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==Talents and Traits== <b>Character Generation</b> Ballistic Weapons Training (Basic), Ballistic Weapons Training (Pistols), Melee Weapons Training (Small) WEAPON TRAINING Talent Groups: Small, Pistols, Basic, Great, Positron Effect: You become proficient in the use of the weapon in question. When using a weapon that you do not have proficiency in you take a -20 to attack rolls with that weapon. If the weapon in question requires two proficiencies and you only have one, you instead take only -10 to attack rolls with that weapon. BLOCKER Prereq: Pointman Effect: Your unarmed attacks can be used to parry. At Rank 3, your unarmed parries have a +10 bonus. At Rank 5 your unarmed parries have another +10 bonus (total +20). If you parry an attack with a Pen rating of at least 1 and the arm you use to parry has no AP rating, the attack resolves as a hit, dealing half the final damage to that arm. HALT ADVANCE Prereq: Pointman Effect: When you make a successful free attack against an opponent with whom you are engaged in melee who tries move away without a withdrawal action, you may instead cancel their movement in place of dealing damage. <b>Rank 1</b> Resistance (Fear) Effect: You gain a +10 Bonus when making a test to resist or avoid the object of your resistance. RAPID RELOAD Effect: The character halves all reload times, rounded down. Thus, Half Action reload becomes a Free Action, a Full Action reload ecomes a Half Action, and so on. MANEUVER MASTERY Prereq: Pointman Effect: When using the Maneuver action you may roll twice and take the better result. If you fail, you still move the target 1 meter. SPOTTER Prereq: Pointman Effect: As a half action you may designate a single ally. When that ally makes a ranged attack before the beginning of your next turn they may judge their distance modifiers as if they were firing from your position. This does not allow them to attack from greater than maximum range nor does it allow them to strike a target not within their line of effect. Double Team When ganging up on an opponent with an ally, you gain an additional +10 to Weapon Skill tests. If you both have this talent, you both gain an additional +10 for a total of +20. This is in addition to the normal bonuses for outnumbering an opponent. GUARDIAN Effect: You may designate one ally at the beginning of your turn. If you are within AB dm of them when they are attacked you may instantly move adjacent to them and have the attack resolve against you. You may parry if you have an unused reaction, but you may not dodge. Leap Up You may stand up as a free action. QUICK DRAW You are quick to the draw, able to have a weapon in your hand and ready for combat in the blink of an eye. You can Ready as a Free Action. TECHNICAL KNOCK Prereq: Intelligence 30 Effect: The character may un-jam any gun as a half action, but may only once a round. <b>Rank 2</b> UNSHAKEABLE Effect: You may re-roll any failed test to avoid the effects of Fear or Pinning. Sprint When taking the Full Move action, you may move a number of meters equal to your Agility Bonus. When taking the Run action, you may double your Movement for one round. If you use this talent two turns in a row, you gain one level of fatigue. WALKED INTO IT Prereq: Pointman Effect: After a successful Parry, until the end of your next round your next Weapon Skill roll against the target gains a +20 bonus. GRAPPLING EXPERT Prereq: Pointman Effect: Your opponent must make an opposed WS test to disengage from a grapple, even if your character does not control it. TARGET SELECTION Prereq: Ballistic Skill 40 The character may shoot into melee with no penalty. COMBAT MASTER Prerequisite: Weapon Skill 30 Effect: Through a combination of reflex and perception, you are able to keep many more opponents at bay in melee than a lesser skilled person might. Opponents fighting you hand to hand gain no bonuses for outnumbering you. DISARM Prerequisite: Agility 30 Effect: You are able to knock an opponent's weapons from their hands. When engaged with an opponent wielding a melee weapon, you may use a Full Action to disarm your foe by making an Opposed Weapon Skill test. If you beat your opponent, he drops his weapon to his feet. Should you get three or more degrees of success, you not only disarm him but take his weapon from him! <b>Rank 3</b> SUPERIOR REACTION Prereq: Pointman Effect: You may make a second reaction