Character Sheet
Character info
Name: Elinor Hall
Call sign: Bruce Leeanne
O.C.C.: Veritech Pilot Officer (Shadow Chronicles main book)
M.O.S.: Test Pilot (Macross Saga sourcebook)
Rank: Lieutenant
Alignment: Principled
Age: 23
Sex: Female
Disposition: Slightly less ego than the average fighter pilot, cool-headed under fire (whether that be enemy fire or a fire in the engine), and downright analytical when it comes to finding a solution to something that's gone wrong, she's quiet but equally intense out of the cockpit. "Work hard, play hard" might as well be her motto.
Height: 5'7" (1.7 m)
Weight: 140 lbs (65.5 kg)
Hair: Light auburn
Eyes: Deep green
Ethnic Origin: Human
Personal Hobbies: Fishing, tinkering with her mech, team sports (mainly all forms of volleyball and basketball, but anything full of action. Not so much baseball and other things that have regular long pauses or a slow pace)
Special Aptitude: Extra MOS (Damage Control Corpsman)
Attributes
Experience Level: 8th
Strong-willed: I.Q. 12 (18), M.E. 24, M.A. 13, P.S. 12, P.P. 19, P.E. 14, P.B. 15, Spd 14.
ME 27 +6 to save vs psionic attack, +10 to save vs insanity
MA 14
PS 17 +1 to hand-to-hand combat damage
PP 26 +6 to Strike, Parry, and Dodge
PE 23 +16% save vs coma/death, +4 save vs poison
PB 15
Spd 17
Perception: +2
--Test Pilot M.O.S. bonus: +4 to Perception Rolls specifically for noticing technical, mechanical, and performance issues, flaws, glitches, bugs, and weaknesses with mecha, aircraft, and aerospace vehicles.
-- Awareness, +2 to Perception when declared
Hit Points: 50
SDC: 23
Action Points: 9/9
Bonus action point: 1
Diamond of Fate
Initiative: +3 = +3 JKD
Number of Attacks: 6
Strike: +10 = +6 PP, +4 JKD
- +2 DMG from JKD
Parry: +10 = +6 PP, +3 JKD, +1 Athletics
--Automatic Parry (Jeet Kune Do)
Dodge: +10 = +6 PP, +3 JKD, +1 Athletics
Dodge while flying: +12 = +6 PP, +3 JKD, +1 Athletics, +2 Combat Flying
--Automatic dodge while flying
Roll with impact: +3 = +1 Athletics, +2 Gymnastics
Roll with impact while flying: +6 = +1 Athletics, +2 Gymnastics, +3 Combat Flying
Disarm: +5 = +5 PP
Pull punch: +5 = +5 PP
+2 to Body Flip/Throw
Critical Hit on a natural roll of 17 or higher. (JKD)
Hand-to-hand damage +3 (P.S. bonus plus HtH: Jeet Kune Do)
Special (Jeet Kune Do): Eye-flick + Roundhouse combination (one Strike roll for both effects)
Special (Jeet Kune Do): Way of the Intercepting Fist (Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack.)
Special (Jeet Kune Do): Flying Side Kick does 4d6 damage and causes knockdown.
While in the Valkyrie:
MECT Valkyrie: +1 attack/round at levels 1, 3, 6, 9, 12, 15.) +2 initiative, +2 strike (punches, stomps, and kicks), +1 parry, +2 dodge, +1 disarm, +2 pull punch, +1 roll with impact
Valkyrie: +1 Initiative, +2 Melee and Ranged Strike, +3 Parry, +3 Dodge, add+1 to auto-dodge while flying in fighter mode, +3 to roll with impact
Number of Attacks: 9 (+5 JKD, +3 MECT)
Ranged Strike: +11 = +5 PP, +3 JKD, +2 Valkyrie, +1 Weapon Systems
Ranged Strike with GU-11 gun pod: +13 = +5 PP, +3 JKD, +2 Valkyrie, +1 Weapon Systems, +1 GU-11, +1 W.P. Rifle
Missiles will have their own Strike which is generally 4 = +3 missile, +1 Weapon Systems
Melee Strike: +12 = +5 PP, +3 JKD, +2 MECT, +2 Valkyrie
- +1 DMG from JKD
Parry: +13 = +5 PP, +3 JKD, +1 Athletics, +1 MECT, +3 Valkyrie
--Automatic Parry (Jeet Kune Do)
Dodge: +16 while flying = +5 PP, +3 JKD, +1 Athletics, +2 Combat Flying, + 2 MECT, +3 Valkyrie
--Automatic dodge while flying
Auto dodge while flying in fighter mode: +17 = +5 PP, +3 JKD, +1 Athletics, +2 Combat Flying, + 2 MECT, +4 Valkyrie
Roll with impact: +10 while flying = +1 Athletics, +2 Gymnastics, +3 Combat Flying, +1 MECT, +3 Valkyrie
Disarm: +6 = +5 PP, +1 MECT
Pull punch: +7 = +5 PP, +2 MECT
- Elinor's parents, in fact most of her extended (and very large) family, are still on the family-owned and -run farm in south Georgia. If you're a local, you've probably heard of the Halls as they're the main food producers in the area, and a good source of honest work (for the most part, they'd rather receive work in trade than money, as there's little they want and few stores anyway). They're goodhearted, sturdy country folk (the occasional book-smart individuals like Elinor crop up only rarely), who take people as they find them, especially those willing to pull their fair share. That would probably have included Zentraedi, but there just aren't any in that rural an area!
