Albus Mortens

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Name: Albus Mortens
Sobriquet: The Last Son of Azariah
Position: Apostle Prime of the Wizard Army
Sex: Male
Age: ?? (Born ??)
Nationality: Libre-Citizen
Place of Residence: W-Base

Physical Details
Hair colour: Blonde
Eye colour: Blue
Height: 7'7"
Build: Powerful, yet slimmer than usual for a Guard

Personal Details
"Sir,
Far be it from me to weigh in on matters unfamiliar to myself, for such a thing is generally discouraged. Certainly I myself possess awareness of my known unknowns and such can state epistemologically that I am moribund in many fields of academia, including that of theology. Which is not a condemnation nor a judgement, for I personally believe that the synthetic metaphysical philosophical domains retain an element of eminence considering our modern situation. Naturally of course considering my lacklustre understanding of theology it should come as no surprise that I am equally poorly-equipped to hold forth of matters within the same sphere, such as eschatology and of course the more modern forms of apocalypticism which belongs to that ancient domain. It is my lament that this should be the case since my dream of entelechy naturally precludes possession of knowledge empirical and philosophical in totality. In this, sir, I believe that we are kindred spirits and so it is my fervent hope that you will accept my offer to enter a grand undertaking in this endeavour by which you become intimately equated with its particulars, with me as your ever-supporting patron.
Hoping to become acquainted with you personally very soon,
Albus Mortens"

Bio details here.

Character Details

Character Details
Name Albus Mortens Gender Male

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 50 5 -
Ballistic Skill 55 5 -
Strength 50 9 Unnatural Strength (4)
Toughness 50 9 Unnatural Toughness (4)
Agility 50 5 -
Intelligence 65 6 -
Perception 60 6 -
Willpower 65 10 Unnatural Willpower (4)
Fellowship 65 6 -

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Vitals

Vitals
Wounds: 30 Fate Total: 3
Insanity: 0/100 Ego Barrier: 100/100

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Traits

Traits

Traits
Trait Effect
Apostle Prime You possess 15 ATS, Unnatural Willpower (4) and the Light of the Soul trait.
Iron Guard Mk3 You gain the Unnatural Toughness (4), Strength (4) and Regeneration (2) traits. Lethal Critical Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life within 1d10+7 days. You gain +20 to tests to resist Poison, and the ability to reroll failed Toxin resistance tests, can breathe underwater, reroll all tests to resist suffocation, and take a +30 to tests to resist harmful gases. You count as Hulking in your Power Armour, but do not grant enemies the +10 to hit bonus. You have Heightened Senses (all). Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks, such as an Angelic fear attack. Guard count as Hulking in their Power Armour. They gain the +1AB Bonus, but do not grant the enemy a +10 to hit them due to their size.
The Last Son You possess three special abilities- the Immortal Halo, the Sovereign Halo and the Manifestation Halo. You also possess the Aegis of Azariah. (If you don't know what that is, good. You're not supposed to know.)

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Skills

Basic Skills

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

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore LN Int X X - -
- Military Int X X - -
- Weapons Int X X - -
Navigate Land Int X - - -
- - Int - - - -
Operate Land Military Agi X - - -
- Air Military Agi X - - -
- Personal Agi X - - -
- Superheavy Agi X - - -
Scholastic Lore Angels Int X X - -
- AT Fields Int X X X -
- Evangelions Int X X - -
- Metaphysical Biology Int X X - -
- Tactics Int X - - -
Speak Language Arabic Int X - - -
- English Int X - - -
- French Int X - - -
- German Int X - - -
Trade - Int - - - -

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Talents

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X - -
- Prog X - -
Basic Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Pistol Bolt X - -
- Flame X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

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Basic Combat Talents

Name Sub-Class Effect
Ambidextrous - Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10.
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Favoured Enemy All Select one type of enemy (eg. Stormtroopers, Iron Guard, E-Destroyers). You and all allies within visual and audio range take a +10 to hit this type of enemy.
Two Weapon Wielder Ballistic When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Two Weapon Wielder Melee When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Quick Draw - Use the Ready action as a Free Action.

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Proficiency and Skill Talents

Name Sub-Class Effect
Infused Knowledge - You treat all Common and Scholastic Lore skills as though you were proficient in them. Basically, you know something about everything.

