Robotech II: the Sentinels, Pathfinder Edition

Game Master Elton

Since players want to play some of the exotic alien races, the Campaign begins after the SDF-3 arrives in the Fantoma System. Your peaceful mission to the Robotech Masters has turned into a war for survival against the vengeful Invid!


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Shadow Lodge

I'll refine more of the Campaign Background, and I'll have an updated set of web pages for you to download soon.

Silver Crusade

Converting the VF-1 Valkyrie

The Valkyrie Fighter here being converted is the VF-1X Plus Enhanced Valkyrie from MACROSS DIGITAL MISSION VF-X. These new Valkyries are the newest Valkyries being produced after the First Robotech War with tougher armor and enhanced maneuverability in Space.

These Valkyries will see service with the R.E.F. and the R.D.F. during the Pioneer Mission and the Second Robotech War. They will be ultimately be phased out of combat by the VF-11 Thunderbolts, the AGAC, and the VF-2. General Rick Hunter, and the Majors Sterling personally own VF-1Xs.

Type: Transforming Fighter.
(note, the first thing you do is choose the type of Mecha you want. Since in Robotech II: Sentinels, all the Valkyrie Fighters are transforming types.)

Class: Variable Fighter (Fighter -> Guardian/GERWALK -> Soldier/Battloid)
(here, I defined it's class as Variable Fighter. Since the VF-1X has three modes, each mode has to be statisticked separately.)

Size: Gargantuan
(The VF-1Xs are 62 ft., 8 in. long, 16 ft. (4.9 m) high, and have a 64ft., 1.5 in. (19.5 m) wingspan. They also weigh around 50,000 lbs. This qualifies them as Gargantuan)

Fighter Mode
Hit Points: 50
(Hit Points for mecha work the same as Hit Points for a character. Except that the Hit Points are fixed and can only be increased through upgrades. 50 hit points represents upgrades done to the VF-1Xs for the mission to claim the Protoculture Factory. The original VF-1s have hit points comparable to an F-16. 40 is the base, and so an additional 10 hit points costs 2 mecha points for each hit point -- so 60 Mecha points).

Occupant: 1 pilot (10 Mecha points, all VF-1Xs are not trainer Valkyries/Veritechs.)

Armor: 7
(Armor is like Hardening in D20 Future. With the lessons of RWI learned in the two years of combat engagement with the Zentraedi, the VF-1Xs have better armor. The Armor acts as Damage Reduction -- an Armor of 7 on a Fighter Plane means that its optimized or re-enforced for Space Combat -- it's three better than the F-16 and two better the original VF-1 Valkyries. The cost of Armor 7 is 5 mecha points per 1 point of Armor -- so it's 35 mecha points).

Defense: +8 (the extra enhancements to a VF-1X gives it +8 defense in combat. The military Armor is space optimized, so this represents the +2 defense over the VF-1. Each point of defense has a geometric cost in mecha points. In this case = 8 x 8 is 64 mecha points.)

Strength: comes into play with the Giant Robot mode.

Air Speed: 2043 mph (2.6 Mach), 800 knots at sea level. (204 Mecha Points, since each 10 mph costs 1 mecha point. To get feet per round, the rough calculation is 2043 x 8.8)

Ceiling: 42,000 meters. (51 mecha points -> that's 10 mecha points for the first 500m plus 1 for each 1,000 meters. )

Dramatic Spaceflight: 1G (thats 70 mp. Dramatic Spaceflight is used to simulate high performance dogfighting in space. Although there was an article about Space Planes being as maneuverable as fighter jets in air (and Shoji Kawamori was interviewed), realistically you don't see that kind of performance with the Space Shuttle. Ignore the rules about spaceflight and use Dramatic Spaceflight to represent high performance maneuvering.)

Handling: -2/+9 (The first number is Maneuver, and the second is Initiative. Initiative should never be over +10, and the Maneuver stat represents the Enhanced Maneuverability in Space. the cost of -2 gives back 10 points. The original VF-1s were built with -4, the same as an F-16. Initiative points stay at +9, which is 55 points, so 45 mecha points total).

Special Abilities
Booster (+600 mph, 5,280’) [150 mp] (the boosters on a VF-1X are the same as a VF-1. They were never enhanced.)

Accessories (10 mp -- a number of accessories is shared with the VF-1.)

Communications: Long Range Radio and Laser (4 mecha points -- the VF-1X has long range radio and laser communication capabilities -- shared with the VF-1.)

Ejection Seat (3 Mp, also includes the escape pod (Space Fold) -- but the Ejection Seat was definitely shown in Blind Game)

Life Support (16 MP -- includes the Heat and Radiation Shielding common to all VF-1's.)

Navigation: GPS (2 mp)

Radar - 200 mile (600 mp)

Targetting: enhanced Laser targeting gives +3 bonus to attack rolls. (15 mp)

Exotic Abilities

Transformation -- this will be figured out when everything is totaled. The Fighter mode is the base mode for all Valkyries and Veritech fighters.

Defects

Hanger Queen -- the VF-1X still needs a lot of attention, as much as any fighter plane. -10 MP

Very Noisy -- the VF-1X is a fighter plane, after all. -10 mp.

Organizational Ties: RDF/REF (Organizational Ties represents the difference from the real value to a set value -- in this case 1600. This is the number of points you must earn to buy the Mecha outright (although as DM, I may have to cheat!) )

Stall Speed: 127 mph (-13 MP, each 10 mph of stall speed gives back a mecha point. Round up!)

Windows -- (-8 points because of it's windowed canopy in Fighter mode. Each point of armor over 2 gives back 1 point).

Totals for the Fighter will be totalled up in the next post.

