Corrin Sahn: Difference between revisions
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===Backstory Notes=== | ===Backstory Notes=== | ||
The best that can be said for Corrin is that he | The best that can be said for Corrin is that he's obedient. Taken from one of the then-United States' many slum cities by NERV personnel four years ago, Corrin was trained as a potential pilot. Due both to the accompanying indoctrination and to a not-unjustified gratitude for saving him from his previous life, Corrin is a fanatical believer in NERV as a whole and the organization's stated purpose, and sees this as the only logical way to act. In conversation, Corrin sees everything in terms of whether or not it affects NERV, and has little interest in anything else. In conversation, he generally comes across as somewhat obsessive, with a tendency to treat official statements and propoganda as gospel. | ||
==Characteristics== | ==Characteristics== | ||
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| Weapon Skill (WS) || 30 || 15 || +15 || -- || -- || -- || -- | | Weapon Skill (WS) || 30 || 15 || +15 || -- || -- || -- || -- | ||
|- | |- | ||
| Ballistic Skill (BS) || | | Ballistic Skill (BS) || 35 || 15 || +20 || -- || -- || -- || -- | ||
|- | |- | ||
| Strength (St) || 27 || 15 || +7 || -- || -- || +5 || -- | | Strength (St) || 27 || 15 || +7 || -- || -- || +5 || -- | ||
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| Willpower (WP) || 25 || 15 || +10 || -- || -- || -- || -- | | Willpower (WP) || 25 || 15 || +10 || -- || -- || -- || -- | ||
|- | |- | ||
| Fellowship (Fe) || | | Fellowship (Fe) || 23 || 15 || +8 || -- || -- || -- || -- | ||
|- | |- | ||
| Synch Ratio (SR) || | | Synch Ratio (SR) || 35 || 20 || +15 || -- || -- || -- || -- | ||
|- | |- | ||
|} | |} | ||
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A- Acrobatics | A- Acrobatics | ||
Skill P (Any) | Skill P (Any) | ||
Skill P (Any) | Skill P (Any) | ||
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==Talents and Traits== | ==Talents and Traits== | ||
<b>Rank 1</b> | |||
AT PROFICIENCY (Deflection) | |||
Prereq: Synch Ratio 1 | |||
Effect: You gain the use of the listed AT Power. | |||
Ballistic Weapons Training (Basic) | |||
Ballistic Weapons Training (Pistols) | |||
Melee Weapons Training (Small) | |||
WEAPON TRAINING | |||
Talent Groups: Small, Pistols, Basic | |||
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. | |||
<b>Universal Purchases:</b><br> | |||
===Traits=== | |||
Know your Enemy | Know your Enemy | ||
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Know Your Place | Know Your Place | ||
Any Fellowship based skill directed at a superior is treated as failing with 0 degrees of success by default. | Any Fellowship based skill directed at a superior is treated as failing with 0 degrees of success by default. | ||
===Assets=== | ===Assets=== | ||
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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. | 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 | FANATICAL (NERV) | ||
Cost: 4 | 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. | 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. | ||
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|- | |- | ||
|} | |} | ||
DEFLECT | |||
Activation: Reaction, when attacked. | |||
Maintain: No | |||
Effect: Roll a Synch Ratio test. On a success you ignore an incoming attack. You do not need additional degrees of success against semi-auto, full-auto or blast attacks. | |||
Enhancement: At SR 45 you may, as a half action extinguish all fires within your neutralization range. | |||
==XP== | ==XP== | ||
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<b>XP Remaining:</b> 0XP<br> | <b>XP Remaining:</b> 0XP<br> | ||
<b>XP Spent/To Next Rank:</b> 0XP/2000XP<br> | <b>XP Spent/To Next Rank:</b> 0XP/2000XP<br> | ||
Revision as of 02:33, 4 May 2011
Format shamelessly borrowed from Mr. Rage.
Character Details
Character Name: Corr (Corrin) Sahn
Player Name: Ugolino
Show: NERV: Greater Berlin
Background: Neo-Spartan
Career Path:Pointman
Rank: 1
Gender: Male
Height:
Weight:
Age: 14 (DoB: 04/07/2000)
Blood Type: ""
Associates and Family:
Wounds: 10+3= 13
Fate Points: 2/2
- Conditional Fate: 1 Reroll a Characteristic or Skill Test
Identity Damage: 0/100
Allowance: -- (100+100/rank)
Backstory Notes
The best that can be said for Corrin is that he's obedient. Taken from one of the then-United States' many slum cities by NERV personnel four years ago, Corrin was trained as a potential pilot. Due both to the accompanying indoctrination and to a not-unjustified gratitude for saving him from his previous life, Corrin is a fanatical believer in NERV as a whole and the organization's stated purpose, and sees this as the only logical way to act. In conversation, Corrin sees everything in terms of whether or not it affects NERV, and has little interest in anything else. In conversation, he generally comes across as somewhat obsessive, with a tendency to treat official statements and propoganda as gospel.
