Blake Macnair

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Name: Blake Macnair
Position: Lieutenant, UEF Special Operations Service
Sex: Male
Age: 53 (Born 1965)
Nationality: American
Place of Residence: Dorian Lachapelle

Physical Details
Hair colour: Grey-black
Eye colour: Grey
Height: 5'10"
Build: Stocky, Bull-like

Personal Details
"These LN assholes are fucking crazy. I dunno what's got in 'em, but with some of them, the moment those black-shirted fancy-pants sons of bitches start waving those swords around it's like they're doped up on Speed or somethin'."
(Theme)

Bio details here.

Character Details

Character Details
Name Blake Macnair Gender Male
Background Veteran Career Pointman
XP Total 18400 Rank 6
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 40 4 Intermediate
Ballistic Skill 40 4 Simple
Strength 35 3 -
Toughness 50 6 Intermediate
Agility 40 4 Simple
Intelligence 45 4 Intermediate
Perception 30 3 -
Willpower 40 4 Intermediate
Fellowship 30 3 -

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Vitals

Vitals
Wounds: 29 Fate Total: 2
Insanity: 10/100 Ego Barrier: 100/100

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Traits

Assets

Assets
Asset Effect
Driven Gain one conditional Fate Point to be used when facing a superior foe or exceptionally bad odds.
Gifted (Int) Intelligence upgrades are gained one rank faster.
Military Nut Gain Common Lore (War) and Scholastic Lore (Tactics) skills. Gain Talented in both.
Resilient Metabolism Gain the Carouse skill, the Resistance (Poison) talent, a +20 bonus to resist illness, and reroll toughness tests when hit with a Toxic weapon at P-Scale.
Resilient Mind Whenever you take Insanity Points, you reduce the amount taken by 1, to a minimum of 1. You may spend a Fate Point to automatically pass a Trauma test.
Rugged (Desert) Choose one environment (eg. Ocean, urban, desert, forest, ice etc). In this environment you take a +20 to Survival tests and reduce the DTV of Difficult Terrain by 2.

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Drawbacks

Drawbacks
Asset Effect
Coarse Gain a -10 bonus to Charm, Deceive, Scrutiny and Inquiry tests made when dealing with the authorities, socialite classes and in formal situations.
Damaged Goods Start with 10 Insanity.
Fanatical (US) Choose an organisation, cause or moral code. You will follow the tenets of that code, or orders from that organisation, even if it means danger or death. If you fail to attempt to do so (but not attempt and fail), a Fate Point is permanently lost.

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Traits

Traits
Trait Subname Effect
Battle Hardened - You gain Unnatural Toughness (1), and increase your wounds by +1.

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Injuries

Injuries
Injury Effect Cause Incident

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Decoherencies

Decoherencies
Decoherency Effect Tested Characteristic Ego Threshold
-

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Instabilities

Instabilities
Instability Effect Ego Threshold
-

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Disorders

Disorders
Disorders Effect Insanity Threshold
-

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Skills

Basic Skills

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

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore Second Impact Int X - - -
- USA Int X - - -
- War Int X X - Talented
Navigate - Int - - - -
- - Int - - - -
Operate Ground Military Agi X - - -
- - Agi - - - -
Scholastic Lore Tactics Int X X X Talented
- - Int - - - -
Speak Language English Int X - - -
- Spanish Int X - - -
Trade - Int - - - -

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Talents

Weapon Proficiencies

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

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Basic Combat Talents

Name Sub-Class Effect
Armor Master - Your AP on all areas counts as 2 higher than it actually is. Furthermore, you reduce all penalties to agility due to armor (such as Heavy Armor or F-Type) by 10. You retain the Movement Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10.
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.

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Proficiency and Skill Talents

Name Sub-Class Effect
Talented Command Gain a +10 to tests made using this skill.
- Common Lore (War) Gain a +10 to tests made using this skill.
- Scholastic Lore (Tactics) Gain a +10 to tests made using this skill.

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Melee Talents

Name Sub-Class Effect
Advanced Disarm - You take a +20 bonus to Disarm tests.
Battlemaster - Once per Round. Reroll attack made with melee weapon.
Berserk Charge - Charge. +10 bonus to charge, total +20.
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.
Counter-Attack - This talent permits use of the Counter-Attack Action.
Disarm - This talent permits use of the Disarm Action.
Double Team - Increase Gang-Up bonus by +10.
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 - Charge, made from height. Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage, +1d10 damage. The attack has a Penetration value equal to 1 per 5dm fallen (or 2 per 1km in Strategic Mode). 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.
Hammer Blow - All Out Attack. Add half of SB to attack's Penetration. Attack has the Concussive quality.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Makeshift Murder - Your Improvised weapons count as 1d10+2 and do not count as Primitive.
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.
Wall of Steel - May make one extra Parry action per round.

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Ranged Talents

Name Sub-Class Effect
CQC Gunplay - When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.
Rapid Reload - Weapon reload times are reduced by a half action.

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Physical Talents

Name Sub-Class Effect
Drop Trained - Falling, 10dm or above. Always land on your feet, and treat distance as 1/3rd for purpose of falling damage.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
I Cannot be Defeated Increase your Fatigue Threshold by 2.
Iron Jaw - When you become Stunned, you may test Toughness to shrug off the effects.
Leap Up - You may stand up from the Prone position as a Free Action.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
Second Wind - This ability triggers the first time during an encounter you take Critical Damage or you spend your last fate point, whichever comes first. On being triggered, you gain Unnatural Toughness (+1), a +10 to Toughness tests, and instantly heal 1d5+TB wounds. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once a day.
Sound Constitution 12 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.
Stalwart Defense - You may spend a fate point as a Full Action to root yourself to a location. You may not move and you may not dodge, but you can make a parry reaction against any and all successful melee strikes against you (or an ally if you have Guardian). All damage you suffer is reduced by 2, and enemies gain no bonuses for outnumbering you in close combat. This state continues until you are incapacitated or you choose it to end.
True Grit - Halve Critical Damage taken, rounding down, to a minimum of 1.

