Yamagishi Mayumi

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Name: Yamagishi Mayumi
Position: Staff Sergeant, Superheavy 2nd Auxiliary
Sex: Female
Age: 17 (Born 2001)
Nationality: Japanese
Place of Residence: FNS Dorian Lachapelle

Physical Details
Hair colour: Black
Eye colour: Blue-Grey
Height: 5'3"
Build: Round, slightly plump

Personal Details
Defining quote
(Theme)

Full bio later, maybe. Here are notes.

  • Part of the same 'school militia squad' the rest of Fox came from
  • Was their Scout Surveyor and thus has some pretty great survival skills
  • Introverted, but warm. Quietly discontent with who she is
  • Specialises in long ranged sniper combat
  • Is a major war nerd
  • Loves maps, see above
  • Was generally seen as a weirdo by the wider school base
  • Kensuke Aida is her boyfriend, and she often has to take care of him because he's an idiot.

Character Details

Character Details
Name Yamagishi Mayumi Gender Female
Background Prodigy Career Sniper
XP Total 16,800 Rank 6
Kit: -

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Vital Statistics

Characteristics

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

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Vitals

Vitals
Wounds: 20 Fate Total: 2
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: 6

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Traits

Assets

Assets
Asset Effect
Gifted (Intelligence) Intelligence purchases are one step cheaper than normal.
Innovative You gain a conditional fate point to be used whenever you're using a skill in an unorthodox way or hatching a novel plan.
Military Nut You gain Common Lore (War (T)) and Scholastic Lore (Tactics (T)).
Nerd You gain the Logic skill and heal an extra point of Ego when using the Ego Restoration Personal Time action.

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Drawbacks

Drawbacks
Drawback Effect
Dependent (Kensuke Aida) Choose one person. If their opinion of you is ever negative, take a -10 to all rolls for 1d5 hours and pick a new person.
Depressive At the beginning of each mission, take a Willpower test. On a failure, you gain a level of fatigue that cannot be removed for the rest of the session.

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Traits

Traits
Trait Effect
Cautious May disengage from Melee Combat as a half action. (Acrobatics Test makes this a Free Action.)

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

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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 - - -
- Science Int X - - -
- War Int X - - Talented
Navigate Land Int X - - -
- - Int - - - -
Operate Superheavy Int X X X -
- - Int - - - -
Scholastic Lore Tactics Int X - - Talented
- - 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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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
Specialist Operate Select one skill in which you have either the Talented talent for, or a +20 training in. You now gain a free reroll for that skill once per round.
Support Training Operate You may gain the 'Talented' Talent in one of the following skills: Command, Drive, Demolitions, Medicae, Pilot or Tech-Use. You must possess proficiency in the appropriate skill to take the Talented training for it. For Drive and Pilot, the Talented talent applies to -every- Drive or Pilot skill you take.
Talented CL (War) Gain a +10 to tests made using this skill.
Talented Operate Gain a +10 to tests made using this skill.
Talented SL (Tactics) 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 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.
- Cleaving Standard or Called Shot Ranged Basic Attack: +2 Penetration.
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.
- Cleaving Standard or Called Shot Ranged Heavy Attack: +3 Penetration.
- Brutal Standard or Called Shot Ranged Heavy Attack: +2 Damage.
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.
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.
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.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
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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Piloting Talents

Talent Name Talent Sub-Title Effect
Adept Maneuvering - When your vehicle is successfully hit by an attack, you may take a free Drive or Pilot test, whichever is appropriate. On a success you treat the hit location's AP as 1 higher, +1 for every 2 degrees of success. This applies to E-Scale vehicles as well.
Aggressive Maneuver - When the character is operating an vehicle, the penalty this vehicle takes to attacks made with its weapons due to distance travelled is halved, rounded up.
Brace for Impact - When you or your passengers take damage to their person whilst in a vehicle, either as a result of a crash or otherwise, may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction. This applies to E-Scale vehicles as well.
Push the Limit - The character, once per round, can elect to take a +20 bonus to a Pilot or Drive test (or, if in an E-Scale vehicle, an Acrobatics or Dodge test as well). If the test is failed by a number of degrees of failure greater than the pilot's AB, however, the vehicle suffers an automatic breach to its motive systems, rolling a 2d10 on the Motive Systems table, applying the appropriate effect along with any other bonuses or penalties from breaches or critical breaches. E-Scale vehicles suffer a permanent 2d10 damage to their Agility score instead.
Rapid Repositioning - When crew a vehicle with more than one crew position, you gain a free half action that can be spent to perform any action that would require a crew position other than the one you are currently manning.
Reduce Profile - When driving or piloting a vehicle, you may treat that vehicle's size as though it were one size bracket lower for the purposes of determining modifiers to hit the vehicle. This applies to E-Scale vehicles as well.

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Commissions

Rank Weapon Selected/Scale Effect
Sniper 1 Fusion Multi-Gun 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
Sniper 1 Long Mas 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
Sniper 1 Positron Blastgun 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

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Equipment

Melee Weapons

Ranged Weapons

Ammo

Armour

Gear

Starting Stats

Characteristics

Starting Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 -
Ballistic Skill 35 3 Prodigy Increase (5)
Strength 30 3 -
Toughness 30 3 -
Agility 35 3 Prodigy Increase (5)
Intelligence 35 3 -
Perception 35 3 Prodigy Increase (5)
Willpower 35 3 -
Fellowship 35 3 -

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Vitals

Vitals
Wounds: 10 Fate Total: 2
Insanity: 0/100 Ego Barrier: 100/100
WUP Pool: 1

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Starting Skills and talents

From Background

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

From Assets

Common Lore (War)(T)
Logic
Scholastic Lore (Tactics)(T)

From Career

Skill Proficiency (Medicine, Tech Use)

Starting Talents

Melee (General), Basic (General)

Experience Table


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