Name: Ylva Sveadotter
Old call-sign: Varghona (she-wolf)
Hometown: Stockholm, Sweden
Age: 27
Sex: Female
Height: 1,74
Weight: restricted data
Hair color: ash-blonde
Eyes: grey
Let me link this picture: Nova's Day Off by itaXita on DeviantArt Add glasses like people in labs tend to wear them (like these: Picture link), then you're close to what I have in mind.
Ylva Sveadotter - born in Stockholm, Sweden, grown up in its northern suburbs while the world around her changed forever. Daughter of a soldier and an accounting clerk, she grew up mostly in her mother's and the neighbor's care, as war demanded her father to be elsewhere; apart from that, the war kept its distance for the most part of her childhood. After school, she decided to walk the middle path between military and research, studying military science at the Stockholm Defence University. Previous experience as a cargo pilot and her scientific knowledge opened the door to the local Logan project, which intended to combine Zentraedi tech with the recent model. After finishing with minor, yet at least applicable results, she switched gear - perhaps seeing the small impact that her work would have short-term. A run through the usual training programs followed to support her theoretical background with practical experience. Skill and unusual scientific knowledge allowed participation in th ASC Special training, finishing the training of the Science Officer - for now.
Reports describe her as a disciplined teamplayer, thoughtful analyst and decent pilot. Her scientific knowledge covers the fundamentals of biology and chemnistry, with particular interest in the wastelands. Further studies indicate strong interest in both Zentraedian life and the cloning process, but were abandoned in favor of practical work within the military. Thus far Ylva has proven to take both scientific and usual tasks equally seriously. An unusual amount of night shifts might indicate a strong personal drive, but should be kept in mind by commanding officers.
Ylva finds herself on the thinner, athletic end of the spectrum. The rather colorless appearance of grey eyes, blonde hair and relatively pale, if not sunburnt skin is usually accompanied by brighter colors whenever the dress regulations allow; the ever-present safety glasses offer adequate eye protection both on the gun range and in the labs.
Personal interests include reading with a preference for science fiction, Savate training since the beginning of her university years, and generally most activities that involve good company around her. Both cargo flights northwards and sailing trips are sparse these days, but appreciated; shorter periods of free time are often spent close to open water.
Choice of dice: Blue-yellow the sixth, at your service.
Marine Technical Officer O.C.C.
Rank: UEEF 0-2 Lieutenant Junior Grade
Alignment: Principled
lvl: 9
S.D.C.: 51
HP: 64
8/9 AP
1/1 Bonus Action Point
2 Diamonds of Fate (Chapter Six: All Hands on Deck)
Special Aptitude: High Perception and solid gut instincts; +4 to perception (see conversation)
Perception: +6 (+9 with awareness)
+1 vs psionics/insanity
60% trust/intimidate
+4 HtH damage (+5 damage with kicks)
+14% vs coma/death
+4 vs magic/poison
Crit strike on nat 18 or higher and from behind
Knockout on nat 20
6 attacks
+10 dodge
+10 parry (+13 with knives)
+5 initiative
+1 roll with impact
+1 roll with punch
+3 disarm
+7 strike, in addition:
+1 strike with kicks
+1 strike with weapon systems
+1 to holds
+1 to locks
+5 Rifle/Energy Rifle
+4 Energy Pistol, Handguns, Knives, Knives (thrown)
In the Logan:
10 attacks (more at 12,15)
+15 dodge (+21 auto-dodge (jet))
+3 auto-dodge (jet)
+11 parry (+13 with knives)
+9 initiative
+2 roll with impact
add +3 roll with impact/survive while crashing/flying
+4 roll with punch
+4 disarm
+10 strike, in addition:
+1 strike with kicks
+1 strike with weapon systems
+1 to holds
+1 to locks
+5 Rifle/Energy Rifle
+4 Energy Pistol, Handguns, Knives, Knives (thrown)
Stats: Brainy.
24 IQ (at lvl 3,5,8) (+10% to all skills)
16 ME (+1 vs psionics/insanity)
20 MA (at lvl 6) (60% trust/intimidate)
18 PS (+3 HtH damage)
22 PP (at lvl 2,4) (+4 parry/dodge/strike)
23 PE (at lvl 7,9) (+16% vs coma/death, +4 vs magic/poison)
13 PB (-)
19 Spd (380m/min)
Marine Technical Officer O.C.C.