Silver Crusade

G.E.R.W.A.L.K./GUARDIAN Mode
Hit Points: 50 [60]
Occupant: 1 pilot [10]
Armor: 7 [35]
Defense: +8 [64]
Strength: 30 [60]
Air Speed: 761 mph (Mach 1) (6,697’) [532]
Ceiling: 42,000 meters [51]
Dramatic Spaceflight: 1G [70]
Handling: -2/+9 [45]
subtotal: 927 mecha points

Special Abilities: Booster (+600 mph, 5,280’) [150 mp], Accessories [10], Communications: Long Range Radio and Laser [4], Ejection Seat [3], Life Support [16], Navigation: GPS [2 mp],
Radar - 20 mile [100 mp], Targeting: enhanced Laser targeting gives +3 bonus to attack rolls. [15 mp]
subtotal: 789 mecha points
Exotic Abilities: Transformation [1383]
Defects: Hanger Queen [ -10], Very Noisy [ -10], Organizational Ties: RDF/REF [-570], Stall Speed: 127 mph [-13 MP], Windows -- [-8]

SOLDIER/BATTLOID MODE
Hit Points: 50 [60]
Occupant: 1 pilot [10]
Armor: 7 [35]
Defense: +8 [64]
Strength: 50 [120]
Air Speed: 300 mph (2,640’) [210]
Ceiling: 42,000 meters [51]
Dramatic Spaceflight: 1G [70]
Handling: -2/+9 [45]
subtotal: 665 mecha points

Special Abilities: Booster (+600 mph, 5,280’) [150 mp], Accessories [10], Communications: Long Range Radio and Laser [4], Ejection Seat [3], Life Support [16], Navigation: GPS [2 mp],
Radar - 20 mile [100 mp], Targeting: enhanced Laser targeting gives +3 bonus to attack rolls. [15 mp]
subtotal: 789 mecha points
Exotic Abilities: Transformation [1383]
Defects: Hanger Queen [ -10], Very Noisy [ -10], Organizational Ties: RDF/REF [-570], Stall Speed: 127 mph [-13 MP]
Totals: 1307

GRAND TOTAL: 2170 (without Organizational Ties)

WEAPONS

Head Lasers
Damage: 4d6
Critical: 20
Type: Laser (energy)
Increment: 6,400’
Magazine: Effectively Unlimited
Notes: Fixed Arc of Fire (360' down), Unlimited

GU-11-X 55mm Tri-Barrel Gun Pod
Damage: 4d8
Critical: 20
Type: Ballistic
Increment: 160’
Magazine: 515
Notes: Automatic x2, Extra Ammo x3 (515 shots); Fixed Arc of Fire (front); Alternative weapon

Missile Rails with 12 Sidewinders
Damage: 10d8
Critical: 20
Type: Blast
Increment: 6,400’
Magazine:12
Notes: Blast, Guided (infrared homing), Long Range x4; Fixed Arc of Fire (front), Limited Ammo x11

Silver Crusade

Wayne "Duke" Lenez wrote:

It's a little slow going for me, the files I finally got were all disjointed from one another and the pictures.

Also, can I see an example of a Mech you want us to create? Like a VF-1 Valkyrie?

Note, though, I base the armor on real world values. If you want to stop certain hardware from blowing a hole in your machine, don't hesitate to add more armor.

Shadow Lodge

Okay, Camris and Hotchii, I am adjusting the armors on the Robotech Mecha.


Very cool! I love the look of the VF-2SS from Macross II, and I'm probably going to take that.

Silver Crusade

Wayne "Duke" Lenez wrote:

Very cool! I love the look of the VF-2SS from Macross II, and I'm probably going to take that.

I already adjusted the armor on the VF-2SS to 13. I'm using the VF-1X Valkyrie as the base. As the VF-1's were designed the best they knew how at the time to perform in space (and they did admirably) the lessons learned from RWI means that they would have improved armor on all later designs. The Alpha, though, has a weak point. One of the Invid Scouts crushes an Alpha between their claws, causing it to explode in the T.V. series.

Shadow Lodge

Your Ship

The CV-403 John F. Kennedy

The JFK is an Ark Royal-Class Escort Battle Carrier. Commissioned for the Pioneer Project, it's duty is to support the SDF-3 in the case of a battle. The captain of the JFK is Jason Maistroff, eldest son to Colonel Maistroff.

This carrier is the carrier that will accompany the Farrago on their mission to free the Sentinels' home planets. While the GMU becomes a part of the Farrago, the JFK will do it's job in escorting the Sentinels' ship.

MECHA COMPLIMENT


  • VF-2SS Space Valkyries: 240 (20 Squadrons) on active status. An additional 5 squadrons (60 Space Valkyries) are stored in holding bays and can be readied within 2D6 hours. 10 (120 fighters) VF-2SS squadrons are outfitted with S.A.P. FAST packs.
  • VF-XX Zentran Space Valkyries: 60 (5 squadrons) on active status.
  • VF-1X Plus Enhanced Valkyries: 3 on active status.
  • VF-L "Logans": 12 (1 Squadron) on active status.
  • VF-MS Metal Siren Valkyries: 12 (1 Squadron) on active status.

Captain Jason R. Maistroff

  • Race: Earth Human
  • Age: 45
  • 5th level Charismatic Hero/5th Level Soldier/1st Level Ambassador
  • Rank: Captain, REF Fleet

    Bio: Son of Colonel Maistroff of the SDF-1's RDF, Jason served as a lieutenant aboard the SDF-1 as a part of Spectre Squadron. He has seen action in the Rings of Saturn and survived Mars. He was promoted to Commander and then given command of Spectre Squadron in 2011. When the Skull was sent into Deep Space Duty, Jason was also given deep space duty.

    Promoted to Captain of the Space Navy, Jason was given a scout as his first boat, then a stealth frigate, and finally the JFK, with orders to accompany the Pioneer Expedition.

  • Silver Crusade

    I still want to do this. :)

    So, I'm bumping this up to the top. :)


    Still plugging away.
    Can you check my mecha? I'm not sure the stats are right...

    Silver Crusade

    Wayne "Duke" Lenez wrote:

    Still plugging away.

