Corrin Sahn
Format shamelessly borrowed from Mr. Rage.
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Character Details[edit | edit source]
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Character Name: Corr (Corrin) Sahn
Player Name: Ugolino
Show: NERV: Greater Berlin
Background: Neo-Spartan
Career Path:Pointman
Rank: 4
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 Austin), Trainee Ivy Hollander
Wounds: 10+2+1+1= 14
Fate Points: 1/1 (1 Burned for Fanatical)
- Conditional Fate: 1/1 Reroll a Characteristic or Skill Test
Identity Damage: 9/100
Allowance: -- (100+100/rank)
Backstory Notes[edit | edit source]
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 was originally a denizen of the then-United States' many slum cities. Found by NERV personnel four years ago, he was raised as a potential pilot in the Austin, Texas dome. Behaviors and routines were hammered into him through training until they became reflexive. The accompanying indoctrination (as well as gratitude for saving him from the slums) resulted in Corrin becoming fanatical towards NERV, obsessive about performing his duties and following orders. Even his choice in clothing tends to ape the khaki of the organization's uniforms.
A strong believer in duty , Corrin tends to blindly accept statements from superiors in the organization, and doesn't take questioning of its intentions well. If anything, his reaction would only been intensified by his own recent doubts. He honestly believes that NERV is making the world a more inhabitable place for humanity (or at least trying to) and that performing his duty is helping that happen.
On the field, he tends to be even more single-minded. Unless explicitly told otherwise, he's likely to charge, yelling, towards the enemy, or simply try to crush it with blunt force. Similarly, he might not hesitate take an injury for another at-risk pilot, all in the name of duty to NERV and the pilot corps. A direct order would likely keep him in check though. Underneath all his blather about duty and camaraderie, however, this aggression and foolhardy courage stems largely from dread of the potential consequences.
Secretly, he's always been afraid that if he fails to live up to the expectations of his superiors, he'll be cast out of the dome and back into a slum-city. Whatever is asked of him pales before that. From his confused memories of his life before being recruited and what such outcasts do to survive, Corrin would rather die than go back. He's mostly unaware of these thoughts, and would likely deny them if asked.
Better by far to do his duty to NERV, the other pilots, 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[edit | edit source]
Characteristic | Total | Base | Roll | Advances | Time | Background | Misc |
---|---|---|---|---|---|---|---|
Weapon Skill (WS) | 45 | 15 | +15 | +15 | -- | -- | -- |
Ballistic Skill (BS) | 40 | 15 | +20 | +5 | -- | -- | -- |
Strength (St) | 32 | 15 | +7 | +5 | -- | +5 | -- |
Toughness (To) | 32 | 15 | +7 | +5 | -- | +5 | -- |
Agility (Ag) | 34 | 15 | +10 | +5 | +4 | -- | -- |
Intelligence (In) | 30 | 15 | +8 | +5 | +2 | -- | -- |
Perception (Pe) | 30 | 15 | +15 | -- | -- | -- | -- |
Willpower (WP) | 30 | 15 | +10 | +5 | -- | -- | -- |
Fellowship (Fe) | 25 | 15 | +8 | -- | +2 | -- | -- |
Synch Ratio (SR) | 40 | 20 | +15 | +5 | -- | -- | -- |
Skills[edit | edit source]
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[edit | edit source]
Character Generation
Ballistic Weapons Training (Basic), Ballistic Weapons Training (Pistols), Melee Weapons Training (Small)
WEAPON TRAINING Talent Groups: Small, Pistols, Basic, Great, Positron 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.
Rank 1
Resistance (Fear) Effect: You gain a +10 Bonus when making a test to resist or avoid the object of your resistance.
RAPID RELOAD Effect: The character halves all reload times, rounded down. Thus, Half Action reload becomes a Free Action, a Full Action reload ecomes a Half Action, and so on.
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 When ganging up on an opponent with an ally, you gain an additional +10 to Weapon Skill tests. If you both have this talent, you both gain an additional +10 for a total of +20. This is in addition to the normal bonuses for outnumbering an opponent.
