2025 Character Creation Challenge & More

Here's my stats for a typical rank & file SMN gangster. I'm currently working on a new female Micronized Zentraedi Red Path NPC that has infiltrated the SMN (she is a rival of Cordova's and she is soaking in his humiliation from the ambush fiasco).

H.P.: 24
S.D.C.: 25
Alignment: Any selfish or evil
Attributes: I.Q. 10, M.E. 12, M.A. 12, P.S. 12, P.P. 10, P.E. 12, P.B. 10, Spd. 12.
Level of Experience: 3rd
Skills of Note:
Automobile 88%
Detect Concealment 50%
Hand to Hand: Basic
Land Navigation 55%
Language: English 65%
Language: Spanish 85%
Prowl 50%
Radio: Basic 60%
Streetwise 28%
Truck 74%
W.P. Automatic Pistol: +3 to strike (aimed), +1 to strike (burst), +0 to strike (wild).
W.P. Knife: +1 to throw, +1 to strike, +1 to parry.
W.P. Submachine gun: +3 to strike (aimed), +1 to strike (burst), +0 to strike (wild).
1 in 10 will have W.P. Energy Pistol
1 in 20 will have W.P. Heavy
Combat Skills: HTH Basic
Attacks per Melee: 2
Bonuses: +1 to strike, +2 to parry/dodge, +2 to roll with punch, fall, impact.
Combat Info: Punch 1D4, Kick 1D6.
Weapons:
  • 9mm Automatic Pistol: 2D6 damage per round, 120 ft. range, 13 round magazine.
  • Knife: 1D6 damage.
  • RDF Submachine Gun: 2D6 damage per round, 500 ft. range, 30 round magazine.
  • RDF Laser Pistol (see above): 4D6 damage per blast, 200 ft range, 10 shot e-clip.
  • Heavy Laser Rifle (see above): 1D4 M.D. per blast, 900 ft. range, 20 shots per e-clip.
 

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Here's my new micronized Zentraedi Red Path terrorist who is working deep cover in the SMN. She's a rival of Jose Cordova's and she is enjoying his humiliation from the ambush fiasco.

Micronized Zentraedi Red Path Terrorist
Real Name: Gamadda
Alignment: Aberrant
Attributes: I.Q. 16, M.E. 12, M.A. 22, P.S. 16, P.P. 18, P.E. 18, P.B. 14, Spd. 12.
Hit Points: 41
S.D.C.: 59
Age: 27
Sex: Female
Height: 5' 8" (1.72 m)
Weight: 138 lbs. (62.6 kg)
Disposition: Quiet, observant, cold, calculating, and stoic. She will do anything to accomplish her mission. She was a formidable warrior in the Zentraedi fleet. That all ended with the end of the First Robotech War. Afterwards, she found herself aimless and living amongst male Zentraedi and humans. At first she didn't like the experience but she quickly adapted to the situation. She used the time spent with male Zentraedi and the humans to study the best ways to harm them. She took great pleasure in her studies. She yearns to return to her full size.
Level of Experience: 6th Level
Skills of Note:
Automobile 98%
Automotive Mechanics 75%
Boxing
Cook 90%
Cryptography 75%
Dance 70%
Detect Ambush 95%
Detect Concealment 85%
Electronics: Basic 65%
Forgery 70%
Hand to Hand Combat: Expert
Impersonation 80%/60%
Intelligence 95%
Interrogation 85%
Language: English 85%
Language: Spanish 85%
Language: Zentraedi 90%
Mathematics: Basic 98%
Mechanics: Basic 55%
Mecha Combat: Power Armour
Motorcycle 80%
Navigation 98%
Pilot Mecha: Power Armour 85%
Prowl 65%
Radio: Basic 85%
Radio: Scramblers 75%
Read Sensory Equipment 85%
Weapon Systems 98%
Wrestling
W.P. Energy Pistol: +3 to strike (aimed), +1 to strike (burst), +0 to strike (wild)
W.P. Knife: +3 to throw, +5 to strike, +5 to parry, +1 to damage (includes P.S. & P.P. mods)
W.P. Revolver: +4 to strike (aimed), +1 to strike (burst), +0 to strike (wild)
W.P. Submachine gun: +3 to strike (aimed), +1 to strike (burst), +0 to strike (wild)

