Name: Alexandrina Victoria Elizabeth of the House of Windsor
Position: Princess of Wales
Sex: Female
Age: 15 (Born 2003)
Nationality: British
Place of Residence: Paris-2
Physical Details
Hair colour: Silver
Eye colour: Dark green
Height: 5'3"
Build: Thin
Personal Details
"I won't sit idly by when others are dying in my place."
The youngest child of King George VII, Alexandrina's life was typical for a British princess who, it was presumed, would not inherit the throne. It was a relatively quiet life by the standards of royalty. Attending a top-of-the-line boarding school, she received an excellent education- and it was not wasted on her, either, being noted as a serious and exemplary student- although she often felt isolated from her peers.
Nevertheless, life continued on. She was educated in history and science, philosophy and mathematics. She was taught to speak several languages, as well as the poise to appear dignified as she did so. Already of a solemn disposition, this suited her well.
The Disaster of Britain has changed everything. When the crisis broke out Alexandrina was still at her school; by the time she was evacuated to Westminster, King George VII, Queen Charlotte, Prince Edward of Wales and Princess Elizabeth had been evacuated to the HMS Hermione. When a flying pod of Corrupted and Angelspawn hit the vessel, it was quickly overrun, the crew wiped out and the Royal Family exterminated or corrupted. Three members of the Royal Family managed to regroup at Westminster: Alexandrina herself, but also her elder sister the Princess Catherine and her brother Prince Andrew. Andrew was killed in an early attack on the palace, however, and Catherine simply vanished one night. Suddenly, the line of succession preceding Alexandrina had been wiped out- leaving her as not only the only remaining member of her immediate family, but also as the Queen by default.
The loss of her entire immediate family, the devastation of her homeland and the sudden pressures of being the leader to the survivors must be taking its toll on her, but if it is she does not demonstrate it. Although Queen, she resolves to use the title 'Princess of Wales' until such a time as she can be crowned properly- until such a time as her homeland is restored.
Character Details |
Name |
Alexandrina Wales |
Gender |
Female |
Background |
Prodigy |
Career |
Support/Sniper+ |
XP Total |
40200 |
Rank |
Female |
Kit: |
|
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Vital Statistics
Characteristics
Characteristics |
Name |
Value |
Bonus |
Modifiers |
Weapon Skill |
31 |
3 |
- |
Ballistic Skill |
50 |
5 |
Trained |
Strength |
29 |
2 |
- |
Toughness |
43 |
4 |
Trained |
Agility |
51 |
5 |
Expert |
Intelligence |
48 |
4 |
Trained |
Perception |
55 |
5 |
Trained, Wary |
Willpower |
60 |
6 |
Expert |
Fellowship |
52 |
5 |
Trained |
Synch Ratio |
99 |
9 |
Expert*2 |
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Vitals
Vitals |
Wounds: |
19 |
Fate Total: |
2 |
Fatigue Threshold: |
6 |
Conditional Fates: |
0 |
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Traits
Assets |
Asset |
Effect |
Fearless |
Gain the Fearless talent. |
Gifted (Willpower) |
Choose a characteristic. This characteristic advancement category improves by one step. |
Privileged Name |
Your family is exceptionally well connected or wealthy, and their name is influential within a certain region. Within this region you're considered easier to identify, but local NPCs are likely to treat you with more respect. Gain the IOU (Political) talent. |
Urbane |
Gain a +10 bonus to Charm, Deceive, Scrutiny and Inquiry tests made when dealing with the authorities, socialite classes and in formal situations. |
Drawbacks |
Asset |
Effect |
Damaged Goods |
You take a -10 penalty to resist developing Traumas. |
Ego Disconnect |
Whenever you take Ego damage, you take one point extra for every dice rolled. |
Exposed |
Whenever you gain Insanity points, you take one point extra for every dice rolled. |
Traits |
Trait |
Subname |
Effect |
Cautious |
- |
You may disengage from melee as a half action. If you use Acrobatics to disengage, then it may become a Free instead. |
Great Potential |
Charm, Scrutiny, Trade (Performer) |
You may choose any three skills. You begin trained in them and gain the Talented talent for them. |
Empathy |
- |
Whenever you take Ego Damage, you take an amount equal to half your SR Bonus. If you do not use SR, you take an extra 1d5 instead. |
Civilian |
- |
You take 1d10 insanity at the end of every battle, +1 for every ally who was defeated or killed. |
Pilot |
Eva Pilot |
You begin with the Deflective Field and Neutralise AT Field Powers. |
Expertise |
Sniper |
You may now gain access to the Advanced tier of Sniper talents. |
- |
Technician |
You gain the Talented (Tech Use) skill and can purchase from the Technician table. |
Injuries and Complications
Injuries |
Injury |
Effect |
Cause |
Incident |
|
|
|
|
Distortions |
Injury |
Effect |
Cause |
Incident |
|
|
|
|
Fluctuations |
Injury |
Effect |
Cause |
Incident |
|
|
|
|
Traumas |
Injury |
Effect |
Cause |
Incident |
|
|
|
|
Disorders |
Injury |
Effect |
Cause |
Incident |
|
|
|
|
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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 |
Talented |
Carouse |
Tou |
- |
- |
- |
- |
Charm |
Fel |
X |
X |
X |
Talented, Specialist |
Chem Use |
Int |
- |
- |
- |
- |
Command |
Fel |
- |
- |
- |
- |
Commerce |
Int |
X |
X |
X |
- |
Deceive |
Fel |
X |
X |
X |
Talented |
Demolitions |
Int |
- |
- |
- |
- |
Disguise |
Fel |
- |
- |
- |
- |
Dodge |
Agi |
X |
X |
X |
- |
Inquiry |
Fel |
X |
X |
X |
Talented, Specialist |
Intimidate |
Str |
- |
- |
- |
- |
Literacy |
Int |
X |
- |
- |
- |
Logic |
Int |
X |
- |
- |
- |
Medicae |
Int |
- |
- |
- |
- |
Parry |
WS |
- |
- |
- |
- |
Scrutiny |
Per |
X |
X |
X |
Talented |
Security |
Int |
- |
- |
- |
- |
Sleight of Hand |
Agi |
- |
- |
- |
- |
Stealth |
Agi |
X |
X |
- |
- |
Survival |
Per |
- |
- |
- |
- |
Tech Use |
Int |
X |
X |
X |
Talented |
SPECIALIST SKILL LIST |
Skill Name |
Specialisation |
Characteristic |
Proficient |
Trained |
Mastery |
Bonuses |
Common Lore |
Art |
Int |
X |
- |
- |
- |
- |
Britain |
Int |
X |
- |
- |
- |
- |
History |
Int |
X |
- |
- |
- |
Navigate |
- |
Int |
- |
- |
- |
- |
- |
- |
Int |
- |
- |
- |
- |
Operate |
- |
Agi |
- |
- |
- |
- |
- |
- |
Agi |
- |
- |
- |
- |
Scholastic Lore |
AT Fields |
Int |
X |
X |
X |
- |
- |
Art |
Int |
X |
X |
- |
- |
- |
Etiquette |
Int |
X |
X |
X |
- |
Speak Language |
English |
Int |
X |
- |
- |
- |
- |
French |
Int |
X |
- |
- |
- |
- |
Spanish |
Int |
X |
- |
- |
- |
Trade |
Performer |
Fel |
X |
X |
X |
Talented |
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Basic Skill Reference Cards
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. |
Skill Name |
Athletics |
Characteristic |
Strength |
Action |
Full Action unless noted otherwise |
Description |
Athletics is the skill of endurance and proper use of one's own strength. Climbing, swimming and lifting heavy loads all use the Athletics skill, as does resisting fatigue from forced marches. |
Special Uses |
Endurance |
As a Free Action, you may test Athletics at -10 whenever you suffer a level of fatigue due to running, swimming or climbing to ignore its effects. You may continue to take tests and ignore Fatigue gained this way indefinitely, but once you fail a test you must rest for at least 4 hours, and may not use Athletics again during that time. |
Heft |
As a Free Action, you may test Athletics at +0 to increase your carrying capacity for a single encounter. On a success, and for every extra DoS, you increase your carryling limit number (Strength+Toughness) by one for the purpose of calculating how much weight you can carry, lift or drag. Hefting may only be attempted once per encounter, and if it fails, it may not be used again until the next. |
Jumping |
When jumping or leaping, you may test Athletics in place of Agility and Strength tests. |
Skill Name |
Awareness |
Characteristic |
Perception |
Action |
Free Action made in reaction to something, although detailed searches can take longer depending on the area |
Description |
Awareness is the skill of scrutinising one's surroundings and being aware of inconsistincies or small details. Awareness is capable of detecting the presence of a new factor just as well as noting the absense of a common one. Generally, Awareness is used to spot items, details or individuals that are hidden or hard to notice. It can be used to detect ambushes or someone spying on you, searching an area for clues or hidden items, or trying to eavesdrop on someone's conversation. When Awareness is used against an opponent (such as to detect an ambush), Awareness opposes and is opposed by Stealth. |