Elinor herself has known she wanted to be a pilot ever since she first saw a jet flying by overhead, and started lessons as soon as she could find an instructor. She loves to push her aircraft to the limit, so becoming a test pilot, as her flight instructor recommended, was a natural progression. Her instructor being retired RDF himself, he was able to get her an interview that led to a university scholarship with the understanding that she'd join the military upon graduation (though as the timing worked out, that meant Army of the Southern Cross instead of RDF). All the studying that was required for that came fairly easily to her, even with the heavy course load she preferred. Social life went by the wayside, but that was all right with her - weekend pickup games of basketball, volleyball, or soccer, or a few hours at her Jeet Kune Do kwoon (school) or practicing gymnastics at the gym, were enough to refresh her for the next hard-core week of engineering classes. And, of course, as much flight time as she could fit in.
Quiz questions/answers:
1. Describe your butt. (Small? Flat? Round and healthy? Be honest!):
*stares blankly for a moment, then goes to find a mirror and check herself out* ...Looks OK to me. Not fat, not flat. Glad to know I'm not gettin' desk-butt from all the cockpit time I've had lately.
2. List your close family with a heartfelt description of each:
You got some time? This is gonna take a while...
First off there's Mom and Dad. The farm actually belongs to them, seeing as Dad's the oldest male in the family with Grampa Will gone, and that's how the Halls pass it down. Dad's a true-heart farmer, like Grampa Will was and most of Dad's sibs (and mine, for that matter). There's nothin' he don't know how to do on our farm, and if he can't do it himself, he's not afraid to say so and get someone else to help him. Mom's family was farmers too, but most of them moved back to town after the attacks, them not having so much usable land by then as we did. Her parents stayed though (Gramma Sue and Grampa Frank), they and Gramma Emmie (that's Dad's mom) and Great-Aunt Joey (that's Grampa Will's sister) gettin' along pretty well and Gramma Sue and Grampa Frank not wantin' to resettle again, so they just combined the two farms into one big one. Mom's brothers Jack and Chris stayed too; they look after the orchards that were mostly what was left of their family's farm. There's a heap of Dad's sibs still here too, though a couple went to town with Mom's that didn't stay. Uncle Andy and his wife May and their kids handle the cows; Uncle Joe takes care of the horses, Uncle Steve and his kids take care of the pigs, and Aunt Alice looks after the goats and whatall other animals turn up. Except the cats, they pretty much look after themselves except when they've gotten hurt or something. Uncle Pete went to school and got his veterinary degree, and Aunt Sally is his assistant, so they handle all that for us.
Then there's my sibs: Will's named for his grandpa, and went off to school and got his meteorology degree. He says weather's more interestin' than cowshit anyday, and I can't say as I disagree, but I'd rather fly in the sky than stare at it myself. Takes all kinds I guess, and he's happy enough doin' weather for all us in the area, and he's not too proud to lend a hand wherever it's needed (even cleanin' out the stables, for all he don't like it). Ed, John, and Kate are the others older 'n me, and like Dad and his sibs they belong heart and soul on the farm. They and Uncle Joe's wife and kids do for the fields. My younger brothers Rob and Freddie do too, but I'm thinkin' Freddie's goin' off to school when he gets old enough. Wants to study all the agricultural things they can teach at university, not just what gets handed down around here, and see what works and what doesn't for us. Rob will probably stay here unless he gets that music scholarship he's hopin' for. I'm hopin' for it too; he does right pretty on fiddle and flute, and I just know he'll learn anythin' they want to teach him. Maybe I can help with that too; not like I spend all I'm makin' as it is, and he's got a couple-few years before he finishes high school.