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Melee Talents

Name Sub-Class Effect
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, may freely move Half Move.
Assault Jump - Melee attacks made after a Float or A-Type Jump count as a charge.
Battlemaster - Once per Round. Reroll attack made with melee weapon.
Berserk Charge - Charge. +10 bonus to charge, total +20.
Blademaster - Once per Round. Reroll attack made with bladed weapon.
Combat Master - So long as you are not helpless or immobile, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat.
Counter-Attack - On parrying attack, may make Standard Attack on attacker with -20 penalty. May trigger this once per round.
Crippling Strike - Deal +2 Critical Damage with Melee Weapons.
Crushing Blow - Extra melee damage equal to WSB/2.
Death from Above - When using the Assault Jump talent, you deal extra damage equal to your AB/2.
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.
Heroic Assault - Charge. Lets you perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. May use All Out Attack-enhancing talents.
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.
Street Fighting - +2 Critical Damage with a knife or unarmed attack.
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.

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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.
Deadeye Shot - Reduce penalty to called shots by -10.
Gun Drill Bolter Drill +1 to max Semi/Full auto hits with Bolt Weapons.
Gunslinger - Reduce the penalty for dual-wielding Pistols or Carbines by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
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.
Precision Basic Well-Placed Standard or Called Shot Ranged Basic Attack: roll Ballistic Skill twice, take the better roll.
Rapid Reload - Weapon reload times are reduced by half.

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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.
Die Hard - You may reroll toughness tests to resist Blood Loss's effects.
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.
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.
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.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
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.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.
True Grit - Halve Critical Damage taken, rounding down. Minimum of 1 Critical Damage taken.

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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.
Brilliance - One test per session, test Intelligence In place of another Characteristic.
Foresight - Spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Heightened Senses All Take a +10 to Perception tests when using the chosen Sense.
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.
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.
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus. Furthermore, whenever you take Insanity, you may test Willpower. On a success, the amount taken is reduced by 1, +1 per 3 degrees of success.
Paranoia - Gain a +2 bonus to Initiative, and your character makes automatic Awareness tests.
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.
- Mental +10 to tests to resist the chosen object.
- Poison +10 to tests to resist the chosen object.
Sanity Grip - Spend a Fate to ignore a single source of Insanity Points for 1 round.
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack.
Total Recall - Automatically remember facts, can test to retrieve more obscure or esoteric facts

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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.
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 session.
Charm Offensive - Select a number between 1 and your Fellowship Bonus. For a number of minutes equal to ten times your FB, you are treated as having Unnatural Fellowship (X), where X is the number you chose. At the end of the allotted time period, however, you take levels of fatigue equal to X.
Chem Geld - Seduction attempts against you automatically fail, and Charm tests against you take a -10 penalty. This applied to Social Conflicts. You take 1 Insanity on gaining this talent.
Clues from the Crowd - Once per day, you may reroll a test made to gather information from a group of people and take the best result.
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers. This applies to Social Conflicts.
Demagogue - When in a social conflict with multiple opponents, including crowds, you 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill 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.
Good Reputation LN You gain a +10 to Fellowship tests with people belonging to the specified group. Stacks with Peer for a total of +20. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
Great Leader - You may command Armies or horde groups in Strategic Combat, granting your Horde Leader Bonus to all hordes in said Army.
Eloquent - In a Social Conflict, if you use Charm or Inquiry in the Opposed Test, and then pass the test, then any Vigour spent that turn is placed back into their reserve. You do not need to win the Opposed Test, merely manage to pass.
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.
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.
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.
Master Orator - When using the Charm or Intimidate action, you may affect a number of people equal to 100 times your Fellowship Bonus. When in a Social Conflict with multiple opponents, including crowds, you sap 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill Test. Such is your charisma that all Followers gain a permanent +10 to Loyalty.
Peer LN You gain a +10 to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation.
Veiled Threats - In a Social Conflict, if tou win the Opposed Test, for every extra Degree of Success you win by, the loser takes an additional 1d5 Willpower damage. Note that for this talent to take effect, then your contribution during the Verbal Contact stage must contain at least one veiled threat or loaded phrase.