Special Uses |
Lip Reading |
This Special Use lets you understand a conversation, even if you cannot hear it. You must have a clear sight of the target's mouth and understand the language spoken by the target. You take a -10 penalty for every 10m between you and the speaker. Other penalties or bonuses may apply, such as fog, darkness or access to binoculars. A successful test reveals the gist of the conversation, with additional degrees of success revealing generally more data. A single skill test is enough to follow the conversation for the span of roughly a single topic. |
Skill Name |
Carouse |
Characteristic |
Toughness |
Action |
Full Action or Extended |
Description |
Carouse is the skill of being able to resist drugs, alcohols, suppressants and sedatives. When partaking of drugs, alcohols, suppressants or sedatives, you may test Carouse in place of Toughness to resist their negative effects, such as fatigue in alcohol's case. You may also make Carouse an Opposed Test against another, for example to represent a drinking game. In this case, Carouse opposes Carouse. |
Skill Name |
Chem Use |
Characteristic |
Intelligence |
Action |
Full Action or More |
Description |
Chem Use is the skill of manipulating and understanding chemicals, drugs and toxins. This skill can be used to create and identify such compounds as well as how to use them. Note that common medical drugs and the like may be covered through the use of Medicae skills; Chem Use moreso concerns itself with their creation as well as the use and creation of poisons and toxins as well. |
Special Uses |
Applying Poisons or Chemicals |
Particularly dangerous drugs or chemicals might require specialised care in order to administer them to a patient/victim or to apply them to a weapon. The test is typically Chem Use +0; on a failure of 4 degrees or more, something has seriously gone wrong, with adverse effects triggering against the patient/victim/user. |
Crafting |
Chem Use can be used to make a myriad of concoctions, medicines and poisons. The time, difficulty and materials it takes to create these items depends on their complexity and the tools and facilities capable of creating them. See the crafting section for extra details. |
Antidotes |
You may manufacture an antidote if you can identify the toxin or venom and have the right materials on hand. To create an antidote you must have a sample of the poison in question and a sample of blood of the person you are trying to treat. You must also have at least a basic medikit on hand. You then make an Extended test, requiring you to achieve a certain amount of degrees of success over the course of the test. The amount of degrees depends on the strength of the toxin, although 4 is a weak venom and 10 is a particularly powerful one. Creating an antidote takes 1d10 hours and you create 2d10 doses in doing so. |
Skill Name |
Charm |
Characteristic |
Fellowship |
Action |
1 Minute |
Description |
Charm measures your skill at persuasion, impressing others and swaying their emotions and reactions. Charm requires you to adopt a non-hostile attitude and not make any threats, implicit or explicit. Instead, your persuasiveness is based on your good intentions, perceived generosity or appealing personality. Bonuses and penalties may be applied depending on your dress style, appearance and the disposition of the people you're trying to persuade. When used against an opponent, Charm is opposed by Willpower. Example uses of charm include making someone like you, distracting someone by drawing attention to you, or gathering information from locals and strangers. |
Special Uses |
Taunt |
Charm can also be used to distract others both in and out of combat through a combination of nonsense and insults. As a Half Action, make a Charm test against a target opposed by the target's Scrutiny or Willpower. If you win, in combat the target takes a -5 penalty to all attacks per degree of success, to a maximum of -20, with one exception: the targets gains a +10 bonus to hit against you (unaffected by DoS). Outside of combat, the target instead takes the same penalty against anything that might require concentration. Targets with a reason to hate you (such as Prejudice), or possessing the Short Fuse drawback, take a -10 penalty, stacking for each reason up to -30. |
Skill Name |
Command |
Characteristic |
Fellowship |
Action |
Half for simple commands, Full for more involved direction |
Description |
Command is the skill of motivating and organising others. It can be used to give commands to subordinates, rally the morale of faltering troops, or executing tactics. |
Special Uses |
Inspire |
As a Full Action, you may inspire your subordinates to work ever harder. Test Command at +0. On a pass, all subordinates gain a +10 bonus to their next test. |
Terrify |
This Special Use lets you force subordinates to overcome their fear of a terrifying or confronting entity through the expedient of simply being scarier than it. As a reaction, you may attempt to counter the effects of fear in your allies and subordinates who failed their Fear test. You test Command +0 opposed by the fear-causing entity's Willpower. Both participants add +10 to their test per level of Fear trait they possess. If you are successful, your allies ignore the effects of fear from that creature for the rest of the encounter. This does not apply to Hordes suffering Break tests. |
Skill Name |
Commerce |
Characteristic |
Intelligence |
Action |
1 Minute, or more for more complex details and deals |
Description |
The Commerce skill is the skill of trade. It represents understanding an object's value, and how it can be manipulated to appear to be worth less or more. It is also the skill of tracing purchases, understanding the great web of finances, and finding hard-to-find items on the market. When used against another, such as, for example, to haggle a cost down, Commerce is opposed either by Commerce or Willpower. |
Special Uses |
Evaluate |
You may test Commerce to determine the worth, quality and perhaps other details of an item, commodity or other good (including businesses). For example, investigating the history of an item. |
Skill Name |
Deceive |
Characteristic |
Fellowship |
Action |
1 Minute |
Description |
Deceive measures your ability to mislead others and making them believe untruths, as well as your ability to conceal or hide details about yourself, or suppress hidden tells. Of course, deceive is only appropriate if you know the data you're giving on is false. When used against an opponent, Deceive opposes, and is opposed by, Scrutiny. Uses for Deceive include telling lies or distracting someone with rambling nonsense. |
Special Uses |
Distract |
You can use Deceive to aid you with feints. As part of a Feint action, make a Deceive test opposed by your target's Scrutiny; on a success and for every DoS you add +5 to your Feint test, to a maximum of +20. |
Skill Name |
Disguise |
Characteristic |
Fellowship |
Action |
Varies, but at least 1 minute to several days |
Description |
The Disguise skill is the skill of changing the way you and others look, trying to make you look like something else. It is primarily a crafting skill. Creating a disguise requires time and materials; how much of each depends on the complexity of the disguise. Putting on an enemy uniform or smearing your face with mud might take minutes, but trying to alter an enemy uniform to match your body shape, change the appearance of one's gender or imitate someone specific could take hours, days or longer and require many materials. Disguises can serve several purposes, primarily boosting Scrutiny tests against individuals the disguise was supposed to target. See the Crafting section for more details on how disguises are made and the effects they have. |
Skill Name |
Demolitions |
Characteristic |
Intelligence |
Action |
Full Action |
Description |