3. Discuss your favorite mecha and why it is your favorite:
The Valkyrie, definitely. She's sweet to fly, fast and agile and oh-so-responsive! It's like I just have to think it, and she does it.
4. Discuss your least-favorite mecha along with your reasons:
That big ol' slowpoke groundpoundin' MAC tank. Nothin' against them or their pilots, but God made me a pigeon hawk, not a turtle.
5. Describe one of your favorite meals and why you like it:
Beef brisket, green beans 'n bacon, applesauce, cornbread, and sweet iced tea. There's nothin' that says "home" as good as that.
6. What was the last song you really enjoyed?
You know, I'm mostly an "Old Kind of Rock and Roll" girl. We do a lot of that kind of good ol' rock on our farm. Mom likes more classical stuff though, and got me into Mozart of all things.
7. If you could visit anywhere in Florida, where would it be?
Kennedy Space Center, if it's still visitable. There's gotta be somethin' still there, those rockets weren't exactly made of paper! So much history and triumphs of engineerin' and mankind's own doggedness all in one little island, I'd just really love to see it and walk around in it.
8. If you could get a kiss from anyone, anywhere, who would it be?
Grampa Will. I miss him a lot.
9. If you could mind-control all of the Malcontents, what would you have them do?
Make 'em all settle down peacefully somewheres. A farm might be good for that, come to think of it. Honest work never hurt anyone and it'd keep 'em busy, that's for sure.
10. Write down whatever is on your mind.
I don't think it'd parse well in English, and I can't find the symbols on this keyboard to get it right anyway. Been studyin' for that principles of aerodynamics refresher, see, and my head's all full of math and wind shear and wing angles and... well, you get the picture. That's probably why I've got Mozart in my head today; he just helps my brain flow well when I'm doin' complex calculations.
Skills
Common Skill Set
Computer Operation: 98% +3% (total 106%)
Language – English: 98% +1% (total 105%)
Literacy – English: 98% +2% (total 104%)
Mathematics – Basic: 96% +2%
O.C.C. Skills
Climbing: 98% +5%
--Climb rope/rappel: 82% +2%
Forced March (+2 PE,+1d4 Spd,+2d6 SDC)
Military Etiquette: 88% +5%
Pilot: Airplane: 98% +4% (total 116%)
Pilot: Jet Aircraft: 98% +4% (total 106%)
Pilot: Jet Fighter: 98% +4% (total 106%)
Pilot: Spacecraft, Light and Medium: 98% +5% (total 108%)
Radio: Basic: 93% +5%
Sensory Equipment: 88% +5%
Space Survival: 73% 5%
Swimming: 98% +5%
W.P. Energy Pistol +3
W.P. Energy Rifle +3
W.P. Handguns +3
W.P. Rifle +1
Hand to Hand: Martial Arts (Jeet Kune Do)
Character Bonuses:Add 2 to I.Q.Add 3 to P.P.Add 2 to P.S.Add 2 to P.E.
Attacks per Melee: 3 +1 +1
Escape Moves: Roll, Maintain Balance, Breakfall.
Basic Defenses: Parry, Dodge, Automatic Parry.
Advanced Defenses: Combination Parry/Attack.
Hand Attacks: Strike (d6), Backhand (d6), Elbow (d6), Fingertip Attack (1 point), Forearm (d6), Palm Strike (d6), Power Punch (double-damage, counts as two attacks), Uppercut (d10).
Foot Attacks: Kick (d8), Crescent Kick (d10), Knee (d6), Reverse Turning Kick (Combination Dodge/Kick, 2d6 damage, 1/round), Roundhouse Kick (3d6), Side Kick (d10), Snap Kick (d6), Trip/Hook (no damage, causes knockdown, cannot be parried).
Jumping Attacks: Jump Kick (d8 + Critical Strike), Flying Jump Kick (d10 + Critical Strike, causes knockdown), Flying Side Kick (4d6 damage + knockdown).
