Victor Pai

Victor-1_zps4ba6b954.png
Name: Victor Pai
Position: Sergeant, NERV Special Operations Service
Sex: Male
Age: 36 (b. 1982)
Nationality: American
Place of Residence: Seattle, US (Posted to Paris-2)

Physical Details
Hair colour: Light brown
Eye colour: Light grey
Height: 5'8"
Build: Athletic

Personal Details
"I am the marksman, sir. That is, I found an enemy sniper willing to lend me his rifle."

Sergeant Victor Pai- Vickie to his friends- was born in Seattle in 1982, the second child and first son of a middle-class Chinese-American couple. He was a studious child, possessed of a gentle intelligence as well as an easygoing manner that made him instantly likeable. His life in Seattle was quiet, indeed, it was practically idyllic. In 2000 he was admitted to the University of Washington; brought up to aim for the stars, he took the metaphor literally and hoped to become an astronaut.

Second Impact, of course, derailed that, and although Pai's family survived relatively unscathed, the end of the US space program as well as the near-collapse of its society rapidly saw a great deal of universities shut down or downsized. Pai was in fact drafted into the military in any case.

Despite being a conscript soldier, Pai was lucky enough to not be deployed to the US borders, which were home to horrific massacres of refugees; in fact, his talents- intelligence as well as a seeming natural ability with a gun- were noted by command and he was elevated to the rank of a full private. Before long he was deployed overseas with US Valentine forces.

Before long, Pai was promoted to Sergeant- and since then he has led his men faithfully, his squad having a remarkably low casualty rate.

During the LN War, Pai was assigned to the defense of Valletta; when the city fell he was evacuated by Raphael Guillory and his force. Pai was assigned to Guillory's unit shortly after.

Character Details

Character Details
Name Victor Pai Gender Male
Background Veteran Career Sniper
XP Total 18400 Rank 6
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 -
Ballistic Skill 50 5 Intermediate, Veteran (+5)
Strength 35 3 -
Toughness 40 4 Simple
Agility 45 4 Intermediate
Intelligence 45 4 Intermediate, Veteran (+5)
Perception 40 4 Intermediate
Willpower 35 3 Simple
Fellowship 35 3 Simple

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Vitals

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

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Traits

Assets

Assets
Asset Effect
Fearless Gain the Fearless talent.
Gifted (Int) Intelligence characteristic advances by one category faster than before.
Uncanny Luck Once per session, may subtract an already rolled test result by 2d10.

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Traits

Traits
Trait Subname Effect
Resourceful - Whenever you spend Fate to add Degrees of Success to a test, you add +2 instead of +1.

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Injuries

Injuries
Injury Effect Cause Incident

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Decoherencies

Decoherencies
Decoherency Effect Tested Characteristic Ego Threshold
-

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Instabilities

Instabilities
Instability Effect Ego Threshold
-

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Disorders

Disorders
Disorders Effect Insanity Threshold
-

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Skills

Basic Skills

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

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore Second Impact Int X - - -
- USA Int X - - -
- War Int X - - -
Navigate - Int - - - -
- - Int - - - -
Operate Ground Military Agi X - - -
- - Agi - - - -
Scholastic Lore Astronomy Int X - - -
- Tactics Int X X X -
Speak Language English Int X - - -
- French 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 X X
- Flame - - -
- Fusion X - -
- General X X X
- Maser X X X
- Positron X X X
Heavy Bolt - - -
- Flame - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -
Pistol Bolt X X X
- Flame - - -
- Fusion - - -
- General X X X
- Maser X X X
- Positron X X X

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Basic Combat Talents

Name Sub-Class Effect
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Commission 1 E or P-Scale Weapon 1 P or E-Scale weapon now always free. May take 4 RP of upgrades for weapon, and may allocate 1 Commissioned upgrade to any weapon
Quick Draw - Use the Ready action as a Free Action.

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Proficiency and Skill Talents

Name Sub-Class Effect
Talented Command Gain a +10 to tests made using this skill.

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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 Degree 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.
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.
Eye of Vengeance - When you make a ranged attack benefiting from a Full Aim with an Accurate Weapon, you increase Accurate's proven Quality by +2, and gain the Vengeful (-1) Quality.
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 - You reduce the penalty for shooting at long or extreme range by 10.
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 Well-Placed, Crippling 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.
- Crippling Standard or Called Shot Ranged Basic Attack: +1 Critical Damage if Critical Damage is dealt.
Rapid Reload - Weapon reload times are reduced by a half action.
Sharpshooter - Reduce penalty to called shots by -20.
Stable Shooter - You gain the Auto-Stabilised Trait.
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 - You 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 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.
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.
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.
Sound Constitution 10 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.
True Grit - Halve Critical Damage taken, rounding down, to a minimum of 1.

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Mental Talents

Name Sub-Class Effect
Blind Fighting - Take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
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 +10 to tests to resist the chosen object.
- Fear +10 to tests to resist the chosen object.
- Heat +10 to tests to resist the chosen object.
Poison +10 to tests to resist the chosen object.

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Interpersonal Talents

Name Sub-Class Effect
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 100 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve an extra degree of success. You gain a +10 to Command tests in Social Conflicts. Your Followers also have +10 Loyalty when in your presence.
Forward, you Dogs - You may test Command as a half action on your turn. On a success, all allies within vocal range of you who are suffering from mental effects (Fear, Pinning, Frenzy, and others) may take an immediate free Willpower test to shake off the effects. For every degree of success on your Command test, those allies gain a +5 bonus to their Willpower test.
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all nearby allies. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests.
Inspirational - When using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success. Furthermore, in Social Conflicts, any fellow allies participating in the Conflict increase their Vigour by +10.
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.
Iron Discipline - Your Followers, subordinates and any attached Hordes may reroll failed Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation.

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Offensive Tactics

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Defensive Tactics

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Support Tactics

Mobile Stance
Reconaissance
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Ploys

Baiting Feint
Black Propaganda
Conflicting Orders
Delaying Tactics
Isolation Tactics
Shoot the Big Ones
Watch the Skies
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Equipment

Melee Weapons

Ranged Weapons

Ammo

Armour

Gear

Starting Stats

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 -
Ballistic Skill 40 4 Veteran (+5)
Strength 35 3 -
Toughness 35 3 -
Agility 35 3 -
Intelligence 35 3 Veteran (+5)
Perception 30 3 -
Willpower 30 3 -
Fellowship 30 3 -

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Vitals

Vitals
Wounds: 13 Fate Total: 3
Insanity: 0/100 Ego Barrier: 100/100

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Starting Skills and talents

From Background

Awareness
Common Lore (2I, War, USA)
Literacy
Scholastic Lore (Tactics)
Speak Language (English, French)

From Assets

From Career

Athletics (SP)
Command (SP)

Starting Talents

Fearless
Weapon Training (Melee)
Basic Training (General)

Experience Table


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