    Can you check my mecha? I'm not sure the stats are right...

    Love to! :)

    They look great, Wayne! :)


    Hey just seeing this and I gotta say, I am really intrested! I am liking what I am seeing and from the sounds of it you got space for another person :)
    I do have to say I haven't played any of these systems, only pathfinder so I will need some help learning things however I am one of those guys who can absorb large amounts of information and learn really quickly :) an example, I learned how to play warhammer in a day. If this is alright with you I would love to be a part of this.
    If you are willing, pm me what you would figure would be helpful and I'll do my part reaserching and learning.
    Btw first reflex would be to play a Garduan precog or nomad depending on how they translate across :) But first Research!


    Ok so reading through most of it I figure I got a good basis and understanding of the rules. It really is not that far off of pathfinder and was quite easy to comprehend, but let me see if I got a few things correct.

    25pb. After this you get 7 points to spend on abilities, specifically the ones that GM Elton posted here up thread. If your atributes are lower (say only a 20pb) the remainder carry over to abilities.
    The adventurer gains an additional 5 per level, the mecca gets 2 at level 4, the teckie gets a smattering every 5 levels but if you go sorcerer or psionic class you dont get any bonus.

    I went over the skills so I got a good idea, but I will re-read them to make sure I got a good handle on them. A few things tho, they talk about attack and defence skills like melee or unarmed as being separate, how does that play out? I guess that also leads into the questions of how combat works, is it the same as pathfinder? Ie Str +BAB +modifiers (example enhancement) +1d20 roll =attack. if attack is higher than AC it is a hit. OR do you instead use skill points in place of BAB, possibly in addition to BAB?
    Which way does the replaced feats table go? Ie say you had athletic, and it says replace with climb and swim skills, which side gets replaced?

    Well Ill ask those for now, I got a few more but that should be good for now :)
    Thanks as well.

    Silver Crusade

    Gobo Horde wrote:

    Ok so reading through most of it I figure I got a good basis and understanding of the rules. It really is not that far off of pathfinder and was quite easy to comprehend, but let me see if I got a few things correct.

    25pb. After this you get 7 points to spend on abilities, specifically the ones that GM Elton posted here up thread. If your atributes are lower (say only a 20pb) the remainder carry over to abilities.
    The adventurer gains an additional 5 per level, the mecca gets 2 at level 4, the teckie gets a smattering every 5 levels but if you go sorcerer or psionic class you dont get any bonus.

    I went over the skills so I got a good idea, but I will re-read them to make sure I got a good handle on them. A few things tho, they talk about attack and defence skills like melee or unarmed as being separate, how does that play out? I guess that also leads into the questions of how combat works, is it the same as pathfinder? Ie Str +BAB +modifiers (example enhancement) +1d20 roll =attack. if attack is higher than AC it is a hit. OR do you instead use skill points in place of BAB, possibly in addition to BAB?
    Which way does the replaced feats table go? Ie say you had athletic, and it says replace with climb and swim skills, which side gets replaced?

    Well Ill ask those for now, I got a few more but that should be good for now :)
    Thanks as well.

    If you checked the Discussion thread, you'll see I ruled that the Weapon Skills are not BAB, but represent a focus enhancement bonus to your BAB. They are separate because Defense Skills are an enhancement bonus to your Combat Maneuver Defense bonus, while the Weapon Skills are a focus enhancement to your Base Attack Bonus.

    The Sorcerer and Psionic classes are being used as is, so that players won't go "AYE-AYE I DON'T WANT THIS!" over the Dynamic Spellcasting System until they can trust me. Once that happens, we roll over the Sorcerer class to Dynamic Spellcasting, and soon roll them over to the Dynamic Sorcerer class. The Sorcerer is pretty potent, they don't need new CP compared to the Dynamic Sorcerer anyhow.

    The Athletic feat is replaced with climb, swim, and sports because it provides an enhancement to these skills.


    Gotchya. So a level 5 fighter could have 5 BAB, 5 skill points for an effective attack modifier of +10.

    2 more things, I what are the class abilities for the techie? I also notice that there are archetypes for the mecha pilot that quite intrest me but the url does not seem to work, I presume because they haven't been added yet?
    I am liking the ideas of the mecha pilot and a nomad psion. Next up is to read the rules for mecha creation then I'll put up two builds for you to critique :)


    Come on guys! Surely there must be others interested in some good old Robotech Mecha action!

    Silver Crusade

    okay.


    Ya its been quite quiet for a little bit there :P


    This is a generic post being sent to everyone that I am currently playing with

    Hey everyone. This is Gobo Horde here. Due to the flooding happening here in Calgary and me supposedly going on vacation (which may or may not happen :P) my posting for this next week might be sporadic and lighter than normal. Sorry for it, but such is life :) If you need to, feel free to take control of me and I will pop in when I can.
    Thanks ^-^


    Whats happening with this campaign anyways? Is it still going forward?


    Hey, I'm ready!

    Silver Crusade

    I'm ready too.

    Just disheartened. :(


    Player two, paging player two...


    Hey sorry! I had thought that this thread had died, I only just recently realized that you were actually waiting for me. Again really sorry!!
    So here is my guy, I am getting him built up and could use a bit of a hand. His basic crunch is mostly done but is still quite malleable, and I would appreciate if tremendously if you took a look in his profile and told me what you think.

