Blaise Herriot

blaiseportrait.png
Name: Blaise Herriot
Position: Demolitions Expert, Sergeant, UEF-SOS 1
Sex: Male
Age: 23 (Born 1995)
Nationality: French
Place of Residence: EFS Dorian Lachapelle

Physical Details
Hair colour: Brown
Eye colour: Green
Height: 5'8" (172.4cm)
Build: Highly athletic

Personal Details
"Fighting a person? Just like laying explosives. In my view, you just need to find the weakest spot and hit it with excessive force."
"DUKER/Kotar" - Piloting (Blacklight Babe)

Having served in the French army for three years as part of the Expeditionary Force, Blaise is surprisingly young for his position, a fact which isn't lost on those around him- or himself. Nevertheless, he's shown remarkable aptitude for his role- he's intelligent and tough, giving it his all when he has to, and holding back when the situation calls for caution.

His parents were amongst the first to move to Paris-2 when the city began construction; as a result, Blaise has lived most of his life in the unique city, which is rare for the Expeditionary Force. Being raised amongst its empty apartment blocks and wide streets in what was once France's 'City of Hope' has bred a faithful, loyal and overall optimistic streak that the recent disasters have done little to quell.

Of all the Superheavy pilots from the original unit, Blaise was the only one genuinely upset by the loss of the Dreadnaughts during the formation of the SOS, reporting frustration and a loss of his feelings of agency. With this in mind, it's hardly a surprise that he's thrown himself into training on the D-Titans to a degree none of the other pilots can match. He lacks the natural aptitude that some of the other SOS member possess, but he is rapidly making up ground through sheer single-mindedness.

Character Details

Name: Blaise Herriot Gender: Male
Background: Veteran Career: Support
Rank: 6 Experience: 14,000

-- Back to Top --

Vital Statistics

Characteristics

Characteristic Rating Bonus Training/Bonuses
WS 50 5 Trained
BS 40 4 Simple
Strength 40 4 Simple
Toughness 40 4 Experienced
Agility 50 5 Trained
Intelligence 50 5 Trained
Perception 40 4 Intermediate
Willpower 30 4 -
Fellowship 30 3 -

-- Back to Top --

Vitals

Wound Total: 22 Fate Point Total: 3
Insanity Points: 0/100 Ego Barrier: 100/100
WUP Pool: 7

-- Back to Top --

Traits

Assets

Asset Effect
Gifted (Int) Intelligence upgrades cheaper by a single step.
Thrill Seeker Whenever you are spending Fate in a situation where you are exceptionally outmatched or performing a feat of extreme bravery, roll a d10. On a roll of 9, the Fate Point is returned.

-- Back to Top --

Drawbacks

Drawback Effect
Drawback Explanation Use this to list special penalties, such as the ones you started with, or accumulated injuries.

-- Back to Top --

Traits

Trait Effect
Experienced You increase either your Strength, Toughness or Agility by +5.

-- Back to Top --

Coherencies

Instabilities

Disorders

Skills

Basic Skills

Skill Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X - - -
Athletics Str X - - -
Awareness Per X X X -
Carouse Tou - - - -
Chem Use Int - - - -
Charm Fel - - - -
Command Fel - - - -
Commerce Int - - - -
Deceive Fel - - - -
Disguise Fel - - - -
Demolitions Int X X X Talented (+10), Specialist (Reroll once per round)
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Fel X - - -
Literacy Int X - - -
Logic Int X - - -
Medicae Int - - - -
Parry WS - - - -
Scrutiny Per - - - -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X X X Talented (+10), Specialist (Reroll once per round)
Survival Per - - - -
Tech-Use Int - - - -

-- Back to Top --

Advanced Skills

Advanced Skill Characteristic Proficient Trained Mastery Bonuses
Common Lore (Science) Int X - - -
Common Lore (Second Impact) Int X - - -
Common Lore (War) Int X - - -
Navigate Int - - - -
Operate (Superheavy) Agi X X X -
Scholastic Lore (-) Int - - - -
Speak Language (English) Int X - - -
Speak Language (French) Int X - - -
Trade (-) Int - - - -

-- Back to Top --

Talents

Weapon Proficiencies

Name Proficient Specialized Mastery
Melee General X X X
Melee Prog X - -
Basic Bolt X - -
Basic Fusion X - -
Basic General X - -
Basic Maser X - -
Basic Positron X - -
Heavy Bolt - - -
Heavy Fusion - - -
Heavy General - - -
Heavy Maser - - -
Heavy Positron - - -
Pistol Bolt X - -
Pistol Fusion X - -
Pistol General X - -
Pistol Maser - - -
Pistol Positron - - -

-- Back to Top --

Weapon Proficiency Talents

Talent Name Talent Sub-Title Effect
Melee Weapons Specialisation General When wielding a Melee Weapon, and the weapon has a net penalty, may reduce the penalty by 10.
Melee Weapons Mastery General When wielding a Melee Weapon, you gain a +10 to-hit bonus, and may spend Fate to remove all penalties from a single attack made with the weapon.
Ninja Fusion Jackass - Weapons with the Lance keyword may be used in conjunction with melee talents such as Lightning Attack.

