Lt. Joshua Bittenbender

Status: Inactive
System: Robotech (Palladium)

Josh was one of those characters I'd made in a fit of boredom only to move into a regular game at a later date. Josh was, perhaps, my first Palladium character ever, an REF Veritch Pilot. He didn't always have the Super-Alpha listed on this sheet; when he started, he had a combined Alpha-Beta fighter.

Josh was introduced into the same campaign that Gitana and Gruun'tacck were in, my third active character in that game. The GM allowed us to bring in multiple characters, and due to the reality-warping nature of the game he allowed characters from many settings. During the course of the adventure, the Beta fighter ended up getting scrapped, and then the Alpha was shot to hell. The GM replaced those fighters with the Super-Alpha.

Josh ended up getting involved with one of the other fighter pilots in the game, who was thankfully an equal in rank rather than a subordinate or superior. Then the GM decided to have her roll to see if she got pregnant every single time the pair slept together... One of the many things that made me dissatisfied with the game at the end. I was man enough to not take my frustrations out ICly on Josh's partner; instead, I took them out on the GM. :)

Josh is one of those characters I may want to play again at some point, if I can get in on a decent game. I may want to translate him into another system, however, as I've become dissatisfied with Palladium in general.

OCC: REF Veritech Pilot
Level: 6
Exp: 30,930
Needed: 35,800

Gender: Male
From: Tirol
Age: 22
Height: 5' 7"
Weight: 160 lbs.
Eyes: Green
Hair: Brown

Alignment: Scrupulous
Disposition: Good-natured

IQ: 13 Perception: +1
ME: 11
MA: 11
PS: 14 Lift: 280 lbs. Carry: 140 lbs.
PP: 14
PE: 18
PB: 10
Spd: 14
HP: 41
SDC: 38
PPE: 11

Money: 84,200
Salary: 3,200/mo

OCC Skills:
Pilot: Jet: 98%
Pilot: Veritech Fighters: 95%
Mecha Combat: Alpha
Mecha Combat: Beta
Mecha Combat: Cyclone (Battler only)
Weapon Systems: 98%
Read Sensors: 80%
Navigation: 98%
Hand to Hand: Expert
Ranged Combat: Infantry
OCC Related Skills:
Veritech Mechanics: 60%
Basic Electronics: 65%
First Aid: 80%
Body Building
Boxing
Pilot: Lancer Space Fighter: 90%
Pilot: Motorcycle: 80%
Basic Math: 98%
Navigation: Space: 95%
Radio: Basic: 75%
Cook: 90%
WP: Gallant H-90
WP: Automatic Pistol
Airplane: 92%
Small Spacecraft (PW): 60%
Zero-G Movement and Combat (PW): 70%
Combat Bonuses:
Attacks/Melee: 6
Strike: +2
Parry: +4
Dodge: +4
Roll w/ Impact: +3
Pull Punch: +2
Critical: Natural 18, 19, or 20
Damage:
Kick: 1d6
Ranged Combat Bonuses:
Attacks/Melee: 6
Strike:
w/ Automatic Pistol: +4 aimed, +2 burst, +1 wild
w/ Gallant H-90: +4 aimed, +2 burst, +1 wild
Burst Damage Multipliers:
Short: x2
Medium/Half Melee: x4
Long/Full Melee: x6
Imposed Dodge Penalties:
Conventional: -2
High-Tech: -4
Critical: Natural 18, 19, or 20
Coldcock
Rapid Reload
Cyclone Combat:
Attacks/Melee: 9
Strike: +3
Parry: +6
Dodge: +7
Pull Punch: +2
Roll w/ Impact: +6
Leap Dodge: +4, automatic
Critical: Natural 18, 19, or 20
Damage:
Punch: 1D4 MDC
Kick: 1D4 MDC
Leap Kick: 2D4 MDC
Body Throw/Flip: 1D4 MDC
Body Block/Tackle: 1D4 MDC
Alpha Combat:
Attacks/Melee: 10
Strike: +4
Parry: +6
Dodge: +7 (B, G), +11 (J)
Roll w/ Impact: +6
Pull Punch: +2
Critical: Natural 18, 19, or 20
Damage:
Punch: 1D4 MDC (G), 1D6 MDC(B)
Kick: 1D6 MDC (B)
Leap Kick: 2D6 MDC (B)
Body Flip/Throw: 1D6 MDC (B)
Body Block/Tackle: 1D6 MDC (B)
Stomp: 1D4 MDC
Super-Alpha Combat:
Attacks/Melee: 10
Strike: +4
Parry: +5
Dodge: +6 (B, G), +10 (J)
Roll w/ Impact: +6
Pull Punch: +2
Critical: Natural 18, 19, or 20
Damage: +2
Punch: 1D4 MDC (G), 1D6 MDC(B)
Kick: 1D6 MDC (B)
Leap Kick: 2D6 MDC (B)
Body Flip/Throw: 1D6 MDC (B)
Body Block/Tackle: 1D6 MDC (B)
Stomp: 1D4 MDC
Beta Combat:
Attacks/Melee: 8
Strike: +3
Parry: +7
Dodge: +6 (B, G), +8 (J)
Roll w/ Impact: +5
Pull Punch: +2
Critical: Natural 18, 19, or 20
Damage:
Punch: 1D6 MDC (B)
Kick: 1D6 MDC (B)
Body Throw: 1D6 MDC
Body Block: 1D6 MDC
Stomp: 1D4 MDC
Equipment:
Canteen
2 weeks rations
First aid kit
Extra uniform
Binoculars
Flashlight
Armor:
CRV-3 Environmental Body Armor
MDC: 50
Laser-Resistant
Weapons:
Gallant H-90
Damage: 4D6 SDC, 1D6 MDC (pistol), 4D6 MDC (rifle)
Range: 200 feet SDC pistol, 500 feet MDC pistol, 1400 feet MDC rifle
Payload:
SDC pistol: 1000 blasts per E-clip
MDC pistol: 20 blasts per E-clip
MDC rifle: 30 blasts per rifle E-clip
Has rifle stock, flash suppressor
Ammo: 2 E-clips, 2 rifle E-clips