Special Attacks: Body Flip/Throw, Choke, plus...
- Bite (grappling range only. 1-2 damage + 1/2 strength bonus [maximum +3]. Opponent must Save vs. Pain [14] or release hold/lock).
- Eye-flick (No damage. Opponent is -2 to Strike, Parry, and Dodge for one melee round).
- Head-butt (in-fighting and grappling range only, d8 damage).
- Self-knowledge (Special! The Jeet Kune Do may learn a martial art technique from any other system [subject to GM approval). Signature techniques [like Aikido's Knife-hand Knockout and Thai Kick Boxing's Lightning Form] cannot be learned. Techniques with a "prerequisite" must be learned in order. For example, to learn Automatic Elbow Hold, one must first learn Elbow Hold. "Take what is useful and develop from there." - Lee).
- One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown
Holds/Locks: Arm Lock, Leg Hold, Wrist Lock.
Self-knowledge slot #1: Power Block/Parry (T'ang Su Karate) - On a successful parry, deal 1d6 damage to the attacker.
Self-knowledge slot #2: Disarm - Can be used as a defensive move or can be done as a Strike during a hold, a joint lock, or during any one-handed grappling maneuver. Normally it counts as one melee attack/action. However, it can take the place of an automatic parry. Disarm does not give the weapon to the character making the disarm move.
Level Advancement Bonuses
1st -+1 to Perception,+2 to Parry,+2 to Dodge.
2nd - Eye-flick + Roundhouse combination (one Strike roll for both effects), +1 to Initiative, +1 to Strike, +1 to damage.
3rd - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 19 or higher.
4th - Way of the Intercepting Fist (Special! Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack),+1 to Strike, +1 to Parry, +1 to Dodge.
5th - Flying Side Kick causes knockdown, +1 Attack per Round, Critical Hit on a natural roll of 18 or higher.
6th - Self-knowledge, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown), +1 to Initiative, +1 to Strike, +1 to Damage.
7th - Flying Side Kick does 4d6 damage + knockdown, +1 Attack per Round, +1 to Perception, +2 to Body Flip/Throw.
8th - +1 to Initiative, +1 to Strike, +1 to Damage, Critical Hit on a natural roll of 17 or higher.
9th - Self-knowledge, +1 to Parry, +1 to Dodge, Knockout on a natural roll of 19 or higher.
10th - One-Inch Punch causes 4d6 damage + knockdown, +1 Attack per Round, +1 to Roll, +1 to Body Flip/Throw.
11th - Death Blow on a natural roll of 19 or higher. Critical Hit on a natural roll of 16 or higher.
12th - Self-knowledge, +1 to Initiative, +1 to Strike, +1 to Damage.
13th - +1 to Parry, +1 to Dodge, Knockout on a natural roll of 18 or higher.
14th - Death Blow on a natural roll of 18 or higher, +2 to Perception.
15th - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 15 or higher
M.O.S. (Test Pilot) Skills
Navigation: 93% +5%
Combat Flying (taken at 1st level)
Aerospace Engineer: 83% +5%
Mecha Engineering: 78% +5%
Electrical Engineer: 88% +5%
Mecha: Pilot Veritech: 98% +4% (total 111%)
--Veritech specialty: Veritech Fighters (Valkyrie series): +13% bonus (124%)
Mecha Elite Combat Training (Valkyrie) (+1 attack/round at levels 1, 3, 6, 9, 12, 15. +2 initiative, +2 strike (punches, stomps, and kicks), +1 parry, +2 dodge, +1 disarm, +2 pull punch, +1 roll with impact)
(Valkyrie mecha bonuses: +1 initiative, +2 strike (hand-to-hand and ranged weapons), +3 parry/dodge, +4 auto-dodge while flying in fighter mode), +3 roll with impact)
O.C.C.-Related Skills (pick 4 skills @ level 1, plus an additional skill at each level) (2 additional skills per Dannigan)
Athletics (General) (+1 to parry/dodge,+1 roll with impact,+1 PS,+1d6 Spd,+1d8 SDC)
General Repair and Maintenance: 83% +5%
Fishing: 83% +5%
Hand to Hand: Dedicated Martial Arts (Jeet Kune Do) (2-slot upgrade from HtH: MA, acquired with secondary skill)
Gymnastics
Automatic kick at first level (2d4 damage)
Sense of balance: 79% +3%
Work parallel bars & rings: 89% +3%
Backflip: 92% +2%
Prowl: 73% +5%,or adds +5% bonus
Climb:25% +5%, or adds +5% bonus
Climb rope/rappel: 82% +2%
+2 roll with impact,+2 PS,+1 PP,+2 PE,+2d6 SDC
Awareness (taken at level 3; adds +2 to Perception)
Mechanical Engineering 46% +5% (adds bonus to Locksmith and Surveillance)
Weapons Engineer 41% +5%
New skill, level 7 (Undecided)
New skill, level 8 (Undecided)
Secondary Skills
These are additional areas of knowledge and do not get any bonuses, other than possible bonuses for having a high I.Q.
