Mana Kirishima

ManaKirishima_zps84661017.png
Name: Mana Kirishima
Position: Guillory's aide-de-camp, Sergeant, Federation SOS
Sex: Female
Age: 17 (Born 2001)
Nationality: Japanese
Place of Residence: Paris-2 Superheavy Headquarters

Physical Details
Hair colour: Auburn
Eye colour: Blue
Height: 5'3" (160cm)
Build: Petite

Personal Details
"Sir, it's alright. You don't have to handle that- I know you're probably used to doing everything by yourself, but you should rely on me to carry some of your burden."
"Distance" - Theme (Incomplete Love Story)
"Amatsumara" - Piloting (Weak Executioner)

The pretty 15-year-old Mana Kirishima is something of an enigma- not least of which because she's the 15 year old aide-de-camp of the Superheavy Regiment's XO. She was originally a member of the Neospartan program, although she didn't complete it; she was withdrawn under mysterious circumstances near the end of the regime.

Friendly and energetic, Mana believes strongly in bringing out a person's 'good side' through a sheer charm and enthusiasm offensive, no matter how shy or withdrawn they are. For this reason she's a natural liaison between the Thruster team and Guillory's Military Squad.

Character Details

Name: Kirishima Mana Gender: Female
Background: NeoSpartan (Mana) Career: Skirmisher
Rank: 6 Experience: 14,000

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Vital Statistics

Characteristics

Characteristic Rating Bonus Training/Bonuses
WS 50 5 Trained
BS 55 5 Trained
Strength 30 3 -
Toughness 30 3 -
Agility 60 7 Trained, Fast (+1 AB)
Intelligence 30 3 -
Perception 45 4 Intermediate
Willpower 30 3 Simple
Fellowship 50 5 Intermediate

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Vitals

Wound Total: 20 Fate Point Total: 4
Insanity Points: 16/100 Ego Barrier: 100/100
WUP Pool: 8

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Traits

Assets

Asset Effect
Fast Agility Bonus +1 in P-Scale.
Gifted (Perception) Perception upgrades cheaper by a single step.
Paranoid +2 Initiative, make automatic Awareness tests.
Sexy Voice +10 to Fellowship tests with the opposite sex.
Shrewd Conditional Fate Point in social situations.

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Drawbacks

Drawback Effect
Dependent Chooses one person to be dependent on. If scorned by person, -10 to all tests for 1d5 hours, chooses another.
Fanatical (SOS) Utterly loyal to organisation/creed.
Lonely -10 to tests when isolated with no people around.
Unlucky Roll 1d10 when using Fate. On a roll of 9, the fate is spent but nothing happens.

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Traits

Trait Effect
Social Butterfly Treats all Fellowship skills as Talented. Cheaper Fellowship advancements
Trained for War +1 Damage and Pen with all weapons. Rerolls AT Penetration rolls and takes the best result.
Insecure Gains the Lonely and Unlucky drawbacks.
Faltering Will Whenever Mana fails a fear test, she takes an extra +5 penalty on the Shock Table per degree of failure. Furthermore, whenever she sustains Insanity or Ego damage she takes an extra 1 point of damage.

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Coherencies

Instabilities

Disorders

Skills

Basic Skills

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

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Advanced Skills

Advanced Skill Characteristic Proficient Trained Mastery Bonuses
Common Lore (War) Int X - - -
Navigate Int - - - -
Operate (Superheavy) Agi X - - -
Scholastic Lore (-) Int - - - -
Speak Language (Arabic) Int X - - -
Speak Language (Chinese) Int X - - -
Speak Language (English) Int X - - -
Speak Language (French) Int X - - -
Speak Language (Japanese) Int X - - -
Speak Language (Spanish) Int X - - -
Trade (-) Int - - - -

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Talents

Weapon Proficiencies

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

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Weapon Proficiency Talents

Talent Name Talent Sub-Title Effect
Basic Weapons Specialisation Bolt When wielding a Basic or Pistol Weapon of the sub-type, and the weapon has a net penalty, may reduce the penalty by 10.
Basic Weapons Mastery Bolt When wielding a Basic or Pistol Weapon of the sub-type, you gain a +10 to-hit bonus, and may spend Fate to remove all penalties from a single attack made with the weapon.
Melee Weapons Specialisation General, Prog When wielding a Melee Weapon, and the weapon has a net penalty, may reduce the penalty by 10.
Melee Weapons Mastery General, Prog 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.

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Skill Proficiency Talents

Talent Name Talent Sub-Title Effect
Talented Charm, Deceive Gain a +10 to tests made using this skill.

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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 - 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 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 (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.

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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.
Dual Strike - Full. Dual-Wielding Melee. Make a single WS test- 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 - 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.
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.
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.
Swift Attack - This talent permits use of the Swift Attack 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.
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.

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Ranged Combat Talents

Talent Name Talent Sub-Title 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.
Crack Shot - +2 critical damage from ranged attacks.
Dual Shot - Full. Dual-Wielding Ranged. Make a single BS test- 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 dodge test will avoid both blows.
Gunslinger - Reduce the penalty for dual-wielding Pistols or Carbines by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Hip Shooting - May move Full Move or Run and fire single shot with one Pistol or Carbine. However, apply -20 Penalty to BS if firing as part of a Run action, -40 if used with Sprint.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 10m apart.
Precision Pistol Crippling, Execution 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.

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Interpersonal Talents

Talent Name Talent Sub-Title Effect
Peer Military You gain a +10 to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.

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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 Cold, Fear, Heat, Poison +10 to tests to resist the chosen object.

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Physical Talents

Talent Name Talent Sub-Title Effect
Catfall - Whenever you fall, test Agility or Acrobatics as a Free. On a success, and for every DoS, you reduce the distance fallen by an amount equal to your AB for the purposes of determining falling damage.
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).
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.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
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.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.

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Starting Stats

Characteristics

Vitals

Starting Skills And Talents

Experience and SUP Tables

Experience History

SUP History

Kits History

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