Rank: Starts at 2nd Lieutenant
Alignment: Principled
All of the Universal Skills:
Computer Operation: 106% (+3%)
Basic Mathematics: 116% (+3%)
Radio: Basic: 95% (+5%)
Language: English: 116% (+1%)
Literacy: English: 124% (+2%)
W.P. Rifle + (Marine Bonus) (+2 strike at 1st, and every third)
W.P. Energy Rifle + (Marine Bonus) (+2 strike at 1st, and every third)
O.C.C. Skills
Basic Electronics: 85% (+5%)
Climbing: 100% (+5%)
Forced March
Mecha: Pilot ASC Veritechs: 112% (+4%) (additional +13% for Logan)
Sensory Equipment: 95% (+5%)
Swimming: 110% (+5%)
W.P. Energy Pistol (+1 strike at 1st, and every third)
W.P. Handguns (+1 strike at 1st, and every third)
Mathematics: Advanced: 100% (+2%)
Military Etiquette: 105% (+5%)
MOS 1: ASC Special Forces (rules from STORM Team Basic Training)
Detect Ambush: 89% (+5%) (+5 from awareness)
HtH: Savate
Intelligence: 84% (+4%)
Military SIgn Language: 100% (+5%)
Prowl: 85% (+5%)
MECT: Logan
Combat Flying (half penalty airborne stunts/maneuvers under bad conditions, +2 dodge, +3 roll with impact/survive while crashing/flying. Penalty -1 per characterlevel)
Wilderness Survival: 90% (+5%)
W.P. Knife (+1 strike/thrown/parry at 1st, and every third)
MOS 2: Science officer
Computer Programming: 112% (+4%)
First Aid: 110% (+5%) (MOS2 - Medical 1/2)
Paramedic: 105% (+5%) (MOS2 - Medical 2/2)
Biology: 95% (+5%) (MOS2 - Science 1/3)
Chemnistry: 95% (+5%) (MOS2 - Science 2/3)
Botany: 90% (+5%) (MOS2 - Science 3/3)
Lore: Zentraedi: 95% (+5%) (MOS2 - Lore) (+5 from Anthro)
Research: 95% (+5%)
Xenobiology: 100% (+5%)
Zoology: 90% (+5%)
O.C.C. Related Skills
Chemnistry: Analytical: 80% (+5%) (OCC - 1/3)
Awareness (OCC - 2/3) (+1 perception, +1 every third. +5 to detect ambush, concealment)
Pilot: Aircraft: 92% (+4%) (OCC - 3/3)
Anthropology: 80% (+5%) (Lvl 2) (+5 for all lore and history)
Philosophy: 75% (+5%) (Lvl 3)
Pilot: Boats (Sail types): 95% (+5%) (Lvl 4)
Athletics (general) (Lvl 5)
Boxing (Lvl 6)
lvl 7 undecided
lvl 8 undecided
lvl 9 undecided
Secondary skills:
Play an Instrument: Guitar: 85% (+5%) (secondary skill)
Stuff from house rules
HtH: Savate (uses HtH: Commando+2occ skills)
Navigation: 86% (+5%)
Weapon Systems: 86% (+5%)
Native Language and Literacy: Swedish: 97% (+2%)
Note: The math behind the numbers should be in the conversation - got a detailed copy in my workshop, too, if there's further questions.
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+5%)
Espionage: Any (+5%)
Mechanical: Any (+5%)
Medical: First Aid or Paramedic only
Military: (+10%)
Physical: Any
Pilot: Any
Pilot Related: Any (+5%)
Science: Any (+5%)
Technical: Any (+10%)
W.P. Any
Wilderness: Land Navigation and Wilderness Survival only.
Skills that didn't make the cut:
Chemnistry: Pharmaceutical
Physical Chemnistry
Physics
Biophysics
Biochemnistry
Microbiology
moar physical skills, 'cause fat and slow wins no fights
Attacks per Melee: 3
Escape Moves: Roll, Maintain Balance.
