Alexandre Fontaine

Alexandre.png?dl=0
Name: Alexandre Fontaine
Position: Captain, Adeptus Evangelion Auxiliary; Leader of Eagle Squadron
Sex: Male
Age: 18 (Born 2000)
Nationality: French
Place of Residence: Dorian Lachapelle

Physical Details
Hair colour: Brown
Eye colour: Blue
Height: 5'10" (168.3cm)
Build: Lanky

Personal Details
"You didn't assert yourself. You tried to misdirect him with lies and excuses. It's weak and feeble. This has always been your weakness. Always willing to indulge in deceits and misdirections instead of relying on your own sense of authority! You're supposed to be the leader of this movement. If you can't trust in your own sense of command even after that, then step aside and let someone else do it."
(Theme)

Bio details here.

Character Details

Character Details
Name Alexandre Fontaine Gender Male
Background NeoSpartan Career Support
XP Total 14,000 Rank 6
Kit: Shocktrooper

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Vital Statistics

Characteristics

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

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Vitals

Vitals
Wounds: 16 Fate Total: 2
Insanity: 10/100 Ego Barrier: 100/100
WUP Pool: 10

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Traits

Assets

Assets
Asset Effect
Egghead Gain training and talented in Tech Use.
Gifted (BS) Buy BS upgrades at one step cheaper than normal.
Military Nut Gain training and talented in Common Lore (War) and Scholastic Lore (Tactics).
Team Leader Gain Command(T), gain conditional fate point that may be used when working with and by subordinates.

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Drawbacks

Drawbacks
Drawback Effect
Cannot Live Without (Asuka) Fellowship tests from Asuka to you auto-succeed. Take 2d10+10 Insanity if Asuka dies, appears to have died or becomes an enemy.
Damaged Goods Begin with 10 Insanity.

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Traits

Traits
Trait Effect
Ballistics Training +5 BS.

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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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Career

Starting Skills

Awareness
Command
Common Lore (War+10)
Literacy
Operate (Superheavy)
Scholastic Lore (Evangelions, Metaphysical Biology, Tactics)
Speak Language (English, French)
Tech-Use+10

Starting Talents

Melee (General)
Pistol (General)
Talented (Command)
Talented (Tactics)
Talented (Tech Use)

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Skills

Basic Skills

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

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore War Int X X - -
- - Int - - - -
Navigate - Int - - - -
- - Int - - - -
Operate Superheavy Agi X X X Talented
- - Agi - - - -
Scholastic Lore Evangelions Int X X - -
- Metaphysical Biology Int X X X -
- Tactics Int X X X Talented
Speak Language English Int X - - -
- French Int X - - -
Trade - Int - - - -

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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
Favoured Enemy Superheavies 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.
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.
Jack of all Trades - You may take untrained Common Skill tests at a -10 penalty instead of Characteristic halved penalty.
Specialist Chosen Skill 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.
- Tech Use 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 Charm Gain a +10 to tests made using this skill.
Talented Command Gain a +10 to tests made using this skill.

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Melee Talents

Name Sub-Class Effect
Double Team - Increase Gang-Up bonus by +10.
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.
Covering Fire - Any enemies subjected to suppressive fire, even if these enemies are immune to Pinning or Fear, take a -10 penalty to BS so long as they are within the field of fire and Suppressive Fire is sustained.
Flush Out - When using the Suppressive Fire action, any enemies within your area of effect have their Cover AP halved. Furthermore, enemies who are already pinned must take an immediate Willpower test. On a failure, they will spend their actions trying to move to different cover, preferably heading in a direction that cannot be affected by the Suppressive Fire.
Gun Drill Positron Drill +1 to max Semi/Full auto hits with Positron Weapons.
Heavy Suppression - Enemies hit by the Suppressive Fire action whilst this talent is in use take a -10 penalty to pass their Willpower test versus Pinning.
Rapid Reload - Weapon reload times are reduced by half.