GUARDIAN Effect: You may designate one ally at the beginning of your turn. If you are within AB dm of them when they are attacked you may instantly move adjacent to them and have the attack resolve against you. You may parry if you have an unused reaction, but you may not dodge.
Leap Up You may stand up as a free action.
QUICK DRAW You are quick to the draw, able to have a weapon in your hand and ready for combat in the blink of an eye. You can Ready as a Free Action.
TECHNICAL KNOCK Prereq: Intelligence 30 Effect: The character may un-jam any gun as a half action, but may only once a round.
Rank 2
UNSHAKEABLE Effect: You may re-roll any failed test to avoid the effects of Fear or Pinning.
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.
WALKED INTO IT Prereq: Pointman Effect: After a successful Parry, until the end of your next round your next Weapon Skill roll against the target gains a +20 bonus.
GRAPPLING EXPERT Prereq: Pointman Effect: Your opponent must make an opposed WS test to disengage from a grapple, even if your character does not control it.
TARGET SELECTION Prereq: Ballistic Skill 40 The character may shoot into melee with no penalty.
COMBAT MASTER Prerequisite: Weapon Skill 30 Effect: Through a combination of reflex and perception, you are able to keep many more opponents at bay in melee than a lesser skilled person might. Opponents fighting you hand to hand gain no bonuses for outnumbering you.
DISARM Prerequisite: Agility 30 Effect: You are able to knock an opponent's weapons from their hands. When engaged with an opponent wielding a melee weapon, you may use a Full Action to disarm your foe by making an Opposed Weapon Skill test. If you beat your opponent, he drops his weapon to his feet. Should you get three or more degrees of success, you not only disarm him but take his weapon from him!
Rank 3
SUPERIOR REACTION Prereq: Pointman Effect: You may make a second reaction per turn. This reaction may be a parry, a dodge, or may be used to fuel any other effect that requires a reaction.
SACRIFICE Prereq: Pointman Effect: When attacked, you may declare that an attack has hit one of your arms rather than any other body part, whether that body part was hit randomly or as a result of a called shot. The arm takes damage from the attack as normal. The Evangelion needs at least one arm to use this talent.
DEADEYE SHOT Prereq: Ballistic Skill 30 Effect: You reduce the penalties to make called shots with a ranged attack by 10.
DUTY Prereq: Pointman Effect: You ignore critical damage results less than your toughness bonus or willpower bonus, whichever is higher.
SURE STRIKE Prereq: Weapon Skill 30 Effect: You reduce the penalties to make called shots with a melee attack by 10.
DODGE Effect: You gain a +10 bonus to Dodge Tests.
THICKET OF BLADES Prereq: Halt Advance Effect: Enemies engaged in melee with you may not use the withdraw action.
Rank 4
COUNTER ATTACK Prereq: Weapon Skill 40 Effect: After successfully parrying an opponent's attack, the character may immediately Feint, Knock-Down, Maneuver, or Standard Attack as a free action. This action suffers a -20 penalty to any related Test.
TAKEDOWN Effect: As a Half Action, the character may declare that he is attempting a takedown before making his Weapon Skill test. If the character hits and would have done at least 1 point of damage, it is ignored, but the character's opponent must make a toughness test or be stunned for 1 round. In addition when performing a Stun Action, the character does not suffer a -20 penalty to his Weapon Skill.
Universal Purchases:
UNARMED MASTER 1d10+SB with unarmed
UNARMED WARRIOR Effect: You instead deal 1d5 + SB damage with your unarmed attacks.
Sound Constitution (1) You gain an additional Wound.
Traits[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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.-- (Burned Fate)
Inventory[edit | edit source]
1 NERV-issue tablet
Weapons[edit | edit source]
Unarmed Attacks: Melee, 1d5-3+SB I, Pen 0
Gear[edit | edit source]
NERV ID: Grants Pilot-level access to NERV facilities.