Basic Defenses: Parry, Automatic Parry, Dodge.
Advanced Defenses: Circular Parry (Special! This is more often done with the feet than the hands), Disarm.
Hand Attacks: Strike, Backhand, Elbow, Palm Strike.
Foot Attacks: Kick, Roundhouse Kick, Snap Kick, Crescent Kick, Axe Kick, Reverse Turning Kick, Jump Kick, Jumping Reverse Turning Kick, Trip/Hook.
Special Attacks: Double Kick Technique (Special! Savate masters are so well trained they can kick twice in the air before landing again, similar to many flashier Kung Fu styles and Tae Kwon Do; once per melee round the character may, if he has won Initiative, perform any two kicks in a row, rolling to strike with one immediately after the other, the first kick gets full strike bonuses, while the second only gets half bonuses, rounding down).
Holds/Locks: Leg Lock, Elbow Lock (Special! If the opponent is on the ground, such as after a Sweep, either of these may be performed with the feet).
Weapon Skills: None.
Special Katas: None.
Modifiers to Attack: Jump/Leap, Critical STrike from behind, Death Blow, Knock-Out Strike, Pull Punch.
Level Advancement Bonuses
1st - Critical Strike on a natural roll of 20 and from behind, +1 to Strike, +2 to Parry.
2nd - +2 to Dodge, +1 to Initiative
3rd - +1 Attack per Round, gains Multiple Dodge technique.
4th - Knock-out on a roll of Natural 20, +1 to Initiative.
5th - Select one power from either Body Hardening or Martial Arts Techniques (House Rule: Add +1 to Initiative, Strike, and Damage).
6th - +1 Attack per Round, +2 to Disarm, +1 to Kicks (Strikes and Damage).
7th - Critical Strike on a Natural Roll of 18 or higher, +1 to Parry, +1 to Dodge.
8th - +1 Attack per Round, +1 to Holds, +1 to Locks.
9th - +1 to Disarm, +2 to Initiative.
10th - +1 Attack per Round, +1 to Strike
11th - Knockout on a Natural Roll of 18 or higher, +1 to Parry, +1 to Dodge.
12th - + to Kicks (Strikes and Damage).
13th - Death Blow on a Natural Roll of 20.
14th - Select one power from either Body Hardening or Martial Arts Techniques (House Rule: Add +1 to Initiative, Strike, and Damage).
15th - +1 Attack per Round, +1 to Parry, +1 to Dodge.
VFA-8 Logan
The Logan, nicknamed the “Flying Cat” by her pilots and crew, is a variable, two mode light variable attack aerospace aircraft designed to fill ground attack and close air support roles within the TASC. The Logan is a small, compact package that can be deployed quickly and fight equally well in atmosphere and in space.
M.D.C. By Location
Upper Arms – 40 each
Forearms – 65 each
Hands – 25 each
Legs – 120 each
Feet – 75 each
*Wings – 110 each
**Rear Stabilizers – 50 each
***Engines – 100 each
Vernier Thrusters – 15 each
Triple Barrel Plasma Cannon – 65
E-20 Gun Pod – 80
Reinforced Pilot’s Compartment – 100
****Main Body – 220
*Destroying a wing makes the Logan unflyable in fighter mode. In battloid mode, destruction of a wing means the loss of a shield and exposes that forearm to direct damage.
**Destroying one rear stabilizer makes the Logan terribly hard to control and imposes a -40% penalty to Pilot: Veritech skill rolls. Destroying both stabilizers makes the Logan unflyable.
***Destroying one engine reduces the Logan’s speed and combat bonuses by 50%. Destroying both makes the Logan unflyable.
Note: Items marked by 1-3 asterisks are difficult targets to hit, requiring the attacker to make a “Called Shot” with a penalty of -3 to strike.
****Depleting the main body of the Logan completely destroys the mecha.
Speed
Flying
33,000 feet: 937 mph or Mach 1.21
Space: 1,903 mph or Mach 2.5
Battloid Mode: 219 mph
Running: 40 mph
Leaping: the Logan’s battloid mode is not well suited to jumping, and the best it can manage is 15 feet up across unassisted, or a jet assisted jump of 40 feet up or lengthwise.
