Liu Lin

Liu%20Lin%201.png?dl=0
Name: Liu Lin
Position: General, Army of the Federation; Supreme Commander, East Asia Theatre
Sex: Female
Age: 45 (Born 1973)
Nationality: Chinese
Place of Residence: Beijing-2

Physical Details
Hair colour: Brown
Eye colour: Green
Height: 5'8"
Build: Wiry, but toned

Personal Details
"After enmeshing oneself so deeply with a thing, it is difficult to fully pull away. Even if the thing itself is painful or distasteful."
Liu Lin's Theme

Before Second Impact, Liu Lin was a young but brilliant colonel in the People's Liberation Army, assigned to the Jinan military district. Her employment into the army was unusual, as typically women were not permitted to serve in anything but a support capacity- her presence was due to secret sponsorship from a high ranking general. Lin took great pains to hide her gender, nevertheless.

When Second Impact hit, China came to the brink of collapse due to heavy floods and other natural disasters that saw hundreds of millions die. The central government broke down- in many places, especially southern and western China, warlords- using bandits, conscripted soldiers or even salvaged army units- became commonplace.

Through luck or something else, Liu Lin found herself in the enviable position of having most of her superiors dead or incapacitated whilst her assigned units were almost completely unharmed. With this in mind, Liu Lin used those troops to enforce her own will onto the Jinan military district, absorbing other military units into her growing army and establishing a power base by sheltering and providing a rough but effective law to those within her domain. Her numbers quickly swelled, and within a few months, Liu Lin controlled the largest military in the country.

This was bad news for her fellow warlords. Colonel Liu was a military mastermind of unique talent, and she had little intent to spare those who challenged her. She would offer enemy warlords only one chance to surrender. If they accepted, they were forced into retirement; if they refused, they were eventually killed. With her relatively well-equipped and well led armies, Liu Lin would defeat foe after foe to go on to reunify a ravaged China in little over a year and a half.

Now in yet another enviable position- the supreme leader of China's forces and unchallenged by any, Liu Lin could have turned the country into her own personal domain. However, this was not her original goal, and it wasn't a goal she intended to pursue. The 'Tiger of Jinan', as she was known, instead pursued an aggressive rebuilding policy, employing tens of thousands of men and women of talent to revitalize the cities and fields, and setting up education centres to teach them the required talents. At the same time, she set about reconstructing the Chinese government into its current form- that of the Chinese Federation. Once her tasks were complete, she relinquished military control to the President and resumed her original posting as Colonel.

Naturally, this was not meant to be. She quickly found herself being dragged up from the top. She was immediately promoted to General and tasked with the Southeast Asia Campaign- which she conducted skilfully, if somewhat reluctantly. After that, she lobbied the government to turn its forces over to the UN as part of the Valentine's Day Treaty. The government dare not refuse.

The next 8 years saw Liu Lin slowly become more and more ingrained into the political climate of China, even if she neither intended or wanted it. Eventually she found herself unable to act without her actions influencing the government- something she had tried to avoid. It was due to this that she resigned completely from her position, instead undertaking trips around the world, seeing sights and establishing a university in western China. This was how Lin lived until the Ramliel attack. Shortly after its devastation, NERV approached her, offering her the position of OD of NERV China. She accepted.

Character Details

Character Details
Name Liu Lin Gender Female
Background Impact Survivor Career Director/Dervish
XP Total 21300 Rank Elite
Kit:

-- Back to Top --

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 40 4 Intermediate
Ballistic Skill 40 4 Intermediate
Strength 60 6 Expert
Toughness 40 4 Intermediate
Agility 50 5 Intermediate
Intelligence 70 7 Expert
Perception 40 4 Intermediate
Willpower 70 7 Expert
Fellowship 60 6 Expert

-- Back to Top --

Vitals

Vitals
Wounds: 16 Fate Total: 3
Fatigue Threshold: 4 Conditional Fates: 0

-- Back to Top --

Traits

Asset Subname Effect
Good History Chinese (2) Gain Peer (1) with a group of your choice.
Military Nut Gain the Lore (War, Military, Tactics) skills.
Soldier Gain the Jaded, Arms Master and This Gun Is Mine talents.

