Musashi Lee Strasbourg

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Name: Musashi Lee-Strasbourg
Position: Staff Sergeant, Fox Squadron
Sex: Male
Age: 17 (Born 2001)
Nationality: Japanese-Chinese-French
Place of Residence: FNS Dorian Lachapelle

Physical Details
Hair colour: Black
Eye colour: Green
Height: 5'10"
Build: Wiry

Personal Details
Defining quote
(Theme)

WHO WANTS NOTES I GOT YER NOTES

  • Neospartan assigned to Horaki Hikari's militia group along with Asari Keita
  • He and Keita were roommates and battle bros during the Neospartan Program
  • This is curious because Keita is a short angry person and Musashi is tall and laid back
  • Musashi is pretty chill honestly
  • No short fuse here bro
  • He doesn't like gears or fighting
  • But he doesn't really have the will to resist Keita so he just goes along with whatever Keita tells him to do
  • Otherwise, Musashi is a great shot
  • Was head of Archery Club at his school
  • Was popular with the ladies, but firmly prefers men
  • Tries to act as the cool balancing agent for the various hotheaded sternness of his squad

Character Details

Character Details
Name Musashi Lee Strasbourg Gender Male
Background Neospartan Career Sniper
XP Total 16,800 Rank 6
Kit: -

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 35 3 -
Ballistic Skill 65 6 Expert
Strength 35 3 -
Toughness 35 3 -
Agility 50 5 Trained
Intelligence 30 3 -
Perception 40 4 Trained
Willpower 30 3 -
Fellowship 25 2 -

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Vitals

Vitals
Wounds: 22 Fate Total: 2
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: 6

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Traits

Assets

Assets
Asset Effect
Common Sense Once per session, you may spend a fate point to ask the GM if a particular idea is flawed or not.
Driven Gain a Conditional Fate Point which may be spent when facing extraordinary odds or superior foes.
Gifted (Willpower) Willpower purchases are one step cheaper.
Sexy Voice +10 to Fellowship tests against other males.
Uncanny Luck +10 when gambling, and once per session, may reduce an already rolled skill test by 2d10.

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Drawbacks

Drawbacks
Drawback Effect
Second Fiddle (Asari Keita) Fellowship tests from Keita to you auto-succeed. You go after him in Initiative if you roll higher and take a -10 to all tests for an hour if he scorns you. Take 2d10+10 Insanity and roll on the Trauma Table with a +20 modifier if Keita dies, appears to have died or becomes an enemy.
Coward Take a -20 penalty against Fear tests.

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Traits

Traits
Trait Effect
Ballistics Training +5 BS.

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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 X X -
Awareness Per X X X -
Carouse Tou X - - -
Charm Fel - - - -
Chem Use Int - - - -
Command Fel X - - -
Commerce Int - - - -
Deceive Fel - - - -
Demolitions Fel - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Str X X X -
Literacy Int X - - -
Logic Int X X X -
Medicae Int - - - -
Parry WS X X X -
Scrutiny Per X X X -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X X X Talented, Specialist
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 War Int X - - -
- - Int - - - -
Navigate - Int - - - -
- - Int - - - -
Operate Superheavy Int X X X -
- - Int - - - -
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 X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Pistol Bolt X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

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Talents

Basic Combat Talents

Name Sub-Class Effect
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Quick Draw - Use the Ready action as a Free Action.

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Proficiency and Skill Talents

Name Sub-Class Effect

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Melee Talents

Name Sub-Class Effect
Berserk Charge - Charge. +10 bonus to charge, total +20.
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.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.