Wolf 9mm Autopistol
Damage: 2D6 SDC
Range: 800 feet
Payload: 20 round magazine
Ammo: 2 clips
VR-052 Battler Cyclone
Crew: One
MDC by Location in Cycle Mode:
Headlight (front): 2
Front Tire: 2
Rear Tire: 2
Storage Box (2): 2
Rocket Thrusters (rear): 50
Main Body: 200
EP-40 Beam Gun: 10
MDC by Location in Power Armor Mode:
Tires (2): 2
Rocket Thrusters (rear, lower back): 50
Forearm Shields (2): 50 each
Legs (2): 100 each
Head: 50
Main Body: 200
EP-40 Beam Gun: 10
Speed:
Cycle: 210 mph max, 80 mph cruising
Armor, running: 60 mph
Armor, flying: 180 mph, not possible w/ gasoline
Height:
Armor: 7 ft
Cycle: 3.6 ft
Width:
Armor: 3.4 ft
Cycle: 1.6 ft
Length:
Armor: 3.1 ft.
Cycle: 5 ft.
Weight: 200 lbs.
Cargo: two 10 x 20 x 18 inch boxes, detatchable.
Weapon Systems:
GR-103 Mini-Missile Launchers
Missile Type: Fragmentation
Damage: 5D6 MDC
Payload: 12
Rate of Fire: 1, 2, 4, 6, or all at once.
Range: 1 mile
GR-97 Forearm Missile Launcher
Missile Type: Plasma
Damage: 1D6 x 10 MDC
Rate of Fire: 1 or 2 at once
Payload: 4, but 12 can be stored in a cargo box
EP-40 40mm Beam Gun
Damage: 4D6 MDC
Payload: 30 blasts per E-Clip
Rate of Fire: Standard
Range: 2000 feet
Bonus: +1 to strike
Ammo: 3 E-Clips
Super-Alpha/Delta Fighter
Model: VAF-7B/VDF-1A
Class: VAF series Veritech Fighter
Crew: One
MDC by Location:
Head: 90
Shoulder Sensor Unit: 30
Hands (2): 35 ea.
Forearms/Gun Pods/Missile Pods (2): 75 ea.
Shoulders/Missile Pods (2): 140 ea.
Lower Legs/Thrusters/Missile Pods (2): 150 ea.
Missile Pod Launchers/Thruster Packs (2): 150 ea.
Wings (2): 150 ea.
Tail (2 fins): 60 ea.
Main Body: 360
GU-XX Gun Pod: 75
Speed:
Jet Mode: Mach 1.9 maximum; Mach 4.8 with rocket boosters
Guardian Mode: Hover to Mach 1
Battloid Mode:
Flying: Hover to 150 mph
Running: 100 mph
Leaping: 80 ft. up, 300 ft. w/ assist
Width:
13 ft. 7 in in Battloid
22 ft. in Jet and Guardian
Length: 36 ft. in Jet and Guardian
Weight: 15.2 tons; 20.5 tons fully loaded
Cargo: 500 lbs. w/ Cyclone removed
Weapon Systems:
MM-60A Multi-Missile System:
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft
Effective Range: up to 5 miles in air
Damage: Varies with missile type
Rate of Fire: Single fire, or volleys of 2, 4, 8, 16, 20, 40, or all 72 at once.
Payload:
Left Shoulder: 8
Right Shoulder: 8
Left Forearm: 10
Right Forearm: 10
Left Lower Leg: 12
Right Lower Leg: 12
Left Shoulder Brace: 4
Right Shoulder Brace: 4
Left Leg Box Launcher: 2
Right Leg Box Launcher: 2
GU-XX 35mm Tri-Barrel Gun Pod
Primary Purpose: Assault
Secondary Purpose: Defense
Effective Range: 4000 ft.
Damage: 4d6 MDC short burst, 1d4x10 MDC medium burst, or 2d4x10 MDC full melee burst
Rate of Fire: short and medium bursts use one attack; full melee bursts use 2 attacks and tie up the weapon for the full melee
Payload: 40 short bursts, or 20 medium bursts, or 10 long bursts
GU-X2 30mm Tri-Barrel Gun Pods (2)
Primary Purpose: Assault
Secondary Purpose: Defense
Effective Range: 2400 ft.
Damage: 3d6 MD short burst, 6d6 medium burst, or 1d6x10 full melee burst
Rate of Fire: short and medium bursts use one attack; full melee bursts use 2 attacks and tie up the weapon for the full melee
Payload: 80 short bursts, 40 medium bursts, or 20 long bursts per arm.
Multi-Missile Pod Launcher System
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft, Anti-Spaceship
Effective Range: Varies with missile type
Damage: Varies with missile type
Rate of Fire: Singly, or in volleys of 2 or 4

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