Injuries and Complications

Injury Effect Cause Incident

-- Back to Top --

Skills

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

-- Back to Top --

Basic Skill Reference Cards

Skill Name Acrobatics
Characteristic Agility
Action Full Action unless otherwise noted
Description
Acrobatics is the skill of moving with agility, grace and balance. Balancing on a tight rope, understanding the best stance for a jump, or somersaulting away from an enemy- all of these are uses of Acrobatics. Use of Acrobatics include keeping your balance in unstable or uneven ground, jumping from a height and landing without harming yourself, or moving around enemies without slowing down.
Special Uses
Maneuvering You may make a Disengage action (normally a Full Action) as a Half Action, so long as you pass an Acrobatics +0 test first.
Contortionist As a Full Action, you may test Acrobatics to free yourself from bonds or restraints. This may only be tested once to escape restraints; if you fail the first time, then you are simply too tightly bound to wriggle free. This test may be modified depending on the quality of the bonds. You may also use Acrobatics to escape from a grapple in place of testing Strength or Agility.
Jumping When jumping or leaping, you may test Acrobatics in place of Agility and Strength tests.

-- Back to Top --

Specialist Skill Reference Cards

Skill Name Linguist
Characteristic Intelligence
Action Free Action
Specialist Examples English, French, Japanese, Russian
Description
Linguist represents the ability to speak and understand a language. Most of the time, there is no need to test Linguist in regular conversation. Tests may be needed for particularly difficult tasks, such as understanding an extremely thick accent or understanding a garbled radio message. However, this skill may also be tested when trying to decipher or understand a language you are not familiar with. Generally, even the most basic of sentences from another language requires a Linguist test to understand, with bonuses or penalties being applied depending on how close the language is to one of your own: for example, it is much easier for someone who speaks Spanish to understand Portuguese than it is for them to understand Chinese. Sometimes the necessary context is simply missing, and Linguist tests are impossible.

-- Back to Top --

Talents

Proficiency Talents

Weapon Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Melee Training - May wield Melee Weapons without a -20 nonproficient penalty.
Pistol Training - May wield Pistol Weapons without a -20 nonproficient penalty.
Basic Training - May wield Basic Weapons without a -20 nonproficient penalty.
Heavy Training - May wield Heavy Weapons without a -20 nonproficient penalty.

-- Back to Top --

Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Talented Charm Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Lore Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.

-- Back to Top --

Combat Talents

Generic Combat Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Commission 2 Everytime you take this talent, you gain an extra equipment slot, which may contain any weapon. Furthermore, you can take one Commission upgrade. This applies to both P and E-Scale.
This Gun is Mine - You may unjam jammed ranged weapons as a half action, automatically passing your test.
Quick Draw - Use the Ready action as a Free Action.

-- Back to Top --

Melee Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Furious Charge - You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).
Double Team - Increase Gang-Up bonus by +10.
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. Your Improvised weapons count as 1d10+2 and do not count as Primitive.

