Lahja Ilvainen: Difference between revisions
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| Willpower (WP) || 45 || 15 || +20 || +5 || +5 || -- || -- | | Willpower (WP) || 45 || 15 || +20 || +5 || +5 || -- || -- | ||
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| Fellowship (Fe) || | | Fellowship (Fe) || 21 || 15 || +5 || -- || -- || +1 || -- | ||
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| Synch Ratio (SR) || 35 || 20 || +15 || -- || -- || -- || -- | | Synch Ratio (SR) || 35 || 20 || +15 || -- || -- || -- || -- | ||
Revision as of 21:45, 5 February 2012
Character Details
Character Name: Lahja Ilvainen
Player Name: Maid Service
Show: NERV: Greater Berlin
Background: Neo-Spartan
Career Path:Skirmisher
Rank:4
Gender: Female
Height: 160cm
Weight: 49.5kg
Age: 14 (DoB: 12/13/2000).
Blood Type: O-
Associates and Family: Anders Ilvainen (Father), Silja Ilvainen (Mother), Trainee Ivy Hollander
Wounds: 10+3+3= 16
Fate Points: 2/2
- Conditional Fate: 1 Reduce the Identity Damage taken from a single source by an additional WB
Identity Damage: 3/100
Allowance: -- (100+100/rank)
Backstory Notes
Lahja was born to a prestigious family of Finnish stock, her father being a distinguished military man who eventually entered politics and served the UN, while her mother was an accomplished biologist. The combination of the destruction caused by Second Impact, worsening weather conditions, a forced move from their home, and rising instability dealt many blows to the family's resources and influence, a fact which neither of them adjusted very well to. Anders gradually lapsed back into his military ways, running the household like a drill sergeant.
It was during this time of dwindling influence and increasing unhappiness that Silja became indirectly involved with Gehirn, serving as an occasional consultant and assistant. While she was never told more than what she needed to know, over time these consultations led her to believe there was something special about children born after Second Impact. She shared this suspicion with Anders, and the two agreed that while it was a long shot without knowing what exactly was brewing, it was certainly a potential opportunity for them to use their daughter to improve their own fame at some point in the future. If nothing else, she'd be better equipped to survive in a harsher world.
Thus Anders took to training young Lahja in ways that would be considered abusive by most parents. The training wasn't purely physical. In one particular instance, which Lahja remembers above all others, her father gave her a kitten, which she named Ragnarok, leaving her to raise it more or less entirely on her own. Then ten years later, long after she'd formed a tight bond with it, he gave her a loaded gun and ordered her to shoot it. After a grueling ten minutes of battling her nerves and being shouted at and threatened she turned the gun on her father and pulled the trigger, shooting him twice in the chest. The shot, being aimed in haste, wasn't lethal. After significant medical care he stabilized, though one of his lungs would never be the same. Mentally he has yet to recover from it. He lost his enthusiasm and interest in training Lahja. Whether he regards her, himself, the project itself or some combination as a failure was never clear.
Silja, however, was pleased on some level, perhaps because she'd never been able to stand up to her husband to any degree of success. After the shooting Anders was a quiet and sullen man, and while still ill tempered, he'd turned most of it inward and kept to himself. From then her life settled into something resembling normal, but only for a short time. Ragnarok would soon die, presumably of natural causes. Months after this, after Lahja had recovered from the worst, she was being tested by NERV and was found to be a suitable pilot.
Lahja is a morbid girl. Having been exposed to images of graphic violence as well as stories of war and atrocities from a very early age, they're deeply ingrained into her psyche even if she's largely desensitized to such things. As such she can be prone to bringing up inappropriate topics and tends to dismiss anyone offended by it as weak. While she was raised as a soldier, she was also raised by rich, elitist parents. It may well be that the latter has ultimately had more of an impact on her than the former. While she certainly has valor, skill, and dedication befitting a soldier, some of her attitudes and views would likely exclude her from ever being a proper soldier. Somewhat manic depressive, albeit leaning heavily toward the manic end, and certainly overly cheerful about her new role with NERV, perhaps to an unhealthy degree. Prone to insomnia, which makes her irritable or withdrawn. When she sees herself as being "off duty" she can be whimsical and eccentric, often darkly so.
