Player Character Name: Adrian Speers (Real Name: Adrian Farenheits)
Rank: First Lieutenant
Callsign: Vamp
Gender: Male
Race: Half Zentradi
Birthplace: Iota
Height: 6'0"
Weight: 152 lbs
Eye Color: Red
Hair Color: White
Handedness: Left
Age: 25
Physical Description: Has long hair, pale skin, always wears black
Relationships:
Family: Mother - Deceased, shot by humans, Father - Mathias Farenheits
Closest Ally/Friend:
Basic Personality:
A loner on his own right, he avoids as much interaction with others, only to respond when talked to. Because of this nature and the fact that he is reckless, he is always dispatched late in the scene, which made him install Fold Boosters on his Variable Fighter. He dislikes his father, as he believes that he is the reason why she died in the first place. He doesn't harbor hatred against anyone, due to his mother. He mostly sleeps, and wakes up almost at the middle of the mission. Although he was asked multiple times, He has no real relation to Aria Speers, saying that it was just a coincidence from the name changing.
Background Story:
Born and raised by a Zentradi father and a Human mother, he was looked down on in society. Because of the Zentradi blood that ran through his veins, he showed great prowess in most of what he did. He slowly gained recognition to his peers, and was valued as a person.
During a robbery incident, his mother was shot and his father never came to help nor visit. Being the first to see his mother, he was about to swear vengeance, when his mother told him that he should not harbor hatred for others, as they have great problems themselves.
Because of this incident, he confronted his father, who hit him a few times. He then separated himself from his father, and took up the name Adrian Speers. He then proceeded to take up piloting a Variable Fighter. Although his skill was great, his recklessness and blood thirst gained him the codename Vamp. Coincidentally, He was then assigned to the Rogues in Battle-27, gaining the position of Rogue Four, but was temporarily transferred to the Diamondbacks.
Character Attributes: (Leave blank until GM does dice rolls for values)
IQ: 13
ME: 11
MA: 10
PS: 18
PP: 20
PE: 14
PB: 13
SPD: 15
Occupational Character Class: UN Spacey Variable Fighter Pilot
Level: 4
Hit Points (HP): 73
Spiritia Points (SP): 16
Giant Hit Points (GHP): 31
Occupational Character Class Skills:
MOS:
Radio: Basic +10%
Read Sensory Instruments +15%
Navigation: +15%
Weapon Systems +10%
Pilot Jet Fighter +20%
Pilot Variable Fighter +20%
Mecha Combat - Basic: All VF Models
Mecha Combat - Advanced: VF-5000 Star Mirage
Mecha Combat - Advanced: VF-11 Thunderbolt
Note: Additional VF Models at GM Discretion depending squadron assignment.
EVA (+10%)
Zero-G Movement (+15%)
Lore: UN Spacy Tactics (+10%)
Lore: UN Spacy History (+10%)
Climbing
Running
WP: Automatic Pistol
WP: Automatic Rifle
Hand to Hand: Commando
Other Skills:
• Select 8 other skills, 3 must be from Piloting
• 1 extra skill at level 3 ,9 ,12
• 2 extra skills at level 6.
Communications – Any (+10%)
Domestic - Any
Electrical - Basic Electronics only
Espionage - Wilderness Survival, Sniper & Intelligence only (+5%)
Mechanical - Basic, automotive, aircraft only (+5%)
Medical - First Aid only (+10%)
Military - Strategy/Tactics (+10%)
Physical – Any (except acrobatics)
Pilot – Mecha Combat - Advanced: VF-14 Vampire, Mecha Combat - Advanced: VF-14 Hunter, Mecha Combat - Advanced: VF-19 Excalibur (+5% ground vehicles, +15% all aircraft)
Pilot Related – Radar/Sonar Operations (+10%)
Rogue - None
Science - Astronomy, Astrophysics & any Math (+10%)
Technical - Any
WP – W.P Energy Pistol
Secondary Skills:
Sniper
Weapons Specialist
Interrogation/Interrogation Techniques
Detect Ambush
ADVANCED VF-5000 COMBAT TRAINING
• Advanced training for pilots specializing in the VF-5000.
• 3 attacks per melee (plus those of the pilot).
• Add one additional action/attack at levels three, six, eleven, and fifteen.
• +2 on initiative.
• +2 to strike
• +2 to parry
• +2 to dodge in battloid mode, +4 in gerwalk, +6 in jet mode. +1 to dodges in all modes when used in an atmosphere (+3 to dodge in battloid mode, +5 in gerwalk, +7 in jet mode).
• +2 to roll with a punch or fall with an impact, reducing damage by half.
• +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
ADVANCED VF-11 THUNDERBOLT COMBAT TRAINING
• Advanced training for pilots specializing in the VF-11.
• 3 attacks per melee (plus those of the pilot).
• Add one additional action/attack at levels three, six, eleven, and fifteen.
• +2 on initiative.
• +2 to strike
• +3 to parry
• +3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.(includes bonus from Virtual Environment Cockpit, see above)
• +3 to roll with a punch or fall with an impact, reducing damage by half.
• +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
ADVANCED VF-22 STURMVOGEL COMBAT TRAINING
• Advanced training for special forces pilots specializing in the VF-22 Sturmvogel.
• 4 attacks per melee (plus those of the pilot).
• Add one additional action/attack at levels two, five, seven, and ten.
• +2 on initiative (+5 when using Active Stealth System)
• +3 to strike (+4 when using Active Stealth System)
• +4 to parry
• +3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.
• +3 to roll with a punch or fall with an impact, reducing damage by half.
• +3 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation variable fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
• Critical strike same as pilot's hand-to-hand.
• Body block/tackle/ram - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.