    He is only spending 19 points out of his 25 on racial stats and saving the rest for attribute points.
    He gets 7 base attribute points +6 for racial points, +5 for adventurer and +7 for defects for 25 total. This is a big focus of the character so he gets lots of these :)

    I have currently chosen the following attributes, tell me what you think!
    8: Extra Attack
    Fast and quick fighter.
    3: Attack Combat Training
    Basic Marine training.
    2: Damn Healthy
    Basic Marine conditioning.
    6: Armor x2, exposed section (head)
    Marine Body armor. No head protection.
    2: Enhanced Dex x2
    Marine athletic training.
    3: Highly Skilled x3
    Trained in basic combat skills across a wide spectrum to fufill any duty.
    1: TBD

    Defects
    -2: Skeleton In The Closet
    Previous mission gone wrong, I was the only survivor due to cowardance and desertion of duty. Incedent was swept under the rug by Colonial Grant. If it is brought to light I could face court marshal.
    _2: Owned
    Colonial Grant took me under his wing, expecting favours and missions that could not be declined due to dept owed and threats of my secret being exposed.
    -2: Nemesis
    Gradually over time the threats got worse, the missions more dangerous and Colonial Grant got more oppressive. Its getting harder to go around Colonial Grant.
    -1 Phobia
    Due to the incident, I have a fear of being the last one alive coupled with survivors guilt. If situation arises I could turn tail and run.

    He has lots of skills as well, mostly to represent his military background giving him basic training in a very wide variety of fields. I will not be taking the skilled attribute as I level up (most likely) so he will become a lot more focused as he levels. This allows me to be good at everything at the start and then pick and choose once this gets under way and I understand more about what it is I actually want to focus on. If there is anything that you think i can cut out or is less needed, let me know.

    As for background, I only have the basis in my head and have yet to actually get it down but I can give you a rough idea about what it is that I am thinking.
    He has been trained as a marine (or whatever the general solders are called, I keep defaulting to marine) since an early age and was drafted into Commander Grants unit/army/detachment. Early on he was part of a mission that went horribly wrong and deserted. Because of his actions his unit got wiped out and he was to be court marshalled. Commander Grant took him aside and "made it all go away" under the condition that he serve under him and remain loyal to him (Skeleton in the Closet). The missions that Grant sent him on gradually became more dangerous, yet Samson could do nothing to refuse them, both due to his dept to the Commander as well as the threat that he would expose his past if he stepped out of line (Owned). As time goes by the threats are getting more severe, the missions more dangerous and Grant is leaning harder and harder on Samson, making life difficult (Nemesis). Samson has lifelong regrets about that mission and is terrified of a repeat happening (Phobia). As per Grants orders I was assigned to the R.E.F. and that is where the story currently starts off.

    I like how I managed to roll the skeleton in the closet, owned and nemesis all together into one character :) It feels very coherent to me. It wont necessarily be Commander Grant, I intend to read up on the lore of the different commanding officers here soon and chose one that is appropriate, but I do want it to be someone high ranking and influential as well as someone who will be interacted with regularly as the story progresses. I want the defects to actually impact the story in meaningful ways :D
    What might be your thoughts on who the Commanding officer should be?

    Again sorry for the radio silence and my misunderstanding! I would love to have this game take off :)

    Silver Crusade

    Looks like it would work. I'll think of something as soon as it takes off. Did you enter stage right or left yet?


    Nope, I haven't entered the scene yet, I figured I should get a bit more of my guy done first but I can enter anyways, I got enough of him figured out to start roleplaying him :)
    Btw I think I will drop attack combat mastery and hethe 2nd level of armor and pick up extra attack level 2.

    The Exchange

    real interesting concept for a game here. hope it takes off pretty well!

    Silver Crusade

    Yeah, we are waiting for Flashfire to enter stage left or right so we can continue the game. And there is always room for one more.


    Seriously? No one else wants in on this game?

    Silver Crusade

    8-|

    Crap.


    You still looking for interest here?


    I could be interested here, but id have to get my hands on the rules.

    Silver Crusade

    Sorry guys, took a long time to check.

    Yes, Mug. tenro, the rules are easy to find. At least the 3.0 version. Most of the rules are on the OpenGamingFoundation.org website.


    ok i will give them a look and come up with a character in the coming days. i am in the middle of a move so it might take me a bit.


    i am thinking Garudan for race, and Aegis (psionic) for class. I am envisioning him using his psionic powers to shore up his suit or maybe his weapon. seems pretty cool to me.

    oh and i am not really clear on what part of that site i should be looking at for the rules. it doesnt seem to match what i have seen posted in this thread.

    Silver Crusade

    It's been a while since I looked at that site. I may have to redo it. Fortunately, I know how to. It's been a wierd journey when I started practicing with Dreamweaver to make the site. I picked up Classroom in a Book for Dreamweaver, and that's why the Eberron site looks better and cleaner.

    I can restart making my Robotech site, but I have to erase most of the work I've done and start over. :)


    so i have some questions:

    1. is my race/class combo ok?
    2. what level should i make my character? (forgive me if this was answered, i either didnt see it or didnt understand it if it was implied)
    3. what parts of the class do i use when making my character? from what i understand, BAB is not used, skills are more like feats, and feats are more like abilities?
    4. do i get a mech suit?
    4a. does a mech suit count as armor in the sense of how it interacts with class abilities?
    5. what are garudan racial stats? i read about them on a wiki site but it says little other than their history of having been enslaved and taken advantage of.
    6. what are the other psionic races? I am a big fan of psionics and was wondering if i had options other than garudan.

    Silver Crusade

    Tenro wrote:

    so i have some questions:

    1. is my race/class combo ok?
    2. what level should i make my character? (forgive me if this was answered, i either didnt see it or didnt understand it if it was implied)
    3. what parts of the class do i use when making my character? from what i understand, BAB is not used, skills are more like feats, and feats are more like abilities?
    4. do i get a mech suit?
    4a. does a mech suit count as armor in the sense of how it interacts with class abilities?
    5. what are garudan racial stats? i read about them on a wiki site but it says little other than their history of having been enslaved and taken advantage of.
    6. what are the other psionic races? I am a big fan of psionics and was wondering if i had options other than garudan.

    Whoa, I just woke up from a 6 hour nap.

    1. Garudans believe in the Hin (which is a mystical/psychic combination between them and their air). Re-reading the RPG, Kevin wrote them up to be the equivalent of a Rifts major psychic or mind-melter. The Race/Class combo is okay. The problem is, the Game Starts basically when the SDF-3 starts it's flight -- with its small fleet in tow.

