Horaki Hikari

Hikari.png?dl=0
Name: Horaki Hikari
Position: School President, Team Leader of NERV 2nd Auxiliary
Sex: Female
Age: 17 (Born 2001)
Nationality: Japanese
Place of Residence: Tokyo-2

Physical Details
Hair colour: Black
Eye colour: Brown
Height: 5'5.5"
Build: About average

Personal Details

Bio Notes, full details to come.

  • Schoolmate of Shinji's
  • Class Rep and then School President
  • Had militia leadership duties because Japanese schools require military training as part of the curriculum [/grimdark]
  • Was chosen to lead 'Wolf Squadron' as a Japan-based Eva Auxiliary, went 'rogue' with other Tokyo-2 elements
  • Stern leader but also very considerate of the needs of others
  • Has a younger sister, Nozomi, who relies on her

Character Details

Character Details
Name Horaki Hikari Gender Female
Background Prodigy Career Support
XP Total 16,750 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 3 -
Agility 40 4 Intermediate
Intelligence 50 5 Intermediate
Perception 30 3 -
Willpower 40 4 -
Fellowship 55 5 Intermediate

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Vitals

Vitals
Wounds: 14 Fate Total: 3
Insanity: 10/100 Ego Barrier: 100/100
WUP Pool: 8

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Traits

Assets

Assets
Asset Effect
Fast Increase P-Scale Speed by +1 AB.
Gifted (Willpower) Buy WP upgrades at one step cheaper than normal.
Innovative Gain a Conditional Fate Point to be used when using a skill in an unusual way or activating an unorthodox plan.
Team Leader Gain Command skill, gain conditional fate point that may be used when working with and by subordinates.

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Drawbacks

Drawbacks
Drawback Effect
Duty of Care (Horaki Nozomi) You are strongly attached to one dependent.
Unprepared Whenever you take Insanity, take 1 point extra.

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Traits

Traits
Trait Effect
Natural Talent (Fel) Gains +5 Fellowship.

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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 X X -
Chem Use Int - - - -
Command Fel X X X -
Commerce Int X - - -
Deceive Fel X X X -
Demolitions Fel - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel X - - -
Intimidate Str X X - -
Literacy Int X - - -
Logic Int X - - -
Medicae Int X X X Talented
Parry WS - - - -
Scrutiny Per X X X -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X X X -
Survival Per X X X -
Tech Use Int - - - -

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore Japan Int X - - -
- Literature Int X - - -
- Second Impact Int X - - -
Navigate - Int - - - -
- - Int - - - -
Operate Operate (Superheavy) Agi X X X Talented
- - Agi - - - -
Scholastic Lore - Int - - - -
- - Int - - - -
Speak Language English Int X - - -
- Japanese Int X - - -
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 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.
- Operate 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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OD Talents

Name Sub-Class Effect
Tactical Genius - Spend fate to allow pilot to reroll failed test or to add 1 degree of success to test

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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.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range.

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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.
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.
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.
Master Orator - When using the Charm or Intimidate action, you may affect a number of people equal to 100 times your Fellowship Bonus. When in a Social Conflict with multiple opponents, including crowds, you sap 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill Test. Such is your charisma that all Followers gain a permanent +10 to Loyalty.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation.

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Medicae Talents

Talent Name Talent Sub-Title Effect
Master Chirurgeon - +10 to Medicae. When using First Aid on Heavily or Critically injured patients, you ignore the Heavily Wounded penalty, and only take a maximum of -30 due to Critical Damage. Grant +20 bonus to allies' Toughness Test to avoid losing a limb.
Medic's Eye - When using the Medicae action for First Aid, you may take a free Intelligence test prior to making your Medicae test. If you pass the test, you may treat your patient as though they were Lightly Wounded for the purposes of wound restoration.
Snap Out of It - You may use the Medicae skill on a patient suffering from a physical effect with a round limit (eg. Stunned for 10 rounds). On a successful Medicae test, you fore-go the healing of wounds and instead remove 1 round of duration from a single effect, plus another round for every 2 degrees of success on your test. This does not affect fear, pinning, frenzy or other mental afflictions.

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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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Offensive Formations

Reckless Advantage
Tank Buster
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Offensive Formations

Dig In
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Support Formations

Regroup
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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 30 3 -
Intelligence 40 4 Prodigy Boost (+5)
Perception 30 3 -
Willpower 40 4 Prodigy Boost (+5)
Fellowship 45 4 Natural Talent (+5), Prodigy Boost (+5)

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Vitals

Vitals
Wounds: 10 Fate Total: 3
Insanity: 10/100 Ego Barrier: 100/100
WUP Pool: 0

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Starting Skills and talents

From Background

Common Lore (Japan, Literature, 2I)
Literacy
Medicae
Speak Language (English, Japanese)

From Assets

Command

From Career

Charm+10
Logic

Starting Talents

Experience Table


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