Statistical Data
Fighter Mode
Height: 13.3 feet
Length: 35 feet
Wingspan: 26.7 feet
Battloid Mode
Height: 17.6 feet
Length: 14.9 feet
Width: 10 feet
Weight: 6.5 tons dry
Cargo: A small space big enough for a survival pack and a side arm.
Weapon Systems
1. LPW-20 Triple Barreled 20mm Plasma Nose Gun: This is the main air-to-air weapon of the Logan. It is a medium output, rapid-fire weapon with excellent reliability but inflicts light damage.
Range: 3000 feet
Mega-Damage: 6d6 MD for a six round burst.
Rate of Fire: Each shot uses one of the pilot’s melee attacks.
Payload: Effectively unlimited.
2. EP-20 20mm Laser Gun Pod: The 20mm EP-20 is a high-output, single-barreled laser gun pod configured as a pistol. This compact weapon has excellent penetration and stopping power, and is well suited to urban warfare and Close Quarters Battle. Like all other mecha-portable gun pods fielded by the ASC, the EP-20 is powered by an internal, rechargeable capacitor. The capacitor is charged by the Logan’s reactor while the weapon is mounted to its airframe coupling. NOTE: the EP-20 cannot be fired in fighter mode due to its mounting position.
Range: 4000 feet
Mega-Damage: 1d4x10 per blast
Rate of Fire: Each blast uses one of the pilot’s melee attacks.
Payload: A fully charged capacitor is good for 60 blasts. The capacitor charges at one blast every one minute in its coupling, and an empty capacitor takes one full hour to recharge.
3. Fuselage Mounted Hardpoints ( 2 ) : These hardpoints can carry short- or medium range missiles, as well as multiple launch ordnance pods loaded with mini-missiles. Due to the mounting positions of the hardpoints, any ordnance must be fired or ejected before the Logan can transform into a Battloid.
Range: By missile type.
Mega-Damage: By missile type.
Payload: Each hardpoint can carry one medium-range missile, two short-range missiles or one multiple launch ordnance pod loaded with eight mini-missiles.
4. Hand to Hand Combat: The Logan is only fair at hand to hand combat.
Restrained Punch: 1d4 MD
Full Strength Punch: 1d6 MD
Power Punch: 2d6 MD; counts as two attacks
Kick: 2d4 MD
Stomp: 2d4 MD against targets under 11 feet tall
Jump Kick: 2d8 MD; counts as two attacks
From House rules:
5. The Logan Veritech has the following wing-mounted hardpoint options: Each of its two hardpoints can carry 2 medium-range missiles, 4 short-range missiles, 8 mini-missile/rocket MLOP or (if available) an ECM Jamming Pod (see spoiler). Unlike the missiles that prevent a Logan mech from safely transforming to guardian mode, the ECM is both light and flat enough to remain on its wing(s). I am upgrading the Logan because I'd like it to have this kind of firepower and because if I don't, it might get overlooked in the future for lack of ordnance.
ECM Jamming Pods
Making full use of electronic attack capabilities requires the Advanced Electronic Warfare (AEW) skill. Players can operate these systems without the AEW skill, but are at a disadvantage. Players with only the Electronic Countermeasures skill will be at -15% to operate the EWAR systems, and those with only the Sensory Equipment skill will be at -40%.
In game terms, electronic warfare is debilitating to enemies and players alike. To disrupt radar, communications and targeting systems, the player first declares what he's jamming, then rolls his Advanced Electronic Warfare skill. A successful roll jams one system (comms, radar, targeting, etc.) for 2D6 melees, and a player can jam as many systems as he has jamming pods up to his number of attacks with a range of 100 miles (160 km). A mecha or ship that is the victim of an EWAR attack sees its combat bonuses reduced more and more with each system jammed. One system jammed reduces all combat bonuses by 25% and the target loses one attack and (as) they scramble to compensate for the jamming. Two systems jammed reduces combat bonuses by 50% and the target loses two attacks. Three or more systems jammed eliminates all combat bonuses, reduces the target's attacks by half and the pilot is reduced to visual aiming of all weapons and can only fight what he can see with his eyes.
