D. Rex
Magic Eight Ball
Name: Richard "Ricky" Rolland
Aviator Call-sign: ("Swiss" was his "baby" military aviator name.)
O.C.C.: Veritech Pilot
Rank: T.A.S.C. 0-1 2nd Lieutenant
Level: 6th
Species: Human
Ethnic Background: English.
Alignment: Scrupulous
Disposition: A good natured and well meaning guy. Not perfect, but unquestionably a good guy.
Age: 25
Gender: Male
Height: 6 feet 1 inches (185 cm)
Weight: 190 (athletic build)
Hair: Dark brown
Eyes: Blue
Other features:
Special Aptitude: High Perception and Solid Gut Instincts (+2 to Perception Rolls)
Rank: UEEF 0-2 Lieutenant Junior Grade
Charismatic: I.Q. 16, M.E. 18, M.A. 23, P.S. 12, P.P. 19, P.E. 13, P.B. 15, Spd 15.
I.Q. 16 (+2% to all Skills/+1 to Perception)
M.E. 23 (+4 vs. Psionic Attack, +6 vs. Insanity)
M.A. 26 (88% chance to trust or intimidate)
P.S. 18 (+3 to damage)
P.P. 23 (+4 to Strike, Parry, and Dodge)
P.E. 20 (10+% to Saving Throws vs. coma/death, +3 to Saving Throws vs. Pain/Poison)
P.B. 15
Spd 15 (approximately 16 miles/ 25 kilometers per hour)
Hit Points: 48
S.D.C.: 68
I.Q. 16 (16 from Dice)
M.E. 23 (18 from Character Creation "up" to 18) (+1 from 2nd, 4th, and 6th level) (+2 from O.C.C.)
M.A. 26 (23 from Dice)(+3 Drunken Style Kung Fu)
P.S. 17 (12 from Dice) (+1 Acrobatics) (+2 Boxing) (+2 Gymnastics)
P.P. 23 (19 from Dice) (+1 Acrobatics) (+1 from Gymnastics) (+1 from 3rd and 5th level)
P.E. 20 (13 from Dice) (+2 from O.C.C.) (+1 Acrobatics) (+1 Drunken Style Kung Fu) (+2 Forced March) (+1 Gymnastics)
P.B. 15 (15 from Dice)
Spd 23 (15 from Dice)(+6 Athletics) (+2 Forced March)
S.D.C.: 68 (+11 Veritech Pilot O.C.C.) (+12 Test Pilot M.O.S.) (+3 Acrobatics) (+7 Athletics) (+10 Drunken Style Kung Fu) (+7 Forced March) (+7 Gymnastics)
Combat Statistics (personal/in Valkyrie)
Perception +3/+3* (*+7 to Perception Rolls specifically for noticing flaws with mecha, aircraft, and aerospace vehicles. Macross Sourcebook, page 118)
Initiative +1/+4
Attacks per Round: 4/7
Strike +6/+8
Parry +10/+14
Dodge +10/+15 (on ground)/+19 (auto-dodge while airborne in jet mode)
Roll +11/+15
Disarm +4/+5
Pull Punch +4/+6
Critical Strike on Natural 19 or 20, Triple Damage from Behind.
Knock-out on Natural 19 or 20 or from Behind.
Combat Attributes
Perception +1 (+1 from O.C.C.)