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Ranged Talents

Name Sub-Class Effect
Assault Shooter - May fire Basic/Heavy weapons in melee. Heavy weapons have -20 penalty, basic have 0, and pistols count as having the Point Blank bonus.
Barrage - +1 Degrees of Success with Ranged attacks.
Crack Shot - +2 critical damage from ranged attacks.
Deadeye Shot - Reduce penalty to called shots by -10.
Divine Bullet - Spend Fate before rolling BS to hit target. Instead of rolling, treat attack as though you had rolled a 1 to hit.
Eye of Vengeance - Apply to single-shot with Full Aim. +1 Pen per degree of success, auto-confirm furies.
Gun Drill - Whenever you select this talent, choose one of the abilities below. Weapons must have a Semi/Full function for the talents to apply.
- Bolter Drill +1 to max Semi/Full auto hits with Bolt Weapons.
- Fusion Drill +1 to max Semi/Full auto hits with Fusion Weapons.
- General Drill +1 to max Semi/Full auto hits with General Weapons.
- Maser Drill +1 to max Semi/Full auto hits with Maser Weapons.
- Positron Drill +1 to max Semi/Full auto hits with Positron Weapons.
Hip Shooter - 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.
Marksman - No penalties for shooting at long/extended range.
Mighty Shot - Add half of BSB to ranged weapon damage, rounding down.
Overcharge - Weapons with the 'Recharge' quality can be fired without having to wait for the recharge providing the wielder passes a flat BS check first. Each consecutive turn this talent is used adds a -20 penalty to the check. On a failure, the weapon overheats.
Precision Basic 2 Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Basic effect at any one time.
- Well-Placed Standard or Called Shot Ranged Basic Attack: roll Ballistic Skill twice, take the better roll.
- Fast Standard or Called Shot Ranged Basic Attack: Target takes a -20 penalty to dodge this attack.
- Cleaving Standard or Called Shot Ranged Basic Attack: +2 Penetration.
- Crippling Standard or Called Shot Ranged Basic Attack: +1 Critical Damage if Critical Damage is dealt.
- Double Tap Standard or Called Shot Ranged Basic Attack: The attack may reroll a single damage die and take the better option, but uses up an extra point of ammunition. Stacks with Tearing etc.
Precision Heavy 2 Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Heavy effect at any one time.
- Well-Placed Standard or Called Shot Ranged Heavy Attack: roll Ballistic Skill twice, take the better roll.
- Fast Standard or Called Shot Ranged Heavy Attack: Target takes a -20 penalty to dodge this attack.
- Cleaving Standard or Called Shot Ranged Heavy Attack: +3 Penetration.
- Overpower Standard or Called Shot Ranged Heavy Attack: You may choose to sacrifice Penetration in exchange for ignoring enemy Deflection. For every 2 Pen you sacrifice, ignore the enemy's ATS by 10%.
- Brutal Standard or Called Shot Ranged Heavy Attack: +2 Damage.
- Devastate Standard or Called Shot Ranged Heavy Attack: Increase the Blast Radius of an attack by +1, even if the weapon doesn't normally have a Blast Radius.
Precision Pistol 2 Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Pistol effect at any one time.
- Well-Placed Standard or Called Shot Ranged Pistol Attack: roll Ballistic Skill twice, take the better roll.
- Fast Standard or Called Shot Ranged Pistol Attack: Target takes a -20 penalty to dodge this attack.
- Cleaving Standard or Called Shot Ranged Pistol Attack: +2 Penetration.
- 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.
- Gun Kata Standard or Called Shot Ranged Pistol Attack: May use WS instead of BS on attack if enemy is within 10dm.
Rapid Reload - Weapon reload times are reduced by half.
Sharpshooter - Reduce penalty to called shots by -20.
Stable Shooter - Fire semi/full as a Half Action.
Storm of Iron - Enemies take a -10 to dodge full auto bursts from you. Furthermore, when attacking Hordes with a semi or full auto burst, so long as one attack deals damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn.
Target Selection - Take no penalty for firing into melee combat

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Physical Talents

Name Sub-Class Effect
Bulging Biceps - May fire unbraced Heavy Weapons on Semi/Full Auto without the -30 unbraced penalty. Furthermore, take a +20 Bonus when testing Athletics to increase your carrying capacity.
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.
Dark Execution - When attacking an enemy you treat as Surprised, you may spend a Fate Point to apply the Brutal quality to your attack.
Decadence - When consuming drugs or alcohol, you do not pass out unless you fail a number of Toughness tests equal to double your TB.
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.
Leap Up - You may stand up from the Prone position as a Free Action.
Lightning Reflexes - Double your AB when rolling Initiative.
Muffled Armament - You reduce the Stealth penalty for wearing armour with an AP higher than 7 to -10 instead of -30.
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 10 Increase your Wounds by 1 per purchase of this talent.
Stalking Predator - Whenever you hit an enemy that you treat as Surprised, you deal extra damage to that target equal to your AB/2.
True Grit - Halve Critical Damage taken, rounding down. Minimum of 1 Critical Damage taken.

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Mental Talents

Name Sub-Class Effect
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.
Resistance Hear +10 to tests to resist the chosen object.
Resistance Fear +10 to tests to resist the chosen object.
Resistance Poison +10 to tests to resist the chosen object.

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Equipment

Melee Weapons

Ranged Weapons

Ammo

Armour

Gear

Starting Stats

Characteristics

Starting Characteristics
Name Value Bonus Modifiers
Weapon Skill 35 3 -
Ballistic Skill 45 4 Ballistics Training (5), Neospartan Increase (5)
Strength 35 3 -
Toughness 35 3 -
Agility 40 4 Neospartan Increase (5)
Intelligence 30 3 -
Perception 30 3 -
Willpower 30 3 -
Fellowship 25 2 -

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Vitals

Vitals
Wounds: 12 Fate Total: 2
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: 1

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Starting Skills and talents

From Background

Awareness
Command
Common Lore (War)
Literacy
Operate (Superheavy)
Speak Language (English, Japanese)

From Assets

From Career

Acrobatics (SP)
Athletics (SP)

Starting Talents

Skill Proficiency*2 (Acrobatics, Athletics)
Melee (General), Basic (General)
1 SUP, 1 WUP

Experience Table


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