Suzuhara Toji

Toji.png?dl=0
Name: Suzuhara Toji
Position: Staff Sergeant in Fox Squadron
Sex: Male
Age: 17 (Born 2001)
Nationality: Japanese
Place of Residence: FNS Dorian Lachapelle

Physical Details
Hair colour: Brown
Eye colour: Brown
Height: 5'11"
Build: Pretty rugged

Personal Details
Defining quote
(Theme)

Notes notes notes.

  • Schoolmate of Shinji's, was part of the same militia squad as Hikari, Aida and Mayumi
  • Has a little sister named Sakura, who injured in an accident in 2016
  • NERV hired him into the Fox Squadron by telling him they'd manage his sister's hospital fees
  • Sakura went with him when Fox defected
  • Rough exterior, kinda cold to strangers
  • Loyal to his friends and doesn't hold grudges past the first flaming outburst
  • Horaki Hikari is his girlfriend, probably to her dismay
  • Okay really they're actually very fond of each other

Character Details

Character Details
Name Suzuhara Toji Gender Male
Background Prodigy Career Pointman
XP Total 16,800 Rank Rank 6
Kit: -

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 55 5 Expert
Ballistic Skill 40 4 Intermediate
Strength 35 3 -
Toughness 50 5 Intermediate
Agility 30 3 -
Intelligence 35 3 -
Perception 30 3 -
Willpower 45 4 Intermediate
Fellowship 35 3 -

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Vitals

Vitals
Wounds: 24 Fate Total: 3
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: 6

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Traits

Assets

Assets
Asset Effect
Athlete +10 to resist Fatigue, may reroll failed Personal Time tests to develop Strength, Toughness or Agility
Gifted (Strength) Strength purchases are one step cheaper for you.
High Endurance Whenever you take Fatigue, you may make a Toughness-10 test. On a success, you reduce Fatigue taken by 1, min zero.
Troublemaker You gain the Deceive and Stealth skills. Anyone with authority over you takes a -20 penalty to Command/Charm when trying to coerce you in any way.

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Drawbacks

Drawbacks
Drawback Effect
Duty of Care (Suzuhara Sakura) If you ever believe Sakura to be in danger you must test WP-10 or rush to her aid, and you auto-fail if you can confirm she is in danger, although you gain a +20 to all tests in your frenzy. Should Sakura be harmed you take 1 Insanity and a level of fatigue for 1 hour. Should Sakura die or be taken from you, you take 2d10+10 Insanity.
Short Fuse Whenever you are confronted or otherwise stressed or agitated, you must pass a Willpower Test or fly into a rage, taking it out on the environment and/or people around you.

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Traits

Traits
Trait Effect
Gifted (Tough) You gain +5 Toughness.

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

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore History Int X - - -
- Japan Int X - - -
- War Int X - - -
Navigate - Int - - - -
- - Int - - - -
Operate Superheavy Agi X X X -
- - 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
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 Agility 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

Melee Talents

Name Sub-Class Effect
Advanced Disarm - You take a +20 bonus to Disarm tests.
Berserk Charge - Charge. +10 bonus to charge, total +20.
Blademaster - Once per Round. Reroll attack made with bladed weapon.
Combat Master - Deny enemies the Ganging Up bonus against you.
Counter-Attack - On parrying attack, may make Standard Attack on attacker with -20 penalty. May trigger this once per round.
Disarm - Full Action. Make an Opposed WS test with a single enemy. On a success, the enemy drops their weapon at their feet. Should you roll 3+ Degrees of Success, you take the weapon from your enemy.
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, 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, Single. Add half of SB to attack's Penetration. Attack has the Concussive quality.
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 a single attack with a 2nd Melee Weapon.
Maneuver Mastery - +10 to WS tests when using the Maneuver action.
Swift Attack - Full Action. Make a single Attack roll. For every 2 Degrees of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make a single attack with a 2nd Melee Weapon.
Takedown - Half Action. Declare before test. Make a standard attack test against a single enemy. On a confirmed hit that does damage, the damage is ignored, and your opponent must test Toughness or be stunned for 1 round.
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 half.

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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).
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds.
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 a +1 to Toughness, a +10 to Toughness tests, and instantly heal 1d5 wounds, plus an extra equal to your natural TB. 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. 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. Minimum of 1 Critical Damage taken.

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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.
- Mental +10 to tests to resist the chosen object.
- Poison +10 to tests to resist the chosen object.
Unshakeable Faith - Reroll failed Fear tests.

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General Pointman Talents

Talent Name Talent Sub-Title Effect
Guardian - Expend reaction to parry attack aimed at adjacent ally. -10 penalty to test and to WS tests for 1 round.
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.
Spotter - Full Action: Designate ally. Ally modifies any BS rolls to hit any given target based off your distance to said target

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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.

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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, enemy takes no damage but is 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 - Full Action. Make a single shot attack with a Bolt Weapon against an E-Scale Enemy with a -20 penalty. Instead of rolling for damage, you may instead 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.

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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 Prodigy Increase (+5)
Ballistic Skill 30 3 -
Strength 35 3 Prodigy Increase (+5)
Toughness 40 4 Gifted, Prodigy Increase (+5)
Agility 30 3 -
Intelligence 35 3 -
Perception 30 3 -
Willpower 35 3 -
Fellowship 35 3 -

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Vitals

Vitals
Wounds: 12 Fate Total: 3
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: 1

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Starting Skills and talents

From Background

Common Lore (History)
Common Lore (Japan)
Common Lore (War)
Literacy
Operate (Superheavy)
Speak Language (English, Japanese)

From Assets

From Career

Athletics (SP)
Survival (SP)

Starting Talents

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

Experience Table


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