Demolitions is the skill of setting and defusing explosives. Most notably they deal with explosives that are set, like a demolitions satchel, rather than thrown, like a grenade. When planting an explosive, a successful Demolitions test means that you have successfully planted the charge, hooked up to a trigger of your choice (triggers can vary widely and depend mostly on whatever you're willing to set up and have the materials for- timers, proximity sensors, trip wires, remote switches, the list goes on). Failure indicates that the demolitions have not been correctly placed, although you do not know this until the time of activation- for this reason, demolitions tests are made in secret, with you having the opportunity to fate the roll only when the explosive is triggered. Four or more degrees of failure indicate that the explosive goes off as it's being set. Some Demolitions tasks (for example, rigging a bridge or a building to explode) require an Extended Test. The GM will set the difficulty and time requirements based on materials and the scope of the job. Defusing explosives is also part of Demolitions, and is an Opposed Test against the Demolitions of whoever set the explosive. Winning indicates that you have successfully defused the bomb. Failure indicates that you have failed but the bomb has not gone off. Four or more Degrees of Failure indicate that you have accidentally set the bomb off whilst trying to disarm it. Defusing a complex bomb or a series of bombs might require an Extended Test, as organised by the GM. |
Skill Name |
Dodge |
Characteristic |
Agility |
Action |
Reaction |
Description |
Dodge is used to avoid danger, most commonly enemy attacks. It can be used to avoid melee and ranged attacks both as a Reaction. A success indicates that you have avoided the attack. Against attacks which cause multiple hits (eg. Automatic fire), each degree of success on your test cancels one hit from the attack. Any excess not cancelled out are applied to you as normal. |
Special Uses |
Dive for Cover |
If there is cover a number of metres equal to your Agility Bonus away from you and you are not prone, you may use Dive for Cover in place of trying to evade the attack. Make a Dodge test with a +10 modifier. If you succeed, you leap behind that cover and gain the Prone condition. You are still hit by the attack, but you now benefit from the additional AP granted from cover. |
Skill Name |
Inquiry |
Characteristic |
Fellowship |
Action |
One Hour or more, depending on the nature of the inquiry, the size of the group targeted, and the info sought |
Description |
Inquiry is the skill of finding out information by asking questions, eavesdropping or leading conversations in a specific way. Inquiry can focus on gaining information from both individuals and large groups. A success can reveal basic information about a group, area or specific individuals or the like, whilst extra Degrees lead to more and more detailed and even sensitive information. Examples of using Inquiry include trying to track down a crime boss, learn the attitudes of a populace towards its leaders, or reveal a specific type of location such as a shop. |
Skill Name |
Intimidate |
Characteristic |
Fellowship/Strength |
Action |
Full Action |
Description |
Intimidate is the skill of instilling fear in others. He may use this ability to force someone to act against their will, or extract information from an unwilling subject. Intimidate is also often used with the Fellowship skill, especially for threats of a more subtle or social nature. When Intimidate is used against an opponent, it is an Opposed test, opposed by Willpower. Examples of using Intimidate include forcing someone to move out of their way, coercing someone into acting a certain way, or make an opponent back down from a fight. |
Special Uses |
War Cry |
As part of a Charge action, you may test Intimidate +0 to make a war cry. This is a Free Action that targets the recipient or recipients of your charge—i.e. those you will end up in combat with and make melee attacks against. You then make an Intimidate Test, based on Strength, opposed by the target’s Willpower. If you are successful, the target suffers –10 to all Parry and Dodge tests against you. Creatures immune to the effects of Fear and other mindeffecting psychology are immune to the effects of a war cry. |
Skill Name |
Literacy |
Characteristic |
Intelligence |
Action |
One Minute |
Description |
Literacy is the skill of reading. As a rule, the Literacy skill allows you to read any language you speak, as per the Speak Language skill. You don't need to test literacy for every day reading, but attempting to read a challenging dialect or a heavily degraded text requires a literacy test. You generally may read 750 words per minute. |
Skill Name |
Logic |
Characteristic |
Intelligence |
Action |
1 Minute, although it can be longer for complex problems |
Description |
The logic skill is the skill of rational thought, problem solving and information analysis. It can be applied to analyse great amounts of information, sorting the useful from the waste, or noting architectural anomalies in a building (such as the floor plans not matching up to the reality), or understanding complex statistics. It encompasses a basic understanding of mathematics, physics and engineering (although advanced or complex terminology or theories are beyond Logic and are more appropriately the basis of Scholastic Lore). Example uses of the Logic skill are in problem or puzzle solving, in finding clues from great amounts of data, or trying to win a game of chance. |
Special Uses |
Ciphers and Decoding |
You may use Logic to unravel codes or ciphers. This typically is a long process (days or weeks at a time), and the difficulty depends on the resources you have available, any clues or keys you might have for the code, and how complex it is. In general, this test is usually -10 at best, unless you possess some mitigating circumstance such as a key or the cipher having already been partially decoded. |
Gambling |
You may use Logic when participating in games of chance, rather than relying on blind luck. This involves analysing the odds, playing intelligently and so on. You make an Opposed Logic test with your opponent, who also tests Logic. Whoever has more Degrees of Success, or fewer Degrees of Failure, wins. Note that this doesn't cover other methods of winning games of chance, such as through bluffing (deceive) or palming cards (sleight of hand). |
Skill Name |
Medicae |
Characteristic |
Intelligence |
Action |
Full Action |
Description |
Medicae is the skill of healing injuries and wounds. Setting bones, suturing wounds and performing surgery are all uses of Medicae. Note that some uses of Medicae (for example, many surgical procedures) require the use of specific tools. Medicae is also generally considered to count as the practical element of medicine and does not entirely represent the full breadth of medical knowledge, which might instead be represented as Scholastic Lore (Anatomy) or (Medicine) depending on one's specialty. Examples of using the Medicae skill include using first aid to patch someone up, diagnosing an affliction and working out the treatment, or amputating a limb without killing the patient. |
Special Uses |
Diagnose |
You may use Medicae to diagnose disease and other ailments on other characters and large groups. On individuals, a successful test will grant you the name of the ailment and some basic treatments. With groups, a successful test might prevent the spread of contagious diseases or mitigate malnutrition or some other effect. Possessing the Scholastic Lore (Medicine) skill increases this use by +10. |
Extended Care |
You may look after a number of patients equal to your Intelligence Bonus, plus one extra per assistant (trained or no) you have on hand. For every patient you have past this number, you suffer a -10 penalty to your Medicae tests for Extended Care. At the end of every 24 hour period of EC, you must test Medicae with a +10 bonus. On a success, your patients remove twice the normal amount of damage normally recovered by their rate of healing, healing critical damage first. On top of this, they heal an extra point of damage per 2 DoS on your Medicae test. On a failure, your patients heal nothing beyond their usual healing rates. Furthermore, you must pick a number of patients equal to your degrees of failure, starting with the most gravely injured. They must make a Toughness test or take 1 point of damage per degree of failure which is not reduced by AP or TB. If this results in Critical Damage of 6 or more, the patient(s) die(s). |
First Aid |
You may use this wound to provide emergency aid to an injured patient. Make a +0 Medicae test, with a -10 penalty if the patient is heavily injured, and a further -10 penalty for every point of Critical Damage the patient possesses. If you succeed, you remove an amount of damage from your patient equal to your Intelligence Bonus, plus one additional point per Degree of Success (or half this if removing Critical Damage). An individual may only benefit from First Aid once every 24 hours, and may not benefit from it whilst undergoing Extended Care. There are no penalties for failure beyond knowing you could've saved them. |