Characteristics
| Characteristic | Total | Base | Roll | Advances | Time | Background | Misc |
|---|---|---|---|---|---|---|---|
| Weapon Skill (WS) | 30 | 15 | +15 | -- | -- | -- | -- |
| Ballistic Skill (BS) | 35 | 15 | +20 | -- | -- | -- | -- |
| Strength (St) | 27 | 15 | +7 | -- | -- | +5 | -- |
| Toughness (To) | 27 | 15 | +7 | -- | -- | +5 | -- |
| Agility (Ag) | 25 | 15 | +10 | -- | -- | -- | -- |
| Intelligence (In) | 23 | 15 | +8 | -- | -- | -- | -- |
| Perception (Pe) | 30 | 15 | +15 | -- | -- | -- | -- |
| Willpower (WP) | 25 | 15 | +10 | -- | -- | -- | -- |
| Fellowship (Fe) | 23 | 15 | +8 | -- | -- | -- | -- |
| Synch Ratio (SR) | 35 | 20 | +15 | -- | -- | -- | -- |
Skills
SPEAK LANGUAGE (English, German) A- Speak Language Specialties: Specific Language
ATHLETICS B- Climb, Contortionist, Swim A- Acrobatics
Skill P (Any) Skill P (Any) Blocker Halt Advance
Talents and Traits
Rank 1
AT PROFICIENCY (Deflection) Prereq: Synch Ratio 1 Effect: You gain the use of the listed AT Power.
Ballistic Weapons Training (Basic)
Ballistic Weapons Training (Pistols)
Melee Weapons Training (Small)
WEAPON TRAINING Talent Groups: Small, Pistols, Basic 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.
Universal Purchases:
Traits
Know your Enemy As a free action you may know the number of wounds a target you can perceive has, as well as their maximum wound value. Reduce the penalty to called shots by 10.
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 (Resorted to cannibalism before being found by NERV)
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.
Inventory
Weapons
Unarmed Attacks: Melee, 1d5-3+SB I, Pen 0
Gear
NERV ID: Grants Pilot-level access to NERV facilities.
Unit
Designation: Unit 03
Primary Color:
Secondary Color:
Eva Career: --
Rank: 1
Description:
Characteristics
| Characteristic | Total | Pilot | Points | Eva | Misc |
|---|---|---|---|---|---|
| Weapon Skill (WS) | -- | -- | -- | -- | -- |
| Ballistic Skill (BS) | -- | -- | -- | -- | -- |
| Strength (St) | -- | -- | -- | -- | -- |
| Toughness (To) | -- | -- | -- | -- | -- |
| Agility (Ag) | -- | -- | -- | -- | -- |
| Intelligence (In) | -- | -- | -- | -- | -- |
| Perception (Pe) | -- | -- | -- | -- | -- |
| Willpower (WP) | -- | -- | -- | -- | -- |
| Fellowship (Fe) | -- | -- | -- | -- | -- |
| Synch Ratio (SR) | -- | -- | -- | -- | -- |
Wounds: --
Movement Speeds: (AB)/x2/x3/x6
Berserk Points: --
Feedback Threshold: --
Distinguishing Features
Talents and Traits
Battery Life: Aesir have 5 rounds of battery life once disconnected from their Umbilical (by called shot or Blast)
From Beyond: Immune to Fear, Pinning, Identity Damage, or AT Powers to control, cloud, or delude its mind
Improved Natural Weapons: Natural weapons become 1d10 + SB I, Pen 0
Letter-Type Equipment: An Aesir may equip one set of Letter-Type Gear.
Light of the Soul (1): Aesir possess 1 Layer and may use 1 AT Power a round.
Lobotomized Monster: Aesir may only be moved by a synched pilot. If the player spends a Fate point, an inert Aesir acts of its own accord for a scene (GM control).
Undying: Aesir can survive in a vacuum, and are immune to mere disease and toxin (not that Angels are 'mere' anything)
Unnatural Speed (x2): Double move speeds
Hit Locations: 1 head, 2 RArm, 3 LArm, 4-6 Body, 7-8 RLeg, 9-0 LLe
Rank 1: Acquire 5 RP
Loadout
Natural Weapons: 1d10 + SB I, Pen 0, Melee
A.T.
| Synch Ratio | Effect |
|---|---|
| SR 0 | You are unable to pilot an Evangelion. If you were synchronized with an Evangelion, it shuts down. |
| SR 1-30 | You can maintain a Synch Ratio capable of moving an Evangelion, but just barely. You may only take a single Half Action each round and may never use Reaction Actions. Your Feedback Threshold increases by 2. |
| SR 31-70 | Evangeflion operates normally. |
| SR 71-100 | If you spend a fate point to reroll a test you may use your SR in place of the original characteristic. Your Feedback Threshold decreases by 2. |
| SR 101-150 | You take 10 points of Identity Damage at the beginning of your every turn. Your Feedback Threshold is considered 0. Once per round, when making a characteristic or skill test, the pilot may make an SR roll instead. |
| SR 151-200 | As above, but you take 15 points of Identity Damage at the beginning of your every turn. At the beginning of your every turn you gain a temporary Fate point that must be spent before the beginning of your next turn. Unspent Fate is lost. The pilot suffers Critical Wounds equal to one half of the Evangelion's. |
| SR 201+ | As above, but you take 20 points of Identity Damage at the beginning of your every turn. You Berserk. If your SR drops under 201, the benefits of Berserk are supressed until your SR once again exceeds 200 or it ends, whichever comes first. |
DEFLECT Activation: Reaction, when attacked. Maintain: No Effect: Roll a Synch Ratio test. On a success you ignore an incoming attack. You do not need additional degrees of success against semi-auto, full-auto or blast attacks. Enhancement: At SR 45 you may, as a half action extinguish all fires within your neutralization range.
XP
XP Received
Time Management: 0/0 weeks
Chargen: 400XP
XP Total: 400XP
XP Spent
Characteristic Advances: 0XP
Universal Purchases: 0XP
Rank 1: 0XP
XP Remaining: 0XP
XP Spent/To Next Rank: 0XP/2000XP