Asari Keita

Asari3.png?dl=0
Name: Asari Keita
Position: Staff Sergeant, Superheavy 2nd Auxiliary
Sex: Male
Age: 17 (Born 2001)
Nationality: Japanese
Place of Residence: FNS Dorian Lachapelle

Physical Details
Hair colour: Black
Eye colour: Blue-grey
Height: 4'11.5"
Build: Wiry and tough

Personal Details
"Well, you wanted to know what you needed to do for me to treat you as a proper teammate, here's your answer, Suzuhara. Feel free to leave, but I'll spit on your shadow."

Full bio later, for now you get notes.

  • THIS MOTHERFUCKER
  • Not even five foot tall
  • Has to fight everything that looks like it could be a challenge
  • The bigger the challenge the more he'll fight it
  • Kind of an unlikeable prick
  • Good at his job though
  • Looks down on people who aren't as 'courageous' as him
  • Best friend is Musashi Lee
  • Was a NeoSpartan
  • Had and has a giant crush on Mana Kirishima
  • His given name is Keita. I keep forgetting which is which

Character Details

Character Details
Name Asari Keita Gender Male
Background NeoSpartan Career Dervish
XP Total 19500 Rank 6
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 6 Expert
Ballistic Skill 50 5 Intermediate
Strength 35 3 -
Toughness 35 3 -
Agility 50 5 Intermediate
Intelligence 30 3 -
Perception 30 3 -
Willpower 30 3 -
Fellowship 25 2 -

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Vitals

Vitals
Wounds: 22 Fate Total: 3
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: 6 Fatigue Threshold: 3

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Traits

Assets
Asset Effect
Athlete You gain a +10 to resist fatigue and may reroll failed Personal Time tests to improve Strength, Toughness or Agility.
Fast Increase your P-Scale movement speed by +1 AB.
Driven You gain a conditional fate point to be used when facing a superior for or exceptionally bad odds.
Fearless You gain the Fearless talent.

Injuries and Complications

Injuries
Injury Effect Cause Incident

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Skills

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

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Talents

Proficiency Talents

Weapon Talents

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

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Skill Talents

Name Sub-Class Effect
Specialist Operate Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result.
Talented Dodge Gain a +10 to tests made using this skill.
- Operate Gain a +10 to tests made using this skill.

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Combat Talents

Generic Combat Talents

Name Sub-Class Effect
Ambidextrous - Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10.
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Commission Bolter E-Scale On purchasing this talent, select one P or E-Scale weapon; it now no longer costs any WUP or RP to take. You may take 4 RP of upgrades for a commissioned weapon. Furthermore every time you purchase this talent, you may, before each deployment, choose a single Commissioned upgrade and apply it to any weapon you prefer.
- Prog Sword E-Scale On purchasing this talent, select one P or E-Scale weapon; it now no longer costs any WUP or RP to take. You may take 4 RP of upgrades for a commissioned weapon. Furthermore every time you purchase this talent, you may, before each deployment, choose a single Commissioned upgrade and apply it to any weapon you prefer.
Critical Strike - On an attack that both deals damage and is a confirmed Righteous Fury, you may spend fate; instead of gaining extra damage, you instantly deal 1d5 Critical Damage, which is not increased or decreased by talents; the effects of the critical damage are felt even if the target would ordinarily be immune to such effects.
Two Weapon Wielder Ballistic When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Two Weapon Wielder Melee When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Ranged) talent, lets you attack with a gun and a melee weapon at the same time.
Quick Draw - Use the Ready action as a Free Action.

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Melee Talents

Name Sub-Class Effect
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, you may make a free Half Move action.
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Berserk Charge - Whenever you Charge an enemy, you gain an extra +10 bonus to charge, for a total bonus of +20.
Blade Dancer - You reduce the penalty for dual-wielding Balanced melee weapons by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Blood Frenzy - Once per combat you may use Blood Frenzy. You may reroll damage dice with melee weapons (weapons with multiple dice must reroll all dice) and take the preferred result, your melee Penetration value is increased by +2 and you gain the Vengeful (-2) Quality. This lasts for a number of rounds equal to your WPB/2.
Combat Master - So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat.
Counter-Attack - This talent permits use of the Counter-Attack Action.
Crippling Strike - Deal +2 Critical Damage with Melee Weapons.
Crushing Blow - You deal Extra melee damage equal to WSB/2.
Double Team - Increase Gang-Up bonus by +10.
Dual Strike - A Full Action made whilst wielding two melee weapons. You make a single WS test- you do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single parry or dodge test will avoid both blows.
Furious Assault - All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent.
Gravity Kick - This is a special Charge attack that may only be used if you start the charge at a height higher than your enemy Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage plus another +1d10 damage. The attack has a Penetration value equal to 1 per KM of height. This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead.
Irresistible Force - When making a Charge attack, you may expend a reaction to perform a Flurry attack in place of your Charge attack, gaining the to-hit modifiers for both. May not be used in conjunction with another reaction-expending attack talent.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Precision Melee Touché, Fast, Cleaving, Crippling, Overwhelm, Finesse Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Melee effect at any one time.
- Fast Standard or Called Shot Melee attack. Target takes a -20 penalty to Dodge against this attack.
- Cleaving Standard or Called Shot Melee attack. Attack gains +2 Penetration.
Street Fighting - +2 Critical Damage with a knife, Natural or unarmed attack.
Sure Strike - You may reroll a single melee hit location roll per turn and take the preferred result.
Swift Attack - This talent permits use of the Swift Attack Action.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Whirlwind of Death - On dealing a melee attack against a Horde, if your attack deals damage after soak, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage.