Skill Name |
Parry |
Characteristic |
Weapon Skill |
Action |
Reaction |
Description |
The Parry skill is the skill of deflecting enemy attacks in close combat. You may use this skill to turn aside melee attacks aimed at you in close combat. This is a Reaction test, and on a success, the attack is negated. When parrying attacks that score multiple hits (eg. Lightning Attack), each degree of success on the test cancels out an extra hit. Any hits left over are applied to you as normal. |
Skill Name |
Scrutiny |
Characteristic |
Perception |
Action |
Half Action |
Description |
Scrutiny Is the skill of assessing people and objects. It can be used to determine if someone is lying or telling half-truths, their motives, or just their personality or mood. It can also be used to study objects, discovering information that might not be obvious, such as evidence of tampering, or realising that the bulge in someone's coat is a weapon. Scrutiny may also be used when methodically searching an area or object for clues- in this case you are looking for incongruities or disparities, such as wind blowing through a seemingly sealed room. Generally, scrutiny is used to analyse and assess objects, emotions, motivations and details; as opposed to Awareness, which is used to spot people or items. One might use Awareness to detect a person in hiding, then use Scrutiny to figure out why they might be hiding. Using Scrutiny to discover if someone is lying is an Opposted Test, opposed by their Deceive skill. |
Special Uses |
Anticpate |
You may use Scrutiny to predict how an enemy is going to move. Make a Half Action Scrutiny test opposed by their Deceive; if you succeed, then the target takes a -10 penalty to their next Dodge or Parry test against an attack made by you or an ally in communications with you. You gain a +10 bonus to the test if you possess a Scholastic Lore related to the enemy, such as Angels or Evangelions. A target may only be suffering from one instance of Anticipate at a time. |
Skill Name |
Security |
Characteristic |
Intelligence |
Action |
1 Minute, minus 10 seconds per Degree of Success |
Description |
The Security skill is the skill of manipulating locks and safeguards, usually to break them, but it can be used to help secure a location from intrusion. The Security skill covers both the picking of simple locks as well as the bypassing of advanced computer lock systems and passwords. The security skill can also be used to help secure objects and locations, including setting traps. Examples of Security use include picking the lock on a door, accessing a computer via its main interface, and laying and setting traps. |
Special Uses |
Traps |
You may use the Security skill to fashion traps. These traps can range from complexity, being as simple as rigging a live grenade to a corpse, to elaborate traps such as hidden pitfalls or rigged shotgun tripwires. The time, resources and damage of the trap depends on the materials involved, the complexity of the trap and the GM's discretion. The chance that a trap will go off as planned or avoid detection is based on Security. That a trap will function as planned is a secret Security test performed by the GM, modified by the trap's complexity or by circumstance. That a trap will avoid detection is an Opposed Test between your Security and your target's Awareness. |
Skill Name |
Sleight of Hand |
Characteristic |
Agility |
Action |
Half Action, or as a Free Action with a -10 modifier |
Description |
Sleight of Hand is the skill needed for tasks that require dexterity and a form of deception. Performing a card trick to impress a crowd uses Sleight of Hand, as does stealing a wallet from someone's pocket, or planting something on them. It also allows a person to better hide their actions in plain sight- for example, concealing a weapon during a pat-down. The difficulty of the test depends on the observational level of the target and the size and weight of the object. Sleight of Hand is always an Opposed Test, and is opposed by the target's Awareness or Scrutiny. Examples of the Sleight of Hand skill include pickpocketing, palming evidence from a crime scene, or planting illegal narcotics on someone's person. |
Skill Name |
Stealth |
Characteristic |
Agility |
Action |
Free Action, done as part of a movement |
Description |
Stealth is the skill of going undetected, of moving silently and unnoticed. It is as much the skill of sneaking through the shadows of a complex as it is the skill of going unnoticed in a throng. The difficulty of a stealth test depends on the environment as well as the character's equipment or clothing. A school uniform might help you blend in at a school but it'll stand out in a factory. When Stealth is used against an opponent, it is an Opposed Test pitting your Stealth versus their Awareness. |
Special Uses |
Conceal Object |
You may use Stealth to conceal an object, such as a small weapon, a body or a vehicle. You may make a Stealth test to hide the object, but it takes 1 minute per rank of Size; furthermore, you take a +10 bonus per Size below 4, but a -10 penalty per Size above 4. Based on GM's discretion, some objects are just too large or the area too sparse to conceal. |
Shadowing |
Stealth can be used to shadow others and follow them unseen, either on foot or on vehicle. Shadowing tests are always Opposed against the target's Awareness. A success allows you to follow the target for 5 minutes before you need to test again, plus another 5 minutes per degree of success. |
Skill Name |
Survival |
Characteristic |
Perception |
Action |
Full Action |
Description |
Survival is the skill of subsisting without the usual trappings of civilization. The survival skill lets you live off the land, ride beasts, or predict weather with limited equipment. It may also be used to create primitive tools, weaponry or clothing, as well as track prey- human or not- by the signs they leave on the environment. The difficulty of survival tests depends on the environment in which they're made- finding food in a lush forest is much easier than finding it in a desert. This skill is also useful in avoiding the dangers of the environment as well. Uses of this skill include finding food and water in a hostile environment, tracking a foe across a landscape (such as abandoned urban settlements) or creating a fire without anything but the rudimentary tools. |
Special Uses |
Crafting |
Survival may be used to create all manner of primitive equipment. The time and difficulty it takes to make these goods depends on the materials, complexity and tools available. See the Crafting section for details. |
Tracking |
You can use Survival to track a target across landscapes by the signs they leave in their passage. Following obvious tracks requires no test, whilst instances where time or the environment have eroded the signs or made them difficult to see- such as fog or darkness- do require survival tests. Tracking tests are Opposed, pitting your Survival against your quarry's Stealth. Your quarry may also have attempted to hide or cover up his tracks, which makes things harder. |
Wrangling |
Wrangling is used to tame, train and perhaps ride animals. Both taming and training are Extended Tests, the duration of which depends on the breed and temperament of said creature. Once an animal has been broken to your will or at least convinced to work with you, directing it or commanding it is a Half Action. Wild beasts have their disposition towards you improved by 10, plus another 10 per 2 Degrees of Success, up to a maximum of 30 with a Full Action use of this skill. Modifiers may be imposed for particularly well-trained animals, or ones that are particularly strong-willed. |
Skill Name |
Tech Use |
Characteristic |
Intelligence |
Action |
1 Minute or more for complex systems |
Description |
Tech Use is the skill of manipulating and understanding mechanical and technological devices, anything from a computer to a mobile phone to a battle tank and more. It is also used to construct devices and equipment with a technological basis, repair broken machines and more. Tech Use represents practical engineering skill with machines, as opposed to more advanced theoretical or computer skill. Everyday use of a basic system- such as using a mobile phone- requires no tests, usually, but deciding to, for example, dismantle your phone and use the components to create a security spiker would be a Tech Use test. Uses of Tech Use include repairing a broken vehicle, pushing a piece of technology beyond its limits, or understanding an unknown device. |
