Mira Black: Difference between revisions
1d4chan>Darkling |
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Skill P: Speak Language: French<br> | Skill P: Speak Language: French<br> | ||
Skill P: Presence<br> | Skill P: Presence<br> | ||
Skill | Skill T: Awareness<br> | ||
Skill T: Athletics<br> | |||
Dervish<br> | Dervish<br> | ||
===Traits=== | ===Traits=== | ||
<b>Legacy:</b> Whether it be through intense training, the implanted memories of your genetic donator, or genetically engineered predilections you have undeniable capability. Choose any two skills. You gain talented in those skills. | <b>Legacy:</b> Whether it be through intense training, the implanted memories of your genetic donator, or genetically engineered predilections you have undeniable capability. Choose any two skills. You gain talented in those skills. (Awareness & Athletics) | ||
<b>Superior Specimen:</b> Your Strength Bonus, Toughness Bonus and Agility Bonus are increased by 1. | <b>Superior Specimen:</b> Your Strength Bonus, Toughness Bonus and Agility Bonus are increased by 1. |
Revision as of 01:43, 2 November 2011
(plz move this page to Campaign:_NERV_Artemare/Mira_Black)
Character Details
Character Name: Mira Black
Player Name: Darkling
Show: NERV: Artemare
Background: Manufactured
Career Path:Skirmisher
Rank:1
Gender: Female
Height: 178cm
Weight: 54kg
Age: (DoB: mm/dd/yyyy)
Blood Type:
Associates and Family:
Wounds: 10+3 = 13
Fate Points: 2/2
- Conditional Fate: Reroll a Characteristic or Skill Test
Identity Damage: 0/100
Allowance: -- (100+100/rank)
Backstory Notes
Characteristics
Characteristic | Total | Base | Roll | Advances | Time | Background | Misc |
---|---|---|---|---|---|---|---|
Weapon Skill (WS) | 20 | 15 | 5 | -- | -- | -- | -- |
Ballistic Skill (BS) | 40 | 15 | 20 | -- | -- | +5 | -- |
Strength (St) | 20 | 15 | 5 | -- | -- | -- | -- |
Toughness (To) | 30 | 15 | 15 | -- | -- | -- | -- |
Agility (Ag) | 30 | 15 | 15 | -- | -- | -- | -- |
Intelligence (In) | 30 | 15 | 10 | -- | -- | +5 | -- |
Perception (Pe) | 20 | 15 | 5 | -- | -- | -- | -- |
Willpower (WP) | 30 | 15 | 15 | -- | -- | -- | -- |
Fellowship (Fe) | 25 | 15 | 10 | -- | -- | -- | -- |
Synch Ratio (SR) | 40 | 20 | 20 | -- | -- | -- | -- |
Skills
Starting Package
ATP (Deflection)
BWT (Basic)
BWT (Pistols)
MWT (Hand)
MWT (Small)
Skill P: Speak Language: French
Skill P: Presence
Skill T: Awareness
Skill T: Athletics
Dervish
Traits
Legacy: Whether it be through intense training, the implanted memories of your genetic donator, or genetically engineered predilections you have undeniable capability. Choose any two skills. You gain talented in those skills. (Awareness & Athletics)
Superior Specimen: Your Strength Bonus, Toughness Bonus and Agility Bonus are increased by 1.
Flawed: You must take 2 additional points of drawbacks from which you do not receive any points of assets from.
Mental Conditioning: You must spend a fate point to disobey a direct order in combat. If you spend a fate point they cannot simply reissue the same order to compel obedience.
Assets
Alluring: You gain a +10 bonus to Fellowship Characteristic and Skills Tests when the target is attracted to members of your sex.
Uncanny Luck: 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.
Expert (Presence): Choose a skill you are proficient in. You gain Skill Training, Skill Mastery and Talented for that skill.
Drawbacks
Fanatical (NERV): 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.
Prejudiced (Plagued): Your character considers one demographic to be subhuman, and will not willingly tolerate their presence. Should you be forced to, all skills involving them take a -20 penalty as you barely contain your disgust.
Mental Disorder (Horrific Nightmares): The character suffers from vivid and reoccurring nightmares. After any stressful day, the character must pass a Willpower Test in order to not succumb to her terrors while asleep. If she fails, the character will suffer from a single level of Fatigue.
Chronic Pain Whenever your character takes a level of fatigue for the first time in a session, you immediately gain one extra.
Unit
Designation:
Primary Color:
Secondary Color:
Eva Career:
Rank:
Description:
Characteristics
Characteristic | Total | Pilot | Points | Eva | Misc |
---|---|---|---|---|---|
Weapon Skill (WS) | 30 | 20 | -- | +10 | -- |
Ballistic Skill (BS) | 50 | 40 | -- | +10 | -- |
Strength (St) | 45 | 20 | -- | 45 | -- |
Toughness (To) | 45 | 30 | -- | 45 | -- |
Agility (Ag) | 40 | 30 | -- | +10 | -- |
Intelligence (In) | 30 | 30 | -- | -- | -- |
Perception (Pe) | 20 | 20 | -- | -- | -- |
Willpower (WP) | 30 | 30 | -- | -- | -- |
Fellowship (Fe) | 25 | 25 | -- | -- | -- |
Synch Ratio (SR) | 50 | 40 | -- | +10 | -- |
Wounds: 15+ TBx5 =
Movement Speeds: (AB)/x2/x3/x6
Berserk Points: --
Feedback Threshold:3
Distinguishing Features
Positive Features
Negative Features
Talents and Traits
Battery Life: Evas 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 Eva may equip one set of Letter-Type Gear.
Light of the Soul (1): Eva possess 1 Layer and may use 1 AT Power a round.
Lobotomized Monster: Eva may only be moved by a synched pilot. If the player spends a Fate point, an inert Eva acts of its own accord for a scene (GM control).
Undying: Evas 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:
Loadout
Requisition Points: 0/5
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
XP Spent
Universal Purchases: XP
Characteristic Advances: XP
Rank 1: XP
XP Remaining: XP
XP Spent/To Next Rank: XP/2000XP