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AT Field Talents

Name Sub-Class Effect
Analyze Field - As Scan Field, but if you pass test by 3 degrees or more, make Perception+10 test. For every degree of success, learn about what 1 AT Power does
Angelic Senses - So long as your SR is above 80 and your AT Field is spread, you have the Angelic Senses trait; you are innately aware of everything within a number of dm equal to your Perception. This benefit applies even if you are blinded, in a fog or darkness, or deaf, meaning you take no penalties to attack enemies within that area due to poor sight.
Assault Pattern Harvest Blade By spending 6 ATP on Massive Momentum, the amount of attacks you deal against Hordes increase; you gain an extra attack with a melee weapon for every degree of success instead of every second degree. If you spend 10 ATP, you may apply this benefit to a Swift or Lightning Attack or a Furious Assault.
- Murderstroke By spending 10 ATP on Massive Momentum, you enable the use of Murder Stroke. If you perform an All Out Attack and sacrifice all bonus damage and penetration, you may expend a reaction to use Murder Stroke. Murder Stroke treats your melee attack as a Full Auto burst, with a Rate of Fire equal to your SB.
- Shieldbreaker By spending 4 ATP on Massive Momentum, you may treat your weapon as having the Felling (1) Quality. For every extra 4 ATP the amount increases by 1.
Assault Adept - You may apply two Assault Pattern effects at once.
Assault Master - You may apply three Assault Pattern effects at once.
AT Duelist - As long as you have an ATS of 1, reduce the augmentation of all AT Powers used against you by your WP Bonus.
AT Extension - You can use the AT Funnel, Massive Momentum, Restrict Shot, Kinetic Damping and Force Null powers on allies within 20dm.
AT Focus - Designate a single AT Power, and bank ATP up to IB, reducing your current ATS by that amount. Next turn, test Synch Ratio. On a pass, you gain an extra amount of ATP equal to the amount banked, but may only be spent on the designated power (either activating it or augmenting it or both). On a failure, the ATP is los and, the pilot tests Feedback. If the pilot is unable to activate the declared power, treat it as a failure.
AT Maneuver Fluid-Tuned You may test Synch Ratio in place of Strength when testing to swim.
- Fortification You increase your Fatigue Threshold by 1.
- Inertia Boost You increase your Agility Bonus by 1.
- Kinetic Aid You may test Synch Ratio in place of Agility when testing Acrobatics.
- Mind's Eye You may use your Synch Ratio when Testing Awareness, instead of Perception
- Quick Draw Use the Ready action as a Free Action.
- Wipe Clean Your weapons never jam.
- Flux You may spend a reaction to modify a single test result within 20dm of you. You modify this result by an amount equal to your Synch Ratio bonus.
AT Rage - You can use your AT Powers normally when frenzied or Berserked.
AT Reserve - Your Eva is always treated as having an ATS of 1, even if all ATP have been spent.
Barrage Pattern Focused Funnel By spending 10 ATP on an AT Funnel applied to a weapon with the semi or full auto qualities, your attack loses its Semi, Full Auto to-hit bonus. However, the attack can now be used as a Called Shot, and regardless, all hits scored by Semi, Full Auto now all hit the same location. This changes AT Funnel's other bonuses; you now only gain +1 damage, penetration and AT penetration per 5 ATP, but these bonuses are applied across all attacks.
- Angelic Artillery You may apply the Blast (1) quality to every AT Funnel-enhanced ability you make; if your weapon already has a Blast value, increase it by one. For every extra 4 ATP you spend on AT Funnel, you may increase the blast value by 1.
- Shatter When you spend 8 ATP on AT Funnel, you apply the Positron Quality to your weapon for the purposes of AT penetration. If your weapon already possesses the Positron quality, then you reroll its penetration roll.
- Sniper Shot When you spend 8 ATP on AT Funnel, you apply the Accurate Quality to your weapon. If your weapon already possesses the Accurate quality, then you may reroll all damage and take the best result, stacking with Tearing etc.
Barrage Adept You may apply two Barrage Pattern effects at once.
Barrage Master You may apply three Barrage Pattern effects at once.
Causality Control Breaching Strike Whenever you use one either Massive Momentum or AT Funnel to enhance an attack, enemies testing Deflection must reroll and take the worse result.
- Displacement Enemies take a -20 penalty to Parry or Dodge Tests when reacting to an attack enhanced by Massive Momentum.
- Guided Funnel The pilot‘s shots almost aim themselves at the target and even appear to be able to predict where they would go. Enemies take a -20 to Dodge Tests when reacting to an attack enhanced with AT Funnel.
- Shunt When retrieving an item from a Dirac Cache, the pilot may have it appear at any spot they can see within 50 dm.
- Newtonian Flip Using an equal yet opposite reaction, the pilot may choose one object or willing target within range of their Float distance. Both lift into the air and switch places.
Champion Protector Select one Arm. For as long as the Bunker Field Pattern spread, that arm is considered to possess the Unnatural Toughness (+4) trait. It can be used to parry both melee and ranged attacks.
- Sentinel So long as the Accelerated Territory Pattern is spread, you extend a zone of control around you equal to your Half Move distance. As a reaction action you may immediately move to block any enemy moving through your zone, stopping their movement immediately and allowing you to attack them with an Attack of Opportunity. You gain a +10 bonus to the 'Protect Ally' use of the Dodge Skill, and can use this skill against any ally within your Half Move distance.
- Warden So long as the Layered Field Pattern is spread, you are immune to the effects of fatigue, pinning, Stunning, may not be knocked Prone, may not be moved against your will and gain a +20 bonus to Grapple tests.
Disruption Pattern Broadcast As long as you spend 5 ATS, you can reduce the range of your Neutralize Power to 10dm, but may apply the effects to any and all opponents within range.