Special Uses |
Crafting |
Tech Use can be used to create all manner of devices with the right materials and equipment. The time, difficulty and cost of this depends on the complexity of the device and your access to equipment and resources. See the Crafting section for more details. |
Tech Support |
If an ally is making a test that involves a piece of mechanical or advanced equipment, then you may assist even if the ally isn't testing Tech Use. |
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Specialist Skill Reference Cards
Skill Name |
Common Lore |
Characteristic |
Intelligence |
Action |
Free Action |
Specialist Examples |
Science, Technology, History, War, Government, Second Impact |
Description |
Common Lore represents your understanding of common knowledge on a topic. This information is deeper than simple knowledge of something's existence, reflecting a degree of familiarity and interested study. Common Lore tends to be broad topics, often equivalent to high school study. This is opposed to Scholastic Lore, which represents detailed intensive scholarly study and research, often into a specific field. Common Lore is a Specialist Skill. Example uses of Common Lore is you testing to know a specific detail about a common subject, or when the GM feels you might know something about a situation, person or place. |
Skill Name |
Navigate |
Characteristic |
Intelligence |
Action |
1 Minute for simple location; 1d5 hours for plotting routes and courses |
Specialist Examples |
Land, Sea, Space |
Description |
Navigate is the skill of finding one's own location in relation to the greater geography. It is also the skill of plotting courses and creating route maps. A skilled Navigator can help travelers avoid becoming lost, and can shave hours or days off of a trip. Example uses of Navigate include helping to avoid becoming lost on a journey through unfamiliar terrain, getting one's bearings after becoming lost, and creating a map showing the quickest route from A to B. |
Special Uses |
Secret Paths |
You can use Navigate to aid in the traversing of difficult terrain so long as it is of the right type: for example, using Land to navigate mountainous terrain or Sea to navigate during a storm. As a Full Action, select a type of terrain (Rough, etc) and make a Navigate test, applying the DTV penalty to the test. On a success, and for every DoS, you reduce the DTV of all terrain of that type by 1 for the duration of the battle. |
Skill Name |
Operate |
Characteristic |
Agility |
Action |
Half Action |
Specialist Examples |
Ground Civilian, Ground Military, Flight Civilian, Flight Military, Naval Civilian, Naval Military, Superheavy, Personal, Void Civilian, Void Military |
Description |
Operate is the skill of controlling vehicles. Cars, trucks, motorcycles, tanks, aircraft- all of these and more can be manipulated by someone with the proper skills. Operate most often applies when in combat situations or when you are executing a particularly daring or complex maneuver. Day-to-day operation of basic vehicles- driving to work, say- needs no test and often doesn't require any training in the skill. |
Skill Name |
Scholastic Lore |
Characteristic |
Intelligence |
Action |
Free Action |
Specialist Examples |
Biology, Bureaucracy, Chemistry, Engineering, Mathematics, Medicine, Philosophy, Tactics |
Description |
Scholastic Lore is the skill of advanced scholarly study. It represents an in-depth academic understanding of a topic, gained after intense and dedicated research. Unlike Common lore, Scholastic Lore represents a formal educational knowledge base that would not be available as common knowledge. Having a broad concept of basic genetics is within the realm of Common Lore, but understanding genetics to the point of being able to devise genetic manipulation programmes or experiments is in the realm of Scholastic Lore. Scholastic Lore specialties may also draw from the Common Lore list, although more specialised Scholastic Lore skills might serve better in some circumstances: having Scholastic Lore (History) might be able to tell you the battles, outcomes and situations behind the Napoleonic Wars, but Scholastic Lore (French History) would have a large bonus towards it and would reveal even more data. Examples of Scholastic Lore use include understanding the rationale behind a legal ruling, recounting historical facts, or identifying a rare animal. |
Skill Name |
Speak Language |
Characteristic |
Intelligence |
Action |
Free Action |
Specialist Examples |
English, French, Japanese, Russian |
Description |
Speak Languages represents the ability to speak and understand a language. Most of the time, there is no need to test Speak Language 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 Speak Language 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 Speak Language tests are impossible. |
Skill Name |
Trade |
Characteristic |
Varies |
Action |
Variable depending on the task and complexity |
Description |
Trade allows you to practice a craft, from cooking a meal to preserving a corpse or identifying and creating art. Trade skills are often Crafting skills- see the Crafting section for more details. Trade skills can take anything from a few minutes up to a few hours, months or years depending on the scope. Trade skills use different characteristics from spec to spec. |
List of Example Specialisations |
Specialisation |
Description |
Characteristic |
Agrarian |
Used to grow and care for crops and animals. |
Strength |
Archaeologist |
Used to find and locate and examine ancient ruins and artefacts. |
Intelligence |
Architect |
Used to design buildings, from small houses up to massive fortifications. |
Intelligence |
Artist |
Used to create works of art using paints and canvases. |
Fellowship |
Blacksmith |
Used to design, upgrade, maintain and forge tools, weaponry and armour. |
Intelligence |
Cartographer |
Used to design and create accurate maps. |
Intelligence |
Cook |
Used to cook meals and determine what ingredients are edible or not. |
Intelligence |
Cryptographer |
Used to create or decode ciphers and other puzzles. |
Intelligence |
Engineer |
Used to design and build mechanical devices. |
Intelligence |
Mortician |
Used to prepare and preserve corpses for burial. |
Intelligence |
Musician |
Used to perform for audiences musically, often with an instrument. |
Fellowship |
Prospector |
Used to find, identify and mine certain materials. |
Strength |
Sculptor |
Used to shape and prepare works of art using clay, stone, metal or other surfaces. |
Fellowship |
Scribe |
Used to write books, either your own or to copy another. |
Intelligence |
Shipwright |
Used to design and build seafaring vessels. |
Intelligence |
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Talents
Proficiency Talents
Weapon 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 |
- |
- |
- |
- |
Flame |
- |
- |
- |
- |
Fusion |
- |
- |
- |
- |
General |
X |
- |
- |
- |
Maser |
- |
- |
- |
- |
Positron |
- |
- |
- |
Pistol |
Bolt |
X |
- |
- |
- |
Flame |
X |
- |
- |
- |
Fusion |
X |
- |
- |
- |
General |
X |
- |
- |
- |
Maser |
X |
- |
- |
- |
Positron |
X |
- |
- |
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Skill Talents
Name |
Sub-Class |
Effect |
Basic Talents |
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 -20. |
Talented |
- |
Gain a +10 to tests made using this skill. |
- |
Awareness |
Gain a +10 to tests made using this skill. |
- |
Charm |
Gain a +10 to tests made using this skill. |
- |
Deceive |
Gain a +10 to tests made using this skill. |
- |
Inquiry |
Gain a +10 to tests made using this skill. |
- |
Scrutiny |
Gain a +10 to tests made using this skill. |
- |
Tech Use |
Gain a +10 to tests made using this skill. |
- |
Trade (Performer) |
Gain a +10 to tests made using this skill. |
Elite Talents |
Specialist |
Charm |
Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result. |
- |
Deceive |
Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result. |
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Combat Talents
Generic Combat Talents
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
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. |
Commission |
2 |
Everytime you take this talent, you gain an extra equipment slot, which may contain any weapon. Furthermore, you can take one Commission upgrade. This applies to both P and E-Scale. |
Quick Draw |
- |
Use the Ready action as a Free Action. |
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Melee Talents
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Unarmed Warrior |
