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 Nacht's Macross Frontiers RPG Characters

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Nacht
Daimyo
Daimyo
Nacht


Number of posts : 748
Age : 34
Location : I exist where I don't.
Alias : Flame King
Registration date : 2008-05-12

Character sheet
PC Name:
Level: ????
Character Class: Orb Defense Force Mobile Suit Pilot

Nacht's Macross Frontiers RPG Characters Empty
PostSubject: Nacht's Macross Frontiers RPG Characters   Nacht's Macross Frontiers RPG Characters EmptyWed 14 May 2008, 9:46 pm

USERNAME: Excelsior
E-MAIL: midnightreverist@gmail.com

Nacht's Macross Frontiers RPG Characters Balian

Character Name: Balian Dnoces
Callsign: Nighthawk
Rank: First Lieutenant
Age: 19
Gender: Male
Birthplace: Israel
Race: Full Human
Hair Color: Black
Eye Color: Crimson
Height: 5'9
Weight: 77 kg
Handedness: ambidextrous
Physical Description:
He has a medium built body, usually wearing a green vest, red shirt and green military pants with a utility belt hanging loosely on his waist.
Likes:
Flying all kinds of aircraft
Dislikes:
Staying still for more than 5 minutes and being helpless/being unable to do anything
Relationships:
Closest Friend/Ally: Godfrey Dnoces (biological father)
Worst Enemy/Rival: none yet
Basic Personality:
He is a deep thinker, which are both a good thing and a bad thing. Good since it gives him time to think things over and bad since he takes too much time thinking about simple things. He is a hyprocrite, where only people very close to him knows what is actually feeling. He is also quite a maverick most of the time, though this almost always gets him in trouble. He does things his way and usually refuses to do things the good old fashioned way. He becomes openly perverted on a few rare occassions. Even though he is a deep thinker, he is the last person that should be appointed as a commander since he tends to forget that his teammates are living beings. He is a Jack of all trades, and even though he won't admit, he is a master of quite a lot. He enjoys parkour, athletics, swordsmanship and martial arts, with a focus on Aikido and Ninjutsu
Character Background:
Although he was born in Israel, his nationality is unknown as he was separated from his parents at birth. He was raised by a small orphanage where he learned to fight for himself, having been bullied by older children.
At the age of 12, he left the orphanage and entered all kinds of work. He was able to save quite a lot of money from all the work he did, even though he was rushed to the hospital due to fatigue for quite a number of times. It was during one of his trips to the hospital that he was found by a certain Godfrey Dnoces, who raised him from then on. Godfrey, being a commercial pilot, introduced Balian to the world of flying. At first, Balian was very afraid of heights, but after a couple of flights on a little two-seater private plane, he eventually got used to it and ended up loving it, taking over the controls each time he got a chance.
He was given proper education and at the early age of 16, sent to the Military Academy. After leaving Godfrey's house, he still hasn't figured why Godfrey bears a striking resemblance to him. Unknown to him, the Godfrey Dnoces that took care of him is actually his biological father, while his mother already died a few years earlier, but this was something Godfrey was still keeping a secret, planning to tell Balian when the right time comes.

IQ: 17
ME: 16
MA: 8
PS: 18
PP: 20
PE: 11
PB: 12
SPD: 15

Occupational Character Class: UN Spacy Variable Fighter Pilot

Level : 03

HP: 57
SP: 38
GHP: None

OCC SKILLS
Radio: Basic +10%
Read Sensory Instruments +15%
Navigation: +15%
Weapon Systems +10%
Pilot Jet Fighter +20%
Pilot Variable Fighter +20%
Mecha Combat - Basic: All VF Models
Mecha Combat - Advanced: VF-5000 Star Mirage
Mecha Combat - Advanced: VF-11 Thunderbolt
Note: Additional VF Models at GM Discretion depending squadron assignment.
EVA (+10%)
Zero-G Movement (+15%)
Lore: UN Spacy Tactics (+10%)
Lore: UN Spacy History (+10%)
Climbing
Running
WP: Automatic Pistol
WP: Automatic Rifle
Hand to Hand: Martial Arts