    2. Level one.

    3. BAB is used, just that the combat skills do not modify your BAB. They modify your Combat Maneuver Bonus, CMD, and overall Attack bonus. Back when the Rules for BESM was written, there was no concept of CMB and CMD. Now there is, so the skills are an overall bonus added to your CMB, your CMD, and gives a bonus to your attack (you really don't have to increase them, though); like how the feat weapon focus works.

    4. Cyclones are not available. It takes them twelve years to get to Tirol, so Cyclones are a later addition during the Invid War.

    4a. See point 4, above.

    5. +2 Dexterity, +2 Charisma, –2 Wisdom: Garudans are sociable and agile, but often lack common sense (in the comics, this isn't true. I have to revise this).

    Garudan: Garudans are humanoids with the garudan subtype.

    Medium: Garudans are Medium creatures and have no bonuses or penalties due to their size.

    Normal Speed: Garudans have a base speed of 30 feet.

    Low-Light Vision: In dim light, garudans can see twice as far as humans.

    Psychically Talented: The garudans gain the Psionic Talent feat for free at 1st level. As a result, they may choose a class from Psionics Unleashed. Most are wilders or psychic warriors, but some are psions and soulknives.

    Natural Hunter: Garudans receive a +2 racial bonus on Perception, Stealth, and Survival checks.

    Sprinter: Garudans gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

    Languages: Garudans begin play speaking Tirolian and Garudan. Garudans with high Intelligence scores can choose to speak any Language they wish.

    6. You mean races from the XPH. The Macross universe has room for only two sentient species -- humans and Zentraedi. The Robotech Universe has the aliens of the Local Group. The Universe is a big place -- UFOlogy thinks that there are:
    * Reptilians.
    * Alpha Centaurus and Zetas (Roswell Grays).
    * At least six different human species. Three of which are sympathetic to Earth humans (the Pleiadians, Arcturians, and the Lyrans) -- this doesn't include the Elohim (which are extremely sympathetic).
    * Nommos, etc.

    So there is a lot of room in the Robotech Universe for more races/species. The possibilities are really endless, as the Galaxy is really expansive. Far beyond the races in the Pathfinder canon, that's for sure. ( http://www.projectrho.com/public_html/starmaps/media/winchposter/winch100ne argal.jpg )

    So there are room for the "real" alien races (those that I listed above) in Robotech as well as the Robotech Masters, the Zentraedi, the Local Group aliens, and the Invid. So basically, if you want to consider other possibilities you can pick races from the ARG, Aliens Unlimited, and other sources (except Star Wars).


    once i get that pdf you were putting together i will put my character together. I kinda like the story of the garudan, but i am not sure what your answer to my question 4 is. i take it to mean that i do not get a mech suit? would i then be a copilot in someone elses (assuming all PCs are supposed to be mech pilots?

    Silver Crusade

    Tenro wrote:

    once i get that pdf you were putting together i will put my character together. I kinda like the story of the garudan, but i am not sure what your answer to my question 4 is. i take it to mean that i do not get a mech suit? would i then be a copilot in someone elses (assuming all PCs are supposed to be mech pilots?

    I thought you were talking about a Cyclone. IF you mean a destroid, or hover tank, or a valkyrie, then yes. Well, after you are rescued.


    Im not familiar with the names of the devices or really anything. Never watched the show.

    Silver Crusade

    Tenro wrote:
    Im not familiar with the names of the devices or really anything. Never watched the show.

    Here, get started. :)

    http://www.animefreak.tv/watch/robotech-episode-1-english-dubbed-online-fre e


    oh wow, these subs are terrible. i cant tell who is talking hahaha


    ok so i really like the Garudan Aegis concept.

    still unsure about a mech suit. do all PCs get one? Do I get one? if so, what are my options?

    should i make a level 1 character just like pathfinder, and then you can tell me what to modify from there?

    sorry for my haste, i just figured i would make a character as fast as i can so that you all will have a full party faster.

    Silver Crusade

    Smaug, Prophet of the Dragon wrote:

    Hey sorry! I had thought that this thread had died, I only just recently realized that you were actually waiting for me. Again really sorry!!

    So here is my guy, I am getting him built up and could use a bit of a hand. His basic crunch is mostly done but is still quite malleable, and I would appreciate if tremendously if you took a look in his profile and told me what you think.

    He is only spending 19 points out of his 25 on racial stats and saving the rest for attribute points.
    He gets 7 base attribute points +6 for racial points, +5 for adventurer and +7 for defects for 25 total. This is a big focus of the character so he gets lots of these :)

    I have currently chosen the following attributes, tell me what you think!
    8: Extra Attack
    Fast and quick fighter.
    3: Attack Combat Training
    Basic Marine training.
    2: Damn Healthy
    Basic Marine conditioning.
    6: Armor x2, exposed section (head)
    Marine Body armor. No head protection.
    2: Enhanced Dex x2
    Marine athletic training.
    3: Highly Skilled x3
    Trained in basic combat skills across a wide spectrum to fufill any duty.
    1: TBD

    Defects
    -2: Skeleton In The Closet
    Previous mission gone wrong, I was the only survivor due to cowardance and desertion of duty. Incedent was swept under the rug by Colonial Grant. If it is brought to light I could face court marshal.
    _2: Owned
    Colonial Grant took me under his wing, expecting favours and missions that could not be declined due to dept owed and threats of my secret being exposed.
    -2: Nemesis
    Gradually over time the threats got worse, the missions more dangerous and Colonial Grant got more oppressive. Its getting harder to go around Colonial Grant.
    -1 Phobia
    Due to the incident, I have a fear of being the last one alive coupled with survivors guilt. If situation arises I could turn tail and run.

