Aida Kensuke

Kensuke.png?dl=0
Name: Tent Guy Aida Kensuke
Position: Tent Master Chief Staff Sergeant, Fox Squadron
Sex: Male
Age: 17 (Born 2001)
Nationality: Tentish Japanese
Place of Residence: A fucking tent FNS Dorian Lachapelle

Physical Details
Hair colour: Light Brown
Eye colour: Teal
Height: 5'5"
Build: Skinny

Personal Details
"YEAAAAAAAAAAAAAAAAGH!"

Character notes, character notes, read what I wrote

  • Part of Horaki Hikari's school militia
  • Easily the savviest of them, getting lazily easy marks in maths and tech
  • Total fucking war nerd par excellence
  • Total nerd in general
  • When he left Japan, Japan's largest export blossomed to 'Otaku'
  • Is a tent Is actually a normal guy
  • Knowledgeable about way too much far too advanced of his age
  • Has a natural talent with machinery which extends to Superheavy handling, helped along by his intense, obsessive interest in them
  • Whereas other members of Horaki's group had to be persuaded or bribed to join the Fox Squadron, his 'bribe' was the opportunity to pilot a robot, i.e. the entire point of Fox Squadron
  • Is actually a pretty perceptive guy because he's always recording and watching things, including other people
  • Pervert?
  • Oh god it's just James Riel but young
  • YEAAAAAAAAAAAAAAAAAAAAAAGH!
  • Was rekt grievously injured by Joan during the Crystal Massacre and has since been given a bionic left arm, which thrills him to no end

Character Details

Character Details
Name Aida Kensuke Gender Male
Background Prodigy Career Support
XP Total 16,800 Rank 6
Kit: -

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 -
Ballistic Skill 40 4 Intermediate
Strength 30 3 -
Toughness 30 2 -
Agility 45 4 Intermediate
Intelligence 55 5 Trained
Perception 45 4 Intermediate
Willpower 35 3 -
Fellowship 35 3 -

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Vitals

Vitals
Wounds: 19 Fate Total: 2
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: 9

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Traits

Assets

Assets
Asset Effect
Gifted (Perception) Perception upgrades are one step cheaper.
Nerd You gain the Scholastic Lore (Computers) skill and whenever you use the Ego Restoration Personal Time action, you restore one extra.
Military Nut Gain the Common Lore (War)(T) and Scholastic Lore (Tactics(T)) skills.
Thrill Seeker Whenever you spend a Fate Point when performing some feat of exceptional bravery or daring, you roll a 1d10 and regain the point if you roll a 9.
Uncanny Luck +10 when gambling, and once per session, may reduce an already rolled skill test by 2d10.

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Drawbacks

Drawbacks
Drawback Effect
Grating Voice You take a -5 penalty to all Fellowship-based skills.
Low Pain Threshold Your TB is reduced by one for all intents and purposes.

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Traits

Trait
Gifted Gains the Tech Use (T), Operate (Superheavy (T)), Security (T)

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Coherencies

Coherency Effect Tested Characteristic Ego Threshold
Coherency Explanation List down your Coherency effects here. List successful attempts to resist here too. And the Tested Characteristic you used to resist it. And the Threshold at which you gained them.

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Instabilities

Instability Effect Ego Threshold
Instability Explanation List down your Instability effects here. And the Threshold at which you gained them.

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Disorders

Disorder Effect Insanity Threshold
Disorder Explanation List down your Disorder effects here. And the Threshold at which you gained them.

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Skills

Basic Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X -
Athletics Str X - - -
Awareness Per X X X -
Carouse Tou - - - -
Charm Fel X - - -
Chem Use Int - - - -
Command Fel - - - -
Commerce Int X - - -
Deceive Fel - - - -
Demolitions Int X X X Talented
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Str - - - -
Literacy Int X - - -
Logic Int X X X -
Medicae Int X - - Talented
Parry WS - - - -
Scrutiny Per X X X -
Security Int X X X Talented
Sleight of Hand Agi - - - -
Stealth Agi X X - -
Survival Per X - - -
Tech Use Int X X X Talented

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore Japan Int X - - -
- Science Int X - - -
- Superheavies Int X - - -
- War Int X - - Talented
Navigate - Int - - - -
- - Int - - - -
Operate Operate (Superheavy) Agi X X X Talented
- - Agi - - - -
Scholastic Lore Computers Int X - - -
- Tactics Int X - - Talented
Speak Language English Int - - - -
- Japanese Int - - - -
Trade - Int - - - -

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Talents

Weapon Proficiencies

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X - -
- Prog X - -
Basic Bolt X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -
Pistol Bolt X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

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Talents

Basic Combat Talents

Name Sub-Class Effect
Favoured Enemy E-Destroyers Select one type of enemy. You and all allies within visual and audio range take a +10 to hit this type of enemy.
Quick Draw - Use the Ready action as a Free Action.