Other Skills
• Select 8 other skills, 3 must be from Piloting
• 1 extra skill at level 3 ,9 ,12
• 2 extra skills at level 6.
Communications – Radio:Advanced (+10%)
Domestic - Acting, Meditation
Electrical - Basic Electronics
Espionage - Wilderness Survival, Sniper(+5%)
Mechanical - aircraft (+5%)
Medical - First Aid(+10%)
Military - Nuclear, Biological and Chemical Warfare (+10%)
Physical – Track and Field (except acrobatics)
Pilot – Jet Fighter (+5% ground vehicles, +15% all aircraft)
Pilot Related – Weapon System (+10%)
Rogue - None
Science - Astronomy (+10%)
Technical - Writing
WP – W.P Sword

Secondary Skills
Select 4 Secondary Skills from the Other Skills list
Cook
Gaming (Strategy)
Blind-fighting
Lip-reading



Here are your Mecha Combat Training Skills for the Variable Fighters you chose. Please add them to the end of your character sheet.

BASIC VARIABLE FIGHTER COMBAT TRAINING
• Basic training for non-pilot military personnel.
• 1 attack per melee (plus those of the pilot).
• Add one additional action/attack at levels three, nine, and fifteen.
• +1 to strike.
• +1 to parry
• +1 to dodge in soldier mode, +2 in gerwalk, +4 in jet mode.
• +1 to roll with a punch or move with an impact, reducing damage by half.
• No leap dodge.
• No leap kick.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

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

ADVANCED VF-11 THUNDERBOLT COMBAT TRAINING
• Advanced training for pilots specializing in the VF-11.
• 3 attacks per melee (plus those of the pilot).
• Add one additional action/attack at levels three, six, eleven, and fifteen.
• +2 on initiative.
• +2 to strike
• +3 to parry
• +3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.(includes bonus from Virtual Environment Cockpit, see above)
• +3 to roll with a punch or fall with an impact, reducing damage by half.
• +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

Hand To Hand Martial Arts
1. Four (4) actions per round; +3 to pull/roll with punch, roll or impact. Automatic available skills: Meditation, WP Knife, WP Sword, WP Quarterstaff. One time bonus of +2 to ME, and +1 PP, PS, and PE.
2. +3 to parry or dodge, +2 to strike.
3. Kick attack does 1d8 HP damage
4. One (1) additional action per round
5. Jump Kick does 1d10 HP damage
6. Critical Strike on an unmodified roll of 18 to 20
7. Paired Weapons use, Knockout/stun on unmodified roll of 18-20.
8. Judo style body throw/flip, does 1d6 damage and loss of initiative and one action for that round
9. One (1) additional action per round
10. Leap Attack does 1d12 HP damage
11. Additional +4 to HP damage
12. Additional +2 to parry and dodge
13. Critical strike or knockout via backstab (triple damage)
14. Two (2) additional actions per round
15. Death blow on an unmodified roll of 18-20


Last edited by Nacht on Wed 11 Jun 2008, 1:44 pm; edited 2 times in total
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Nacht
Daimyo
Daimyo
Nacht


Number of posts : 748
Age : 34
Location : I exist where I don't.
Alias : Flame King
Registration date : 2008-05-12

Character sheet
PC Name:
Level: ????
Character Class: Orb Defense Force Mobile Suit Pilot

Nacht's Macross Frontiers RPG Characters Empty
PostSubject: Re: Nacht's Macross Frontiers RPG Characters   Nacht's Macross Frontiers RPG Characters EmptyWed 14 May 2008, 9:46 pm