-- Back to Top --

Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. Your Followers also have +10 Loyalty when in your presence, and your subordinates may reroll any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them.
Beyond Reproach - When interacting with others, you may spend a Fate Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the encounter.
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers.
Disturbing Voice - You count as having Fear (1) for the purpose of Intimidate tests and the "Terrify" use of the Command skill.
Eloquent - You may reroll Charm, Inquiry and Deceive tests and take the preferred result.
Mimic '- Given about an hour of study, you may mimic the voice of another. It takes a -10 Scrutiny test to figure out it's a faked voice (or +0 if you weren't able to converse with the person face-to-face). Of course, if the listener knows the appearance of the mimicked voice's owner, and it's clear to them that the user doesn't look like them, then the deception fails. In Social Conflicts, if you use this talent to mimic, mock and disparage the opponent, then the opponent loses 1d10 Willpower on a loss, not 1d5.
Unremarkable - You're easily forgettable, and blend into a crowd easily. Attempts to recall your face or spot you in a crowd take a -20 penalty, and you take a +20 bonus to Deceive tests to persuade someone that they've never seen you before. This talent doesn't work if you're particularly distinctive in relation to the crowd or are wearing unique or flashy items- an unremarkable Iron Guard might be able to lose themselves in a crowd of other Guard, but they always stand out in a crowd of biotypicals.
Veiled Threats - You use Fellowship in place of Strength for the purposes of Intimidate tests.
Advanced Talents
Devoted - Your Followers take a +20 bonus when using the 'Protect Ally' Dodge Action on you.
Follower Zhuge Minglei You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Nine Lives You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Bad Neighbour You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all allies within FB km. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests. Finally, any allies within range of you suffering from Mental effects already (Break, Fear, Pinning, Frenzy and others) may make an immediate free WP test to shake off the effects, with a +5 bonus per DoS on your Terrify test.
Inspirational - All allies within 2km of you take a +10 to tests to resist Break, Fear, Pinning or Intimidation. Furthermore, when using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success.
Inspire Emotion - On purchasing this talent you gain access to the below effects.
- Courage Your rhetoric grants you a +20 to Interaction Tests when inspiring bravery in the face of fear- which grants them a +10 bonus against fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected.
- Fear Your rhetoric grants you a +20 to Interaction Tests when whipping up a person- or persons'- fears, granting them a -10 penalty versus fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected. Furthermore, it allows the Intimidation skill to, should your degrees of success exceed that of your target's Willpower Bonus, force them to take a fear test immediately.
- Friendship Your rhetoric grants you a +20 to Interaction Tests when inspiring cooperation or promoting mediation. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected.
- Wrath Your rhetoric grants you +20 to Interaction Tests when inspiring hatred or anger. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority Master Orator to further increase the number of listeners affected.
Master Orator - You gain a +10 bonus to Fellowship and Fellowship skill tests against crowds; when using the Charm or Intimidate action, you may affect a number of people equal to 1,000 times your Fellowship Bonus. Such is your charisma that all Followers gain a permanent +10 to Loyalty.
Networking - At the start of each Campaign Turn, you may, for the duration of that turn, gain FB/2 ranks in the Peer trait, distributed as you like.
Polyglot - You may treat the Speak Language skill as a Basic Skill, meaning you can make untrained skill tests in it. This gives you simple understanding of most languages, but you have to pass a Speak Language skill test to achieve more than just the most basic exchange of information or ideas.
Elite Talents
Charm Offensive - Select a number between 1 and your Fellowship Bonus. For a number of minutes equal to ten times your FB, you are treated as having Unnatural Fellowship (X), where X is the number you chose. At the end of the allotted time period, however, you take levels of fatigue equal to X.
Double Agent - With the GM's permission, once per Campaign Turn, you may, as a Free Action spend Fate when dealing with an NPC. That NPC is revealed to have been your ally; you instantly gain +30 to all Interaction tests with them, and if this NPC is part of a group, you gain a +10 to all social and investigative tests associated with that group until the end of the Turn. Note that it is unlikely that this Talent will be permitted against NPCs with 2 or more Fates, or NPCs with the Soul-Bound trait.
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.

-- Back to Top --

Mental Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Blind Fighting - You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Brilliance - Once per day, you may test Intelligence In place of another Characteristic for any test. Furthermore, you may spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Heightened Senses Sight You take a +10 to Perception tests when using the chosen Sense.
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.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
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.
Advanced Talents
Fearless - You increase your Fearless trait rank by 1.
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, you take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill.
Unshakeable Faith - You may reroll failed Fear tests and take the preferred result.
Elite Talents
Just as Planned - Reduce Brilliance's requirement time to 1 Full Action. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
Total Recall - You automatically remember most facts, even down to minute details. This allows you to ask the GM for details about an event in which you took part, and gain a detailed account. Furthermore, you may reroll every test with the Lore skill and take the preferred result.

-- Back to Top --

Physical Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Bulging Biceps - You may fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, you take a +20 Bonus when testing Athletics to increase your carrying capacity.
Catfall - Whenever you fall, you always land on your feet, and you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.
Decadence - You may ignore up to your TB*2's worth of intoxicants a day.
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds. Furthermore, you may reroll toughness tests to resist Blood Loss's effects and take the preferred result.
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object.
Sound Constitution 3 Increase your Wounds by 2 per purchase of this talent.
Advanced Talents
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Iron Jaw - You increase your Fatigue Threshold by 2. Furthermore, when you become Stunned, you may test Toughness to shrug off the effect. This is in conjunction with any other test you may be permitted.
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.
Rapid Reaction - You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests. Furthermore, when surprised or ambushed, you may pass an Agility test to act normally.
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.
Elite Talents
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.