Initiative +0 (+1 from Drunken Boxing)
Attacks per Round: 4 (3 from Hand to Hand: Drunken Style Kung Fu) (+1 Boxing)
Strike +6 (+4 P.P.) (+2 from HtH: Drunken Style Kung Fu)
Parry +10 (+4 P.P.) (+3 from HtH: Drunken Style Kung Fu) (+1 Athletics) (+2 Boxing)
Dodge +10 (+4 P.P.) (+3 from HtH: Drunken Style Kung Fu) (+1 Athletics) (+2 Boxing) [+2 Ajax MECT, +3 while airborne, +2 Combat Flying]
Roll +11 (+5 from HtH: Drunken Style Kung Fu) (+2 Acrobatics) (+1 Athletics) (+1 Boxing) (+2 Gymnastics)
Backward Sweep, Backhand Strike +7 (+4 P.P.) (+3 from Strike and HtH: Drunken Style Kung Fu)
Somersault/Stagger/Roll/Back Flip +8 (+4 P.P.) (+4 from Strike and HtH: Drunken Style Kung Fu)
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)
Special Bonuses (Valkyrie mecha): +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)
Common Skill Set
Computer Operation: 97% +3%
Language – English: 98% +1%
Literacy – English: 96% +2%
Mathematics – Basic: 88% +2%
O.C.C. Skills
Climbing: 87% +5%
--Climb rope/rappel: 74% +2%
Forced March
Military Etiquette: 77% +5%
Pilot: Airplane: 98% +4% (total 102%)
Pilot: Jet Aircraft: 96% +4%
Pilot: Jet Fighter: 96% +4%
Pilot: Spacecraft, Light and Medium: 97% +5%
Radio: Basic: 82% +5%
Sensory Equipment: 77% +5%
Space Survival: 62% 5%
Swimming: 87% +5%
W.P. Energy Pistol +3
W.P. Energy Rifle +3
W.P. Handguns +3
M.O.S. (Test Pilot) Skills
Navigation: 82% +5%
Combat Flying
Aerospace Engineer: 72% +5%
Mecha Engineering: 67% +5%
Electrical Engineer: 77% +5%
Mecha: Pilot Veritech: 98% +4%
--Veritech specialty: Valkyrie series with +13% bonus: 98% (111% total )
Mecha Elite Combat Training: Valkyrie
"O.C.C. Related" Skills (4)
1. (Put toward Hand to Hand: Drunken Style Kung Fu)
2. Performance 62% +5%
3. Gymnastics (Prowl: 65% with +5% bonus from Acrobatics)
4. Fishing: 72%
Secondary Skill (1)
1. (Put toward Hand to Hand: Drunken Style Kung Fu)
Level Advancement Skills
2nd - Language & Literacy: Zentraedi: 77% (and Language and Literacy: Undecided.)
3rd - Detect Ambush: 52% (+5)
4th - Acrobatics
5th - Athletics
6th - Boxing
7th - UNDECIDED
8th - UNDECIDED
(From Ninjas & Superspies by Erick Wujcik, page 89)
The idea behind the Drunken Style of Kung Fu is purely deceptive, all the move can be performed while imitating a drunken stupor. Also called Ts'ui Pa Hsien, meaning the "Eight Drunken Fairies Form."
Encountering a master seems to be nothing more than happening across an ordinary drunk. Wobbling unsteadily, stumbling to the ground, making uncertain hand movements, and continuously singing or talking incoherently. All attacks and defenses seem to be pure accidents, with a hand outstretched at exactly the right time, a stumble to the left just in time to avoid a blow, and so forth. It is said that the greatest masters can leave their opponents completely defeated, but without a clue as to anything other than "dumb luck" being the cause.
Drunken style may be humorous, but it is also very difficult to learn. Years are spent practicing each small movement, along with the tremendous variety of foot and leg techniques. Secret schools are found only in Hong Kong and Singapore. Admission is by invitation only, and acceptance often means swearing allegiance to a particular Triad Society.
Dann's notes: While joining a Triad Society is not required for Robotech: Broadsword, years and years of dedicated training is. Drunken Style has one of the longest skill costs in Ninjas & Superspies (16 years!), but the arsenal they walk (stumble?) away with is impressive as are their acting talents to make it all look accidental.
Character Bonuses
Add 3 to M.A.
Add 1 to P.E.
Add 10 to S.D.C.
Combat skills
Attacks per Melee: 2
Escape Moves: Roll with Impact, Somersault (Appearing Accidental)
Attack Moves: Stagger (SPECIAL! Sort of a broken walk/fall into combat. A successful roll means entering combat distance and gaining initiative.) Roll, Back Flip.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Automatic Dodge, Combination Parry/Attack, Disarm, Automatic Roll.