USERNAME: Excelsior
E-MAIL: midnightreverist@gmail.com

Nacht's Macross Frontiers RPG Characters 250px-Kykiske

Character Name: Ky Kiske
Callsign: Argent Lightning
Rank: Colonel
Age: 22
Gender: Male
Birthplace: France
Race: Full Human
Hair Color: Blond
Eye Color: Azure
Height: 5' 10"
Weight: 180 lbs.
Handedness: ambidextrous
Physical Description:
His body is medium built, though it's more on the slim side. His hair, though long, is very smooth, thus eliminating the need for combing. His face is usually serious, if not, emotionless.
Likes:
* being alone
* practicing
Dislikes:
* dancing
* brocolli
Relationships:
Closest Friend/Ally: Silve Almana (Cousin), Millia Rage (best friend), Jam Kuradoberi (best friend), Cupre Almana (uncle... kinda)
Worst Enemy/Rival: Silve Almana (friendly rivalry)
Basic Personality:
Ky is a man of adamant religious faith. Most of the time, he's either serious or cold, and he only smiles once he's around people close to him or people he want to be close to. He is highly compassionate and chivalric, and will hold back when fighting (half-meltran/human) females, if he is forced to fight them. Morally, he only sees in shades of black and white, not gray, which means he either dismisses things as entirely good or entirely bad. He is, however, slowly changing that. Once brocolli greater than 5grams is stuffed into his mouth, he blacks out. The same thing applies when dancing, especially with a lady, though he firmly believes that somewhere out there is a woman who he can dance with without making him black out.
(1d100... if result is 80-90, he won't black out )
Character Background:
Born into the Kiske family, he inherited their skills with the sword. All he needed was to sharpen and refine his raw skills, and once that was taken care of, he became one of the best swordsmen around. As a direct descendant of Anthony Fokker, he inherited his skills and flying, along with a few private aircraft through his mother, who also happened to be the youngest sister of Silve's mother, which of course, is unknown to Silve. One day, the two of them met and became friendly rivals at almost anything. Even so, they were very good friends, up to the point that they no longer appear as cousins but as brothers. Like Silve, he is also quite fast, earning him the nickname "Argent Lightning" which means "Silver Lightning", much like Silve's "Silverbolt".
Charismatic and skilled with both a fighter and his sword, he was once, even for a short time, the commander of an Earth-based Fighter Wing. He is good at analyzing details in mid combat and making plans out of thin air. This, however, proved to be effective only when he's working with at least 15 aircraft with at least 3 different types (a balanced team of reconaissance, stealth, heavy assault... and much more). Even though he was a commander, he'd rather get into his fighter and fly alongside his team, usually taking the most dangerous tasks himself, leaving the vice commander to take command. However, he still bears with him the nightmare he experienced on a commanding duty before he moved to City-27.
His helmet is usually white and blue, with a silver visor while his fighter has a silver cross imprinted on its nose section. He has an unusual tendency to call every flight under him as "Blue Angel".

Character Attributes:
IQ: 18
ME: 16
MA: 8
PS: 10
PP: 21
PE: 12
PB: 13
SPD: 13


Occupational Character Class: Commander, Aerospace Group
Level: 11

Hit Points: PE + 40 + 10d6 = 11 + 40 + 41 = 92 HP
Spiritia Points: ME + 10 + 10d10 = 14 + 10 + 56 = 80 SP
Giant Hit Points (GHP): None

OCC SKILLS
Radio: Basic +10%
Read Sensory Instruments +15%
Navigation: +15%
Weapon Systems +10%
Pilot Jet Fighter +20%
Pilot Variable Fighter +20%
Mecha Combat - Basic: All VF Models
Mecha Combat - Advanced: VF-5000 Star Mirage
Mecha Combat - Advanced: VF-11 Thunderbolt
Mecha Combat - Advanced: VF-22S Sturmvogel II
EVA (+10%)
Zero-G Movement (+15%)
Lore: UN Spacy Tactics (+10%)
Lore: UN Spacy History (+10%)
Climbing
Running
WP: Automatic Pistol
WP: Automatic Rifle
Hand to Hand: Martial Arts

Communications – Radio : Sattelite Relay (+10%)
Domestic - Meditation
Electrical - Basic Electronics
Espionage - Wilderness Survival, Sniper & Intelligence (+5%)
Mechanical - Basic, automotive, aircraft (+5%)
Medical - First Aid (+10%)
Military - Strategy/Tactics (+10%)
Physical – Athletics
Pilot – Helicopter, Automobile (+5% ground vehicles, +15% all aircraft)
Pilot Related – Starship Gunnery : Manual (+10%)
Rogue - None
Science - Astronomy, Astrophysics & Math Basic (+10%)
Technical - Computer Operations
WP – W.P. Sword