Unit[edit | edit source]
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Designation: Unit 02
Primary Color: Bright White
Secondary Color: Dark Red
Eva Career: Prototype
Rank: 4
Description:
Characteristics[edit | edit source]
Characteristic | Total | Pilot | Points | Eva | Misc |
---|---|---|---|---|---|
Weapon Skill (WS) | 55 | 45 | -- | +10 | -- |
Ballistic Skill (BS) | 50 | 40 | -- | +10 | -- |
Strength (St) | 55 | 27 | +10 | 45 | -- |
Toughness (To) | 50 | 27 | +5 | 45 | -- |
Agility (Ag) | 44 | 34 | -- | +10 | -- |
Intelligence (In) | 30 | 23 | -- | 10 | -- |
Perception (Pe) | 30 | 30 | -- | 30 | -- |
Willpower (WP) | 30 | 30 | -- | 30 | -- |
Fellowship (Fe) | 25 | 25 | -- | 10 | -- |
Synch Ratio (SR) | 50 | 40 | -- | +10 | -- |
Wounds: 15+ TBx5 +5 = 15+ 5x5 +5 = 45/45
Movement Speeds: (AB)/x2/x3/x6
Berserk Points: --
Feedback Threshold: TB=2
Distinguishing Features[edit | edit source]
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.
+5 Strength
+5 Wounds
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*-- (New Features)
Talents and Traits[edit | edit source]
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 4: Acquire 5 RP per Rank (20 RP) +4 RP from TESTBED. 24 (6/24 RP)
NEW FEATURES (x4) 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.
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.
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.
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[edit | edit source]
Natural Weapons: 1d10 + SB I, Pen 0, Melee
MONITOR SUIT Cost: 1 Armor: 2 (All) Effect: +4 to Feedback Threshold.
A-TYPE EQUIPMENT Cost: 2 (2 base) Machine: TL - 1 Effect: A-Type Grants Two Shoulder Pylons. Gain 5 full round actions worth of Flight (AB 4), split up as you wish. You can sustain flight between turns with a reaction. If you take 10+ Critical Damage, there is a 50% chance of explosion, as a Core detonation. Plug Breach chance increases by 50%. Upgrades: With Super Solenoid Technology the A-Type Equipment may be made permanent. If made so it loses two shoulder pylons. The Machine Rating becomes TL and the Flight Movement is now based on the Evangelion's Agility Bonus. There is no chance of explosion or greater chance of Plug Breach.
E-TYPE EQUIPMENT Cost: 3 Machine: TL + 3 (7) Effect: Gain Space Movement (AB 4), with 10 full actions worth of power, once moving in a direction continue to drift. Spend a Reaction action to stop. Immune to space hazards, including radiation. Critical Damage to a body area does not compromise the others. +15 rounds of battery life. Entry Plug may not launch. Upgrades: With Super Solenoid Technology the E-Type Equipment grants two shoulder pylons. Additionally, you use your own Agility Bonus to determine space movement. You may stop drifts as a free action. It is compatible with Sprint.
ABLATIVE ARMOR Prereq: Ablative Technology Cost: 1 (2 base, -1 from Bleeding Edge) 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.
Tactical Shield Cost: 2 AP 15 + TL Provides cover to one arm, one leg (same side) and body.
FOREARM FINS Cost: 1 Effect: You effectively gain two more shoulder pylons, located on the Evangelion's arms.
RANGED WEAPON (Pylon): Basic Assault Cost:4 (2 base, +1 from Upgrade, +1 from Technology)
Basic Assault 1d10+5+TL (1d10+9) E, AT Breach 1, Pen 1+TL (5) Rng 120 S/3/5 Clip 30, Rld 1
POSITRON (Technology used with Bleeding Edge, +1 RP to Weapon Cost) The Weapon doubles its range and gains the AT Breach 1 trait. It deals E damage. Requires Positron Training.
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.