Hand Attacks: Strike (Punch), Knife Hand, Backhand, Palm Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Crescent Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick).
Special Attacks: Death Blow, Body Block/Tackle, Crush/Squeeze, Pin/Incapacitate, Choke, Combination Strike/Parry, Combination Grab/Kick, Knee, Elbow, Forearm.
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold.
Weapon Katas: None.
Level Advancement Bonuses
1st - +3 to Roll with Punch, +2 to Somersault/Stagger/Roll/Back Flip, Critical Strike on Natural 19 or 20, Critical Strike from Behind.
2nd - +1 to Rear Attacks (Backward Sweep, Backhand Strike), +2 to Parry/Dodge.
3rd - +1 to Strike, Knock-Out/Stun on Natural 19 or 20.
4th - +1 to Somersault/Stagger/Roll/Back Flip, +1 to Roll with Punch.
5th - +1 Attack per Round, +1 to Parry/Dodge.
6th - Critical Strike or Knock-Out from Behind (Triple Damage).
7th - +1 to Somersault/Stagger/Roll/Back Flip, +1 to Roll with Punch.
8th - +1 to Rear Attacks (Backward Sweep, Backhand Strike), Additional Martial Art Power (House Rule: +1 to Initiative, +1 to Strike, and +1 to damage).
9th - +1 Attack per Round.
10th - +1 to Roll with Punch, +1 to Rear Attacks (Backward Sweep, Backhand Strike).
11th - +2 to Somersault/Stagger/Roll/Back Flip.
12th - +1 to Strike, Death Blow on roll of Natural 20.
13th - +1 to Roll with Punch.
14th - +1 Attack per Round.
15th - +1 to Somersault/Stagger/Roll/Back Flip, Additional Martial Art Power (House Rule: +1 to Initiative, +1 to Strike, and +1 to damage).
In this short and informative clip from Fight Science, Drunken Style Kung Fu is performed by a long-time practitioner.
Watch his feet and notice his balance and breathing. =)
In this clip from Legend of the Drunken Master, Jackie Chan's character gains power from drinking alcohol (the stronger the alcohol, the better he gets). Thankfully, Drunken Masters in my game don't really have to get drunk (but boy, can they act drunk if they want to!).
LAR-10 7.62mm Laser Assault Rifle
The LAR-10 is the infantry standard battle rifle of the ASC ground and aerospace forces. It comes standard with a built-in 4x magnification scope with integrated red-dot sight, a telescoping butt stock and a high strength tactical sling.
Weight: 9 lbs
Range: 2,000 feet
Mega Damage: 3d6 MD for a single blast, 1d4x10+6 for a three round burst
Payload: 40 single blasts or 14 pulse bursts per magazine. 4/4 E-Clips.
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: 2 lbs
Range: 1,000 feet
Mega Damage: 2d4+1 M.D.
Payload: 24 blasts per rechargeable energy magazine. 4/4 E-Clips.
D-30 Cobalt Grenades
Weight: 0.5 lbs
Mega Damage: 3d6 MD
Blast Area: 15 feet
Number carried: 2.
Gear
Credits: 15,000
2 smoke grenades (1 red, 1 green).
Canteen
Dress uniform
Flight suit
Duty uniform
Personal clothing and effects
Survival pack
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 Heavy Armor
M.D.C. by Location:
Helmet - 45
Arms (2) - 30 each
Legs (2) - 50 each
Main Body - 105
Weight: 25 pounds (11.25 kg).
Movement Penalties: -15% penalty on skills requiring flexibility and mobility such as Swimming, Climbing, Acrobatics, Escape Artist, etc., and reduces running speed by 10%.
Service: Used primarily by the ASC Tactical Space Corps, Global Military Police and Navy Division.
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.
Heavy Shield: 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.
