Character Name: Ryoto Hikawa
Age: 18
Gender: Male
Birthplace: New Asia
Race: Human
Hair Color: Brown
Eye Color: Brown
Height: 5'9
Weight: 100 lbs.
Handedness: right
Physical Description: Normal looking boy, wears a purple shirt, black vest, white pants and purple shoes.(There's a pic of him in his pilot suit)
Callsign: Ace Attacker(Not until later)
Rank: First Lieutenant
Likes: Machines
Dislikes: Fighting
Relationships: Rio Mei Long(Girlfirend)
Family: Kou Hikawa(Father) , Mio Hikawa(Mother), Miyu Hikawa(Sister)
Closest Friend/Ally:TBD
Worst Enemy/Rival:TBD
Basic Personality: Polite and Calm, Ryoto is a total pushover. He'll do almost anything he's told. He also hates fighting so he wanted to be a mechanic, but his father insisted that he become a pilot.
Character Background:
18 years old. He is a bashful, and kind hearted boy. He tends to think pessimistically though. He is unskillful, and has trouble conveying his feelings to others. Because of that, he has developed a self hatred.
He likes working with machines, and is skilled with computers. He was supposed to be a mechanic but his father forced him to be a pilot. He likes to play games. A major stumbling block in his abilities to become a powerhouse is that he, in his father's terms, "does not possess a killer instinct."
He's an obedient person, and doesn't like confrontations. His family owns a Karate dojo, and he's surprisingly well trained. He met Rio when she callenged their dojo and she was beaten by his older sister Miyu. He was recently transfered to the Ghostriders.
Level:4
IQ:15
ME:14
MA:12
PS:18
PP:19
PE:12
PB:15
SPD:17
Occupational Character Class: UN Spacy Variable Fighter Pilot OCC
HP:66
SP: 51
GHP:NONE
OCC SKILLS
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
Mecha Combat - Advanced: VF-19 Excalibur
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: Martial Arts
Communications –None(+10%)
Domestic - None
Electrical - Basic Electronics only
Espionage - Wilderness Survival, Sniper & Intelligence only (+5%)
Mechanical - Basic, automotive, aircraft only (+5%)
Medical - First Aid only (+10%)
Military - Weapons Specialist (+10%)
Physical – Meditation (except acrobatics)
Pilot – Space Fighter, Horsemanship, Pilot Motorcycle and Small Vehicles(+5% ground vehicles, (+15% all aircraft)
Pilot Related – (+10%)
Rogue - None
Science - Astronomy, Astrophysics & Advanced Math (+10%)
Technical - Computer Engineer
WP – Sword
Secondary Skills:
Movement - Zero Gravity
Meditation
Tai Chi
W.P Staff
BASIC VARIABLE FIGHTER COMBAT TRAINING
• Basic training for non-pilot military personnel.
• 1 attack per melee (plus those of the pilot).
• Add one additional action/attack at levels three, nine, and fifteen.
• +1 to strike.
• +1 to parry
• +1 to dodge in soldier mode, +2 in gerwalk, +4 in jet mode.
• +1 to roll with a punch or move with an impact, reducing damage by half.
• No leap dodge.
• No leap kick.
• 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-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-19 EXCALIBUR COMBAT TRAINING
• Advanced training for pilots specializing in the VF-19 Excalibur.
• 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
• +4 to dodge in solder mode, +6 in gerwalk, +8 in jet mode (includes bonus from Virtual Environment Cockpit, see above)
• The VF-19F and S versions get a +1 to dodge and strike in space, but suffer a -1 penalty to dodge and strike in a planetary atmosphere.
• +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 VF 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.