MELEE WEAPON: Hammer
Cost:3 total (1 base)
Hand 1d10+1+TL+SB (1d10+10) (Impact) Pen 1+TL (5)
LANCE (Technology used with Bleeding Edge, +1 RP to Weapon Cost) The I or R Weapon gains the AT Breach 1 trait.
Thrown (Upgrade, Cost 1) A melee weapon with this trait may be used as a ranged weapon with a range of SB x 4 dm. This does not qualify the weapon for any ranged upgrades.
Solenoid (Free Hand Weapon Upgrade, Cost 0) As a free action at the beginning of the character's turn, a character armed with a melee weapon with this trait may have it assume any size between its default and small, as well as decide whether it will deal I or R damage.
EXTRA MAGAZINE (Forearm Pylon) Cost: 1 (0 base, 1 from Upgrade) Effect: An Extra Magazine provide a full refill for any one weapon you possess. It takes up one Shoulder Pylon's worth of space, or two Shoulder Pylon's worth of space for a Heavy Assault magazine. You may take multiple magazines.
Pistol (Pylon) Cost:0 1d10+3+TL (1d10+3+4) I Pen TL (4) Compact Rng 030 S/3/- Clip 10, Rld 1
Red-Dot Laser Sight A ranged weapon with this trait gains a +10 bonus to Ballistic Skill when firing on single fire mode.
A.T.[edit | edit source]
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 suppressed until your SR once again exceeds 200 or it ends, whichever comes first. |
ACCELERATE Activation: None Maintain: Free Effect: Decreases Movement actions by one step. Run, Charge, or Full Moves only require a Half Action, and once per turn you may turn a Half Action move into a free action. Enhancement: At SR 50, you may take more than one movement action a turn. AT SR 70 you gain a +10 bonus to all reaction rolls. AT SR 90 once per turn you may perform a Run, Charge, Full Move or Half Move as free action. At SR 151 you gain Celerity. Both your turns are at the top of the initiative.
BUNKER Activation: None, on your turn or Reaction, when attacked. Maintain: Free Effect: Double your armor value. Enhancement: At SR 70 you halve the final damage you suffer from attacks with the Blast (X) trait. This does not apply against N2 Strikes. At SR 80 all final damage from attacks with the Blast (X) trait within 90 dm is halved. At SR Z you double your penetration value. At SR 110 all your attacks gain AT Breach 1.
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
Enhancement: At SR 50 all attack modes gain Tearing. AT SR 70 Small attacks gain Balanced +20 and Great Weapons loose the Unwieldy Trait. At SR 80 AT Breach improves by 1. At SR 130 your melee attacks gain a reach equal to your Synch Ratio Bonus.
FLARE Activation: Reaction, when a valid target expends a reaction. Maintain: No Effect: Target within SR dm does not take their reaction. Target gains a +30 bonus to hit you until the end of its next turn. Enhancement: At SR 60 a target with Unnatural Senses or AT Ping loses the trait until the end of its next turn. At SR 70 a target with Unnatural Senses or AT Ping may not make called shots until the beginning of its next turn. At SR 90 the target loses the reaction. At SR 101 a target with Unnatural Senses or AT Ping suffers a penalty to Observation Tests equal to your Synch Ratio - 100 until it takes reaction to clear its senses. If this penalty would bring the target's Perception + Observation TN to 0 the creature is completely blind.
BARRIER (Trained, +10) Activation: Half Action, on your turn. Maintain: Half Action Effect: Creates a translucent barrier tangent to your space with a height and length of up to your Synch Ratio in dm. You cannot attack through your own Barrier, but if it is small enough, you may use cover rules where appropriate. It is treated as being an additional layer of AT Field and is the last layer to be neutralized. If you move, it moves with you, retaining its facing and at the beginning of a round when you maintain this power you may redefine its dimensions and its facing. If the barrier must support weight, treat its effective lifting capacity as two times your Synch Ratio Bonus. Enhancement: At SR 45 you may make your barrier opaque in one direction. At SR 55, as a reaction you may declare your Barrier anchored to space, essentially rendering you immovable from your space as long as the barrier exists. You may use your Synch Ratio in any opposed strength tests. You may end this anchoring as reaction. At SR 85 you may instead create a sphere or hemisphere with you as the center point, with a radius equal to your SR in dm. At SR 130 your Barrier has an extra layer.
