Bronwynn Stone

Name: Bronwynn "Froggy" Stone


Age: 19 years old


Marital status: Dating


Rank: Corporal


Years in service: 3


The world of Bronwynn's childhood was a world under the shadow of the Zentraedi. Not that the name would have meant anything to the tousle-haired blonde child at the time the ship crash-landed on Macross Island, but while the small New Mexico town she called home hardly changed in the world outside the United States was subsumed into the United Earth Government. The news her Da watched spoke less about Russia and China, and more about scientific and technical advances. The aliens were supposed to be forty feet tall, but the new Veritech fighters were touted as Earth's finest line of defense - or at least that's what the TV said. It all seemed so far away from Pinedale, where Bron was more concerned with the guys on the track team and who might ask her to prom than any of that boring alien stuff. 


That all changed in 2009 when the SDF-1 was commissioned and the great Zentraedi incursion began. With the converted alien vessel missing, the United Earth Government threw everything it had at the invaders and their fleet. The assembled militaries of the world fought, bravely, in defense of humanity; and they died, bravely. Like many others, the Stone family fled their home and spent the next two years in a semi-militarized refugee column. By the time the First Robotech War ended, the world was shattered and rebuilt in a newer, darker image. High School forgotten, Bronwynn spent a year in the Dallas Training Academy before joining the Army of the Southern Cross. She served the last three years cutting her teeth with a mecha team in the Arkansas Protectorate, until now being transferred to join a new team under Sergeant Karen Everett. Were they returning to Arkansas, or one of the other patrol lines standing between the Zentraedi Malcontents and the innocents they would threaten?


Iq: 18  +4% to all Skills


Me: 18  +2 to Save vs. Psionics


Ma: 18


Ps: 24  +7 in HtH Combat


Pp: 29  +7 to Strike, Parry and Dodge


Pe: 20  +3 to Save vs. Poison


Pb: 18


Spd: 29


Hit Points: 26


SDC: 70


Level: 4


Number of Attacks: 5


Strike: +9 +2 for Aimed Shot


Combination Hand Hold/Strike:


Parry: +11


Dodge: +11


Automatic Parry


Roll with Punch/Fall/Impact: +6


Critical Strike from Behind


Critical Strike on 18+


Initiative: +5


+1 to Damage


+2 to Maintain Balance


Special Aptitude Bonus: Quick Reaction Time


Common Skill Set


Language – English: 109%


Literacy – English: 109%


Computer Operation: 101%


Mathematics – Basic: 101%


Pilot Automobile: 109%


Pilot Hovercycles and Hover Vehicles: 109%


OCC Skills


Combat Driving: 31


Land Navigation: 31


MECT: Ground Veritechs (All)


Military Etiquette: 66%


Mechanical Engineer: 40


Pilot Ground Veritechs (All): 90%


Pilot Tanks and APCs: 93%


Radio – Basic: 84%


Running


Weapon Systems: 81%


WP Energy Pistol


WP Energy Rifle


Hand to Hand: Wui Wing Chun


MOS Skills – Communications Specialist


Advanced Electronic Warfare: 69%


Basic Electronics: 59%


Computer Repair: 59%


Cryptography: 54%


Electronic Countermeasures: 64%


Laser Communications: 64%


Sensory Equipment: 64%


Language – Zentraedi: 79%


Literacy – Zentraedi: 69%


OCC Related Skills


Computer Programming: 74%


Computer Hacking: 54%


Surveillance: 54%


Secondary Skills


Boxing


Gymnastics


--Sense of Balance: 75%


--Work Parallel Bars and Rings: 85%


--Back Flip: 95%


--Prowl: 49%


--Climbing: 50%


--Climb Rope/Rappel: 85%


Weapons and Armor


LP-09 9mm Laser Pistol


The newly designed LP-09 is becoming the standard energy side arm of the ASC.  Made of lightweight polymers and ceramics, this weapon is accurate, reliable, and easy to care for.


Weight: 2lbs


Range: 1,000 feet


Mega Damage: 2d4+1


Payload: 24 blasts per rechargeable energy magazine


LAR-10C Laser Carbine


This is a carbine version of the LAR-10, with a short barrel and optics calibrated specifically for Close Quarters Battle (CQB).  It is issued mainly to vehicle crews, non-combat infantry and special forces teams.


Weight: 5.25lbs


Range: 1,400 feet


Mega Damage: 4d6+2 per single blast


Payload: 33 blasts


Bonuses: +1 to strike on an aimed shot at any range. At distances under 500 feet, this bonus is increased to +2.


CBR Mk.2E Heavy Armor


MDC by Location:


Helmet - 45


Arms - 30 each


Legs - 50 each


Main Body - 105


Weight: 25lbs


Movement Penalties: -15% penalty on skills requiring flexibility and mobility, and reduces running speed by 10%.


Heavy Shields: 55 MDC, Weight 15lbs, +2 to Parry


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With the new Hyper-Link Neural Interface, the character can via a headjack tap into a computer and effectively become one with the machine.  This includes ordinary computers and radios or other communication/transmission systems in which he or she can navigate the computer system and access and download files twice as fast has normal and with a +5% bonus to the computer skills.  Breaking through guarded and locked files will still require the appropriate computer hacking or programming skill.


As for communication systems, the character is +10% with the appropriate skill, can boost signals/range by 2d6x10% and while he is in control the line of communication cannot be jammed or broken unless the hardware is shut off, cut, or destroyed.


The character can also link to the computer systems of vehicles (+5% to normal piloting skill and +10% to the performance of evasive and trick maneuvers, plus he can increase the speed by 10%)


Lastly, the character can use the Hyper-Link to commandeer one onboard weapon system and, with Zen-like focus, use it with a bonus of +2 on initiative, +1 to strike, and one extra attack per melee round.


As good as al of this might sound, there are downsides.


1. It takes two melee rounds (30 seconds) to establish the link.


2. While linked, the character is barely aware of anything going on around him other than his specific task.  This means you cannot defend your body from physical attack.


3. Only something very serious (life threatening injuries, or a friend in jeopardy, etc) will be enough to get the attention of the character to break the link prematurely.


4. Even after terminating the link, the character's own senses are scrambled for 1d6 melee rounds.  During this time all combat bonuses and skill performance are reduced by half.


There may also be unknown side effects due to its cutting edge nature.
 

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