-- Back to Top --

Specialist Talents

Director Talents

Talent Name Talent Sub-Title Effect
Basic Talents
MAGI Command - So long as you possess access to a MAGI or equivalent system, then you gain access to the following Effects.
- Cut Synch As a Free Action, you may cut a subordinate Eva pilot's synch by 1-5d10; until the start of your next turn the pilot takes +20 to feedback, but must pass a WP test or only take half actions on their next turn.
- Feedback Tampering As a Free you may select IB amount of Construct pilots per round. Should the pilots take insanity or ego damage (from a source besides high Synch Ratio), they automatically incur feedback and can only take half actions next turn, but reduce damage taken by your IB, to a minimum of 1. Alternatively, you may spend a fate point; the pilot automatically fails their Feedback test and is stunned for 1 round, but insanity/ego damage is halved.
- Precision Targeting Half Action. Select one allied unit. For their next attack, they add your IB/2 to their weapon's Penetration. When used with multiple-hit attacks, this bonus counts for all hits.
- Remote Care Half Action: select a pilot and spend fate to remove one of the following from a single pilot: blood loss, the Daze or Stun status, or all fatigue. This requires the pilot to be in a Cockpit/Entry Plug and wearing a Plugsuit, or armour with Autodoc.
- Surefire Ejection You may spend fate as a reaction to force a Construct's cockpit to eject, with +40 on the ejection roll.
Personnel Surveillance - Whenever a subordinate ends up 'Lost' due to being defeated etc in E-Scale, you may make an Awareness-30 test, which can be assisted by your Security Officer if you possess a Command Centre; on a success, the pilot is safely rescued.
Promote Assistant - You can use MAGI Command effects without using fates or actions (although they must still be on your turn, unless the original talent is a Reaction) a number of times per mission equal to FB. Furthermore, select one Follower. They now gain +20 Characteristic Points, +3 Skill slots, +2 Talents, +3 Wounds, and a single Fate Point.
Synchronized Maneuver - You gain two extra Formation Cards per battle.
Tactical Genius - You may spend fate to either allow a subordinate to reroll a test, taking their preferred result; or to add 1 degree of success to test.
Vigilance - You and all Subordinates gain +2 Initiative and a +10 bonus to Awareness tests.
Advanced Talents
Absolute Order - You may spend a Full Action, and spend Fate to force a subordinate to follow your orders exactly. If the subordinate refuses, they lose a Fate and you have yours refunded. You may also use this to automatically force a Horde to rally.
Advanced Analysis - If you win a MAGI Scan test, then you add +2 DoS to the final result.
Battlefield Command - As a Half Action, you may select one Horde or unit under your command. For the duration of this round only, they act on your Initiative, not that of their own.
Delegate - Once per Mission, you may use of Fate-required OD action without expending a Fate. Does not apply to Burning Fates.
Elite Retinue Retinue Name You use your pull and heft to favour a single military unit on which you can rely. You selct a single Horde from the UEF's Resources: Hordes pool. This Horde now may only be deployed to battles involving you. However, you always count as commanding this Horde, and it does not count toward your Horde Army command limits. You also take a +10 to tests involving this Horde.
Foster Teamwork - Before a battle, select two subordinate Independent Characters and spend a fate point. The chosen Independent Characters (referred to from now on as 'Beneficiaries') gain the benefits of three of the below effects. If you yourself wish to benefit from these bonuses you must designate yourself as one of the Beneficiaries. You may only use this talent once per battle.
- Attack Team Whenever a Beneficiary attacks a target that has already been attacked by a Beneficiary this turn, they gain +2 damage to all attacks. This does not stack.
- Coordination So long as a Beneficiary is within Close Range (3km) of another Beneficiary, they receive a +10 to all tests.
- Combined Arms So long as a Beneficiary is adjacent to another Beneficiary, they treat the other Beneficiary's Horde Leader Bonus as though they too had it, alongside their usual Horde Leader Bonus. In any situation where these would overlap (i.e. if two Bonuses add damage), take the highest effect only.
- Defense Team So long as a Beneficiary is adjacent to another Beneficiary, they gain +2 AP. Once per turn, so long as they're adjacent to another Beneficiary, one of the Beneficiaries may spend a Fate Point to generate a single Reaction that any Beneficiary can use.
- Exemplar Style Choose one talent that is possessed by a Beneficiary. For the duration of the battle, all Beneficiaries now possess that talent. The talent should not be one that modifies characteristics, wounds, Fate Points, etc., and should not be a unique, Berserker or OD Talent. The GM may veto certain other fate choices as well.
- Expanded Team You may now choose three Beneficiaries instead of two.
Logistics - Character may test Commerce or SL (Administration) after a Mission to earn +1 RP, +1 per 3 DoS. You may use a Follower's Commerce in place of your own. If you have a Command Centre, then the XO and Coordination Officer can assist if they possess the appropriate skill. Only the Supreme Commander may use Logistics in a Combat Mission.
Plan A - Choose one of the following Talents: Absolute Order, Feedback Tampering, Just as Planned, Remote Care, Surefire Ejection, When Suddenly. From this point on, the selected Talent does not require spending a Fate Point to use, but still takes an action.
Retinue Loadout Elite Abilities, Enhanced Armour, Special Training, Veterans You go to great lengths to funnel special resources and training into your chosen elites. Each time you select this talent, you choose one of the following bonuses and apply it to your Elite Retinue Horde.
- Elite Abilities Your Horde permanently gains one of the following talents: Barrage, Combat Master, Crushing Blow, Fearless, Gun Drill, Mighty Shot, Rapid Reload, Step Aside, Swift Attack (or Lightning Attack if it already has it), True Grit, Wall of Steel.
- Enhanced Armour Increase your Horde's AP by 2. May be taken up to three times.
- Special Training Your Horde permanently gains one of the following traits: Ambushers (Gains the Stealth+10 skill), Dirty Fighter, Exemplary Leadership, Fear Incarnate (Your FB), Fire Drill (BSB/2), Overwhelming (WSB/2), Support (Your IB), or any of the Morale, Support or Terrain traits.
- Veterans Select two of the Horde's Characteristics and increase them by 10. May only increase a Characteristic in this manner once.
Tactical Exemplar - At the start of each Campaign Turn, you may make an SL (Tactics) test. On a success and for each 3 DoS, you gain a free use of Tactical Genius.
Elite Talents
Last Resort - Once per Campaign Turn, you may, when making an N2 Warhead attack, deal extra 4 damage per fate burned by any ally, as well as for every Evangelion defeated and 2 Superheavies defeated.
Tactical Legend - You may use the Tactical Genius talent once per round for free.
When Suddenly - Once per Campaign Turn, on an Investigation you are leading, you may spend Fate to have one of your Followers or another valid ally appear and join the Investigation; they may bring one armour, one weapon, and 2 tools with them. Alternatively, you may use this talent to instantly gain access to a piece of equipment that you would have had access to before the beginning of the Investigation. An Investigation may only benefit from When Suddenly once.