- Counter Choose a single AT Power when using Neutralize. So long as the ATS spent on Neutralize matches the cost required to use the chosen power, the Angel is unable to use that power.
- Dissonance As long as you spend 8 ATS, the Angel is unable to automatically perceive targets. If the Angel is blinded or otherwise unable to see normally, its Angelic Senses trait is blocked; it must test Willpower to successfully perceive objects.
Disruption Adept - You may apply two Disruption Pattern effects at once.
Disruption Master - You may apply three Disruption Pattern effects at once.
Feedback Field - Inside your Evangelion, your AT Field is charged to aggressively repel those who would mentally attack you. Whenever you are subject to a mental attack, you force the attacker to roll Willpower. On a failure, the enemy takes 1d5 damage to the face, by passing toughness and AP, and their ATS decreases for 1 round equal to your Willpower Bonus -1.
Heavenly Smite - When attacking an enemy within 20dm with an AT Power that requires you to roll WP or BS (such as AT Blast or AT Beam), you may instead roll against your Synch Ratio. Special: If you have the Angelic Senses talent, you may roll against Synch Ratio against any target within your Angelic Senses range.
Impossible! Hostile Synch You may Test SR as a Half Action when within 20 dam of an enemy to forcibly attune its AT Field with your Evangelion's. If the Test fails, you are Stunned and your field collapses, requiring it to be re-spread. If successful, the AT Fields become one, and neither the enemy or the Eva have any Deflection against the other. If your ATS is lower than that of your opponent, your Ego Barrier decreases each round by an amount equal to the difference.
- Oscillating Field You may choose to have the effect of any two Spread Patterns, using the lowest Deflection of the two. You are treated as having both spread patterns active for any and all relevant abilities.
- Delta Waveform By utilizing unstable constructions of phase-space, you may do things which are physically possible yet are statistically very unlikely to ever occur. By spending a Fate Point, you may use any AT Power you know to perform a single action that you can convince the GM it could theoretically be used for. The first time that you attempt to use Delta Waveform in a session and the GM rejects all ideas, all spent fate Points reset to un-spent. However, this is the first time only. After that, any turn in which the GM rejects all ideas is a wasted turn on your part.
Mimic Field - You may test Synch Ratio to 'learn' an AT Power used by another. Power is available for a number of rounds equal to Int Bonus. If power is unique Angel power, ATP cost is Angel's unmodified ATS, 2.
Offensive Mastery Focused Strike You may test Synch Ratio to attack a specific limb when using Rising Cross, with the usual penalties not mitigated by any talents. On a failure, attack defaults to limb.
- Incendiary Burst Enemies hit by at least one AT Blast must test Agility or catch fire. Similarly, AT Blast attacks now have the Blast (1) quality.
- Phantom Blades You now deal extra attacks to enemies hit with the AT Wave attack, equal to +1 hit per 2 degrees of success.
- Unstoppable Force When using Cross Blast, select a number of hit opponents up to your WP Bonus. Test Synch Ratio, opposed by each target's toughness. If you succeed, the targets are knocked Prone as well as take damage.
Self Dilation - You may spend Ego Barrier to increase your ATS, at a rate of 3:1 to a max of +10 ATS until the start of your next turn.
Spread Mastery Alacrity of Thought When Accelerated Territory is spread, AT Powers that take a Full Action take only a Half; AT Powers that take a Half Action take only a Reaction.
- Area Field When using the Bunker Field Pattern, selected objects within dm equal to your WP Bonus now benefit from your Spread Pattern as though it were their own, albeit as though the ATS for them was half of what it is for you.
- Defensive Magnetism When using the Layered Field Pattern, you gain an extra Reaction that can only be used to parry. This parry can be used on most projectile attacks, excluding cone, flame and blast attacks.
- Particle Spread When using the Deflective Field Pattern, you gain +1 ATS so long as this field is spread, and your ATS is 2 points higher for the purposes of deflecting non-energy attacks.
Quick Spread - Spread full as a half. May spread as a free, gaining ATS equal to your WPB.
Reinforce Ego - You may spend fate to ignore one attack to ego barrier. May only be used once per session.
Scan Field - Roll Perception test when within 20dm of target to gauge strength of their ATS. Success of 3 DoS or more tells you exact ATS.
Spark of Genius - Spend fate to gain AT power that you meet the prereqs for but do not have. You may use this power for 1d5 rounds, after which you must test SR at the start of every round or lose it.
Synchronize Group - Full Action. Your AT Field merges with the AT Fields of allies within 30dm of you. All pilots involved must test Synch Ratio, or spend a Reaction to automatically pass. If at least two pilots succeed (including yourself), Group Synchronization occurs. Any pilot who fails is not included in the Synchonization and must make a WP test or take 1d5 Ego damage. If you fail, then the entire group fails. In Group Synchronization, all Evas in the Sync lose their AT Fields, and you gain an AT Field with strength equal to your ATS, plus the highest ATS out of the rest of the Evas, then finally half of the ATS of every other member. At the start of every round after the first round in which Sync was formed, you must test SR or else the Sync fails. If an Eva other than you attempts to use an AT Field power during this, you must pass an SR test at -30 or else Sync fails, and all involved are Stunned for 1 round. Whilst Sync is in effect, any mental attack that affects one member affects all members, although they gain a +20 to any resistance 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.
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.

