The Cinderlander

Wayne "Duke" Lenez's page

78 posts. Alias of Camris.


Full Name

Wayne “Duke” Lenez

Race

Human

Classes/Levels

Mecha Pilot | HP 10/10 | VF-2SS= HP 42/47 | Armor 9 | Def +6 | Handling -4/+9

Gender

Male

Size

Medium

Age

28

Special Abilities

As Mecha Pilot

Location

The Cockpit. Where he belongs.

Occupation

Valkyrie Pilot

Strength 12
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 10
Charisma 13

About Wayne "Duke" Lenez

Wayne “Duke” Lenez

• Mecha Pilot: The Mecha Pilot is trained to fly, pilot, or ride the combat mecha of the Robotech Expeditionary Force.
o Veritech/Valkyrie Pilot
Aside from that, there are a number of Military Operational Speciality archetypes including:

• Valkyrie Pilot

ST: 12
DX: 18
CON: 14
IN: 14
WS: 10
CH: 13

HP: 10/10 (d8)
BAB: +0
SAVES:
Fort: +2
Ref: +6
Will: +0

Human
Human Racial Traits
• +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking English. Humans with high Intelligence scores can choose any other language they want, such as Zentraedi.

The Mecha Pilot
Whether they pilot a destroid, battloids, a cyclone, an alpha or beta, or one of the Valkyries; Mecha Pilots make up the elite of the Robotech Expeditionary Force. They are trained to operate the transformable and non-transformable mecha: the Veritechs and Variable Valkyrie Fighters, the cyclones, and the Destroids, including the Variable MAC-IV Monster destroid. Most Mecha Pilots consider themselves elite compared to infantry soldiers, patrol cops, or other “ground pounders.”

Characteristics
Some Mecha Pilots are chivalrous, hot blooded, and confident, but most know war is not a game, whether the foe are criminal gangs, terrorists, or the armed forces of rival powers. They may ponder over whether to climb into the cockpit again — or even consider deserting — but when they actually get on the battlefield, they fight to win, using their superior firepower to reap lesser adversaries like wheat before a scythe as they smash their way toward their opposite numbers. The most famous Mecha Pilots — like fighter aces of the past — are renowned for situational awareness, the always preternatural “sixth sense” of keeping track of everything in the confusion of battle that lets them fight many foes at once.
Background
Some mecha are operated by steely-eyed professionals who graduated from a military academy, others by scarred veterans of a hundred battles, and a great many by angst-ridden 14-year-olds who’ve barely read the manual. In short, a Mecha Pilot can come from any class, race, or background.

Hit Dice and Ability Scores
The Mecha Pilot uses d8 Hit Dice.
Class Skills
The Mecha Pilot’s BESM d20 class Skills are
1 Acrobatics (Dex), 8
1 Computer Use (Int), 6
0 Demolitions (Int), 2
1 Drive (Dex or Int), 8
0 Knowledge (Electronics) (Int), 2
0 Knowledge (Law) (Int), 2
0 Knowledge (Mechanics) (Int), 2
1 Knowledge (Military Sciences) (Int), 6
0 Knowledge (Police Sciences) (Int), 2
1 Knowledge (Strategy) (Int), 6
0 Navigate (Int), 2
1 Perception, 4
1 Pilot (Dex or Int), 8
0 Repair (Dex). 4
1 Vehicle Weapons (Lasers) (Dex), 7
0 Vehicle Weapons (Missiles) (Int) 4
0 Vehicle Weapons (Projectile) (Dex) 6
Skill Ranks every Level: 4 + Int Modifier.
Level one skill ranks total: 7

CLASS:

Mecha Pilot

Level Base Attack Bonus
Fort
Ref
Will
Special
1 +0 +0 +2 +0 Mecha Pilot Feat Package, Items (Mecha and personal gear)

Class Features
All of the following are class features of the Mecha Pilot:
Mecha Pilot Feat Package
The Mecha Pilot gains these Bonus Feats at 1st Level: Mecha Weapon Proficiency [one type], Personal Firearms Proficiency, and [Mecha] Operation.
Personal Gear
A 1st Level Mecha Pilot possesses a basic set of equipment.
Typically, this is a flight suit or space suit and a sidearm and his Mecha.
At 1st Level, the character receives an appropriate mecha constructed from 400 Mecha Points (see page 12 of d20 Mecha). Every 4 Levels, the Mecha Pilot either makes significant upgrades to his or her mecha, or receives a more powerful replacement mecha; the Mecha Point total increases by 400 Points for each upgrade. This should be justified by in-game events. It could represent his or her organisation providing a better prototype machine, or new parts. If the mecha is magically bonded to the pilot, it may represent it growing in power as he or she grows in heroic stature. It is up to the GM whether or not to let the new or upgraded mecha be designed by the player.

ATTRIBUTES 7+4

DEFECTS:

DEFECTS

->Easily Distracted (Attractive members of the Opposite Sex)
A character with this Defect will become enthralled with the trigger until it can no longer influence him or her.
2 BP The character is distracted by a few infrequent triggers, or by one trigger that is encountered frequently.

->Recurring Nightmares
When the Recurring Nightmare Defect haunts a character, he or she has trouble sleeping at nights and functions at less-than-optimum performance during the day. The nightmare can be a memory of a tragic event or traumatic experience, or it might be something else such as a prophetic vision or warning. The nightmare may not occur every night but it will haunt the character on a regular basis. Additionally, the nightmares do not need to portray the exact same events repeatedly, but the visions should be related in some way. The details concerning the subject matter of the nightmares and why they occur is the responsibility of the GM and the player to create.
1 BP The nightmares occur infrequently and have a slight effect on the character’s lifestyle.