    He has lots of skills as well, mostly to represent his military background giving him basic training in a very wide variety of fields. I will not be taking the skilled attribute as I...

    Got it!

    Silver Crusade

    Tenro wrote:

    ok so i really like the Garudan Aegis concept.

    still unsure about a mech suit. do all PCs get one? Do I get one? if so, what are my options?

    should i make a level 1 character just like pathfinder, and then you can tell me what to modify from there?

    sorry for my haste, i just figured i would make a character as fast as i can so that you all will have a full party faster.

    1. You have 25 points to distribute among your abilities like in Pathfinder. 7 points to select attributes and feats.

    2. Choose your Race.

    3. Choose your Class.

    4. Download from OpenGamingFoundation.org the Attributes chapter from the BESM d20 section. Select Attributes: Armor
    Art of Distraction
    Attack Combat Mastery
    Aura of Command
    Combination Attack
    Computer Scanning
    DAMN HEALTHY!
    Defense Combat Mastery
    Divine Relationship
    Energy Bonus
    Enhanced (Ability)
    Extra Attacks
    Extra Defenses
    Flunkies
    Healing
    Heightened Awareness
    Highly Skilled
    Item (for your Mecha, of course)
    Mechanical Genius
    Organizational Ties
    Servant
    Sixth Sense
    Unique Attribute
    and....
    Wealth

    5. Select skills according to your class according to the rules of Pathfinder.

    6. Use any points left to select your feats.

    7. download the Defects chapter from the BESM d20 section of OpenGamingFoundation.org and select defects.

    Step 8. Determine your calculated values: Base Attack Bonus, Armor Class, hit points, saving throws, and your movement.

    Silver Crusade

    Tenro wrote:

    still unsure about a mech suit. do all PCs get one? Do I get one? if so, what are my options?

    should i make a level 1 character just like pathfinder, and then you can tell me what to modify from there?

    sorry for my haste, i just figured i would make a character as fast as i can so that you all will have a full party faster.

    Not all PCs get one. If you put two points into Item, you'll probably get one. But it depends on how you're trained. You need to be trained by the REF to fly a Valkyrie, or to operate a destroid, a hover tank, or a Logan. You can get a hover cycle or a hover car, and they count as mecha.

    Skills have been changed to include some new skills. As below:

    =======================================================
    --------------------------------------------------------------------------- -
    New Uses for Existing Skills

    ACROBATICS

    A pilot with an acrobatics skill of 7 ranks (verified Ace level) can cause his Mecha to do acrobatics. Armored check penalty does not apply, but a size and weight penalty does. Generally, the heavier the Mecha, the harder it is to do amazing feats of Acrobatics with it. This counts for all mecha except Cyclones, where the AC penalty DOES apply; since they are powered suits of armor when in Armor mode. For the purposes of this skill for armor check penalties -- the VR-38LT Cylcone is equal to AC 13, the VR-041 and VR-52 Cyclones are equal to AC 16. Also, Cylcones add a +2 circumstance bonus to Acrobatics if one engages jet thrusters in Armor mode.

    CLIMB

    A pilot with a climb skill of 7 ranks (verified Ace level) can cause his mecha to climb without penalty. The Armored check penalty does not apply, except for Cyclones -- see above.

    DISGUISE

    A pilot with a Disguise skill of 10 ranks (verified Ace level) can disguise his Mecha in Battloid mode to look like a uniformed Zentraedi. This does not apply to Cyclones.

    INTIMIDATE

    A mecha's loud speakers and general appearance in battloid mode or Armor mode adds a +4 bonus to Intimidate checks.

    NEW KNOWLEDGES

    Art: Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography, and performance art forms such as music and dance, among others.

    Behavioral Sciences: Psychology, sociology, and criminology.

    Civics: Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes.
    Current Events: Recent happenings in the news, sports, politics, entertainment, and foreign affairs.
    Earth and Life Sciences: Biology, botany, genetics, geology, and paleontology. Medicine and forensics.

    History: Earth -- you know a history of your home planet, Earth. You are generally briefed on the details of history from Prehistory to the Modern Era. Higher ranks mean you can recall more facts. More specialized Earth History counts as a seperate knowledge skill (i.e. History: Earth Prehistory, History: China, History: United States of America).

    Interstellar Astrography: A general understanding of the Local Group around Tirol and Fantoma and perhaps beyond (includes Planet Eden).

    Invid Lore -- This skill represents a general knowledge of the Invid, their tactics, and their way of life.

    Physical Sciences: Astronomy, chemistry, mathematics, physics, and engineering.

    Popular Culture: Popular music and personalities, genre films and books, urban legends, comics, science fiction, and gaming, among others.

    Robotech Masters Lore: You possess an understanding of the Robotech Masters, their home world, and way of life.

    Streetwise: Street and urban culture, local underworld personalities and events.
    Tactics: Techniques and strategies for disposing and maneuvering forces in combat.

    Zentraedi Lore: You have an understanding of the Zentraedi and their Civilization.

    LINGUISTICS

    The following languages are added to the Linguistic list. Fantasy languages don't exist, and there is no common.

    Earth Languages:

    Algic: Algonkin, Arapaho, Blackfoot, Cheyenne, Shawnee.
    Armenian: Armenian
    Athabasan: Apache, Chipewyan, Navaho.
    Attic: Ancient Greek*, Greek.
    Baltic: Latvian, Lithuanian.
    Celtic: Gaelic (Irish), Gaelic (Scots), Welsh.
    Chinese: Cantonese, Mandarin.
    Finno-Lappic: Estonian, Finnish, Lapp.
    Germanic: Afrikaans, Danish, Dutch, English, Flemish, German, Icelandic, Norwegian, Swedish, Yiddish.
    Hamo-Semitic: Coptic*, Middle Egyptian*.
    Indic: Hindi, Punjabi, Sanskrit*, Urdu.
    Iranian: Farsi, Pashto.
    Japanese: Japanese.
    Korean: Korean.
    Romance: French, Italian, Latin*, Portuguese, Romanian, Spanish.
    Semitic: Akkadian (aka Babylonian)*, Ancient Hebrew*, Arabic, Aramaic*, Hebrew.
    Slavic: Belorussian, Bulgarian, Czech, Polish, Russian, Serbo-Croatian, Slovak, Ukrainian.
    Tibeto-Burman: Burmese, Sherpa, Tibetan.
    Turkic: Azerbaijani, Turkish, Uzbek.
    Ugric: Hungarian (aka Magyar).