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AT Field Powers

Spread Patterns

Accelerated Territory
Barrier Field
Blast Field
Bunker Field
Deflective Field
Inverted Field
Gravity Territory
Invisibility Field
Layered Field
Mind Shield
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Offensive Powers

AT Beam
AT Blast
AT Bomb
AT Wave
Blast Array
Cross Blast
Friction Flood
Fusion Bolt
Positron Beam
Repulsion
Rising Cross
Shackle
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Enhancement Powers

AT Beacon
AT Funnel
AT Torpedo
Blast Fist
Force Channel
Force Null
Guided Weapon
Kinetic Damping
Massive Momentum
Restrict Shot
Shaping
Wrap Beam
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Dirac Sea Powers

Dirac Abduction
Dirac Breach
Dirac Cache
Dirac Jaunt
Dirac Trap

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Utility Powers

AT Appendage
AT Blanket
AT Flare
AT Ping
AT Weapon
Containment
Float
Inertia
Kinetic Manipulation
Kinetic Mastery
Lock Zone
Mirror Image
Neutralize
Probability Field
Shield
Telepathy
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Advanced Spread Patterns

Chaotic Field
Defensive Field
Offensive Field
Reflective Field
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Advanced Dirac Powers

Chaotic Jaunt
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Advanced Kinetic Powers

Compression Shock
Kinetic Bolt
Kinetic Surge
Maelstrom
Redirect Projectile
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Advanced Psychic Powers

Drive Sense
Little Aegis
Mental Cleansing
Mind Bolt
Nightmare
Psychic Sanctuary
Psychaudience (Focused)
Psychaudience (Passive)
Seed of Control
Suggestion
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Special Abilities

Last Son Halo Abilities

The Last Son Abilities consist of three 'Halo' abilities. Each Halo alters how Albus's AT Field powers work. They also grant access to a powerful active ability each. Only one may be active at any time.

Immortal Halo

Name: Immortal Halo Action: Half/Reaction, Maintain Free
Effect
You enhance your AT Field's defensive qualities. You test Deflection automatically against all attacks without removing your ability to dodge or parry.
Special Notes and Effects
Whilst using this Halo, you apply the Shimmer (3) quality against all attacks.
Whilst using this Halo, you gain access to the Dome of Invincibility AT Field ability.

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Dome of Invincibility

Name: Dome of Invincibility
ATP: 4 ATP Action: Full Action, Sustain Half.
- - Range: Assault (10m/1km)
Effect
You will a heavily reinforced dome of force into existence, powerful enough to make mockeries of even the mightiest of weapons. This power creates a dome centered on you, with a radius as shown. All allies within this dome increase their AP on all areas by 2. Furthermore, all attacks treat them as though they had the Invulnerable (10) quality.
Augment
+1 AP per 2 ATP. Increase the Invulnerable quality by 10 per 4 extra ATP. Increase range by 1 step per 8 extra ATP.