Bonus M.O.S.: Damage Control Corpsman
Basic Mechanics: 73% +5%
Chemistry: 73% +5%
Damage Control & Disaster Response: 78% + 5% (+5% to NBC Warfare and Jury Rig, +10% Excavation & Rescue)
Excavation & Rescue: 73% +5%
General Repair and Maintenance: (36% +5%)
NBC Warfare: 78% +5%
Paramedic: 83% +5%
Salvage: 78% +5%
Sensory Equipment: (30% +5%)
W.P. Axe +3
Skill wish list
Brewing (no OCC-related bonus)
Secondary:
Wilderness Survival (+5% OCC-related bonus)
Outdoorsmanship (no OCC-related bonus)
Notes
Combat Flying skill
Similar to the skill Combat Driving, the Combat Flying skill represents a character's ability to fly in adverse weather and combat conditions. All penalties for airborne stunts and maneuvers are half, and the pilot is +2 to dodge and +3 to roll with impact/survive a crash while flying. Base skill: There is no base skill, but every character level reduces the stunt/maneuver penalties by another point. Note: Falls under the skill category of Pilot. This skill is ONLY available to Military O.C.C.s, not civilians.
Aerospace Engineer skill
This engineer is a specialist in the science, design, and construction of aircraft and spacecraft. This skill encompasses both aeronautical engineering, the study and design of atmospheric craft, and astronautical engineering, the study and design of spacecraft. Aerospace engineers are trained in aerodynamics, avionics, propulsion and materials science as it pertains to the construction of aircraft and spacecraft. Base skill: 25% +5% per level. Requires Mathematics: Advanced, Literacy, and Electrical Engineer. Note: Falls under the skill category of Mechanical.
Awareness skill
This training enables the individual to actively use their five senses in gathering information from their surroundings. Training includes trusting one's senses to accurately identify sights, sounds, smells, tastes, and touch sensations in situations where the character can reasonably make use of their senses.
Note that this skill is not passive in nature; Player Characters must declare when they are using it.
Base Skill: None. Provides a +1 Perception bonus at 1st level proficiency and +1 at every 3rd level until 15th.
Bonus: +5% to the Detect Ambush and Detect Concealment skills.
Note: Falls under the skill category of Espionage.
Current equipment:
Suit, pistol, and rifle as provided by Broadsword
LAR-10C Laser Carbine with adjustable sling.
2 handsome T-9 12.7mm Pump Pistols each with a leather holster and 3 boxes of ammunition. Upon close inspection, 1 out of 3 of these boxes contain 24 M.D. shells while 2 boxes contain 24 S.D.C. shells each.
6 high-quality survival knives with brown sheaths. These were Marine K-Bar knives in mint condition and legendary for their dependability.
20 fully-charged e-clips (in a handy Eglin Special Forces duffle bag, along with the pump pistols, their ammo boxes, and 5 of the K-Bars)
Starting equipment:
1. Choice of CBR Mk. 2E (light or heavy).
CBR Mk. 2E Combat Armor Environmental Hardsuit
CBR environmental hardsuits are descended from the UEDF's CHR-1 Hazardous Environment suit. Advances in materials as well as environmental systems have allowed the ASC to capitalize on the fully sealed armor idea, providing a sturdy, relatively lightweight suit that fully protects the wearer from hostile environments. Worn by aerospace pilots, combat divers, and TSC naval infantry, these suits consist of a fully articulated, positively pressurized hardsuit that is worn much like a spacesuit or hard diving suit. The suits are made primarily of ceramic composite plates that lock together with flexible joints that provide the wearer with both flexibility and protection. Environmental suits do not utilize a unisuit, but instead have all the standard features integrated into a built-in lining. Mk. 2E environmental hardsuits come in light and heavy varieties and vary in style and color depending on service branch.