- |
Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. |
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Ranged Talents
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Covering Fire |
- |
Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and BS so long as they are within the field of fire and Suppressive Fire is sustained. |
Deadeye Shot |
- |
You reduce the penalty to called shots by -10. |
Hip Shooter |
- |
You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint. |
Marksman |
- |
You reduce the penalty for shooting at long or extreme range by 10. |
Rapid Reload |
- |
Weapon reload times are reduced by a half action. |
Advanced Talents |
Barrage |
- |
You may reroll a single Burst ranged attack per round and take the preferred result. |
Cleanse and Purify |
- |
Enemies take a -20 penalty to dodge attempts when avoiding attacks from you made with a Spray weapon. |
Crack Shot |
- |
You deal +2 critical damage with ranged attacks. |
Dual Shot |
- |
A Full Action made whilst dual-wielding ranged weapons. You make a single BS test- you do not suffer any penalties from dual-wielding. On a hit, you 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. |
Flush Out |
- |
When using the Suppressive Fire action, any enemies within your area of effect take a -10 penalty to evasion. 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. |
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. |
Sharpshooter |
- |
You reduce the penalty to called shots by -20. |
Elite Talents |
Assault Shooter |
- |
You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus. |
Divine Bullet |
- |
You may spend Fate before rolling BS to hit target. Instead of rolling, treat the attack as though you had rolled a 1 to hit. |
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. |
Mighty Shot |
- |
You add half of BSB to ranged weapon damage, rounding down. |
Stable Shooter |
- |
You gain the Auto-Stabilised Trait. |
Storm of Iron |
- |
Enemies take a -10 to dodge Burst attacks from you. Furthermore, when attacking Hordes with a ranged attack, so long as you deal 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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Personal Talents
Interpersonal Talents
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Advanced Talents |
Elite Talents |
IOU |
Political |
You are owed a single favour from a specific group. |
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Mental Talents
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Blind Fighting |
- |
You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail. |
Heightened Senses |
Hearing |
You take a +10 to Perception tests when using the chosen Sense. |
Hotblooded |
- |
You take a +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear 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. |
Resistance |
(Cold, Fear, Heat, Poison, Mental) |
You gain a +10 to tests to resist the chosen object. |
Advanced Talents |
Fearless |
- |
You gain a +10 bonus against Fear, and ignore 1 rank of Fear. |
Nerves of Steel |
- |
You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. |
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Physical Talents
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Bulging Biceps |
- |
You may fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, you take a +20 Bonus when testing Athletics to increase your carrying capacity. |
Catfall |
- |
Whenever you fall, you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit. |
Drop Trained |
- |
Whenever you fall, you always land on your feet, and treat the distance as 1/3rd for the purpose of generating falling damage hits. |
Sound Constitution |
6 |
Increase your Wounds by 1 per purchase of this talent. |
Advanced Talents |
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 |
|
You increase your Fatigue Threshold by 2. |
Lightning Reflexes |
- |
You 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. |
Sprint |
- |
When making a Movement Action, you may increase your AB by AB/2 for the purposes of movement. You gain a level of Fatigue if you use this talent two turns in a row. |
Elite Talents |
Step Aside |
- |
Gain an extra Reaction once per round, that may be used only to Dodge. |
True Grit |
- |
You halve Critical Damage taken, rounding down, to a minimum of 1. |
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Specialist Talents
OD Talents
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Advanced Talents |
Like a Boss |
Wary |
Gain a +5 to Per. You are never surprised, and in addition gain the Step Aside Talent. |
Elite Talents |
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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). |
Combat Formation |
- |
When this character is present in a squad, the squad gains +1 Cohesion and 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. |
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. |
Advanced Talents |
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. |
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. |
Elite Talents |
Soak Fire |
- |
Allies benefiting from the Hunker Down action treat their AP as being higher by an amount equal to your IB/2. |
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. |
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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. |
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. |
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. |
Overclocking |
- |
You can push certain pieces of technology to their limits. You may, as a half action, do any of the following actions below to a piece of technology within reach. Regardless of the benefit, each upgrade can only be applied to an object once per encounter. |
- |
Energy Weapons |
If the attack's next hit is a success, the attack deals extra damage and penetration equal to the character's IB/2. |
- |
Superheavy Units |
Character's unit only. The unit's TB or AB is increased by an amount equal to the character's IB/2. 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. |
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Metaphysical Talents
AT Field Talents
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Quick Spread |
- |
The Spread (Full) action is now a Half. Also, you may now use the Spread (Half) as a Free Action. |
Scan Field |
- |
Roll Perception/Awareness test when within 60dm/6km of target to gauge strength of their ATS. Success of 3 DoS or more tells you exact ATS. |
Advanced Talents |
Offensive Mastery |
Focused Strike, Incendiary Burst, Phantom Blades, Unstoppable Force |
Whenever you select this talent, choose one of the abilities below. |
- |
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. |
Spark of Genius |
- |
You may spend a 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. |
Spread Mastery |
Alacrity of Thought, Area Field, Defensive Magnetism, Particle Spread |
Whenever you select this talent, choose one of the abilities below. |
- |
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. |
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AT Field Powers
Spread Patterns
Name: |
Accelerated Territory |
Deflection per ATS: |
10% |
Action: |
Half/Full to Spread, Maintain Free |
Effect |
Your AB increases by 1 per 20% of Deflection for the purposes of movement. |
Name: |
Barrier Field |
Deflection per ATS: |
25% |
Action: |
Reaction/Half/Full to Spread, Maintain Reaction |
Effect |
You spread your AT Field into a wide plane of energy in a single direction. This plane covers the width of your own square and has a radius of 1km per 50% Deflection. All attacks made against you from this direction must penetrate the Barrier Field first. Enemies cannot move through the Field unless their ATS is higher than your own, or if they're spending more ATP on neutralising you than your ATS. Attacks aimed at you or others behind the Barrier Field automatically incur Deflection tests and do not remove your or others' ability to dodge or parry. |
Special Notes and Effects |
This Pattern can be changed to as a Reaction, but by doing so you lose 1 Half Action on your next turn. |
The direction of the Barrier Field may be changed once as a free action on your turn. |
Any attacks aimed directly at the 'Barrier Field', without intending to hit anyone behind it (eg Positron Burrow), take a +30 bonus to their hit roll. |
Name: |
Bunker Field |
Deflection per ATS: |
10% |
Action: |
Half/Full to Spread, Maintain Free |
Effect |