per turn. This reaction may be a parry, a dodge, or may be used to fuel any other effect that requires a reaction. SACRIFICE Prereq: Pointman Effect: When attacked, you may declare that an attack has hit one of your arms rather than any other body part, whether that body part was hit randomly or as a result of a called shot. The arm takes damage from the attack as normal. The Evangelion needs at least one arm to use this talent. DEADEYE SHOT Prereq: Ballistic Skill 30 Effect: You reduce the penalties to make called shots with a ranged attack by 10. DUTY Prereq: Pointman Effect: You ignore critical damage results less than your toughness bonus or willpower bonus, whichever is higher. SURE STRIKE Prereq: Weapon Skill 30 Effect: You reduce the penalties to make called shots with a melee attack by 10. DODGE Effect: You gain a +10 bonus to Dodge Tests. THICKET OF BLADES Prereq: Halt Advance Effect: Enemies engaged in melee with you may not use the withdraw action. <b>Rank 4</b> COUNTER ATTACK Prereq: Weapon Skill 40 Effect: After successfully parrying an opponent's attack, the character may immediately Feint, Knock-Down, Maneuver, or Standard Attack as a free action. This action suffers a -20 penalty to any related Test. TAKEDOWN Effect: As a Half Action, the character may declare that he is attempting a takedown before making his Weapon Skill test. If the character hits and would have done at least 1 point of damage, it is ignored, but the character's opponent must make a toughness test or be stunned for 1 round. In addition when performing a Stun Action, the character does not suffer a -20 penalty to his Weapon Skill. <b>Universal Purchases:</b><br> UNARMED MASTER 1d10+SB with unarmed UNARMED WARRIOR Effect: You instead deal 1d5 + SB damage with your unarmed attacks. Sound Constitution (1) You gain an additional Wound. ===Traits=== Swedish Murder Machine You gain the Unarmed Master Talent and Weapon Training in all non-exotic weaponry. Any Eva you pilot is treated as having the Bestial Positive Feature. Loyalist A mission leader may spend Fate Points on your behalf as if they had Inspiring Presence. If they do have Inspiring Presence they may spend a Half Action in place of Fate Point. You gain the Good Reputation (NERV) talent. Brutal Regime The character gains one Minor Mental Disorder. (Phobia (Rats)) Know Your Place Any Fellowship based skill directed at a superior is treated as failing with 0 degrees of success by default. ===Assets=== UNCANNY LUCK Cost: 2 Effect: Once per session you may add or subtract 2d10 from one roll made by you, or in your presence. You may spend a fate point to use this talent again, but never more than once per roll. COMBAT SENSE Cost: 1 Effect: You may use your Perception Bonus for Initiative. EXPERT Cost: 3 Effect: Choose a skill you are proficient in. You gain Skill Training, Skill Mastery and Talented for that skill. ===Drawbacks=== DARK SECRET(<FONT style="BACKGROUND-COLOR: black" color=000000>Resorted to cannibalism before being found by NERV<br></font>) Cost: 2 Effect: There is a part of your character’s past that must never be revealed. Be it something they did or saw, should this be revealed it would ruin them. What this secret happens to be is a matter for you and your GM to decide, but should anyone discover it, their reaction will be less than pleasant. The character with the Dark Secret and/or the character who discovered it jointly gain a number of drawbacks who's total number of points are equal to or exceed the Dark Secret rating. These drawbacks are only in relationship to the Dark Secret and are subject to GM Approval. Ex. Upon learning a Dark Secret the character who discovered it is disgusted. The character with Dark Secret is treated as having Disturbing Voice and Unattractive when dealing with the discoverer. Alternatively, the discoverer may gain short fuse, but only in relationship with the character with the Dark Secret. --FANATICAL (NERV)-- --Cost: 4-- --Effect: Choose an organization, cause, or moral code. Your character will follow the tenants of that code (or orders handed down by important officials of that organization) even if it means danger or death. Failure to attempt to do so (but not attempting to and failing) costs a fate point. A character may break ties with their beliefs, but it is psychologically scarring, and burns a fate point.-- (Burned Fate)
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