Features of All CBR Environmental Armor:
1. Full Environmental Shielding: CBR full environmental hardsuits are positively pressurized and proofed against radiation, chemical and biological agents. These suits have an internal computer that runs the life support systems and a built-in oxygen tank good for two hours of use fully buttoned up. The oxygen supply can be extended indefinitely by drawing in outside air and filtering it through the integral scrubbers, or with external oxygen packs.
2. Heat and Fire Resistance. CBR hardsuits are nearly impervious to extremes of temperature up to 2,000 degrees F (1,093 degrees C) and down to -300 degrees F (-184.4 degrees C). These suits are also fireproof and take no damage from normal fires (campfires, bonfires, house fires, vehicle fires, etc.). Nuclear fires, napalm and plasma fires all deal normal damage.
CBR Mk. 2E Light Armor
M.D.C. by Location:
Helmet - 45
Arms (2) - 22 each
Legs (2) - 35 each
Main Body - 75
Weight: 18 pounds (8.1 kg).
Movement Penalties: -10% penalty on skills requiring flexibility and mobility such as Swimming, Climbing, Acrobatics, Escape Artist, etc., and reduces running speed by 5%.
Service: Used primarily by the ASC Tactical Air Force, Tactical Armored Space Corps and the Civil Defense Flying Corps.
CB-S Tactical Shields
Made of the same ceramic alloys as the CBR body armors, the CB-S shields give a soldier an extra level of protection against both melee and ranged attacks. Used by a number of branches within the ASC, these shields come in light, medium and heavy types, and vary in color and style to match the armor they come with. CB-S Tactical Shields are used by most of the ASC, with the exception of the Navy Division, Tactical Air Force, Civil Defense Flying Corps, and the Tactical Corps Mountain Division.
Light Shields: 25 M.D.C. Weight: 5 pounds (2.25 kg). +1 to parry.
Medium Shields: 40 M.D.C. Weight: 10 pounds (4.5 kg), -5% to skills that require manual dexterity (Pick Locks, Demolitions, Field Surgery, etc.) +1 to parry.
Heavy Shields: 55 M.D.C. Weight: 15 pounds (6.75 kg), -10% to skills that require manual dexterity (Pick Locks, Demolitions, Field Surgery, etc.) +2 to parry.
Special Features of Shields:
Spotlights: Shields worn by the TSC, TASC, TCDD, TCCD, and TCFD contain tiny, high intensity xenon floodlights with a 300 foot (91.4 m) range. These lights are powered by a rechargeable power cell with a six hour life-span.
Integral Weapon Sheath: The Heavy shield worn by the GMP has an integral sheath to carry the S-11 Stun Baton.The sheath locks the baton in place so that it can't slip out during vigorous activity.
GMP Officer's Weapon Sheath: The shields of GMP officers carry a short sword (2D4 S.D.C. damage) in place of the Stun Baton.
IPP-5H Heavy Ion Pulse Pistol
With a wider barrel and higher capacity energy regulator than the standard IPP-5, the IPP-5H has nearly twice the penetration and stopping power of its smaller sibling.
Weight: 7lbs
Range: 600 feet
Mega Damage: 2d6 MD for a single blast, 6d6 MD for a three round burst
Payload: 21 single shots or 7 bursts.
Tactical Jump Pack (TJP)
The TPJ is common among Search and Rescue and Tactical Assault units of the ASC Paramilitary Forces. Powered by a high-capacity, rechargeable gel-cel battery, the TJP produces thrust via two miniature, high-output ducted fans. While incapable of true flight, the TJP is very quiet and capable of propelling an armored soldier hundreds of feet up or across. The Jump Pack is controlled by a handled, hard-wired remote similar to the one used by the Flight Pack.
Speed:
Power Leaping: With a running start, the soldier can use the TJP to cover distances or reach good height. By combining leaping and running, the soldier can achieve and maintain a speed of about 60 mph (96 km). However, "power leaping" or "jump running" as it is sometimes called, tires the soldier the same as if he was running across the ground, and the act of leaping means he misses the details of his surroundings as he hurls past them; -3 of Perception Rolls. The soldier can control the thrusters with good accuracy and can stop in mid-leap, change direction, hover for a couple seconds, and land softly to avoid jolts and damage to the knees and spine.
