Corrin Sahn: Difference between revisions
ID is go. |
update |
||
| Line 327: | Line 327: | ||
===XP Received=== | ===XP Received=== | ||
<b>Time Management:</b> | <b>Time Management:</b> 3/7 weeks (4 Spent)<br> | ||
100 XP- Mini-Sessions | 100 XP- Mini-Sessions | ||
Revision as of 00:25, 1 July 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: 1.65 meters
Hair Colour: Brown
Eye Colour: Blue
Age: 14 (DoB: 04/07/2001)- Corrin is unaware of his exact birthday.
Blood Type: "A"
Associates and Family:Commander Ashley (NERV Texas), Trainee Ivy Hollander
Wounds: 10+3= 13
Fate Points: 1/2
- Conditional Fate: 1/1 Reroll a Characteristic or Skill Test
Identity Damage: 5/100
Allowance: 100 (100+100/rank)
Backstory Notes
The best that can be said for Corrin is that he's obedient and eager to please. He's also a blunt zealot with little sense of self-preservation and a reckless streak only partially suppressed by training.
Wiry and of average height, his brown hair short-cropped, Corrin gives off an impression of contained eagerness. Taken from one of the then-United States' many slum cities by NERV personnel four years ago, Corrin was raised as a potential pilot in the Texas dome. Behaviors and routines were hammered into him through training until they became reflexive, and the accompanying indoctrination (and not-unjustified gratitude for saving him) made Corrin into a fanatic, utterly dedicated to NERV and its principles.
Corrin is obsessive about his assigned duty and following orders, and has little interest in anything else-the regimen at NERV Texas left little time for hobbies anyway. Reading or anything else not directly connected to NERV or otherwise useful is unimportant and he'll generally avoid them unless they're connected to his duty or he's told to do them. Sports are one of the few exceptions to this- Corrin mentally justifies them as training exercises, and has a bit of a competitive streak for them as a result.
In conversation, he generally comes across as blunt and overzealous, border-line obsessive. He tends to treat NERV statements and propaganda as gospel, and doesn't take questioning of NERV or its intentions well. He also has a strong, near-irrational contempt for breaking of orders and general lack of discipline. In the presence of superiors, he usually hangs onto their every word, often standing at attention, and will follow their orders with minimal hesitation. No matter what their decisions are, he'll maintain that there must be a good reason for them and that they should be followed. Failing or showing weakness in front of superiors is the worst thing that can happen in his eyes.
Reminders of the state of life outside the domes throw him off-balance. Live rats, the feel of slush-mud underfoot, and exposure to the weather outside the domes, among other things, will make him noticeably tense up, at the very least. When severely agitated, Corrin tends to clench his hands, and has faint palm scars to prove it. In addition, he has the peculiar habit of smelling food before he eats it, especially soups- another habit his overseers were unable to break him of during his training, and has a thing about undercooked meat. (Especially the smell, if coupled with the sound of bubbling water...)
Corrin sees combat as a chance to do his duty and is eager to prove his worth to NERV in the process. He has a distinct reckless streak, and tends to attack directly, aggressively, and with little little fancy maneuvering beyond ducking for cover and avoiding impacts. Underneath the aggression, however, he is still defined by years of training and ingrained habits. Orders are to be obeyed, no matter what, and there is a purpose behind his charges, even if it's just to be a distraction.
Secretly, he's always been afraid that if he fails to live up to the expectations of his superiors, he'll be cast back out of the dome and into a slum-city. Whatever is asked of him pales before that prospect- from what he remembers of his life before being recruited, and what he's learned since, Corrin would rather die than go back, with what such outcasts do to survive, though he's mostly unaware of these thoughts. Better by far to do his duty to NERV and mankind. If he does well enough, and if he impresses his commanders, maybe they'll see that he's loyal. Maybe then they won't throw him back into the cold.
Characteristics
| Characteristic | Total | Base | Roll | Advances | Time | Background | Misc |
|---|---|---|---|---|---|---|---|
| Weapon Skill (WS) | 35 | 15 | +15 | +5 | -- | -- | -- |
| Ballistic Skill (BS) | 35 | 15 | +20 | -- | -- | -- | -- |
| Strength (St) | 27 | 15 | +7 | -- | -- | +5 | -- |
| Toughness (To) | 27 | 15 | +7 | -- | -- | +5 | -- |
| Agility (Ag) | 30 | 15 | +10 | +5 | -- | -- | -- |
| Intelligence (In) | 23 | 15 | +8 | -- | -- | -- | -- |
| Perception (Pe) | 30 | 15 | +15 | -- | -- | -- | -- |
| Willpower (WP) | 25 | 15 | +10 | -- | -- | -- | -- |
| Fellowship (Fe) | 23 | 15 | +8 | -- | -- | -- | -- |
| Synch Ratio (SR) | 40 | 20 | +15 | +5 | -- | -- | -- |
Skills
SPEAK LANGUAGE (English, German) A- Speak Language Specialties: Specific Language
ATHLETICS (Skill Training, Skill Mastery and Talented) B- Climb, Contortionist, Swim A- Acrobatics
SURVIVAL A- Navigation (Ground), Survival, Tracking, Wrangling
AWARENESS B- Awareness, Search A- Lip Reading
Talents and Traits
Character Generation
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, Great 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.