-- Back to Top --

Skill Proficiency Talents

Talent Name Talent Sub-Title Effect
Specialist Demolitions, Stealth Select one skill in which you have either the Talented talent for, or a +20 training in. You now gain a free reroll for that skill once per round.
Support Training Demolitions, Stealth 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 Operate, the Talented talent applies to -every- Drive or Pilot skill you take.

-- Back to Top --

Basic Combat Talents

Talent Name Talent Sub-Title 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 2 1 P and E-Scale weapon now always free. May take 4 RP of upgrades for weapon, and may allocate 1 Commissioned upgrade to any weapon
- - ???
- - ???
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 (Melee) 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.

-- Back to Top --

Melee Combat Talents

Talent Name Talent Sub-Title 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. Reroll attack made with melee weapon.
Berserk Charge - Charge. +10 bonus to charge, total +20.
Blade Dancer - Reduce the penalty for dual-wielding Balanced melee weapons by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Combat Master - So long as you are not helpless or immobile, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat.
Crushing Blow - Extra melee damage equal to WSB/2.
Irresistible Force - Charge. Expend a reaction to perform a Swift or Lightning Attack when making a Charge attack. May not be used in conjunction with another reaction-expending attack talent.
Lightning Attack - Full Action. Make a single attack roll. For every Degree of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make an attack with an offhand weapon as normal.
Makeshift Murder - Your Improvised weapons count as 1d10+2 and do not count as Primitive.
Precision Melee Cleaving Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Melee effect at any one time.
- Cleaving Standard or Called Shot Melee attack. Attack gains +2 Penetration.
Street Fighting - +2 Critical Damage with a knife 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.
Takedown - This talent permits use of the Takedown Action.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer Primitive.
Vice Grip - You take a +10 bonus to Grapple tests, and deal +2 damage when using Grapple attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone.
Whirlwind of Death - On dealing a melee attack against a Horde that deals damage, 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. Full Action: Make a single melee attack against all adjacent enemies, up to an amount equal to your WSB.

-- Back to Top --

Ranged Combat Talents

Talent Name Talent Sub-Title Effect
Rapid Reload - Weapon reload times are reduced by a half action.

-- Back to Top --

Pointman Talents

Talent Name Talent Sub-Title Effect
Maneuver Mastery - +10 to WS tests when using the Maneuver action.

-- Back to Top --

Mental Talents

Talent Name Talent Sub-Title Effect
Hotblooded - +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test.
Jaded - Unaffected by mundane horrors such as death, violence or the sight of blood.
Nerves of Steel - Reroll WP tests to resist or recover from Pinning. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts.
Resistance Fear +10 to tests to resist the chosen object.

-- Back to Top --

Physical Talents

Talent Name Talent Sub-Title Effect
Dark Execution - When attacking an enemy you treat as Surprised, you may spend a Fate Point to apply the Brutal quality to your attack.
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 - 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.
Muffled Armament - You reduce the Stealth penalty for wearing armour with an AP higher than 7 to -10 instead of -30.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
Silent Hunter - When making an attack from a hidden position, you may may another Stealth test to baffle attempts to locate the source. On a success, you continue to treat your enemies as Surprised until you are located, but they gain a +20 bonus to Awareness tests until they do so. Your stealth tests may also be negatively modified depending on circumstanes such as your proximity to your enemy, if your enemy survived your initial attack, the noise of your attack or so on.
Sound Constitution 8x Increase your Wounds by 1 per purchase of this talent.
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.
Stalking Predator - Whenever you hit an enemy that you treat as Surprised, you deal extra damage to that target equal to your AB/2.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.
Swift Shadow - You do not take any penalties to Stealth due to running.

-- Back to Top --

Demolitions Talents

Talent Name Talent Sub-Title Effect
Careful Work - When using the Demolitions action, you roll twice and take the better result.
Demolitions Expert - You may halve the time required to use the Demolitions skill. For example, setting a demolition kit normally (which takes 2 rounds) now only takes 1 round, whilst setting an explosive for a +6 damage bonus (which would normally take 8 rounds) now only takes 4 rounds. Furthermore, you may test Demolitions in place of BS when using grenades or other thrown explosives.
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 -20 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.

-- Back to Top --

Starting Stats

Characteristics

Vitals

Starting Skills And Talents

Experience and SUP Tables

Experience History

SUP History

Kits History

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License