Combat Skills: HTH Expert
Attacks per Melee: 4
Bonuses: +4 to strike, +6 to parry/dodge, +1 to damage, +4 to pull/roll with punch, fall, or impact.
Saving Throws: +6% to save vs. coma/death, +2 to save vs. magic/poison.
Other Combat Info: Punch 1D4+1, Kick 1D6+1, Crush/Squeeze 1D4+1, Body Block/Tackle 1D4+1, Critical Strike: 18 - 20, Knockout: natural 20, Pin/Incapacitate: natural 18 - 20.
Other Abilities: I.Q. bonus +2%, trust/intimidate 70% and charm/impress 20%.

Mecha Combat Skills: Zentraedi Power Armour
Attacks per Melee: 6
Bonuses: +6 to strike, +9 to parry/dodge, +8 to pull/roll with punch, fall, or impact.
Other Combat Info: Punch 1D8 M.D., Body Flip/Throw 1D4 M.D., Body Block 1D4 M.D., Flying Tackle 3D4 M.D. (counts as 2 attacks), Kick 1D6 M.D., Stomp 1D4 M.D.

Profile: Gamadda had SMN business in the town of Parana so she was away for the ambush fiasco. Cordova's loss was her gain. She is now in charge of the operation to abduct the Professor. It was Gamadda who decided to target Mariana de Léon to get at her father. She used SMN connections to bribe their way into the de Léon house-keeping staff. It was the info provided by the house-keeping staff that allowed the SMN to abduct Mariana because they were able to strike when she least expected it.

Gamadda is in regular contact with Warlord Atazra of the Red Path via a secret concealed radio (that's on a dedicated secured channel) that she has hidden in her quarters at the primary SMN compound. Her mission is to acquire Professor de Léon at all costs. There is a small squad of Zentraedi tactical battle pods ready to retrieve her and the professor as soon as she gives the word.

Equipment:
  • 2 Polycarbonate knives (1D6+1 damage)
  • RDF 9mm submachine gun (2D6 per round, 500 ft range, 30 round magazine) & 3 extra magazines
  • She has access to her Power Armour and normal Zentraedi gear (at a secure hidden location). She can't use this gear until she returns to her full size.
 

Working on my Robotech-based Obsidian notes and getting ready for Episode 2: Enter the Red Path. Here's a sneak peak.
RoboPrep01.jpg


I'm still working redoing the debriefing section and that leads to the next episode. I'm doing this in between my regular weekly commitments (Two map deadlines per week and I also run 2 games a week). I want some more character interaction in the write-ups (other than just being about what rolls were made) so that's my next task. I'm also working on filling out the details for Episode 2. I'm leaning towards starting with a malcontent Zentraedi attack on the city as a distraction so the Red Path can attempt to grab the Professor. The betrayal and kidnapping of the professor's daughter doesn't happen until episode 3 (Betrayal). Episode 4 is the Rescue. Course as I play the system, my6 plans go go out of the window depending on my die rolls. My series outline is only a suggestion. That's my plan, but how things turn out is completely dependent on the dice.

As for rules wise, I've expanded the skill options by adding a few more skills from other palladium books (mainly Heroes Unlimited but also Beyond the Supernatural). The new skills I've added include Appraise Antiques, Aerobic Exercise, History, various Lore skills (ignoring the supernatural ones for the time being), Outdoorsmanship, Physical Labour, and a few additional science based skills (Zoology, Chemistry: Pharmaceutical, etc.). I'm tempted to take any skill that has multiple % score to be averaged into one score (for example, Climbing has a base chance of 70%/30% +5%/level) and average the numbers to get one % score. So in this case, Climbing would be 50% +5%/level. It's only an idea at the moment.