->Red Tape
The character must negotiate his or her way through a complicated bureaucracy in order to accomplish tasks. This Defect is often associated with characters who are members of law-enforcement organisations or similar government agencies that require paperwork. Red Tape also includes whatever measures the character must take “after the fact” to appease the organisation to which he or she belongs. For example, a cop may need to fill out a report every time his or her weapon is fired or may have to follow a complicated series of steps to obtain a search warrant.
1 BP The Red Tape only impedes the character before or after a major action (but not both) and/or the Red Tape is easy to manage most of the time.

Attributes:

+ Attack Combat Mastery (6pts) 2 ranks
Attack Combat Mastery
Cost: 3 Points/Rank
Relevant Ability: None
Progression: The character’s Base Attack Bonus is increased by 1 Point/Rank
Combat Mastery denotes either an innate “killer instinct” or the character’s intimate knowledge of a wide range of offensive combat techniques covering all aspects of armed and unarmed encounters (including ranged weapons). Individual Combat Skills let a character specialise with particular weapons or specific styles, but Combat Mastery allows a character to pick up any weapon (or use none at all) and still be dangerously proficient.
Each Rank in this Attribute raises the character’s Base Attack Bonus by one. This may provide a character with additional, secondary attacks should it increase the character’s Base Attack Bonus above +5, +10, or +15.

+Defence Combat Mastery (2 points) 1 rank
Cost: 2 Points/Rank
Relevant Ability: None
Progression: The character’s Armour Class is increased by 1/Rank
Defence Combat Mastery denotes either an innate “danger instinct,” or the character’s intimate knowledge of a wide range of defensive combat techniques covering all aspects of armed and unarmed encounters (including Special Attacks and ranged weapons). Individual defence combat Skills let a character specialise with particular weapons or specific styles, but Defence Combat Mastery allows character to defend him or herself proficiently at all times.Extra Attacks

+Heightened Awareness (3 point) 3 rank
Cost: 1 Point/Rank
Relevant Ability: Wisdom
Progression: The character gains a +2 bonus/Rank to specific Ability/Skill checks
The character possesses a high degree of situational awareness. He or she is usually very alert and receives a bonus on Ability and Skill checks relevant to noticing otherwise hidden things, such as concealed objects, ambushes, or anything else related to sensory awareness. The bonuses of Heightened Awareness are cumulative with those of Heightened Senses.

Personal Gear:

Typically, this is a flight suit or space suit and a sidearm and his Mecha.

MECHA: VF-2SS:

VF-2SS from Macross II

Fighter stats

Type: Transformable Fighter (Fighter -> Guardian -> Battloid)
Class:Variable Space Fighter
Size: Huge
Hit Points: 47 points
Occupants: 1 Pilot (operator)
Armor: 9
Defense: +6
Strength: 26
Air Speed: 750 mph (6,600’)
Dramatic Spaceflight: 1 G
Ceiling: 60,000’
Handling: -4/+9 (65 mp)

Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Life Support, Laser Designator, Re-entry Shield
Exotic Abilities: Transformation
Defects: Hanger Queen, Very Noisy, Organizational Ties (REF), Reduced Endurance (a few days), Stall Speed 160 mph, Startup Time - 5 minute, Volatile, Windows

Guardian/Gerwalk Mode Stats

Type: Transformable Fighter (Fighter -> Guardian -> Battloid)
Class: Variable Space Fighter
Size: Huge
Hit Points: 47 points
Occupants: 1 Pilot (operator)
Armor: 9
Defense: +6
Strength: 26
Air Speed: 750 mph (6,600’)
Land Speed, running: 120 mph
Dramatic Spaceflight: 1 G
Ceiling: 60,000’
Handling: -4/+9

Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Life Support, Laser Designator, Re-entry Shield
Exotic Abilities: Transformation
Defects: Hanger Queen, Very Noisy, Organizational Ties (REF), Stall Speed 160 mph, Reduced Endurance (a few days), Startup Time - 5 minutes, Volatile, Windows

Soldier/Battloid Mode Stats

Type: Giant Robot
Class: Variable Space Fighter
Size: Huge
Hit Points: 47 points
Occupants: 1 Pilot (operator)
Armor: 9
Defense: +6
Strength: 26
Land Speed, running: 120 mph
Dramatic Spaceflight: 1 G
Ceiling: 60,000’
Handling: -4/+9

Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Hover, Life Support, Laser Designator, Re-entry Shield
Exotic Abilities: Transformation
Defects: Hanger Queen, Very Noisy, Organizational Ties (REF), Stall Speed 160 mph, Reduced Endurance (a few days), Startup Time - 5 minutes, Volatile

2 x semi-fixed anti-aircraft laser cannons (mounted center ventral section in Fighter/GERWALK mode, becomes head turret in Battroid mode)
Damage: 4d6
Critical: 20
Type: Laser (energy)
Increment: 6,400’
Magazine: Effectively Unlimited
Notes: Fixed Arc of Fire (front), Unlimited

1 x medium-sized rail gun
Damage: 4d8
Critical: 20
Type: Ballistic
Increment: 160’
Magazine: 515
Notes: Automatic x2, Extra Ammo x3 (515 shots); Fixed Arc of Fire (front); Alternative weapon
Shots fired:
(XOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOO O)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OO OOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)( OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO )(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOO OO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(O OOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO) (OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOO O)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OO OOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)(OOOOO)

Hand-to-Hand Combat: 1d6 damage/x2 Critical.

This is without the point values.