. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high I.Q. All Secondary Skills start  at the base skill level.

Standard Equipment: CVR-3 Body Armor, H-260 Valiant Laser Assault Rifle with six e-clips, SAL-9 Laser Pistol, three additional energy clips, four flares, two colored smoke grenades, a dress uniform, two sets of combat utility uniform, survival pack, binoculars, personal clothing and items.

Equipment Available upon Assignment: Usually assigned to an armored vehicle or mecha, depending on the military mission, the character’s M.O.S., the character can be assigned any mission specific weapons. Explosive ordinance, armor, mecha, vehicles, and equipment necessary to complete their mission. Mechanized infantry soldiers also have access to basic ship and base facilities, the motor pool, computers, recreation areas, mess hall, hospital, training facilities and assigned barracks.

Personal Savings: Starts with 3D6x 100 credits.

Note: Use the Veritech Pilot O.C.C. experience chart in the Robotech The Shadow Chronicles RPG.
Gargoyle
GM, 608 posts
Game Master
Wed 24 Jun 2015
at 19:25
  • msg #32

Fleet Corpsman O.C.C.

Fleet Corpsman O.C.C.

   Fleet Corpsman are actually medically trained naval enlisted men and non-commissioned officers assigned to Expeditionary Force Marines and Mechanized Infantry units. All medical services required by the UEEF marines are provided by the fleet. Fleet Corpsmen undergo marine infantry in addition to medical schooling, so they are not a liability to the marines they serve with during combat. During combat, if there are no wounded being tended to, they are expected to pick up a rifle and fight the enemy just like everyone else in their unit.

   A fleet corpsman must have nerves of steel and a compassionate heart, often working to save soldiers’ lives even while under enemy fire. As the war progresses, they will also find themselves extending their knowledge to aid injured aliens as well, often with physiologies that confound what was once believed about biology and medicine.

   While not full medical doctors, they are able to perform field surgery and attend to life-threatening wounds on the battlefield. Given the high lethality of battle involving Robotechnology and Reflex weaponry, often all the corpsman can do is stabilize the patient and get them ready for evacuation to a field hospital or other facility with advanced medical equipment and fully trained doctors.

   Enlisted Fleet Corpsman Operate under their own ranking system. Typically, only those of Hospital Corpsman Third Class rank or higher (E-4) are assigned to infantry platoons, giving them the equivalent rank of a marine corporal. Lower ranks are typically assigned to bases, field hospitals, ships and clinics until they are experienced enough to work in the field. All fleet corpsman players characters start at E-4 rank.

UEEF Fleet Corpsman Enlisted Ranks:
E-1: Hospitalman Recruit
E-2: Hospitalman Apprentice
E-3: Hospitalman
E-4: Hospital Corpsman Third Class
E-5: Hospital Corpsman Second Class
E-6: Hospital Corpsman First Class
E-7: Chief Hospital Corpsman
E-8: Senior Chief Hospital Corpsman
E-9: Master Chief Hospital Corpsman
Note: Fleet Corpsman are not marines.

Fleet Corpsman O.C.C.
Rank: E-4 Hospital Corpsman Third Class
Alignment: Any
Attribute Requirements: I.Q. 12, a high MA And PE are recommended, but not required.
Starting S.D.C.: 2D6+6
Bonuses: +1 to M.E., +1 to Perception, +2 to roll with impact.

Common Skill Set: All Start at the base skills.
Computer Operation (+5%)
Language: English
Literacy: English
Mathematics: Basic (+5%)

O.C.C. Skills:
Speak and Read English: 98%
Biology (+10%)
Chemistry (+10%)
Computer Operations (+10%)
Field Surgery (+15%)
Forced March
Mathematics: Advanced (+15%)
Mecha: Pilot Ground Veritechs
Military Etiquitte (+10%)
Pilot Motorcycles (+10%)
Radio: Basic (+5%)
W.P. Energy Rifle
W.P. Rifle
Xenological Medicine (no specialization), +15%)
Hand to Hand: Basic

M.O.S. (Military Operational Specialty): Each M.O.S. represents the character’s area of special training. Pick one of the character’s area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C.  section.  Read them all and select the one you feel best fits your character’s personality and goals.
Combat Shuttle Pilot
Search and Rescue
STORM Team Basic Training