Special Bonuses: +2 on initiative, +2 to strike, +1 to parry and dodge, +3 to auto-dodge in jet mode (the act of dodging does not use up a melee attack), +2 to roll with punch. These bonuses are in addition to any bonuses from the Mecha Elite Combat Training Skill
Bonuses from Mecha Elite Combat Training (MECT) only: +1 attack per melee round at levels 1, 3, 6, 9, 12 and 15. +2 on initiative, +1 to strike, +2 to dodge, +3 to auto-dodge while flying, +1 to disarm +1 to pull punch, and +1 to roll with impact.
Old equipment (status remains to be seen):
1. light CBR Mk. 2E
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.
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.
4. Tactical Jump Pack (requires no skill proficiency to operate; only practice. Your characters are experienced in its use having been trained here on Eglin ASC base).
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%.
Survival Knife
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
8. 4 flares
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:
13c. Characters with the Paramedic receive an intermediate medical kit (complete with painkillers and high-quality items).
Personal equipment:
- notebook (the book, not the computer), half a dozen pens
- potentially a to-be-specified item of scientific value
- a dozen clean plastic bags (about 3l volume each)
- small-talk survival kit: pack of cigaretts, lighter, pack of bubble gum (lemon flavor)
- a copy of Kant's "Critique of Practical Reason" - three letters therein
- a little Earth-charm plus necklace
- old, acoustic guitar in a battered, black case
- glasses (eye protection only)
- several scarves (yellow-blue, black, and one in dark camouflage patterns)
- non-military clothing: Jeans, a number of colorful shirts (red, a dark pink, yellow), a worn-down, darkblue denim jacket. A red winterjacket. Two pairs of winter gloves. Nothing too special, at least for someone who's preparing for cold weather with lots of snow.
- 5.600 credits
Right now:
- 1 set of clothes, and things she'd naturally carry with her on the trip southwards (see above)
- survival kit
- nicked metal golf club
-creditstick (15.000) from transfer ceremony
- Combat Infantry Badge
1. Describe your butt. (Small? Flat? Round and healthy? Be honest!)
Guess there could be a bit more of it, you know... but studying makes you either fat, or skinny, and the former don't end up in the military like I did. Plus, there's genetics... and the brain, a fifth of your snacks gets used there, think about it... doesn't even matter how stupid you are, same for everyone, even for Josh. Anyway, the butt - square, flat-to-muscly, and I won't start to eat junk food just to sit a little softer.
2. List your close family with a heartfelt description of each.
Well, there's mom, Svea. The kind of mom who tells you not to go to that party, and then arrives at half past three in the night to get you home safely anyway. Always worried, always busy, always there when you need her. Should call her more often, she's gotta be lonely - then again, the last two times she was with the Conroy's, so it can't be that bad. Maybe next week, should be less work, then. Oh yeah, the Conroy's - been our neighbors since I was born, and I spent my time there when mom was working. Mostly with Josh - same age, same school, pretty much a brother. Didn't hear much of him since he married, no idea how he found someone like that. Bought a house further north, better place for a child to grow up. Right way to do it. His parents? Good people, I'd say. She, Wendy, always helped me with my schoolwork until I got the hang of it, taught physics and sport in the mornings. He? No idea, something with lots of timber... carpenter, maybe? Rarely there, but even then he mostly looked the other way.
And of course, there's father. He's got a deep, calm voice, and we call each other twice a year. My birthday, and his. For hours, though, it's not that bad - it's just the distance, mostly. Tried to settle down when I came in, but he's soldier at heart - couldn't sit still, so he went his own path. No bad blood, or not too much of it anyway. Went to Japan, doing what he's good at, still always sent more money than what was needed. Never forgot a single birthday, too.
3. Discuss your favorite mecha and why it is your favorite.
Gotta say, all the Zentraedi and Meltrandi tech is up there - amazing things, but built with a completely different philosophy, and you see it in all the little details. But don't think they can beat the Logan - I know, other mecha might be better at the specific thing they do, but I'm biased. Worked on these things even before I knew that I'd end up in one myself, even if it's just the air filters.