-- Back to Top --

Support Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Able Assistant - Whenever you use the 'Assist' action on another character making a skill test, they gain a +10 bonus to their attempt. This does not stack with itself (ie. If assisted by two people with Able Assistant, the total is +30, not +40).
Combat Formation - When this character is present in a squad, the squad gains +1 Initiative, stacking with any other Combat Formation. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative.
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.
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.
Advanced Talents
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.
Mass Marking - When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB.
On the Ball - When Initiative is rolled, you may replace your result with the result of any ally, give or take an initiative point.
Elite Talents
Soak Fire - Allies benefiting from the Hunker Down action treat their AP as being higher by an amount equal to your IB/2.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range. Coordination Officers may use this on their CO's subordinates.

-- Back to Top --

Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 -
Ballistic Skill 30 3 -
Strength 40 4 Impact Hero (+5), Paragon (+5)
Toughness 30 3 -
Agility 40 4 -
Intelligence 50 5 Impact Hero (+5), Impact Survivor (+5), Paragon (+5)
Perception 30 3 -
Willpower 50 5 Impact Hero (+5), Paragon (+5)
Fellowship 40 4 Impact Survivor (+5)

-- Back to Top --

Vitals

Vitals
Wounds: 15 Fate Total: 3
Fatigue Threshold: 3 Conditional Fates: 0

-- Back to Top --

Starting Skills and talents

From Background

Survival, Command, Literacy, Lore (Tactics); Linguist (English, Mandarin), Lore (Second Impact)

From Assets

Lore (War, Military, Tactics+10)

From Career

Command+10; Lore (China, Tactics+20), Scrutiny
SP: Charm, Deceive

Starting Talents

Skill Proficiency*2, Melee Training, Pistol Training, Follower*3, MAGI Command

Experience Table


-- Back to Top --

Experience Table

Income Expenditure Reason Remaining Total Expenditure

-- Back to Top --

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