Secondary Skills
- Military Etiquette
- Escape Artist
- General Repair & Maintenance
- Cook

BASIC VARIABLE FIGHTER COMBAT TRAINING
• Basic training for non-pilot military personnel.
• 1 attack per melee (plus those of the pilot).
• Add one additional action/attack at levels three, nine, and fifteen.
• +1 to strike.
• +1 to parry
• +1 to dodge in soldier mode, +2 in gerwalk, +4 in jet mode.
• +1 to roll with a punch or move with an impact, reducing damage by half.
• No leap dodge.
• No leap kick.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

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

ADVANCED VF-11 THUNDERBOLT COMBAT TRAINING
• Advanced training for pilots specializing in the VF-11.
• 3 attacks per melee (plus those of the pilot).
• Add one additional action/attack at levels three, six, eleven, and fifteen.
• +2 on initiative.
• +2 to strike
• +3 to parry
• +3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.(includes bonus from Virtual Environment Cockpit, see above)
• +3 to roll with a punch or fall with an impact, reducing damage by half.
• +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

ADVANCED VF-22 STURMVOGEL COMBAT TRAINING
• Advanced training for special forces pilots specializing in the VF-22 Sturmvogel.
• 4 attacks per melee (plus those of the pilot).
• Add one additional action/attack at levels two, five, seven, and ten.
• +2 on initiative (+5 when using Active Stealth System)
• +3 to strike (+4 when using Active Stealth System)
• +4 to parry
• +3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.
• +3 to roll with a punch or fall with an impact, reducing damage by half.
• +3 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.


Last edited by Nacht on Wed 11 Jun 2008, 1:47 pm; edited 1 time in total
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Nacht
Daimyo
Daimyo
Nacht


Number of posts : 748
Age : 34
Location : I exist where I don't.
Alias : Flame King
Registration date : 2008-05-12

Character sheet
PC Name:
Level: ????
Character Class: Orb Defense Force Mobile Suit Pilot

Nacht's Macross Frontiers RPG Characters Empty
PostSubject: Re: Nacht's Macross Frontiers RPG Characters   Nacht's Macross Frontiers RPG Characters EmptyWed 14 May 2008, 9:52 pm

USERNAME: Excelsior
E-MAIL: midnightreverist@gmail.com

Character Name: Silve Almana
Callsign: Silverbolt
Rank:
Age: 22
Gender: Male
Birthplace: Philippines
Race: Full Human
Hair Color: Crimson
Eye Color: Azure
Height: 5' 10"
Weight: 180 lbs
Handedness: right
Physical Description:
His body lis medium built, though he's more on the slim side, even if his strength is considerably above average. He usually has the front of his hair divided in the middle, but sometimes he just lets it take whatever shape it takes. A constant smile can be seen on his face.
Likes:
* Girls, Ladies younger or older than him by a maximum of 3 years.
* anything cute and cuddly
Dislikes:
* hypocrites and liars
Relationships:
Closest Friend/Ally: Cupre Almana (father)
Worst Enemy/Rival: none yet
Basic Personality:
Hides all his pain behind a fake smile, usually appearing happy though he's already suffering emotionally. Only a few people can tell when he's faking or when he's being truthful. He has a great love of jokes and would laugh at the slightest one.