A pretty positive upbringing in a small town with an air base. Father left, raised by mother and grandfather. Raised in the family business, a simple grocer. Had big dreams of excitement and adventure. Loved watching the air field. One of the few things of excitement to be had.
His mother got him into cheap thrills. She used to be a "motorcycle enthusiast". Was a biker when she met Ricky's father. And went to the slow life for motherhood. She still liked the thrill though, and it rubbed off on Ricky.
His Granddad was the father figure in his life. Provided a lot of wisdom and stability. Most importantly helped keep him out of trouble and keeping the boy in school. And it was him that pushed Ricky into going after a job he enjoys.
Though it was Ricky's own decision to take an interest in piloting. They lived by an air base. And seeing them come and go is a fond childhood memory.
Big dreams and a thirst for excitement and adventure. Starting at a young age. A pilot for fun and freedom, as well as getting paid for it. Started out as a hauler and courier before gaining interest in faster vessels, eventually making a career out of that instead. He was good at it, he loved, and it got the heart racing. Took it a step further when and became a stunt pilot. He loved it.
It was a call for military pilots that got his attention. Good money and fine aircraft. As well to do right by Earth. He signed up, with a few other pilots from his home town. They split up, they went to fly support, Ricky went into the T.A.S.C.
1. Describe your butt. (Small? Flat? Round and healthy? Be honest!)
Taut, athletic, and gropable. *waggles eyebrows* But if you want to see it, all you have to do is ask.
2. List your close family with a heartfelt description of each.
My mother, she is a sweet hard working woman. She used to be a real wild child, I have no doubt that is where I get it from. Then there is my grandad. But he was much more like my father. I learned a lot from him. And I dont think I could have gotten this far without him. He kept me out of trouble.
3. Discuss your favorite mecha and why it is your favorite.
The Valkyrie! Fast! Big! And a true pilots aircraft. In one of those you own the skies. But... I must say. I really really like them zeek battlepods. I would give a quarter years pay to sit on the lap of a lovely giantess, nestled in her bosom, and try to fly one of the Glaugs. They looks so damn cool.
4. Discuss our least-favorite mecha along with your reasons.
The Logan. Because it has all the aesthetic grace of a boxer who just got TKOed.
5. Describe one of your favorite meals and why you like it.
Tacos! With the full spread. If someone asks you why you like tacos, they are either a zeek or have never had a taco. The former is forgivable, the latter is not.
6. What was the last song you really enjoyed?
Bat Out of Hell, by Meat Loaf. The fat power ballad guy that uses metal covers. Not the rapper.
7. If you could visit anywhere in Florida, where would it be?
The very tip! Prime fishing opportunity there.
8. If you could get a kiss from anyone, anywhere, who would it be?
Her. Her. Her. Her. What kind of alien is that? If it is a female, her too. Her. Her. Especially her. Her. Her. Etc
9. If you could mind-control all of the
Malcontents, what would you have them do?
Well, surrender, of course. I dont care what they do after that. But the war is going to end in our favor one way or the other. Better it be done before we kill them all.
10. Write down whatever is on your mind.
I have flown in space before. Mostly test flights, but did get ambushed a couple times. Its horrifying. I've seen pictures of what happens to pilots who get shot out. They say if you get too big of a wound in the cold of space, it will suck you inside out. It's not true, of course. But it still isnt pretty. The scariest thing that can happen, I believe, happens out there. I would rather be shot down then go MIA in space. In or out of a ship. It's a cold and lonely way to die. If your are lucky, you'll pass out before you suffocate. But the entire time you'll hope they will find you. But after a certain distance, they never will. And you know it. Space is big like that. You know, they say that is why they still give pilots them rinky dink pea shooters. We all know that they wont do crap to mecha or zeeks. It's just a rumor, but it serves the same purpose. A small mercy to end it quickly, when you are drifting in space, helpless, and that suffering will be the last thing you know before you. Drowns out even the thought of family and salvation. I've heard bits and pieces of tapes, people recording their last moments when their frozen bodies were stumbled upon months later. It's... haunting.
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