O.C.C. Related Skills: These are additional skill choices related to the character’s military occupation and background. Select Eight other Skills at level one. Plus one additional skill at level 3, 5, 9, and 13.
Communications: None
Domestic: Any
Electrical: Basic Electronics and  Computer Repair only (+5%)
Espionage: None
Mechanical: Basic and Automotive Mechanics only
Medical: Any except Medical Doctor (+10%)
Military: Any (+5%)
Physical: Any except Hand to Hand , Acrobatics, or Gymnastics
Pilot: Any Except Pilot Veritechs, aircraft or spacecraft.
Pilot Related: Any
Science: Any (+10%)
Technical: Any (+10%)
W.P.  Any
Wilderness: Wilderness Survival only.


Secondary Skills: Select five skill from Secondary Skill List in the Skills section of Robotech The Shadow Chronicles RPG at levels 1, 3, 6, 9 and 12. These are additional areas of knowledge and do not get any bonuses other than possible bonuses from having a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: CVR-3 Body Armor, field surgical kit, H-260 Valiant Laser Assault Rifle with six e-clips, Sidearm of choice with two additional clips, two flares, two smoke grenades, a dress uniform, two sets of combat utility uniform, survival knife, canteen, personal clothing and personal items.

Equipment Available on Assignment: Typically issued a VR-040 series Cyclone or Silverback for combat duty or while in hostile or dangerous territory. Depending on the military mission, and the character’s M.O.S., the characters can be assigned any mission specific weapons, explosive ordinance, armor, ground Veritechs, vehicles (ambulance), and equipment necessary to complete their mission. Infantry soldiers also have access to basic ship and base facilities, computers, recreation areas, mess hall, hospital, training facilities and assigned barracks.

Personal Savings: Starts with 4D6x100 credits

Note: Use the Military Specialist O.C.C. experience chart in the Robotech The Shadow Chronicles RPG.
Gargoyle
GM, 609 posts
Game Master
Wed 24 Jun 2015
at 19:54
  • msg #33

S.T.O.R.M. Team O.C.C.

S.T.O.R.M. Team

   When the UEEF decided to engage the Invid in all-out war and liberate the alien worlds enslaved by the Regent, the Hunters and the other commanders knew that even taking one planet at a time would require the full focus of the fleet and the marines. But war rarely allows you that luxury. There would be inevitably be brush-fires springing up all over the place in the form of problems that needed solving immediately and could not wait. Intelligence gathering, rescue operations, special commando strikes that would damage the enemy’s war effort, reaching out to allies for support, etc. All  of those things would be hard to do if your full attention was on battling the Invid on a planetary scale.
   But they still needed to be done.
   That is where the Special Tactical Operation and Reconnaissance Mission Teams, or STORM teams, come into play. These are small strike teams of skilled specialist who are flexible enough, trained enough, and packing enough fire power to do just about any small unit job. Whether its destroying an Invid communications tower or escorting an alien diplomat to the SDF-3 safely, STORM Teams can be expected to be called upon to do it.
   STROM Teams are very seldom larger than a dozen people, and most are in the range of six to ten (perfect for player group), and they are made up of personnel from a variety of back ground and with a wide range of skills. There is no preset formula and the teams cross both branches. A single team could have a heavy infantry cyclone rider, and alpha fighter pilot, a communications expert, a  Zentraedi Battlepod  pilot and even a scientist or engineer. All that mattered was that the team had a semblance of balance, flexibility to do a variety of jobs and the will to go into harm’s way and get the job done.
   STORM Teams are typically assigned  to small ship, such as frigate or something even smaller, as long as it can spacefold and take the team where it needs to go. It is up to the team to determine how to best meet its objectives using the skills of its members and some of the teams very quickly become known for specializing in specific types quickly because of their makeup. These are the first UEEF units to utilize alien personnel by adapting their special skills and cultural knowledge to the benefits of the mission. As such, STORM Teams tend to be made up of individuals with open, flexible minds that are rarely clouded by prejudice.
   While most STORM team members are pulled from a variety of occupations within the UEEF, there is a specific STORM training program primary meant for team commanders and Permanent STORM Team assignments. To keep that vaunted flexibility, there is rarely more than one Storm Commando on any STORM team.
   A typical STORM Team consist of one to two officer, one or two pilots of large mecha (such as an Alpha fighter or Destroid), one to two  technical specialists and two to three marines in cyclones. Sounds vague? The program is designed to be that way, and teams run the gamut. Its is also extremely “officer heavy,” meaning that the ratio of officers to enlisted men is very high. Generally, there is one officer for an entire platoon. But in these cases, it is one, often two, officers for a squad.