You wrap yourself in a bubble of ablative AT Field energy. Any attacks aimed your way automatically incur Deflection tests and do not remove your ability to dodge or parry. If your Deflection is 60% or higher, you gain immunity to the spray, blast and other AoE Effects (not including Lines). The only exception is the N2 Strike, against which you count your total Deflection as being 25% per ATS for the purposes of reduction. |
Name: |
Deflection Field |
Deflection per ATS: |
15% |
Action: |
Half/Full to Spread, Maintain Free |
Effect |
You spread your AT Field in a normal passive state. |
Name: |
Inverted Field |
ATP: |
- |
Action: |
Full Spread, Maintain Free |
Effect |
If your ATS is 5 or higher, you are absorbed into a Sea of Dirac of your own making; no sign of you remains in real space other than visual 'reflection' of the extra-dimensional space. This reflection is anchored and may not move, even if you move within your Dirac Sea. From within your Dirac Sea, you may not affect anything on the outside, nor can you be harmed, although your AT Field can still be affected. |
Special Notes and Effects |
If your ATS drops below 5, you are shunted out of the Sea and reappear in realspace, stunned for 1 round. |
Name: |
Layered Field |
Deflection per ATS: |
10% |
Action: |
Half/Full Spread, Maintain Free |
Effect |
You gain +1 AP to all areas per 20% Deflection. |
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Offensive Powers
Name: |
AT Blast |
ATP: |
4 ATP |
Action: |
Half |
Damage: |
1d10+4E, Pen 2, AT Pen 2 |
Range: |
Medium Range (6km) |
Effect |
Single-target ranged attack, roll to hit with BS or WP, and inflict damage as above. |
Augment |
+1 damage and per 1 ATP, +1 Pen and AT Pen per 2 ATP. Increase Range by one step per 4 ATP, to a maximum of Very Long (15km). The attack gains Semi-Auto +1 per 6 ATP. |
Name: |
AT Ram |
ATP: |
4 ATP |
Action: |
Half |
Damage: |
1d10+4I, Pen 4, AT Pen 4 |
Range: |
Melee |
Effect |
Single-target melee attack, roll to hit with WS or WP, and inflict damage as above. This Power may be activated as a charge in place of the usual attack, in which case it gains an extra +10 to hit and the Brutal Charge (2) trait. |
Augment |
+1 damage, Pen and AT Pen per 1 ATP. Increase Brutal Charge by 1 per 2 ATP. |
Name: |
AT Wave |
ATP: |
4 ATP |
Action: |
Half |
Damage: |
1d10+4R Pen 2 AT Pen 2 |
Range: |
Close Range (3km) |
Effect |
Automatically hits. Attack possesses the Spray quality: all enemies within a 30 degree arc must successfully dodge or take a hit. |
Augment |
+1 Damage per ATP. +1 Pen and AT Pen per 2 ATP. |
Name: |
Cross Blast |
ATP: |
8 ATP |
Action: |
Full |
Damage: |
1d10+8E Pen 4 AT Pen 8 |
Range: |
Long Range (10km) |
Effect |
Automatically hits everything between user and target; on hitting the target, it also produces a Blast (1) attack centered on them (for the sake of clarity, a target may still only be hit once by a single Cross Blast). Confirms Righteous Fury on a Willpower+20 test and has the Devastating (4) quality. |
Augment |
+1 Damage, Penetration and AT Penetration per 1 ATP. Devastating (+1) per 2 ATP. Blast (+1) per 6 ATP. |
Name: |
Repulsion |
ATP: |
8 ATP |
Action: |
Full |
Damage: |
- |
Range: |
Assault Range (1km) |
Effect |
Affects everything within range of you. All E-Scale creatures must test Strength and Synch Ratio. If they fail one test, they are pushed back 1km and knocked prone, taking appropriate Falling damage. If they fail both, the distance is increased by 1d5. Non E-Scale entities fail this test automatically and take damage as appropriate. |
Special Notes and Effects |
Hordes roll as well, but take 10 Mag damage and are pushed back 1km on a single failure, 20 Mag damage and 2km on a double-failure. Small hordes automatically fail both tests. |
Augment |
Affected targets take -10 penalty to both tests per 4 ATP. By spending plus 8 ATP, you can selectively exclude any targets you like from the effect. |
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Enhancement Powers
Name: |
AT Beacon |
ATP: |
5 ATP |
Action: |
Half, Maintain Half/Reaction |
Damage Bonus: |
- |
Range: |
Close Range (3km) |
Effect |
Select one target within range. So long as the power is sustained, you are capable of innately sensing and knowing where the target is. Target may not hide from you, may not ambush you, and you gain a +20 to WS and BS tests against the target, or a +30 to hit with AT Field or AT Enhanced attacks. This effect persists even if the enemy leaves the ability's range. If the enemy is more than 1km away, then the effect lasts for an extra 1d5 rounds before breaking, unless you spend a Full Action to maintain the power. |
Special Notes and Effects |
The AT Beacon effect may be removed from yourself with the use of the Neutralisation power; any ATP will do. |
If you are Blinded, then you may target Beacon-afflicted targets as though you were not, but sacrifice the to-hit bonuses from AT Beacon. |
Augment |
You may maintain this power as a free by spending +5 ATP. |
Name: |
AT Funnel |
ATP: |
4 ATP |
Action: |
Half, Maintain Free |
Damage Bonus: |
+2 Dam, Pen, AT Pen |
Range: |
Own weapon |
Effect |
Apply to a ranged weapon you are currently wielding. The next shot with this weapon has its range increased by one step, and the damage dealt by its next attack is increased as above. May not be fired on anything but Single Shot. |
Augment |
+1 Damage, Penetration and AT Penetration per 2 ATP. |
Name: |
AT Torpedo |
ATP: |
2 ATP |
Action: |
Half |
Damage Bonus: |
- |
Range: |
Own weapon |
Effect |
Apply to a melee or ranged weapon you are currently wielding. Attack creates a 'torpedo explosion' that distorts AT Fields of targets that it hits. When striking an enemy with an AT Field, if the attack hits, then the enemy loses 10% Deflection for 1d3 rounds. |
Special Notes and Effects |
This power may not be used on a Positron or AT Penetrating weapon unless the total ATP spent is higher than the AT Penetration value of the weapon. |
Augment |
Extra 10% Deflection lost per 2 ATP. |
Name: |
Massive Momentum |
ATP: |
4 ATP |
Action: |
Half, Maintain Free |
Damage Bonus: |
+2 Dam, Pen, AT Pen |
Range: |
Own weapon |
Effect |
Apply to a melee weapon you are currently wielding. Before making a melee damage roll, you may expend this power to add the above damage to the profile. |
Special Notes and Effects |
You may freely change the damage type of your melee weapon to another (Energy, Explosive, Impact, Rending) so long as this power is maintained. Effect expires when power is expended. |
Augment |
+1 Damage, Penetration and AT Penetration per 2 ATP. |
Name: |
Restrict Shot |
ATP: |
4 ATP |
Action: |
Half/Reaction, Maintain Free |
Damage Bonus: |
- |
Range: |
Own ranged weapon |
Effect |
Apply to a ranged weapon you are currently wielding. The next time the weapon is fired on Burst mode, this power is expended; instead, all of the attacks strike the same body location and the attack may be Called. |
Special Notes and Effects |
This power may not be used on a Positron or AT Penetrating weapon unless the total ATP spent is higher than the AT Penetration value of the weapon. |
Augment |
May endure +1 AT Penetration per 1 ATP. |
Name: |
Wrap Beam |
ATP: |
4 ATP |
Action: |
1 Reaction |
Damage Bonus: |
- |
Range: |
Long Range (10km) |
Effect |
Anytime a Ballistic Skill test with a ranged energy attack is made within or against a target within range, you may use this power and test BS yourself to redirect the shot at another target (which need not be a specific object) within the attack's normal range. |
Special Notes and Effects |
If you possess the Heavenly Smite talent, you may use your SR In place of your BS, but only if the attack path passed through the range of your Angelic Senses. |
If redirecting an attack against the originator of the attack, your test takes a -20 penalty. |
This power may not be used on a Positron or AT Penetrating weapon unless the total ATP spent is higher than the AT Penetration value of the weapon. |
This power may be used if an energy attack missed or was dodged to attempt to attack the target a second time, but may not be used if the attack was deflected, parried or sacrificed. |
Augment |
May endure +1 AT Penetration per 1 ATP. |
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Dirac Powers
Name: |
Dirac Breach |
ATP: |
5 ATP |
Action: |
1 Half, Maintain Half |
Range |
Sensory |
Effect |
You use your dirac sea to warp space-time into a superluminal structure analogous to a wormhole. This wormhole has two entrances. The first is created adjacent to you. The second may be created anywhere so long as you can see or perceive it clearly- either through your own eyes, through a monitor, or through having precise coordinates for it. The generated wormhole has a diameter of roughly 5 metres. Anything that passes through one end of the wormhole passes out into the other, potentially increasing the range of weapons by a drastic amount. The wormhole remains open for as the power is maintained, even if you move away from it. You may move either or both ends of the wormhole as a half action, up to a distance of 5km. |
