Tirolian Partisan
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.
This was anathema to the Robotech Masters and all they had built, and was considered a significant threat; one rivaling the Invid.
That opportunity never came.
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
Chose One from the following M.O.S. packages (each Described below):
Bioriod Pilot
Anti-Armor Specialist
Scout
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 five skills at level one, and one skill from the secondary Skills list in the Skills section of Robotech the Shadow Chronicles RPG at levels 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.
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.
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.
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)
Jury Rig (+10%)
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).
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Last edited by Lt Gargoyle, October 30 2016 18:29:23. Secured game article. You most log in to contribute.