STORM Commando O.C.C.
   The STORM Commando is a specially trained UEEF  Marine Corps Officer who is taught to think on his feet and make critical decisions without the support of a command structure and often light-years from any sort of assistance. They are taught to work with aliens of all kinds, strange and experimental technologies and to lead their teams through any environment to meet just about any objective. The most important skill a STORM Commando  has, however, is in maximizing the use of the varied talents of his fellow team members.
   In most cases, the STORM Commando is the commanding officer of the team. However, there are numerous instances where this is not the case and a more experienced fleet officer or marine officer is placed in charge. In these cases, the STORM Commando often works as an executive officer, making sure the commanding officer’s orders are carried out with maximum efficiency.
   STORM Commandos are tough, well-trained and flexible. They garner respect from everyone in the UEEF for their battlefield prowess, tactical knowledge and, most of all, their dedication to getting the job done by whatever means necessary.

STORM Commando O.C.C.
Rank: Starts as a NCO E-5 Sergeant
Alignment: Any
Starting S.D.C.: 1D4X10  +10
Bonuses: +2 on initiative, +2 to disarm, +2 to pull punch. +3 to roll with impact. +1 to strike with any rifle or energy rifle.

Common Skills for UEEF Marines:
Computer Operation (+5%)
Math: Basic(+10%)
Radio: Basic
Speak and Read language: 98%
W.P.: Rifle
W.P.: Energy Rifle

O.C.C. Skills:
Basic Electronics
Boarding Spaceships (+10%)
Detect Ambush (+15%)
Intelligence (+15%)
Two Espionage Skills of Choice (+10%)
MECT: One of Choice
Military Etiquette (+10%)
Military Sign Language (+15%)
Pilot: Ground Veritechs (+5%)
Running
Surveillance (+10%)
Swimming (+10%)
Undercover Ops (+10%)
W.P. Knife
W.P. Heavy Weapons
W.P. Heavy M.D. Weapons
W.P. Energy Pistol
W.P. Pistol
Hand to hand Commando or Assassin

M.O.S. (Military Operational Specialty): Each M.O.S. represents the character’s area of special training. Pick one of the following. A list of skills and bonuses appears under each M.O.S. description presented at the end of the O.C.C. section. Read them all and select the one you feel best fits your character’s personality and goals.
Basic Cyclone Piloting
Close Quarters Combat Expert
Extraterrestrial Environment Combat Specialist
Extraterrestrial Affairs Liaison
Scout Sniper

O.C.C. Related Skills: These are additional skill choices related to the character’s military occupation and background. Select for other skills at level one, plus one additional skill at levels 3, 6, 9, and 12.
Communications: Any (+10%)
Domestic: Any
Electrical: Electrical Engineer or Computer Repair only (+5%)
Espionage: Any (+10%)
Mechanical: Basic and Automotive Mechanics only
Medical: First Aid or Paramedic only
Military: Any (+10%)
Physical: Any except Hand to hand (+10% where applicable)
Pilot: Any
Pilot Related: Any (+5%)
Science: Mathematics advanced only
Technical: Any (+5%)
W.P. Any
Wilderness: Any

Secondary Skills: Select four skill from the Secondary Skill list in the Skills section of Robotech The Shadow Chronicles RPG at levels 2, 5, 8, and 11. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: CVR-3 body armor, Energy Rifle with four additional energy clips of choice, Sidearm with two additional clips of choice, survival knife, 2 flares , 2 smoke grenades, four cobalt , Survival Kit, a dress uniform, two suits of combat uniform, canteen, personal clothing and personal effects.