    Alien Languages: Garudan, Karbarran, Haydonite, Invid, Perytonian, Praxian, Spherian, Tirolian, Zentraedi

    New Skills

    Computer Use (Int)

    This skill gives you practical knowledge of how to use computers. Check: Most normal computer operations don’t require a Computer Use check (though a character might have to make a Research check; see the Research skill description). However, searching an unfamiliar network for a particular file, writing computer programs, altering existing programs to perform differently (better or worse), and breaking through computer security are all relatively difficult and require skill checks.
    Find File: This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching.
    Finding public information on the Internet does not fall under this category; usually, such a task requires a Research check. This application of the Computer Use skill only pertains to finding files on private systems with which the character is not familiar.

    Defeat Computer Security: This application of Computer Use can’t be used untrained. The DC is determined by the quality of the security program installed to defend the system. If the check is failed by 5 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character’s access to the system.
    Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the character automatically succeeds at all subsequent security checks at that site until the end of the character’s session. More information of this skill is available on the D20 Modern SRD.

    Demolitions (Int) Trained Only

    Check: Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.
    Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
    A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The character’s DC to set the detonator is equal to the disarm DC.

    Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction.
    The GM makes the check (so that the character doesn’t know exactly how well he or she has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.
    Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.
    Special: A character can take 10 when using the Demolitions skill, but can’t take 20.
    A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks.
    A character without a demolitions kit takes a –4 penalty on Demolitions checks.
    Making an explosive requires the Craft (chemical) skill. See that skill description for details.
    Time: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.

    Drive (Dex)

    Check: Routine tasks, such as ordinary driving, don’t require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a destination in a limited amount of time). When driving, the character can attempt simple maneuvers or stunts. See Driving a Vehicle for more details.
    Try again: Most driving checks have consequences for failure that make trying again impossible.
    Special A character can take 10 when driving, but can’t take 20.

    Time: A Drive check is a move action.

    Gamble (Wis)

    Check: To join or start a game, a character must first pay a stake. The character sets the purchase DC of the stake if he or she starts the game, or the GM sets it if the character joins a game. Stakes run from penny-ante (purchase DC 4) to astronomical (purchase DC 24). A character cannot take 20 when purchasing a stake.

    If the stake is within the character’s means (it is equal to or less than his or her Wealth bonus), the character stands no chance of winning any significant amount. The character might come out ahead, but the amount is not enough to affect his or her Wealth bonus. Since paying the stake didn’t cost any points of Wealth bonus, the character doesn’t lose anything either.

    If the stake is higher than the character’s Wealth bonus (before applying any reductions from purchasing the stake), the character gets a +1 bonus on his or her Gamble check for every point the purchase DC is above the character’s Wealth bonus. The character’s Gamble check is opposed by the Gamble checks of all other participants in the game. (If playing at a casino, assume the house has a Gamble skill modifier equal to the stake purchase DC. Regardless of the stake purchase DC, the house does not get a bonus on its Gamble check for the purchase DC.) If there are many characters participating, the GM can opt to make a single roll for all of them, using the highest Gamble skill modifier among them and adding a +2 bonus to the check.

    If the character beats all other participants, he or she wins and gains an increase to his or her Wealth bonus. The amount of the increase depends on the difference between the character’s check result and the next highest result among the other participants. To see more about Gamble, see the d20 Modern SRD.

    Navigate (Int)

    Check: Make a Navigate check when a character is trying to find his or her way to a distant location without directions or other specific guidance. Generally, a character does not need to make a check to find a local street or other common urban site, or to follow an accurate map. However, the character might make a check to wend his or her way through a dense forest or a labyrinth of underground storm drains.
    For movement over a great distance, make a Navigate check. The DC depends on the length of the trip. If the character succeeds, he or she moves via the best reasonable course toward his or her goal. If the character fails, he or she still reaches the goal, but it takes the character twice as long (the character loses time backtracking and correcting his or her path). If the character fails by more than 5, the or she travels the expected time, but only gets halfway to his or her destination, at which point the character becomes lost.
    A character may make a second Navigate check (DC 20) to regain his or her path. If the character succeeds, he or she continues on to his or her destination; the total time for the trip is twice the normal time. If the character fails, he or she loses half a day before the character can try again. The character keeps trying until he or she succeeds, losing half a day for each failure. This skill can also be used for Astronavigation and interstellar travel. See the d20 Modern SRD for details.

    Pilot (Dex) Trained Only

    Check: Typical piloting tasks don’t require checks. Checks are required during combat, for special maneuvers, or in other extreme circumstances, or when the pilot wants to attempt something outside the normal parameters of the vehicle. When flying, the character can attempt simple maneuvers and stunts (actions in which the pilot attempts to do something complex very quickly or in a limited space).
    Each vehicle’s description includes a maneuver modifier that applies to Pilot checks made by the operator of the vehicle
    Special: A character can take 10 when making a Pilot check, but can’t take 20.
    A character with the Vehicle Expert feat gets a +2 bonus on all Pilot checks.
    There is no penalty for operating a general-purpose fixed-wing aircraft. Other types of aircraft (heavy aircraft, helicopters, jet fighters, and spacecraft) require the corresponding Aircraft Operation feat, or else the character takes a –4 penalty on Pilot checks.
    Time: A Pilot check is a move action.

