Tao
Table of Contents
Name: Mitchell Warwick
Position: Friend
Sex: Male
Age: 26 (Born 2016)
Nationality: Australian
Place of Residence: Australia
Personal Details
"So it goes."
(Theme)
Bio details here.
Character Details
Character Details | |||
---|---|---|---|
Name | Mitchell Warwick | Gender | Male |
Background | Prodigy | Career | Adept |
Vital Statistics
Characteristics
Characteristics | |||
---|---|---|---|
Name | Value | Bonus | Modifiers |
Weapon Skill | 25 | 2 | - |
Ballistic Skill | 30 | 3 | - |
Strength | 40 | 4 | - |
Toughness | 30 | 3 | - |
Agility | 30 | 3 | - |
Intelligence | 60 | 6 | - |
Perception | 55 | 5 | - |
Willpower | 50 | 5 | - |
Fellowship | 35 | 3 | - |
Vitals
Vitals | |||
---|---|---|---|
Wounds: | 12 | Fate Total: | 2 |
Fatigue Threshold: | 3 | Conditional Fates: | 0 |
Traits
Asset | Subname | Effect | ||
---|---|---|---|---|
Cynic | Gain the Scrutiny skill and +20 to Scrutiny tests to resist Charm or Deceive. | |||
Driven | Gain one conditional Fate Point to be used when facing a superior foe or exceptionally bad odds. | |||
Egghead | Gain an Intelligence-based skill and the Talented talent for it. | |||
Innovative | Gain one conditional Fate Point to be used when attempting a creative plan or unorthodox use of a skill. |
Injuries and Complications
Injury | Effect | Cause | Incident | ||
---|---|---|---|---|---|
Chronic Pain | Whenever you gain a level of fatigue, you must pass a toughness test or take an extra level of fatigue. | Starting | |||
Lactic Anaphylaxis | Can cause lethal reactions on exposure to lactic products. | - | Starting | ||
Physically Challenged | Original | You may only crawl without the aid of assisting equipment (crutches, wheelchair etc). With this equipment, your speed is half normal. This does not affect your Eva. The stress on your body also imposes a further -10 penalty to Toughness tests. | Starting | ||
- | Updated | Now only requires a cane; can walk unaided for short periods | Starting |
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Skills
SKILL LIST | |||||
---|---|---|---|---|---|
Skill Name | Characteristic | Proficient | Trained | Mastery | Bonuses |
Acrobatics | Agi | - | - | - | - |
Athletics | Str | X | - | - | - |
Awareness | Per | X | X | - | - |
Carouse | Tou | X | - | - | - |
Charm | Fel | X | - | - | - |
Chem Use | Int | - | - | - | - |
Command | Fel | - | - | - | - |
Commerce | Int | X | - | - | - |
Deceive | Fel | X | - | - | - |
Demolitions | Int | - | - | - | - |
Disguise | Fel | - | - | - | - |
Dodge | Agi | - | - | - | - |
Inquiry | Fel | X | X | - | - |
Intimidate | Str | - | - | - | - |
Literacy | Int | X | - | - | - |
Logic | Int | X | X | X | - |
Medical | Int | X | - | - | - |
Parry | WS | X | - | - | - |
Scrutiny | Per | X | X | - | - |
Security | Int | - | - | - | - |
Sleight of Hand | Agi | - | - | - | - |
Stealth | Agi | - | - | - | - |
Survival | Per | - | - | - | - |
Tech Use | Int | X | X | X | Talented |
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Basic Skill Reference Cards
- Acrobatics
- Athletics
- Awareness
- Carouse
- Chem Use
- Charm
- Command
- Commerce
- Deceive
- Disguise
- Demolitions
- Dodge
- Inquiry
- Intimidate
- Literacy
- Logic
- Medicae
- Parry
- Scrutiny
- Security
- Sleight of Hand
- Stealth
- Survival
- Tech Use
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. |
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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. |
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Talents
Proficiency Talents
Skill Talents
Talent Name | Talent Sub-Title | Effect |
---|---|---|
Basic Talents | ||
Talented | Tech Use | 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. |
- | Trade | Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations. |
Personal Talents
Interpersonal Talents
Talent Name | Talent Sub-Title | Effect |
---|---|---|
Basic Talents | ||
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. |
Eloquent | - | You may reroll Charm, Inquiry and Deceive tests and take the preferred result. |
Advanced Talents | ||
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. |
Mental Talents
Talent Name | Talent Sub-Title | Effect |
---|---|---|
Basic Talents | ||
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. |
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 | ||
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. |
Elite Talents |
Physical Talents
Talent Name | Talent Sub-Title | Effect |
---|---|---|
Basic Talents | ||
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. |
Advanced Talents | ||
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. |
Elite Talents | ||
True Grit | - | You halve Critical Damage taken, rounding down, to a minimum of 1. |
Specialist Talents
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). |
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. |
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 | ||
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. |
Technician Talents
Talent Name | Talent Sub-Title | Effect |
---|---|---|
Basic Talents | ||
Careful, that's Dangerous | - | When a weapon wielded within IB/2 km overheats or jams, you may test Tech-Use. On a success, the weapon is treated as though it had rolled a failure with zero degrees of failure instead. |
Percussive Maintenance | - | You may unjam any adjacent weapon automatically as a half action. |
Advanced Talents | ||
Applied Engineering | - | As a Half Action you may modify any adjacent weapon to do one of the following effects, shown below. Whatever the modification, this benefit only benefits the weapon's next attack, success or failure. The same benefit cannot be applied to the same weapon twice in an encounter. |
- | Calibrations | Reroll the weapon's next attack test and take the preferred result. |
- | Higher Output | If the weapon's next attack test is a success, the attack may reroll all of its damage and take the best result. |
- | Hits Home | If the weapon's next attack test is a success, add your IB/2 to it in Degrees of Success. |
Jury-Rig | - | When undertaking repairs with this action, you may decide to reduce repair time to a factor of one tenth. That is, a job taking 10 hours (600 minutes) will now only take one hour (60 minutes), whilst a job taking 60 minutes will now only take 6 minutes. However, all tests relying on the damaged part are now taken at a -10 penalty, and if any tests related to it fail by 4 degrees or more, the repair is undone. This penalty persists until proper repairs are completed. |
Elite Talents | ||
Master Engineer | - | You takee a permanent +10 bonus to Tech-Use tests. Furthermore, you may spend a Fate Point to automatically pass a Tech-Use test with a number of degrees of success equal to their IB, whilst repairs, constructions or modifications automatically take the least amount of time possible for the repairs. At the GM's discretion, this talent may also allow you to perform upgrades or repairs without all the required components. |
page revision: 0, last edited: 18 Sep 2016 13:27