Equipment Available Upon Assignment: Any Cyclone or Mecha that the Commando is trained to use is likely to be assigned, and commandos get a lot of latitude in requisitioning the equipment that they feel is necessary to complete their mission, including vehicles, explosives and other mecha. Depending on their commanding officer, the military mission, and the character’s M.O.S., the character can be assigned any mission specific weapons, explosive ordinance, armor, ground Veritechs, vehicles, and equipment necessary to complete their mission. Infantry soldier also have access to basic ship and base facilities, computers, recreation areas, mess hall, hospital, training facilities and assigned barracks.


Personal Saving: 6D6x100 credits.

Note: Use the Military Specialist O.C.C. experience chart in the Robotech The Shadow Chronicles RPG.
This message was last edited by the GM at 08:07, Thu 02 July 2015.
Gargoyle
GM, 610 posts
Game Master
Wed 24 Jun 2015
at 20:11
  • msg #34

Marine Technical Officer O.C.C.

Marine Technical Officer O.C.C.

   The Marine officers are the leaders of the UEEF marine corps, and are highly trained and educated, in addition to being well-trained soldiers. Marine Technical Officers  either rise through the ranks of the enlisted or are graduates of Officers Candidate School. The later should be the case with new player characters.
   Because of the front-line and high amount of combat seen by the UEEF marines, bad marine officers usually have a very short shelf-life, either being forced into rear echelon job or quickly meeting their end on the battlefield. Officers who uselessly or callously throw away the lives of the soldiers in their command suffer a very high rate of dangerous and sometimes fatal accidents.

Marine Technical Officer O.C.C.
Rank: Starts at 2nd Lieutenant
Alignment: Any
Attribute Requirements: I.Q. 9, M.A. 9, P.E. 10. A good P.S. and P.P. are helpful but not required.
Starting S.D.C.: 4D6 +10
Bonuses: +2 to perception, +1 to M.E., +1D4 to M.A., +1 to strike with any rifle or energy rifle.

Common Skills for UEEF Marines:
Computer Operation (+5%)
Math: Basic(+10%)
Radio: Basic
Speak and Read language: 98%
W.P.: Rifle
W.P.: Energy Rifle

O.C.C. Skills:
Basic Electronics (+5%)
Climbing (+10%)
Forced March
Intelligence (+6%)
One Pilot Skill of Choice (+10%)
Sensory Equipment (+15%)
Swimming (+10%)
W.P. Energy Pistol
W.P. Handguns
Mathematics Advanced (+10%)
Military Etiquette (+15%)
Hand to Hand: Expert, which may be changed and improved by some M.O.S.  The best Hand to Hand skill always applies.

M.O.S. (Military Operational Specialty): Each M.O.S. represents the character’s area of special training. Marine Technical Officers get to pick two (2) M.O.S. packages.
   One from the basic M.O.S. list below:
Basic Cyclone Piloting
Combat Camera Specialist
STORM Team Basic Training
   They also get to select one M.O.S. from the following list as well:
Combat Engineer
Communications Officer
Electronic Warfare Officer
Extraterrestrial Affairs Liaison
Intelligence Specialist
Mecha Engineering
Science Officer

O.C.C. Related Skills: These are additional skill choices related to the character’s military occupation and background. Select Eight additional skills at level one, plus two additional skills at levels 2, 4, 8, 12.
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+5%)
Espionage: Any (+5%)
Mechanical: Any (+5%)
Medical: First Aid or Paramedic only
Military: Any (+10%)
Physical: Any Except Hand to Hand (+10% where applicable)
Pilot: Any
Pilot Related: Any (+5%)
Science: Any (+5%)
W.P.: Any
Wilderness: Land Navigation and Wilderness Survival only

Secondary Skills: Select five skill from the secondary Skill list in the Skills section of Robotech The Shadow Chronicles RPG at level 1, 3, 6, 9 and 12. These are additional areas of knowledge and not get any bonuses other than possible bonuses for having a high I.Q. All Secondary Skills start at base skill level.

Standard Equipment: CVR-3 Body Armor, Energy Rifle of choice, plus three additional energy clips, sidearm of choice plus two additional clips, two flares, one smoke grenade, binoculars, two dress uniforms, one combat utility uniform, canteen, survival knife, personal clothing and personal effects.