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Mental Talents

Name Sub-Class Effect
Fearless - +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
Hotblooded - +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
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 Cold +10 to tests to resist the chosen object.
- Heat +10 to tests to resist the chosen object.
- Fear +10 to tests to resist the chosen object.
- Poison +10 to tests to resist the chosen object.
- Mental +10 to tests to resist the chosen object.
Unshakeable Faith - Reroll failed Fear tests.

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Interpersonal Talents

Name Sub-Class Effect
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 100 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve an extra degree of success. You gain a +10 to Command tests in Social Conflicts. Your Followers also have +10 Loyalty when in your presence.
Forward, you Dogs - You may test Command as a half action on your turn. On a success, all allies within vocal range of you who are suffering from mental effects (Fear, Pinning, Frenzy, and others) may take an immediate free Willpower test to shake off the effects. For every degree of success on your Command test, those allies gain a +5 bonus to their Willpower test.
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all nearby allies. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests.
Inspirational - When using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success. Furthermore, in Social Conflicts, any fellow allies participating in the Conflict increase their Vigour by +10.
Into the Jaws of Hell - Your Followers, subordinates and any attached Hordes take a +20 to their Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Iron Discipline - Your Followers, subordinates and any attached Hordes may reroll failed Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation.

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General Pointman Talents

Talent Name Talent Sub-Title Effect
Dynamic Reaction - On successfully parrying an attack, in place of the standard melee attack granted by Counter Attack, you may choose to take instead any legal half action.
Guardian - Expend reaction to parry attack aimed at adjacent ally.
Intervention - When you successfully parry a melee attack from an enemy (aimed either at you or at an ally you defend with Guardian), you gain a +20 to any feint, grapple, or knockdown tests against that same enemy on your next action.
Sacrifice - May declare that an attack aimed at you hits an arm instead. If arm destroyed, 50% chance of original target taking half damage. Can use in conjunction with Guardian to cover ally.
Shield Specialist - Increase the AP bonus of Shields by +1, and increase the bonus to Parry from the Defensive quality to +20.
Spotter - As a Full Action you may designate one ally. That ally may now calculate to-hit range bonuses from your location instead of their own.

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Melee Pointman Talents

Talent Name Talent Sub-Title Effect
Halt Advance - Half Action. Make an opposed WS test with an enemy you threaten. On a success, the enemy is unable to move from that spot unless you are first defeated, stunned, knocked prone, incapacitated or pushed out of melee range. If you succeed with 3+ DoS, you may maneuver the enemy as per the action for free.
Maneuver Mastery - +10 to WS tests when using the Maneuver action.
Tactical Blow - When armed with a an Impact damage-based melee weapon, test Strength whilst maneuvering an opponent. On a success, may maneuver the enemy 1 extra m/dm, with an extra 1m per DoS you gained on the Strength test. In Strategic scale, you may instead maneuver the enemy 1 extra dm/km, with an extra 1dm/km per 3 DoS gained.

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Ranged Pointman Talents

Talent Name Talent Sub-Title Effect
Maser Overload - On a successful attack with a Maser weapon, you may choose not to roll for damage and instead cause the target to suffer a -10 penalty to all tests for a number of rounds equal to the number of shots that hit the target. Multiple uses of this talent do not increase the penalty but do add to its duration.
Obscuring Barrage - Full Action, must wield a full auto weapon. Test BS; on successful test that breaches enemy AT Field, the enemy makes a Perception test, -5 penalty per hit; on a failure they take no damage but are blinded for 1 round.
Positron Burrow - Full Action. Make a single shot attack with a Positron Weapon against an E-Scale Enemy with a -20 penalty. Instead of rolling for damage, you may instead reduce the target's ATS for the purpose of Deflection by X, where X is the amount of Penetration your weapon possesses. This persists until the start of your next turn. Multiple Burrows do not stack.
Shell Shock - After a successful hit with a Bolt weapon, you may choose to, Instead of rolling for damage, reduce the target's TB by X, where X is the amount of Penetration your weapon possesses, to a maximum of half the enemy's total TB. This persists until the start of your next turn. This effect does not stack, and the entire attack must be sacrificed, including extra hits from full autos.

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Offensive Tactics

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Defensive Tactics

Defensive Stance
Go to Ground
Repel Attackers
Sternguard
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Support Tactics

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Equipment

Melee Weapons

Ranged Weapons

Ammo

Armour

Gear

Starting Stats

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 -
Ballistic Skill 35 3 -
Strength 35 3 -
Toughness 40 5 Veteran (+5)
Agility 35 3 -
Intelligence 35 3 Veteran (+5)
Perception 30 3 -
Willpower 30 3 -
Fellowship 30 3 -

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Vitals

Vitals
Wounds: 16 Fate Total: 2
Insanity: 0/100 Ego Barrier: 100/100

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Starting Skills and talents

From Background

Awareness
Common Lore (2I, War, USA)
Literacy
Scholastic Lore (Tactics)
Speak Language (English, Spanish)

From Assets

Common Lore (War+10T)
Scholastic Lore (Tactics+10T)

From Career

Athletics (SP)
Command (SP)

Starting Talents

Weapon Training (Melee)
Basic Training (General)

Experience Table


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