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Physical Talents

Name Sub-Class Effect
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.

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Mental Talents

Name Sub-Class Effect
Foresight - Spend 10 minutes to add +10 to Intelligence test
Heightened Senses Touch Take a +10 to Perception tests when using the chosen Sense.
Insanely Faithful - Roll on the Shock Table twice and take the preferred result.
Jaded - No insanity from gore
Paranoia - Gain a +2 bonus to Initiative, and your character makes automatic Awareness tests.
Resistance Cold +10 to tests to resist cold.
- Heat +10 to tests to resist heat.
- Fear +10 to tests to resist fear.
Total Recall - Automatically remember facts, can test to retrieve more obscure or esoteric facts

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Support Talents

Talent Name Talent Sub-Title Effect
Able Assistant - Whenever this character uses the 'Assistance' action on another character making a skill check, the character making the skill check reduces the difficulty level by an extra degree of success.
Combat Formation - When this character is present in a squad, all members of the squad gain a +1 to their Initiative rolls. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative. No one may benefit from more than one source of Combat Formation at the same time.
Hunker Down - As a free action, select a number of allies within audio and visual range up to your IB. All enemies firing at these allies from a position where the allies are treated as being in cover take a -10 penalty to hit.
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.
Low Profile - Enemies tend to overlook you in the heat of battle. So long as an enemy has a valid target besides you, it will not attack the you. This talent does not apply if you inflicted the most damage to an enemy for that round, nor does it apply if you inflicted critical damage.
Marker - You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy. Until the start of your next turn, all allies who open fire with a ranged weapon on that target take a +10 bonus to hit. You may only mark a single enemy in this manner, even if you hit multiple foes.
Mass Marking - When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB.
On the Ball - When Initiative is rolled, you may replace your result with the result of any ally, give or take an initiative point.
Soak Fire - Allies benefiting from the Hunker Down action may also increase their Cover AP by an amount equal to your IB.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range.

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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.
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.
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.
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.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation.

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OD Talents

Name Sub-Class Effect
Tactical Genius - Spend fate to allow pilot to reroll failed test or to add 1 degree of success to test.

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Technician Talents

Talent Name Talent Sub-Title Effect
Applied Engineering - As a Half Action you may modify any weapon within reach to do one of the following: Calibrations: Reroll the weapon's next to-hit roll and take the preferred result. Higher Output: If the weapon's next to-hit roll is a success, the attack may reroll all of its damage and take the best result. Hits Home: If the weapon's next to-hit roll is a success, add your IB/2 to it in Degrees of Success. 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.
Careful, that's Dangerous - When a weapon wielded by an ally within IB m/dm (Adjacent 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.
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.
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.
Overclocking - You can push certain pieces of technology to their limits. You may, as a half action, do any of the following to a piece of technology within reach: Energy Weapons: If the attack's next hit is a success, the attack deals extra damage and penetration equal to the character's IB. Superheavy Units: Character's unit only. The unit's TB or AB is increased by an amount equal to the character's IB. Lasts until the end of the character's next turn. Vehicles: One of the following: the vehicle's speed is increased by 10% per IB. The vehicle's Maneuverability is increased by +5 per IB/2. Lasts for a number of rounds equal to the character's IB*4. Regardless of the benefit, each upgrade can only be applied to an object once per encounter.
Percussive Maintenance - You may unjam any weapon within reach automatically as a half action.
Temporary Reinforcement - As a Half Action, you may increase the AP value of a piece of armour or cover by an amount equal to your IB. This protection lasts for one round or until the armour takes a hit, whichever is later. This action may only be performed on a piece of armour or cover once in an encounter.

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Starting Stats

Characteristics

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

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Vitals

Vitals
Wounds: 12 Fate Total: 2
Insanity: 10/100 Ego Barrier: 100/100
WUP Pool:

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Experience Table


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