Characteristics
| Characteristic | Total | Base | Roll | Advances | Time | Background | Misc |
|---|---|---|---|---|---|---|---|
| Weapon Skill (WS) | 25 | 15 | +10 | -- | -- | -- | -- |
| Ballistic Skill (BS) | 50 | 15 | +20 | +10 | +5 | -- | -- |
| Strength (St) | 25 | 15 | +5 | -- | -- | +5 | -- |
| Toughness (To) | 30 | 15 | +5 | +5 | -- | +5 | -- |
| Agility (Ag) | 35 | 15 | +15 | +5 | -- | -- | -- |
| Intelligence (In) | 30 | 15 | +10 | +5 | -- | -- | -- |
| Perception (Pe) | 30 | 15 | +15 | -- | -- | -- | -- |
| Willpower (WP) | 45 | 15 | +20 | +5 | +5 | -- | -- |
| Fellowship (Fe) | 21 | 15 | +5 | -- | -- | +1 | -- |
| Synch Ratio (SR) | 35 | 20 | +15 | -- | -- | -- | -- |
Skills
Starting Package
ATP (Deflection)
BWT (Basic)
BWT (Pistols)
MWT (Hand)
MWT (Small)
Skill P: Warfare
Skill P: Speak Language: German
Skill P: Speak Language: Suomi
Skill P: Speak Language: English
Dervish
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.
Memento (Heart shaped necklace containing a photo of Ragnarok)
You have one small item that you consider valuable above all other possessions, and is irreplacable to you. You take a -10 to all tests for as long as you think someone has taken it from you. If it is destroyed, you instead take 15 permanent Identity Damage.
Brutal Regime The character gains one Minor Mental Disorder. (Horrific Nightmares)
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.
JADED Cost: 2 Never gain insanity points from ordinary horrors.
AMBIDEXTROUS Cost: 2 You do not need 2 DoS to gain the benefits of a Two-Weapon Attack.
Drawbacks
BIG EGO (Marksmanship)
Cost: 4
Effect: You believe yourself to be superior to those around you. Choose a target of your big ego. In any situation when someone shows themselves to be more skilled than you in your field of interest you lose a fate point. Should your character ever 'redeem' themselves through some more impressive feat that session they regain that fate point.
SHORT FUSE
Cost: 2
Effect: Your Character has a hard time controlling himself when he gets angry. When confronted or otherwise stressed and agitated, you must pass a Willpower test or fly into a rage either yelling at the source of your anger or trashing the surrounding environment. Punching someone in the face might also be appropriate, if ill advised.
HORRIFIC NIGHTMARES
Cost: 2 (Brutal Regime)
The character suffers from vivid and reoccurring nightmares; trying to run from a black sun in the sky, or being imprisoned in an endless machine, for example. After any stressful day, the character must pass a Willpower Test in order not to succumb to his terrors while asleep. If he fails, the character will suffer from a single level of Fatigue on the following day.
Unit
Designation: Unit 04
Primary Color: Dull Black
Secondary Color: Dark Grey
Eva Career: Prototype
Rank: 4
Description:
Characteristics
| Characteristic | Total | Pilot | Points | Eva | Misc |
|---|---|---|---|---|---|
| Weapon Skill (WS) | 25 | 25 | -- | +10 | -10 |
| Ballistic Skill (BS) | 60 | 50 | -- | +10 | -- |
| Strength (St) | 50 | -- | -- | 45 | +5 |
| Toughness (To) | 50 | -- | -- | 45 | +5 |
| Agility (Ag) | 45 | 35 | -- | +10 | -- |
| Intelligence (In) | 30 | 30 | -- | -- | -- |
| Perception (Pe) | 30 | 30 | -- | -- | -- |
| Willpower (WP) | 45 | 45 | -- | -- | -- |
| Fellowship (Fe) | 21 | 21 | -- | -- | -- |
| Synch Ratio (SR) | 45 | 35 | -- | +10 | -- |
Wounds: 15+ TBx5 = 15+ 5x5 = 40
Movement Speeds: (AB)/x2/x3/x6
Berserk Points: --
Feedback Threshold:3
Distinguishing Features
True Grit: Roll twice for blood loss, half damage from crits.
Multiple Arms: Gains the Ambidexterity and Independent Targeting talents. Must have at least Two arm areas. When half of those areas are crippled or worse, the creature loses the benefits of this trait.
Darksight: A creature with this Trait sees normally even in areas of total darkness and never takes a penalty for fighting in areas of dim or no lighting.
Negative Features
-5 WS
-5 WS
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
Ambidexterity: You do not need 2 DoS to gain the benefits of a Two-Weapon Attack.
Independent Targeting: When making a Two-Weapon Attack you may choose to hit independant targets, in this case declare your targets and roll to attack twice, once for the primary weapon and once for the secondary weapon. The secondary weapon roll suffers a -20 penalty unless the character has Ambidexterity. Resolve the attacks as normal, however if a target is hit by both weapons, the second weapon to hit deals no additional damage, but instead adds its attack relevant tags to the attack.
Rank 1: TESTBED Effect: A Prototype Unit gains 1 additional Requisition Point per Rank.
NEW FEATURES - Darksight Effect: The Evangelion gains an additional positive distinguishing feature or loses a negative one.