4. Discuss our least-favorite mecha along with your reasons.
That's a tough question. The Ajax, maybe? You know, the latest tech available to mankind, the one thing between us and extinction - or that's at least what those pilots tell me all the time. Heck, a Logan gets the job done just as well, so don't act as if you're better just because your mecha is all shiny and stuff. I mean, I get it, those things are great, it's really just the pilots mostly. So maybe not the Ajax, but just the newest model, whatever that is at any point. Brings out the worst amongst damn capable people.
5. Describe one of your favorite meals and why you like it.
Tough question, honestly - no beans, those are evil, even good old Pythagoras knew that. Guess I like healthy, fresh stuff, mostly, and a bar of chocolate here and there... but a favorite? Wait, think I got it - you know those days where there's too much to do, and everyone tells you that it's not doable in time, and then you get it done regardless, and you even make it in time for practice, and stay an hour longer because the stress needs to go somewhere, and then it's way too late and you wouldn't even be able to make a toast properly, but that junk food restaurant is still open, and you order one of those big burgers, and you usually try to stay away from meat but order twice as much anyway because you don't care, and then there's half-melted cheese on it, and salad, and tomatoes, and way too many roasted onions? Those things of well-earnt awesomeness taste like victory itself, let me tell you. You can't skip the first steps, though, I tried - it's just real greasy junk food, then.
6. What was the last song you really enjoyed?
Promised Land, by Joe Smooth. Don't know about you, but I find that kind of music awfully relaxing. Just good background music when you need to fill in those reports, or anything really - House in general, the slower versions at least. Don't mind a good old acoustic guitar, either; but that's only for when you have both hands free, and that's a rare occasion these days.
7. If you could visit anywhere in Florida, where would it be?
Could say Chicago and show how much I suck at geography by that... don't really have a specific place where I'd want to be, just a method to find one. You go to a book store - one of those small, older ones, where the owner is in her late seventies and has read every single book she sells. Florida is quite big, there's gotta be one of those. Then you search for the local guide books, pick two or three of them, and ask the owner if they're any good. She'll know, because she walked every step that's described there, that's what those kind of people do during their vacations. Here in Stockholm, at least. So she'll point one of those books you didn't grab, most likely, and you take that one and ask the owner for her favorite place in there. No matter what they answer, that's where you gotta be. Not the usual place where everyone takes their photos, but some quirky, forgotten corner that noone else ever finds.
8. If you could get a kiss from anyone, anywhere, who would it be?
This is where they try to find those hidden love affairs, right? Think I'll have to disappoint, though, met a few cute guys and gals, but noone special. Not father, that's just not his style. Not mom, I can get one anytime I visit. Is the Frog King from the Grimm Brothers' tale available? That'd be easy money - kiss him to turn him back into a prince, get a paycheck for that, laugh at the princess for her stupidity, and leave. Maybe look into the well to see if there's a second bewitched prince in there, just to be sure. Not convinced? Fine - can I keep the offer, just in case I meet that special someone, someday?
9. If you could mind-control all of the Malcontents, what would you have them do?
Nothing, at first - I'd be busy writing down how I got that power, you know. And then, after that - I'd send them to some far-away place where they aren't a threat. Before all this stuff happened, there were theories that Africa newer quite found its footing in the world because people there were never allowed to find their own way. The colonisation made things how the Europeans liked them, not like they needed them themselves. Maybe it's the same for the Malcontents, and they just need some time far away from the Robotech Masters to figure themselves out - it's possible. In any case, my last order for them would be to burn the book I just filled with my notes. Don't think I could waste an opportunity like that, we're spread thin enough. But noone should control sentient, rational beings like that. There's a line where we just become what we fight.
10. Write down whatever is on your mind.
Haven't played my guitar in a while. Yes, that's a minor thing, but my name means "the she-wolf", and I'm all about the pack life. Sure, I read a lot, too, but I also like good company. And between military and experiments, that's something that's surprisingly hard to find. When the soldiers go for a drink, I'm in the lab. When the scientists party for once, I'm at the gun range. I'm not complaining, such is life right now. But I bought these new strings for a reason. And that's not so that I can play during my night shifts while keeping an eye on the experiments.
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