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Proficiency and Skill Talents

Name Sub-Class Effect
Infused Knowledge - You treat all Common and Scholastic Lore skills as though you were proficient in them. Basically, you know something about everything.
Support Training Demolitions You may gain the 'Talented' Talent in one of the following skills: Command, Drive, Demolitions, Medicae, Pilot or Tech-Use. You must possess proficiency in the appropriate skill to take the Talented training for it. For Drive and Pilot, the Talented talent applies to -every- Drive or Pilot skill you take.
- Medicae You may gain the 'Talented' Talent in one of the following skills: Command, Drive, Demolitions, Medicae, Pilot or Tech-Use. You must possess proficiency in the appropriate skill to take the Talented training for it. For Drive and Pilot, the Talented talent applies to -every- Drive or Pilot skill you take.

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Melee Talents

Name Sub-Class Effect
Double Team - Increase Gang-Up bonus by +10.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.

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Ranged Talents

Name Sub-Class Effect
Covering Fire - Any enemies subjected to suppressive fire, even if these enemies are immune to Pinning or Fear, take a -10 penalty to BS so long as they are within the field of fire and Suppressive Fire is sustained.
Heavy Suppression - Enemies hit by the Suppressive Fire action whilst this talent is in use take a -10 penalty to pass their Willpower test versus Pinning.
Rapid Reload - Weapon reload times are reduced by half.

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Physical Talents

Name Sub-Class Effect
Sprint - +AB to movement distance when full moving, double movement distance when running. You gain a level of Fatigue if you use this talent two turns in a row.

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Mental Talents

Name Sub-Class Effect
Foresight - Spend 10 minutes to add +10 to Intelligence test
Insanely Faithful - Roll on the Shock Table twice and take the preferred result.
Jaded - No insanity from gore
Paranoia - Gain a +2 bonus to Initiative, and your character makes automatic Awareness tests.
Resistance Cold +10 to tests to resist cold.
- Heat +10 to tests to resist heat.
- Fear +10 to tests to resist fear.
Total Recall - Automatically remember facts, can test to retrieve more obscure or esoteric facts

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Support Talents

Talent Name Talent Sub-Title Effect
Able Assistant - Whenever this character uses the 'Assistance' action on another character making a skill check, the character making the skill check reduces the difficulty level by an extra degree of success.
Combat Formation - When this character is present in a squad, all members of the squad gain a +1 to their Initiative rolls. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative. No one may benefit from more than one source of Combat Formation at the same time.
Hunker Down - As a free action, select a number of allies within audio and visual range up to your IB. All enemies firing at these allies from a position where the allies are treated as being in cover take a -10 penalty to hit.
Lend a Hand - This character may spend a Full Action to grant an adjacent character a +10 to any actions that character takes until the start of the assisting character's next turn. This includes Reactions.
Low Profile - Enemies tend to overlook you in the heat of battle. So long as an enemy has a valid target besides you, it will not attack the you. This talent does not apply if you inflicted the most damage to an enemy for that round, nor does it apply if you inflicted critical damage.
Marker - You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy. Until the start of your next turn, all allies who open fire with a ranged weapon on that target take a +10 bonus to hit. You may only mark a single enemy in this manner, even if you hit multiple foes.
Mass Marking - When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB.
Soak Fire - Allies benefiting from the Hunker Down action may also increase their Cover AP by an amount equal to your IB.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range.

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Piloting Talents

Talent Name Talent Sub-Title Effect
Adept Maneuvering - When your vehicle is successfully hit by an attack, you may take a free Drive or Pilot test, whichever is appropriate. On a success you treat the hit location's AP as 1 higher, +1 for every 2 degrees of success. This applies to E-Scale vehicles as well.
Aggressive Maneuver - When the character is operating an vehicle, the penalty this vehicle takes to attacks made with its weapons due to distance travelled is halved, rounded up.
Brace for Impact - When you or your passengers take damage to their person whilst in a vehicle, either as a result of a crash or otherwise, may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction. This applies to E-Scale vehicles as well.
Hotshot Pilot - On making a successful Pilot or Drive (or, if in an E-Scale vehicle, an Acrobatics or Dodge test as well) test, adds their AB/2 to the degrees of success gained by the test. Conversely, on a failed test, they reduce the degrees of failure by AB/2 as well.
Push the Limit - The character, once per round, can elect to take a +20 bonus to a Pilot or Drive test (or, if in an E-Scale vehicle, an Acrobatics or Dodge test as well). If the test is failed by a number of degrees of failure greater than the pilot's AB, however, the vehicle suffers an automatic breach to its motive systems, rolling a 2d10 on the Motive Systems table, applying the appropriate effect along with any other bonuses or penalties from breaches or critical breaches. E-Scale vehicles suffer a permanent 2d10 damage to their Agility score instead.
Rapid Repositioning - When crew a vehicle with more than one crew position, you gain a free half action that can be spent to perform any action that would require a crew position other than the one you are currently manning.
Reduce Profile - When driving or piloting a vehicle, you may treat that vehicle's size as though it were one size bracket lower for the purposes of determining modifiers to hit the vehicle. This applies to E-Scale vehicles as well.