    Repair (Int) Trained Only

    Check: Most Repair checks are made to fix complex electronic or mechanical devices. The DC is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. Making repairs also involves a monetary cost when spare parts or new components are needed, represented by a Wealth check. If the GM decides this isn’t necessary for the type of repair the character is attempting, then no Wealth check is needed. See the d20 Modern SRD for more information.

    Research (Int)

    Check: Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the character is conducting his or her research.
    Information ranges from general to protected. Given enough time (usually 1d4 hours) and a successful skill check, the character gets a general idea about a given topic. This assumes that no obvious reasons exist why such information would be unavailable, and that the character has a way to acquire restricted or protected information.
    The higher the check result, the better and more complete the information. If the character wants to discover a specific fact, date, map, or similar bit of information, add +5 to +15 to the DC.
    Try Again?: Yes.
    Special: A character can take 10 or take 20 on a Research check.
    A character with the Studious feat gets a +2 bonus on all Research checks.
    Computer Use can provide a +2 synergy bonus on a Research check when searching computer records for data (see Skill Synergy).
    Time: A Research check takes 1d4 hours.

    Sports
    Relevant Ability: Strength, Dexterity, or Constitution
    Specialisations: Baseball, Basketball, Cricket, Football, Hockey, Volleyball, etc.
    The ability to play well in a team or individual sporting event with specialised rules.

    Combat Skills

    Pathfinder RPG Rules: the various offensive Combat skills increase your CMD and your Attack bonus with a particular weapon, not your Base Attack Bonus. Similarly, the various Defensive skills modify your character's CMD by it's bonus.

    Archery
    Relevant Ability: None (Offensive Combat Skill)
    Specialisations: Bow, Crossbow
    The ability to accurately shoot with a bow or crossbow.

    Gun Combat
    Relevant Ability: None (Offensive Combat Skill)
    Specialisations: Auto-fire, Pistol, Rifle
    The ability to accurately shoot with a hand-held firearm and to keep it properly maintained. Auto-fire applies to firing bursts of fully automatic fire from any gun, whether it is a small submachine gun, a big assault rifle, or a heavy machine gun. Pistol applies to firing single shots from a handgun. Rifle covers firing single shots from guns with a shoulder stock including rifles and shotguns.

    Heavy Weapons
    Relevant Ability: None (Offensive Combat Skill)
    Specialisations: Artillery (indirect fire weapons such as Howitzers), Gunnery (heavy machine guns, tank guns and other vehicle-mounted direct-fire weapons), Launchers (rocket and missile launchers)
    The ability to accurately fire vehicle-, shoulder-, or tripod-mounted weapons such as a tank cannon or heavy machine gun, and to perform routine maintenance.

    Melee Attack
    Relevant Ability: None (Offensive Combat Skill)
    Specialisations: Axe, Baton/Club, Knife, Improvised Weapons (chairs, lamps, ladders, etc.), Polearms (spears, naginata, etc.), Shield, Sword, Whips/Chains
    The ability to attack effectively with a hand-to-hand melee weapon.

    Melee Defence
    Relevant Ability: None (Defensive Combat Skill)
    Specialisations: Axe, Baton/Club, Knife, Improvised Weapons, Polearms (spears, naginata, etc.), Shield, Sword, Whips/Chains
    The ability to defend well with a hand-to-hand melee weapon.

    Ranged Defence
    Relevant Ability: None (Defensive Combat Skill)
    Specialisations: Personal, Air Vehicle, Ground Vehicle, Water Vehicle, Space Vehicle
    The ability to avoid ranged attacks, but this does not enable a character to actually dodge bullets. Rather, it is a combination of situational awareness and tactical movement as well as knowing when to keep moving (to present a more difficult target) and when to drop for cover.

    Special Ranged Attack
    Relevant Ability: None (Offensive Combat Skill)
    Specialisations: One specific Special Attack
    This Skill is used for weapons created using the Special Attack Attribute that emanate from the character’s body, rather than a device or weapon. For example, eye beams, fireballs fired from the hand, or sonic blast shot from the mouth would qualify for this Skill use, but a laser gun (Gun Combat Skill) or a deadly boomerang (Thrown Weapon Skill) would not.

    Thrown Weapons
    Relevant Ability: None (Offensive Combat Skill)
    Specialisations: Blades, Cards, Grenades, Rocks, Shields
    The ability to accurately throw weapons or objects at a target.

    Unarmed Attack
    Relevant Ability: None (Offensive Combat Skill)
    Specialisations: Strikes, Holds, Throws, Grappling
    The ability to attack without weapons.

    Unarmed Defence
    Relevant Ability: None (Defensive Combat Skill)
    Specialisations: Strikes, Holds, Throws, Grappling
    The ability to block armed or unarmed melee attacks without using a weapon.


    ok, so i do not choose feats according to pathfinder but according to my spare points?

    also, could you suggest some skills that would make sense for such a character? i am not really sure what makes sense for a garudan, if they are known hackers or known combat badasses or known pilots. i gather it would be odd that he be fluent in spanish, etc.

    Silver Crusade

    Tenro wrote:

    ok, so i do not choose feats according to pathfinder but according to my spare points?

    also, could you suggest some skills that would make sense for such a character? i am not really sure what makes sense for a garudan, if they are known hackers or known combat badasses or known pilots. i gather it would be odd that he be fluent in spanish, etc.

    Well, not all the Pathfinder skills are erased, except for Ride and Fly.

    Knowledge: Psionics is great (it's actually knowledge of the him), Knowledge: Religion, Survival -- because the Garudan with the Sentinels showed this off wonderfully; Knowledge: Robotech Master Lore or Invid Lore, Navigation, Drive (hover cycle), Pilot (FTL Shuttle, probably). Garudan for linguistics along with Tirolian.


    thanks. also, looking at the cost of some of these attributes, having 7 points doesnt seem like much! is this because we are not paying these points for our class abilities?

    the way it is set up kinda reminds me of Mutants and Masterminds a bit

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