Equipment Available Upon Assignment: Depending on the commanding officer, the military mission, and the character’s M.O.S., the character can be assigned any mission specific weapons, explosive ordinance, armor, Mecha, vehicles, and equipment necessary to complete their mission. Technical Officers also have access to basic ship and base facilities, the motor pool, computers, recreation areas, mess hall, hospital, training facilities and assigned personal quarters.

Personal Saving: 3D6x100 credits

Note: Use the Technical Officer O.C.C. experience chart in the Robotech The Shadow Chronicles RPG.
Gargoyle
GM, 628 posts
Game Master
Tue 30 Jun 2015
at 09:40
  • msg #35

Tirolians & Tirolian Partisans R.C.C.

Tirolians

   When most people think of the Robotech Masters and their species, they are actually thinking about the clone race that the Robotech Masters created for themselves. However , they themselves are a part of a species which settled countless eons ago on a moon of the giant planet known as Fantoma called Tirol.
   A World terraformed to become habitable long ago, the moon was once green and lush. Now it is fairly barren and bereft of life after centuries of strip mining and utter disregard for the moon’s ecosystem. It is dotted with cities and massive factories, many of which are shut down and abandoned due to a lack of Protoculture. The only fully inhabited city is the capital, Tiresia.
   To understand how callous the Robotech Master were, even to their own people, when they undertook their mission to Earth to find the last Protoculture Matrix and Protoculture supply, they took only the people useful to them, stripped Tirol of many of its defenses, abandoned its population, knowing full well the horrors the Invid would inflict once they realized the planet was defenseless.
   With only a bare bones defense force of clones and militia volunteers, the planet was easy pickings for the Invid Regent. Its apparent lack of value also led to the Regent failing to defend it properly as well, making it an easy first win for the UEEF.
   The liberated Tirolians are incredibly grateful to their human saviors for a number of reasons. First, for freeing them from certain extermination at the hands of the Invid. Second, the UEEF treats them with more respect and decency than the Robotech Master, ever did. Third, there is a natural kinship between humans and Tirolians because of the incredible similarities between the near-identical species. Finally, the UEEF has given the Tirolians something they thought they would never have: A chance at redemption. Now, with the UEEF’s help, they may just be able to right some of the wrongs their people have unleashed upon the galaxy.
   Tirolians began joining the UEEF immediately after the planet’s liberation. Early campaign Tirolian characters will be partisans and Tirolian scientists or enlisted UEEF professions. O.C.C.s that require more training would not come until later in the war.

Tirolian R.C.C.
   Most Tirolians soldiers will gravitate toward fast and agile mecha or Destroids, or professions dealing  with science. All Tirolians have an excellent education, particularly in the science arena.
Alignment: Any
Attributes: I.Q. 3D6+5, M.E. 3D6, M.A. 2D6+2, P.S. 2D6+1, P.P. 3D6+6, P.E. 3D6, P.B. 4D6, Spd 3D6+6
Hit Points:  P.E. plus 1D6 per level.
S.D.C.: As per O.C.C.
Height and Weight: Same as human, trend toward slim and lithe builds.
Description: Pale skinned humanoids, nearly identical to humans. Most have somewhat elfin features and hair colors tend toward pastels. Most are fit and slim.
Disposition: Varies greatly, as humans do. As a culture they are a bit shell-shocked by the recent events and often have an internal struggle between genuine regret and remorse over the actions of the Robotech Master, and a natural arrogance toward other species born of centuries of being the head of a star-spanning empire without equal.
Bonuses: +10% to all Science Skills, +5% to all communication skills, +1 to Initiative, +2 to perception.
Combat: As per O.C.C.
Available O.C.C. s: Any UEEF Fleet, Marine or Tirolian Partisan. By the end of the war, Tirolians are present in all branches of the UEEF.