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Ranged Talents

Name Sub-Class Effect
Crack Shot - You deal +2 critical damage with ranged attacks.
Deadeye Shot - You reduce the penalty to called shots by -10.
Dual Shot - A Full Action made whilst dual-wielding ranged weapons. You make a single BS test- you do not suffer any penalties from dual-wielding. On a hit, you roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single dodge test will avoid both blows.
Gunslinger - You reduce the penalty for dual-wielding Pistols or Carbines by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Marksman - You reduce the penalty for shooting at long or extreme range by 10.
Mighty Shot - You add half of BSB to ranged weapon damage, rounding down.
Precision Basic Well-Placed, Fast, Cleaving, Crippling, Double Tap Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Basic effect at any one time.
- Cleaving Standard or Called Shot Ranged Basic Attack: +2 Penetration.
Precision Pistol Well-Placed, Fast, Cleaving, Crippling, Execution, Gun Kata Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Pistol effect at any one time.
- Crippling Standard or Called Shot Ranged Pistol Attack: +1 Critical Damage if Critical Damage is dealt.
- Execution Standard or Called Shot Ranged Pistol Attack: +3 Damage to enemies within Point Blank range.
Rapid Reload - Weapon reload times are reduced by a half action.
Sharpshooter - You reduce the penalty to called shots by -20.
Target Selection - You take no penalty for firing into melee combat.

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Personal Talents

Mental Talents

Name Sub-Class Effect
Fearless - You gain a +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
Hotblooded - You take a +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test.
Jaded - You are unaffected by mundane horrors such as death, violence or the sight of blood. Furthermore, you roll twice on the trauma table and take the preferred result.
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts.
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object.
Resistance Cold +10 to tests to resist the chosen object.
Resistance Hear +10 to tests to resist the chosen object.
Resistance Fear +10 to tests to resist the chosen object.
Resistance Poison +10 to tests to resist the chosen object.

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Physical Talents

Name Sub-Class Effect
Catfall - Whenever you fall, you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.
Drop Trained - Whenever you fall, you always land on your feet, and treat the distance as 1/3rd for the purpose of generating falling damage hits.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Leap Up - You may stand up from the Prone position as a Free Action.
Lightning Reflexes - You double your AB when rolling Initiative. So long as you are not stunned, helpless or otherwise immobile, Enemy Hordes take a -20 penalty to hit you with ranged attacks.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
Sprint - When making a Movement Action, you may increase your AB by AB/2 for the purposes of movement. You gain a level of Fatigue if you use this talent two turns in a row.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.

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Specialist Talents

Piloting Talents

Name Sub-Class Effect
Adept Maneuvering - When your vehicle is successfully hit by an attack, you may take a free Operate test, whichever is appropriate. On a success you reduce damage after soak by 1, +1 for every 2 degrees of success. This applies to E-Scale vehicles as well.
Aggressive Maneuver - When you are 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 other situation (but not from direct enemy attacks, i.e a sniper shot at a pilot), may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction. This applies to E-Scale vehicles as well.
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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Equipment

Melee Weapons

Ranged Weapons

Ammo

Armour

Gear

Starting Stats

Characteristics

Starting Characteristics
Name Value Bonus Modifiers
Weapon Skill 40 4 Close Combat Training (5)
Ballistic Skill 40 4 Neospartan Improvement (5)
Strength 35 3 -
Toughness 35 3 -
Agility 40 4 Neospartan Improvement (5)
Intelligence 30 3 -
Perception 30 3 -
Willpower 30 3 -
Fellowship 25 2 -

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Vitals

Vitals
Wounds: 12 Fate Total: 3
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: 1

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Starting Skills and talents

From Background

Awareness
Common Lore (War)
Command
Literacy
Operate (Superheavy)
Speak Language (English, Japanese)

From Assets

From Career

Skill Proficiency*2 (Stealth, Survival)

Starting Talents

Melee Training (General)
Pistol Training (General)
1 SUP
1 WUP

Experience Table


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