Limitations and Penalties: In addition to the -3 on Perception Rolls while jump running, this type of leaping or bouncing travel can be maintained through light forest or brush, but when traveling through anything denser the soldier incurs the following additional penalties: -1 on initiative, -2 on Perception Rolls (cumulative), and -1 to strike, parry and dodge due to limited vision, his speed of travel, and jarring movement. Power leaping is discouraged in fog as one cannot gauge where he is leaping or landing.
TJPs are idea for urban environments where the soldier can use the Jump Pack to rocket to the rooftop or an upper floor of a building, slow the descent of a fall, right himself and land on his feet like a cat, and to dodge Bioroids and incoming attacks.
M.D.C.: 35
Flying Speed: Not applicable, the Jump Pack is incapable of flight.
Range: The Tactical Jump Pack can propel a soldier in full body armor up to 200 feet (61 m) up or 450 feet (137 m) across.
Bonuses: +2 to dodge and +2 to roll with impact.
Carrying Capacity: 350 pounds (157.5 kg), enough to propel a fully armored soldier with full field gear. The pack can carry more, jump ranges are reduced by 40%.
A mean blade with a solid edge and plenty of usefulness.
Lightweight. Does 1D4 S.D.C. plus P.S. bonus (if any).
D-30 Cobalt Grenades
Weight: 0.5 lbs
Mega Damage: 3d6 M.D.
Blast Area: 15 feet
Smoke Grenades
Weight: 0.5 lbs
Damage: None.
Note: Properly placed and used, each smoke grenade can provide concealment for 30 seconds.
9. Two sets of duty fatigues
10. One dress uniform
11. Survival pack (includes 4 packs of Meals Ready to Eat or M.R.E.s and a 2-liter air-tight canteen).
12. Binoculars (small, compact)
13. Medical gear for trained individuals:
13a. Characters with the First Aid skill receive a basic military medical kit.
13b. Characters with the Holistic Medicine skill receive a compact bag packed with fresh ingredients, herbs, salves, and all items also contained in a basic first aid kit.
13c. Characters with the Paramedic receive an intermediate medical kit (complete with painkillers and high-quality items).
13d. Characters with the Medical Doctor skill receive a Doctor's Bag which includes everything the intermediate kit contains plus room for whatever else the doctor sees fit to travel with, including a small watch-computer that fits around the patient's wrist, automatically providing that patient's blood pressure, heart rate, and other necessary numbers.
NOTE: If your character is a Medical Doctor, you get the Doctor's Bag (only), not all three kits/bags for having First Aid and Paramedic. The only exception to this is if your character also has the Holistic Medicine skill, in which case your character receives both (the Holistic Medicine Bag can readily fit into the Doctor's Bag. This means you, Psychie. =) ).
Other equipment of note:
Aside from her assigned gear, Elinor usually also has a Swiss army knife, a book of matches, a small roll of duct tape, a handful of change, and an extra pair of socks tucked into her pockets somewhere.
Clothes: Besides from her uniforms, Elinor has a couple pairs of blue jeans (one very old and worn), a couple pairs of long cargo pants, several white or gray t-shirts, some plaid flannel shirts (red/green, green/black, blue/gray), possibly too many pairs of sturdy socks, and hiking boots (well-used and well cared for). She also has a yellow, short-sleeved, cotton dress that her mother insisted she bring, along with its matching ballet-style flats.
Fishing tackle: Elinor has a tackle bag that holds just about everything she needs while fishing, including a folding pole (though she prefers her regular one, it doesn't travel easily), extra spools of line, a very sharp utility knife, and the knives and such she uses to clean the fish with, along with assorted lures, hooks, etc. She also has a smallish cooler (about this size) for bringing lunch out or fish back. For longer trips, she has a canvas backpack that can hold the tackle box, a first-aid kit, a folding camp grill, extra matches, a small cast-iron frying pan, a small jar of canola oil, a box of quart-size Ziplock baggies, and several forks (none of which match).
Current missile loadout:
- two sets (20 missiles total) of HEAP Short-Range missiles
- one set (10 missiles) of Fragmentation Short-Range missiles
- one set (15 mini-missiles) of HEAP mini-missiles (not rockets)
Valkyrie Veritech Fighter
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