Tirolian Partisan R.C.C.
   As their Protoculture stores dwindled, and their Zentraedi failed to return with the prized Protoculture Matrix, the rule of the Robotech Masters got more brutal and more oppressive over their own people, the Tirolians. The planet and people were slowly being stripped of everything of value as the Robotech Masters contemplated fleeing the Invid advance in their mighty mother ships. Some Tirolians began to realize they were going to be abandon, and they began to fight back.
   Militarily the Tirolians were weak. They struggled against the vicious might of the Robotech Masters’ legions of Bioroids. However, philosophically, they gained much ground. The partisans preached against the long held belief in the inherent mysticism of concept of “The Three,” which had propelled the Robotech Masters’ Triumvirates into power. Instead, a new idea began to spread among the disaffected. The One and All; meaning that the whole was strengthened by the strength of each individual, so the more freedom and control was given to each individual, the stronger the people as a whole. They even rejected the rules against reproduction in favor  of cloning, and began to reproduce on their own, a move which rapidly gained popularity among  even the loyal Tirolians.
   This was anathema to the Robotech Masters and all they had built, and was considered a significant threat; one rivaling the Invid.
   Some say Zor himself was the first partisan, The Robotech Masters had erred in declaring him a hero for “discovering” the Flower of Life and Protoculture, and he used that notoriety to speak out against their oppressive and decadent regime. Not only did he embrace the idea  of The One and the All, but he struck back against the Robotech Master  by sending his space fortress and their Protoculture Matrix into deep space. He is revered for this by most partisans, even though it could be argued that his  actions led to the oppressive measures imposed upon the Tirolian people.
   The Partisans fared poorly at first against the Robotech Masters’ forces, particularly the Zentraedi, and many left the decaying cities for the strip-mined badlands of Tirol. They raided storehouses of weapons for clones and bioroids and bided their time for the right opportunity to strike a decisive blow.
   That opportunity never came.
   There was talk of full-blown revolution when it appeared the Zentraedi had vanished, but no one knew where they had gone or whether they would return suddenly return to help their master crush an uprising. Then one day, the Robotech Masters, most of the clones, and most of the planet’s valuable assets, were gone. There was no announcement, no explanation, no fanfare . the massive mother ships which had long defended Tirol spacefolded alone with the entire fleet. It was pretty obvious they were not coming back.
   The partisans came in and took over, forming a civil defense force of willing citizens, and the few clones left behind. They did not know that soon, with the planet defenseless, the Invid would be coming.
   When the Invid invaded they took heavy casualties against wave after wave of Inorganic. But many survived and helped the UEEF liberate their planet and to later join up and help attempt to spread freedom to the races their own people had once  oppressed and who are left to untender mercies of the Invid Regent.
   Tirolian partisans are tough, generally much tougher than the average Tirol citizen.  They have make shift collection of weapons and armor, and are classic resistance fighters. They excel at guerilla warfare and well-educated (the product of such an advanced culture) and ususally have strong science skills. Tirolian partisans were the first aliens to begin the UEEF marines.

Race: Tirolian only.
Alignment: Any. Mostly Scrupulous and Unprincipled.
Attribute Requirements: None. Just a willingness to see Tirol Free.
Starting S.D.C.:  25
Bonuses: +2 to P.S. and P.E.

O.C.C. Skills
Speak and Read Native Language: 98%
Speak one additional Languages (+10%)
Literacy in one additional Language (+10%)
General Athletics
General Repair and Maintenance
Basic Radio (+10%)
One Science Skill of Choice (+15%)
Lore: Robotech Master (+15%)
Advanced Math (+15%)
Basic Math (+20%)
Computer Operations (+10%)
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert, can be upgraded to Martial arts or Assassin at the cost of one “other” skill.

Chose One from the following M.O.S. packages (each Described below):

Bioriod Pilot
Anti-Armor Specialist
Scout

O.C.C. Related Skills: these are additional skill choices related to the character’s military occupation and background. Select two at level one, plus one additional skill at levels 5, 9, 13.
Communications: Any
Electrical: Basic Electronics or Computer Repair only
Espionage: Any (+5%)
Mechanical: Basic and Automotive  Mechanics only
Medical: First Aid or Paramedic only
Military: Any (+5%)
Physical: Any
Pilot: Any
Pilot Related: Any
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+5%)

   Secondary Skills: Select one skill from the secondary Skills list in  the Skills section of Robotech the Shadow Chronicles RPG at levels 1, 3, 6, 9 and 11. These are  additional areas of knowledge and do not get any bonuses, other than possible  bonuses for having a high I.Q.  or for being a Tirolian. All secondary skills start at base skill level.