Resistance (Fear) Effect: You gain a +10 Bonus when making a test to resist or avoid the object of your resistance.
Rapid Reload Effect: All reload times are reduced by half. (rounding down)
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 +10 WS with ally, +20 if both have
Rank 1
Universal Purchases:
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(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 02
Primary Color: Bright White
Secondary Color: Dark Red
Eva Career: Prototype
Rank: 1
Description:
Characteristics
| Characteristic | Total | Pilot | Points | Eva | Misc |
|---|---|---|---|---|---|
| Weapon Skill (WS) | 45 | 35 | -- | +10 | -- |
| Ballistic Skill (BS) | 45 | 35 | -- | +10 | -- |
| Strength (St) | 50 | -- | -- | 45 | +5 |
| Toughness (To) | 50 | -- | -- | 45 | +5 |
| Agility (Ag) | 40 | 30 | -- | +10 | -- |
| Intelligence (In) | 23 | 23 | -- | -- | -- |
| Perception (Pe) | 30 | 30 | -- | -- | -- |
| Willpower (WP) | 25 | 25 | -- | -- | -- |
| Fellowship (Fe) | 23 | 23 | -- | -- | -- |
| Synch Ratio (SR) | 40 | 35 | -- | +10 -5 | -- |
Wounds: 15+ TBx5 -5 = 15+ 5x5 = 31/40
Movement Speeds: (AB)/x2/x3/x6
Berserk Points: --
Feedback Threshold: --
Distinguishing Features
POSITIVE FEATURES 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.
AT Proficiency (Hammerhand)
DEEP FIELD Effect: A creature with this trait adds 20dm to its Neutralization Range.
BESTIAL Effect: A creature with this trait adds their rank to unarmed or natural weapon damage and penetration.
NEGATIVE FEATURES Whenever you incur Synch Disruption, take 1 Identity Damage When a Pilot is in an Evangelion and takes Identity Damage, roll 2d10. If the sum is odd, subtract it from the Synch Ratio, if even, add to synch ratio. All instances of Synch Disruption in a battle are cumulative. No matter how many times it might be triggered, Synch Disruption is only ever rolled once per round for any single pilot.
-5 SR*
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 +1 RP from TESTBED. (6RP total)
(0/6 RP)
NEW FEATURES Effect: The Evangelion gains an additional positive distinguishing feature or loses a negative one.
TESTBED Effect: A Prototype Unit gains 1 additional Requisition Point per Rank
Loadout
Natural Weapons: 1d10 + SB I, Pen 0, Melee
STANDARD SUIT Cost: 0 Armor: 2 (All) Effect: None.
B-TYPE EQUIPMENT Cost: 0 Machine: TL Effect: B-Type Grants Two Shoulder Pylons.
Tactical Shield Cost:3 AP 15 + TL Provides cover to one arm, one leg (same side) and body.
MELEE WEAPON: Hammer (Shoulder Pylon) Cost:0 total (0) Small 1d10+TL+SB (Impact) Pen TL Compact
RANGED WEAPON: Basic Assault Cost:3 (2 base)
Basic Assault 1d10+5+TL I Pen 1+TL Rng 060 S/3/5 Clip 30, Rld 1
Integrated You do not use your hands to fire this weapon. Integrated weapons take up space in the unit's shoulder pylons. A Pistol or Basic weapon takes up one pylon, and a Heavy weapon takes up two.
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.
HAMMERHAND Activation: None, may interrupt. Maintain: No Effect: You gain access to the following attack profiles, which you may use in the same manner as any other attack until the beginning of your next turn. These attacks are treated like any weapon of their type.
Small 1d10+5+S E Pen 5 AT Breach 1, Compact
Great 1d10+5+Sx2 E Pen 5 AT Breach 1, Unwieldy
XP
XP Received
Time Management: 3/7 weeks (4 Spent)
100 XP- Mini-Sessions
100 XP- Session 1.1
50 XP- Session 1.2
100 XP = Session 2.0
400 XP = Session 3.0
150 XP = Session 4.0
50 XP = Session 4.1
100 XP = Session 5.0
50 XP = Session 5.1
500 XP = Session 6.0
100 XP = Session 7.0
50 XP = Session 7.1
100 XP = Session 8.0
Chargen: 400XP
XP Total: 2250XP
XP Spent
Characteristic Advances: 800XP
300 +5 SR
200 +5 WS
300 +5 Ag
Universal Purchases: 0XP
000 Weapons Training (Great)
Rank 1: 300XP
050 Resistance (Fear)
050 Rapid Reload
100 Spotter
100 Double Team
100 Maneuver Mastery
XP Remaining: 1050XP
XP Spent/To Next Rank: 1200XP/2000XP