Rank 2:
NEW FEATURES - Deep Field
Effect: A creature with this trait adds 20dm to its Neutralization Range.
Overclock
Effect: You may spend a fate point to take an additional half action or reaction. This may be an action you have already taken this turn.
Rank 3:
BLEEDING EDGE
Effect: You may requisition weapons and upgrades that require technology that the base does not possess. When requisitioning weapons and upgrades that do not require an unresearched technology, it costs 1 fewer Requisition Points, to a minimum of 1.
NEW FEATURES - Heightened Senses - Sight
Effect: +10 to Sight based checks.
Rank 4:
HYBRID TECHNOLOGY
Effect: The Evangelion may be equipped with two different Letter-Type Equipments simultaneously. It uses the higher Armor value of the two, and any penalties shared by both do not stack.
Loadout
Requisition Points: 12/24
ARMORED SUIT
Cost: 1
Armor: 5 (All)
Effect: You take half damage from a Plug Breach.
B-TYPE EQUIPMENT Cost: 0 Machine: TL Effect: B-Type Grants Two Shoulder Pylons.
2 Basic Assault 1d10+5+TL I Pen 1+TL
Rng 060 S/3/5 Clip 30, Rld 1
(1) Red-Dot Laser Sight
A ranged weapon with this trait gains a +10 bonus to Ballistic Skill when firing on single fire mode.
(Commission) Signum Link
A ranged weapon with this trait may gain the benefits of gang-up and double team. If you attack a target in a round, you count for calculating the gang up bonus until the beginning of your next turn.
3 (Base 2, 1 tech) Basic Riot 1d10+5+TL E Pen 1+TL Scatter
Rng 060 S/-/- Clip 10, Rld 1
(1) POSITRON
The Weapon doubles its range and gains the AT Breach 1 trait. It deals E damage. Requires Positron Training.
(Commission) Integrated
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.
(Commission) Signum Link
A ranged weapon with this trait may gain the benefits of gang-up and double team. If you attack a target in a round, you count for calculating the gang up bonus until the beginning of your next turn.
ABLATIVE ARMOR
Cost: 2
Effect: The first time the Evangelion would take critical damage, it is ignored. If the damage occurs to all body areas, only the body does not take damage.
FOREARM FINS Cost: 1 Effect: You effectively gain two more shoulder pylons, located on the Evangelion's arms.
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 | Evangelion 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. |
XP
XP Received
Time Management: 22/22 weeks
Ballistic Skill: 10 weeks/+5
Willpower: 10 weeks/+5
Fellowship: 1 week/+1
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
50 XP = Session 8.1
500 XP = Session 9
50 XP = Session 10
50 XP = Session 11
100 XP = Session 12
700 XP = Session 12.1
50 XP = Session 13.0
50 XP = Session 13.1
50 XP = Session 14
50 XP = Session 14.1
50 XP = Session 15
450 XP = Session 16.0
50 XP = Session 16.2
100 XP = Session 18.0
100 XP = Session 19
50 XP = Session 19.1
300 XP = Session 20
50 XP = Session 20.1
950XP = Session 21
50 XP = Session 22
100XP = Session 22.1
50 XP = Session 23
Chargen: 400XP
XP Total: 6000XP
XP Spent
Universal Purchases: 1750XP
050 Skill P: Athletics
050 Skill P: Survival
050 Skill P: Awareness
050 Skill P: Sleight of Hand
050 Skill P: History
050 Skill P: Biology
050 Skill P: Presence
050 Skill P: Deception
050 Skill P: Stealth
100 Skill T: Athletics
100 Skill T: Survival
100 Skill T: Stealth
100 Skill T: Presence
100 Skill T: Deception
100 Skill T: Sleight of Hand
100 Skill T: Awareness
100 Unarmed Warrior
100 Weapon Training: Rail
100 Weapon Training: Positron
150 Weapon Training (Heavy)
150 Sound Constitution x3
Characteristic Advances: 1800XP
200 +5 BS
300 +5 Toughness
400 +5 Int
400 +5 BS
300 +5 WP
200 +5 Ag
Rank 1: 500XP
050 Quick Draw
050 Rapid Reload
050 Resistance (Fear)
050 Resistance (Feedback)
100 Commission
050 Leap Up
050 Technical Knock
100 ATP (Accelerate)
Rank 2: 800 xp
050 Unshakeable
100 ATP (Piercing Emanation)
100 Deadeye Shot
100 Dodge
100 Hit and Run
100 Double Team
100 Sprint
150 ATT (Piercing Emanation)
Rank 3: 750 xp
200 Superior Attack
100 Target Selection
100 Commission
100 Marksman
100 Lightning Reflexes
150 ATT (Deflect)
XP Remaining:150XP
XP Spent/To Next Rank: 6000XP/8000XP