   Standard Equipment: Either CVR-1 body armor or legionnaire Combat Armor, choice of energy rifle  and four extra energy clips, energy pistol of choice with two extra energy clips, Tirolian Rocket boots, a couple sets of spare clothing, binoculars, backpack, googles, a survival knife, survival kit and personal items.

Equipment Available on Assignment: Depending on the Game Master, the mission and the character’s skills, the character can be assigned any mission specific weapons, explosive ordinance, armor, vehicles and equipment necessary to complete their mission.

   Monthly Wage: Tirolian Partisans who join the UEEF receive a non-commission officer monthly wages starting at about 1600 credits per month. Most just fight for the freedom of the people and to right the wrongs of the Robotech Masters.

   Experience Table: Use the Fleet Enlisted Crewman experience chart in the Robotech the Shadow Chronicles RPG.

   Bioroid Pilot M.O.S.: Bioroid pilots are the main fighting unit of the Tirolian partisans. More independent than the remaining clones left on Tirol, they are given the best Bioroids available and often lead platoons of clone-piloted Bioroids into combat. The partisans knew there would be  no victory unless they could field enough mecha  piloted by trained individuals to combat the main war machine of either the Robotech Masters or the Invid. They could never hope to match either’s numbers in open battle, so they are trained as hit-and-run guerilla skirmishers, only engaging the enemy when there was tactical advantage and a strategically important goal. They were somewhat forced to abandon this when the Invid invaded and found their tactics of little use against the mindless Inorganics. However Joining the UEEF has given them a new purpose and their skills, developed to help free their own world from oppression by a superior force, is invaluable to the effort to liberate other Invid occupied worlds; something most of them find extremely satisfying and noble.
Biomechanical Maintenance (+5%)
Navigation (+10%)
Mecha Elite Combat Training: Bioroid
Pilot Bioroid (+20%)
Pilot Bioroid Gravsled (+20%)
Sensory Equipment (+15%)
Zero Gravity Combat

   Additional Bioroid Starting Equipment: Those starting on Tirol during Invid occupation start with either the Red Bioroid Commander  or Triumvirate Invid Fighter Bioroids. Sometime after the UEEF liberates the planet these are replaced with Bioroid Interceptor.

   Anti – Armor Specialist M.O.S. : There were nowhere near enough Bioroids to go around to every soldier. Besides, they have serious limits and disadvantages in an urban environment or when one wants to stay hidden and mobile. Tirolian Anti – Armor specialist are trained to take down large mecha with man – portable weapon systems, like missile launchers and explosives. They target critical locations to disable the mecha, blowing off sensor heads, feet and weapon systems, or in the case of the Invid, the critical sensor eye. They are also trained explosive and demolitions experts and also know how to design and construct traps capable of disabling even the giant war machines used by the Robotech Masters and the Invid.
Basic Electronics (+10%)
Demolitions (+15%)
Demolitions Disposal (+15%)
Field Armorer & Munitions Expert (+15%)
Trap & Mine Detection (+10%, also be used to create and hide traps)
W.P. Heavy Mega – Damage Weapons
Jury Rig (+10%)

   Additional Anti – Armor Starting Equipment: Rocket launcher of choice plus a dozen rockets, six D-40 cobalt limpet mines (or Tirolian equivalent).

   Scout M.O.S.:  Without the Scouts, who would operate both in the wilderness and the cities, the Tirolians partisans would be blind. Scouts gather intelligence on enemy strength and movement, ferret out potential ambushes, and occasionally take down high – value targets. Generally their goal is to avoid direct contact with the enemy.
Cryptography (+15%)
Surveillance (+15%)
Detect Ambush (+20%)
Intelligence (+10%)
Land Navigation (+15%)
Undercover Ops (+10%)
Prowl (+12%)
Camouflage (+15%)

   Additional Scouting Starting Equipment: 20 yards of camo netting, digital binoculars, additional energy rifle of choice with targeting scope (+2 to strike on Aimed Shots).
This message was last edited by the GM at 09:41, Tue 30 June 2015.
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