Character Background:
Born to a rich family, he grew up as a spoiled brat. Sensing this, his father threw him to a privately owned deserted island for 3 years when he was 10, getting only a lecture on basic survival before he went. He viewed this as a torment and this developed a grudge to his father. He carried the grudge for the first few months, until one day, he took a look back at his life. It was then that he realized that his father's method, though very extreme, was for his own good. From then on, he decided to endure any pain that will come his way, believing that what doesn't kill him would make him stronger. A few more years later, his father found a changed Silve. No longer the spoiled brat, he is now a more disciplined kid, stronger and more mature, making his father very proud of him.
At the age of 15, he finished studying High School and loitered around their home, having nothing to do. It was then that his father gave him 2 things. One was the family sword, said to be the physically strongest sword at present. The other was a refurbrished F-22 Raptor. He learned to fly this by the age of 16 and he became a master at flying by the age of 17. With his Raptor, he took on numerous jobs, and some weird ones. One of these jobs led him to various places on the Earth, where he learned different forms of martial arts, much like the fictional Bruce Wayne. He became a master of stealth and disguise as well as lightning fast attacks and movement, which earned him the name 'Silver Bolt', which in turn was chosen by him as his callsign 'Silverbolt'. Adding to this was the fact that he was one of the fastest runners around.
By 20, he got his firearms license which allowed him to own and carry a pair of semi-automatic/automatic bayonet-pistols which he uses in both close and long-ranged combat, eventually learning what he calls the 'Gun-Kata'.
Even though he was rich by birth, he decided to live the life of a drifter. His father just gave him a credit-card which would be paid by his father, thus ensuring that he has an almost unlimited source of funds. Even so, he decided to use it only in an emergency. It was during this time that he got himself through college by his own money and eventually became an Aeronautical Engineer. Currently, he's at City-27. With nothing better to do, he spends his time during the day disguised as an Indian Cart Driver selling Ice Cream, though he's not really an Indian. By night, he shifts from being a ninja, an assassin, a vigilante armed with lots of techs, a spy or a college instructor. Even though he's doing a lot of stuff, he's still in thought on whether he should be a Variable Fighter Pilot or not, considering that he's pretty skilled with his fighter.

IQ: 15
ME: 14
MA: 10
PS: 11
PP: 19
PE: 15
PB: 14
SPD: 17

Occupational Character Class:

Level : 3
Hit Points: PE + 40 + 2d6 = 14 + 40 + 6 = 60 HP
Spiritia Points: ME + 10 + 2d10=12 + 10 +11 = 33 SP
Giant Hit Points = None

OCC SKILLS
Radio: Basic +10%
Read Sensory Instruments +15%
Navigation: +15%
Weapon Systems +10%
Pilot Jet Fighter +20%
Pilot Variable Fighter +20%
Mecha Combat - Basic: All VF Models
Mecha Combat - Advanced: VF-5000 Star Mirage
Mecha Combat - Advanced: VF-11 Thunderbolt
Note: Additional VF Models at GM Discretion depending squadron assignment.
EVA (+10%)
Zero-G Movement (+15%)
Lore: UN Spacy Tactics (+10%)
Lore: UN Spacy History (+10%)
Climbing
Running
WP: Automatic Pistol
WP: Automatic Rifle
Hand to Hand: Martial Arts

Communications – Microwave Communications (+10%)
Domestic - Drawing
Electrical - Basic Electronics
Espionage - Wilderness Survival, Sniper & Intelligence (+5%)
Mechanical - Basic, automotive, aircraft (+5%)
Medical - First Aid (+10%)
Military - Camouflage (+10%)
Physical – Hand-to-Hand Martial Arts (except acrobatics)
Pilot – Jet Fighter (+5% ground vehicles, +15% all aircraft)
Pilot Related – Read Sensory Equipment (+10%)
Rogue - None
Science - Astronomy, Astrophysics(+10%)
Technical - Writing
WP – W.P Paired Weapons

Secondary Skills
W.P. Sword
Prowl
Cooking
Use & Recognize Poison

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


ADVANCED VF-11 THUNDERBOLT COMBAT TRAINING
• Advanced training for pilots specializing in the VF-11.
• 3 attacks per melee (plus those of the pilot).
• Add one additional action/attack at levels three, six, eleven, and fifteen.
• +2 on initiative.
• +2 to strike
• +3 to parry
• +3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.(includes bonus from Virtual Environment Cockpit, see above)
• +3 to roll with a punch or fall with an impact, reducing damage by half.
• +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.


ADVANCED VF-17 NIGHTMARE COMBAT TRAINING
• Advanced training for pilots specializing in the VF-17.
• 4 attacks per melee (plus those of the pilot).
• Add one additional action/attack at levels three, six, eleven, and fifteen.
• +2 on initiative (plus stealth bonuses, see above).
• +2 to strike
• +3 to parry
• +3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.
• +3 to roll with a punch or fall with an impact, reducing damage by half.
• +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
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