Corrin Sahn
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 can be counted upon to follow orders.
Characteristics
| Characteristic | Total | Base | Roll | Advances | Time | Background | Misc |
|---|---|---|---|---|---|---|---|
| Weapon Skill (WS) | 28 | 15 | +13 | -- | -- | -- | -- |
| Ballistic Skill (BS) | 30 | 15 | +15 | -- | -- | -- | -- |
| Strength (St) | 30 | 15 | +10 | -- | -- | +5 | -- |
| Toughness (To) | 30 | 15 | +10 | -- | -- | +5 | -- |
| Agility (Ag) | 25 | 15 | +10 | -- | -- | -- | -- |
| Intelligence (In) | 25 | 15 | +10 | -- | -- | -- | -- |
| Perception (Pe) | 25 | 15 | +10 | -- | -- | -- | -- |
| Willpower (WP) | 28 | 15 | +13 | -- | -- | -- | -- |
| Fellowship (Fe) | 25 | 15 | +10 | -- | -- | -- | -- |
| Synch Ratio (SR) | 34 | 20 | +14 | -- | -- | -- | -- |
Skills
SPEAK LANGUAGE (English, German) A- Speak Language Specialties: Specific Language
ATHLETICS B- Climb, Contortionist, Swim A- Acrobatics
ATP (Deflection) BWT (Basic) BWT (Pistols) MWT (Small) Skill P (Any) Skill P (Any) Blocker Halt Advance
Talents and 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.
Rank 1
Universal Purchases:
Traits
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
DAMAGED GOODS Cost: 2 Effect: Your character has suffered some sort of massive trauma in the past and never fully recovered. Begin play with 10 permanent Identity Damage which may not be removed by any means. You may take this drawback more than once.
FANATICAL 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. |
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