Cheers,
Tim
 

Here's the stats for NPC Madame Winters. Naturally any of the NPCs may change down the road (most likely in levels) as I adjust them in response to the player characters levelling up.

Madame Winters
Owner of the high-end gambling den/brothel/nightclub known as Winterhaven
PDF Link here

Real Name: Alicia Elizabeth Winters, a.k.a. Madame Winters
Alignment: Aberrant
Attributes: I.Q. 21, M.E. 19, M.A. 22, P.S. 10, P.P. 11, P.E. 14, P.B. 18, Spd. 14.
Hit Points: 51
S.D.C.: 22
Age: 44
Sex: Female
Height: 5' 8" (1.73 m)
Weight: 118 lbs. (53.5 kg)
Disposition: Charming, agreeable, debonair, dignified, and disciplined. That's her public persona. She is also ambitious, suspicious, arrogant, ruthless, and cunning. She uses the girls at her club to gather information that she compiles for blackmailing purposes. She is very protective of her girls and she will reign fire down on anyone who harms them.
Level of Experience: 8th Level
Skills of Note:
  • Aerobic Exercise
  • Automobile 95%
  • Dance 89%
  • Detect Concealment 98%
  • Escape Artist 77%
  • First Aid 98%
  • Forgery 87%
  • Hand to Hand Combat: Martial Arts
  • Intelligence 97%
  • Interrogation 92%
  • Language: Chinese 98%
  • Language: English 98%
  • Language: German 98%
  • Language: Portuguese 98%
  • Language: Spanish 98%
  • Mathematics: Basic 98%
  • Pick Locks 87%
  • Prowl 92%
  • Radio: Basic 92%
  • Swimming 98%
  • W.P. Automatic Pistol: +5 to strike (aimed), +3 to strike (burst), +2 to strike (wild).
  • W.P. Energy Pistol: +5 to strike (aimed), +3 to strike (burst), +2 to strike (wild)
  • W.P. Revolver: +6 to strike (aimed), +3 to strike (burst), +2 to strike (wild).
  • W.P. Rifle/Shotgun: +5 to strike (aimed), +3 to strike (burst), +2 to strike (wild).

Combat Skills: HTH Martial Arts
Attacks per Melee: 3
Bonuses: +2 to strike, +3 to parry/dodge, +1 to disarm, +4 to pull punch, +3 to roll with punch, fall, or impact.
Saving Throws: +2 to save vs psionic attack/insanity.
Other Combat Info: Punch 1D4, Kick 1D8+2, Jump Kick (Critical Strike), Critical Strike: 18 - 20, Paired Weapons, Leap Attack (Critical Strike).

Other Abilities: +7% I.Q. bonus, trust/intimidate 70%, charm/impress 40%, and sense of balance 85%.
Profile: Alicia Elizabeth Winters is known more formally as Madame Winters to all in her nightclub. She is the owner and Queen of the Winterhaven Nightclub. Her nightclub is the top attraction in Ascendance City. It is a gambling house, brother, and nightclub all rolled into one. It is popular among the wealthy of the city.

She's originally from Quebec Quadrant of the North American Sector, but the rest of her history before the (First) Robotech War is mostly a mystery. There are several rumours that people whisper about her. Naturally she's heard them all but she generally ignores them. They help build a mystique around her and her club. The latest rumours are:

  • She has high end connections in several sectors, including the South American sector. (T)
  • She was once a lover of a high ranking RDF flag officer. (F)
  • She has the local Argentinian police paid off for security and protection. (T)
  • She knows so much about everyone some believe she has psychic powers. (F)

Equipment:
Small Automatic Pistol:
Has extra magazines and pistols in her private office.
  • Feed: 8 round detachable box magazine
  • Effective Range: 135 ft (40 m)
  • Damage: 2D6
 

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