AT PING Activation: Free, on your turn. Maintain: Free Effect: You detect the presence of all E-Scale Fields within SR/10 km and your distance from them. Enhancement: At SR 60 you also detect the presence of all P-Scale Fields within SR dm and your distance from them. At SR 101 you gain Unnatural Senses with a range of SR dm.
FLOAT Activation: None, on your action or Reaction, may interrupt. Maintain: No Effect: You gain a flight speed equal to your normal ground movement speed. You may use this speed underwater or in space. It is compatible with the Sprint talent. If you activate this talent while falling you land without taking damage. Enhancement: At SR 50 once per turn when you take off or land all targets within 1 dm of you are knocked back 1 dm away from you. At SR 70 the power may be maintained as a half action. At SR 90 the power may be maintained as a reaction. At SR 150 the power may be maintained as a free action.
XP[edit | edit source]
XP Received[edit | edit source]
Time Management: 0/24 weeks (16 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
500 XP = Session 10.0
50 XP = Session 11.0
50 XP = Session 11.1
100 XP = Session 12.0
750 XP = Session 12.1
50 XP = Session 13.0
50 XP = Session 13.1
50 XP = Session 14.00 (1)
50 XP = Session 14.00 (2)
50 XP = Session 15.0
450 XP = Session 16.0
50 XP = Session 16.2
100 XP = Session 18.0
150 XP
300 XP
50 XP
950 XP
50 XP
50 XP
50 XP
500 XP
50 XP
125 XP
100 XP
200 XP
Chargen: 400XP
XP Total: 7200XP
XP Spent[edit | edit source]
Characteristic Advances: 2700XP
300 +5 SR
200 +5 WS
300 +5 Ag
400 +5 WS
300 +5 WP
300 +5 BS
300 +5 STR
600 +5 WS
300 +5 IN
300 +5 TO
Universal Purchases: 400XP
000 Weapons Training (Great)
050 Skill P (KNOWLEDGE: WARFARE)
000 +10 Identity
050 KNOWLEDGE: CLASSIFIED (NERV)
000 +1 Intelligence
000 +1 Intelligence
100 Unarmed Warrior
050 Sound Constitution
100 Weapon Training (Positron)
000 +1 Fellowship
000 +1 Fellowship
000 +1 Agility
000 +1 Agility
000 +1 Agility
000 +1 Agility
050 Sound Constitution
050 Skill P (SPEAK LANGUAGE (SIGN LANGUAGE))
Rank 1: 850XP
050 Resistance (Fear)
050 Rapid Reload
100 Spotter
100 Double Team
100 Maneuver Mastery
100 Guardian
050 Leap Up
050 Technical Knock
050 ATP (Bunker)
050 ATP (Barrier) SR 1
100 Quick Draw
050 Technical Knock
Rank 2: 750XP
050 ATP (Flare) SR 1
100 Sprint
050 Unshakable Resistance (Fear)
100 Walked Into It
100 Grappling Expert
100 Target Selection
100 Combat Master
100 Disarm
050 ATP (AT Ping) SR 1
Rank 3: 850XP
200 Superior Reaction
100 Sacrifice
100 Deadeye Shot
050 ATP (Float) SR 1
100 Duty
100 ATT (Barrier) 1
100 Sure Strike
100 Dodge
100 Thicket of Blades
100 ATT (Bunker) 1
Rank 4: 800XP
150 Counter Attack
050 ATP (Accelerate) SR 1
100 ATT (Hammerhand)
150 ATM (Hammerhand)
100 Takedown
150 ATM (Bunker)
XP Remaining: 100XP
XP Spent/To Next Rank: 7100XP/8000XP