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Technician Talents

Talent Name Talent Sub-Title Effect
Applied Engineering - As a Half Action you may modify any weapon within reach to do one of the following: Calibrations: Reroll the weapon's next to-hit roll and take the preferred result. Higher Output: If the weapon's next to-hit roll is a success, the attack may reroll all of its damage and take the best result. Hits Home: If the weapon's next to-hit roll is a success, add your IB/2 to it in Degrees of Success. Whatever the modification, this benefit only benefits the weapon's next attack, success or failure. The same benefit cannot be applied to the same weapon twice in an encounter.
Careful, that's Dangerous - When a weapon wielded by an ally within IB m/dm (Adjacent KM) overheats or jams, you may test Tech-Use. On a success, the weapon is treated as though it had rolled a failure with zero degrees of failure instead.
Jury-Rig - When undertaking repairs with this action, you may decide to reduce repair time to a factor of one tenth. That is, a job taking 10 hours (600 minutes) will now only take one hour (60 minutes), whilst a job taking 60 minutes will now only take 6 minutes. However, all tests relying on the damaged part are now taken at a -10 penalty, and if any tests related to it fail by 4 degrees or more, the repair is undone. This penalty persists until proper repairs are completed.
Master Engineer - You takee a permanent +10 bonus to Tech-Use tests. Furthermore, you may spend a Fate Point to automatically pass a Tech-Use test with a number of degrees of success equal to their IB, whilst repairs, constructions or modifications automatically take the least amount of time possible for the repairs. At the GM's discretion, this talent may also allow you to perform upgrades or repairs without all the required components.
Overclocking - You can push certain pieces of technology to their limits. You may, as a half action, do any of the following to a piece of technology within reach: Energy Weapons: If the attack's next hit is a success, the attack deals extra damage and penetration equal to the character's IB. Superheavy Units: Character's unit only. The unit's TB or AB is increased by an amount equal to the character's IB. Lasts until the end of the character's next turn. Vehicles: One of the following: the vehicle's speed is increased by 10% per IB. The vehicle's Maneuverability is increased by +5 per IB/2. Lasts for a number of rounds equal to the character's IB*4. Regardless of the benefit, each upgrade can only be applied to an object once per encounter.
Percussive Maintenance - You may unjam any weapon within reach automatically as a half action.
Temporary Reinforcement - As a Half Action, you may increase the AP value of a piece of armour or cover by an amount equal to your IB. This protection lasts for one round or until the armour takes a hit, whichever is later. This action may only be performed on a piece of armour or cover once in an encounter.

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Demolition Talents

Talent Name Talent Sub-Title Effect
Careful Work - When using the Demolitions action, you roll twice and take the better result.
Fireproof Hands - You never accidentally cause explosives to explode prematurely due to a failed Demolitions test, and their jammed grenades always count as duds.
Hit the Deck - When you are aware of an explosive, and that explosive explodes, any allies in vocal and visual range of the explosion gain a +20 to attempts to dodge the explosion. If they are out of reactions, they may still make a dodge at a -10 penalty. This includes any grenades you have fired or thrown. Incoming enemy explosives, such as missiles or grenades, do not automatically count as within the character's awareness; you may instead test awareness as a free action to count as being aware.
Maximum Effect - When placing explosives or throwing grenades or bombs, for every three degrees of success on your test (either Demolitions or BS), the explosives deal an extra 1d10 damage to a max of 2d10.
Tamper Trap - Any Demolitions you set are particularly difficult to disarm by anyone except you. Any attempt to disarm your bomb has a -20 penalty, and any attempt that fails by 3 degrees or more instantly sets the explosive off.

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Equipment

Melee Weapons

Ranged Weapons

Ammo

Armour

Gear

Starting Stats

Characteristics

Starting Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 -
Ballistic Skill 30 3 -
Strength 30 3 -
Toughness 30 3 -
Agility 35 3 Prodigy Increase (5)
Intelligence 40 4 Prodigy Increase (5)
Perception 35 3 Prodigy Increase (5)
Willpower 35 3 -
Fellowship 35 3 -

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Vitals

Vitals
Wounds: 9 Fate Total: 2
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: 1

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Starting Skills and talents

From Background

Common Lore (Japan)
Common Lore (Science)
Common Lore (Superheavies)
Literacy
Logic
Operate (Superheavy (T))
Security (T)
Speak Language (English, Japanese)
Tech Use (T)

From Assets

Common Lore (War)(T)
Scholastic Lore (Computers, Tactics(T))

From Career

Acrobatics (SP)
Athletics (SP)
Tech-Use+10 (ST)

Starting Talents

Melee Training (General)
Pistol Training (General)

Experience Table


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