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Manifestation Halo

Name: Manifestation Halo Action: Half/Reaction, Maintain Free
Effect
You attune your AT Field for maximum active potential. You may add half your ATS to all AT Field Powers you use. However, you treat your ATS as half for any and all Spread Pattern effects, including Deflection.
Special Notes and Effects
Whilst using this Halo, any attacks you make with a Force Weapon ignore AT Fields.
Whilst using this Halo, you gain access to the Psychic Shriek ability.

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Psychic Shriek

Name: Psychic Shriek
ATP: - Action: Half Action
Damage: 1d5+WPB Explosive Range: Assault (10m/1dm)
Effect
You emit a howling mental wail. Test Willpower; on a success, all enemies in range suffer a single hit from this attack, ignoring AP. Any enemies who take more damage than their Willpower Bonus (after soak) must test Willpower, or take a level of fatigue, plus one extra per 2 Degrees of Success.
Special Notes and Effects
This attack possesses the Concussive quality.
If a Horde is affected by this attack, instead of suffering fatigue it takes 5 Magnitude damage, plus another 5 per 2 DoS.
Augment
Increase range by one step per 6 ATP.

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Sovereign Halo

Name: Sovereign Halo Action: Half/Reaction, Maintain Free
Effect
Your AT Field changes subtly, causing others to see you in a nearly divine light, radiating trustworthiness, inspiration and love, similar to the Seduction Fields of certain individuals, although on a much greater level. You gain Unnatural Fellowship, with a quality of 1 per 5 ATS.
Special Notes and Effects
Whilst using this Halo, any allies within 10*FB metres take a bonus to Willpower tests equal to your FB*5.
Whilst using this Halo, you gain access to the Will of Lords AT Field ability.

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Will of Lords

Name: Will of Lords
ATP: 5 ATP Action: Half Action
- - Range: Medium (60m/6dm)
Effect
You focus your unnatural presence and charisma into a powerful telepathic suggestion. Select one target (either a single character or a single horde) within range and test Fellowship, opposed by their Willpower. On a success, you are able to issue a simple command to that target. The command should be one they can achieve this round. Examples include 'drop your weapon', 'flee' or 'shoot this target'. You retain this control for one round, plus one extra round per 2 Degrees of Success on your Fellowship test. You may issue a new order once per round. If the command is suicidal to the target, or is particularly abhorrent (attacking their Second Fiddle/Cannot Live Without, for example), then they may test Willpower+30 to ignore the command.
Special Notes and Effects
Characters with active AT Fields are particularly resilient to the control of others. They gain a +5 bonus per 2 ATS to all tests made to resist this power.
Augment
Increase range by one step to a maximum of 'Very Long' per 4 ATP. Target takes -10 penalty to Willpower test per extra 5 ATP.

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Equipment

Melee Weapons

Name Class Range Base Damage Real Damage Base Pen Real Pen Total Specials
One-Handed
Best Guard Force Sword Melee - 1d10+3R 1d10+11R 3 3 Best; Force, Guard; AT Foci (1), Balanced
Two-Handed
Staff of the Prodigious Son Melee - 2d10+4I 2d10+12I 4 4 Best; Force, Guard, Pneumatic; Amp (2), AT Foci (4), AT Surge, Balanced, Projection (1)

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Ranged Weapons

Name Class Range Base RoF Real RoF Base Damage Real Damage Base Pen Real Pen Total Specials
Best Guard Storm Bolter Basic Long (100m/10dm) S/3/5 S/4/6 1d10+8X 1d10+8X 4 4 Best; Guard, Special Bolts; Storm, Tearing
Best Guard Bolt Pistol Pistol Close (30m/3dm) S/2/- S/3/- 1d10+8X 1d10+8X 4 4 Best; Compact, Guard, Special Bolts; Tearing

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Ammo

Ranged Weapons

Name Weapon Clip Size Reload Time Qty
.75 Dual Bolt Clip Storm Bolter 20 1 Full 4
.75 Hand Bolt Clip Bolt Pistol 6 1 Full 4

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Armour

Name Body Legs Arms Head Special
Mk3 Apostolic Prime Armour 9 9 (Weak Spot 2) 9 (Weak Spot 2) 9 (Weak Spot 2) Iron Guard; Ablative (3), Auto-Doc (1), Empowering (2), Intimidating, Psy-Proof (10), Recoilless, Sealed, Sentinel, Stims; Powered

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