Special Notes and Effects |
You may attempt to redirect ranged attacks targeted at or fired from a point within 5km of you. If this power is active, you may test agility-20 as a reaction to shift an end of the wormhole in front of the ranged attack. If successful, you catch the attack, which is resolved as though fired out of the other end of the wormhole in a straight line, potentially hitting a target. |
You may use this power to breach into a Dirac Sea, or out of one, including your own. If you are using the Inverted Field pattern, you treat your dirac shadow's line of sight as your own. |
Augment |
May create an extra wormhole per 5 ATP. |
Name: |
Dirac Cache |
ATP: |
1 ATP |
Action: |
Half, Maintain No Action (can be maintained whilst stunned or asleep) |
Range |
Self |
Effect |
Choose one weapon or smaller object. You create a small Dirac Sea and place the item inside. The object will remain there until the Sea is opened again, which may be done as a free whenever you chooses, or 1d5 rounds after you stop maintaining the power. Multiple items may be placed into the same Cache at no extra cost, but still require a half action. |
Special Notes and Effects |
When you have an item in a Dirac Cache, you may use the 'ready' action on it as a free action, essentially 'flashing' it into your hands or onto your body. |
Name: |
Dirac Jaunt |
ATP: |
10 ATP |
Action: |
1 Full |
Range |
100km |
Effect |
You expand your personal Dirac Sea and then use it to breach another point in space as it collapses. This allows you to travel long distances almost instantaneously. However, it can be difficult to control and is both dangerous and complex. When activating this power, Test Synch Ratio. If you succeed, you and everything within 1km of you is absorbed into a Dirac Sea with no harm. This can be dodged like a Blast (1) attack. If you fail, everything within another 1km per degree of failure is also absorbed into the Sea of Dirac, dealing 1d5 damage that ignores armor and toughness to all body parts to all occupants as the Dirac Sea becomes unstable. Everything absorbed into the Sea of Dirac is teleported with a maximum range of roughly 100km, the point of exit being decided by the person who activated this power. Precisely choosing your point of exit is impossible, but some are better at it than others. Roll a Synch Ratio Test. On a success, you end up with 1d5km of your chosen destination in a random direction, which cannot be in location already occupied by a solid object. On a failure, you take 1d5 points of damage that ignores armor and toughness to all body parts and the distance from your chosen point of exit is doubled. |
Special Notes and Effects |
If you are using the Inverted Field Spread Pattern and have an ATS of 5 or greater after activating this power, the teleporting has no maximum range as long as you can clearly visualize your destination. |
Should the Activator of this power’s Evangelion be defeated by the damage from a poorly rolled SR Test as a part of this power, all occupants of the Dirac Sea takes 1d10 damage as they are violently deposited into their destination, which is treated as a failure. |
Augment |
For every additional ATP spent on this power, the range increases by another 10 km. Additionally, you may spend 2 ATP to selectively choose what is absorbed into the Dirac Sea. |
-- Back to Top --
Utility Powers
Name: |
AT Flare |
ATP: |
2 ATP |
Action: |
Free |
Range |
Very Long (15km) |
Effect |
You spike your AT Field and spread it thin but widely, creating a very bright and noticeable AT Field signal. Any entity with an active AT Field within range automatically knows your location. Angels and Berserk Evas must test an Intelligence test. If this test is failed, the Angel or Berserk Eva considers the activator of the power a priority threat and target them specifically. The Angel or Berserk Eva automatically succeeds if it is already in combat with an opponent with a spread AT Field, or is being neutralised by someone else with an AT Field. |
Special Notes and Effects |
The target takes a +10 to the test if there is another Eva nearby with an unmodified spread ATS higher than the activator. |
Augment |
-10 penalty to Intel test per 2 ATP. Increase range by one step to a maximum of Orbital per 4 ATP. |
Name: |
AT Ping |
ATP: |
1 ATP |
Action: |
Free Action |
Range |
Medium Range (6km) |
Effect |
You very briefly expand your AT Field in a weakened state to feel the resistance of other AT Fields. You may detect any Active AT Field within Medium Range (6km). You know the presence and location of an active AT Field, even if the generator is hidden. |
Augment |
Range increases by one step to a maximum of Very Long (15km) per 2 ATP; past this, the range increases by 15km per 4 ATP, to a maximum of Orbital at 20 ATP. May detect the Fields of human beings, although knowing the exact amount becomes difficult in large groups, after 3 ATP. |
Name: |
Float |
ATP: |
4 ATP |
Action: |
Half, Maintain Reaction |
Range |
- |
Effect |
You may use this power to make a Boosted Jump. This movement does not provoke Attacks of Opportunity. |
Special Notes and Effects |
This power may also be used to provide you with the Flight (AB) Trait. |
Augment |
AB is counted as +1 for movement purposes per 4 ATP. |
Name: |
Inertia |
ATP: |
2 ATP |
Action: |
Half, Maintain Free |
Range |
Close Range (3km) |
Effect |
Designate one small object within range. It flies in a single direction until it hits something, leaves your range, or, if flying towards you, you catch it, which you can do automatically. When using this power, your SB and TB are treated as 1 for the purposes of lifting, making it difficult to lift most things. This power is only useful for crude manipulation, and fragile objects can be shaken apart by the strain. The object may be directed to strike a target within range as a SR test, where it deals 1d5-2+SB damage unless it is a weapon made for throwing, in which case it deals usual profile damage, using Inertia's SB instead of your own. |
Special Notes and Effects |
This power may not be moved on anything capable of spreading an active AT Field. |
Augment |
Range increases by one step to a maximum of Very Long (15km) per 1 ATP, +1 SB and TB per 2 ATP. |
Name: |
Kinetic Manipulation |
ATP: |
4 ATP |
Action: |
Half, Maintain Free |
Range |
Close Range (3km) |
Effect |
You may manipulate a single object within Close Range with all the precision and dexterity as though you were manipulating them with your own hands. Your SB and TB count as 2 for all purposes related to weight and damage. You can move any objects affected by this power to any point in range as a free action once per turn. Using objects using Kinetic Manipulation is possible, but requires the same action as though you were holding it in your hand. |
Special Notes and Effects |
This power may not be moved on anything capable of spreading an active AT Field. |
Augment |
Range increases by one step to a maximum of Very Long (15km) per 1 ATP. +1 SB and TB per 2 ATP. May affect one extra object (same action restrictions apply) per 3 ATP. |
Name: |
Lock Zone |
ATP: |
4 ATP |
Action: |
Half, Maintain Free |
Range |
Close Range (3km) |
Effect |
So long as this power is maintained, any Dirac Sea powers activated from or to any point within range of the power cost +4 ATP to activate and maintain. Anyone attempting to teleport or use a Dirac Sea-like power that costs no ATP must instead test WP; on a failure, nothing happens. |
Augment |
The cost of activating a Dirac Sea power increases by 1 per 2 ATP (if the power uses no ATP they take a -5 penalty to their test per 2 ATP). Range increases by one step to a maximum of Very Long (15km) per 4 ATP. On a failed WP test, the teleporter is instead moved to any point of the user's liking within range on augment of 6 ATP. |
Name: |
Telepathy |
ATP: |
1 ATP |
Action: |
Free, Maintain Free |
Range |
Very Long (15km) |
Effect |
Use this power on any one individual or entity within range. This creates a Telepathic Bond; you are capable of conversing with them, sending them images and abstract concepts. Be warned, however, that contact with a powerful entity such as an Angel is extremely dangerous; furthermore, should a mental attack affect one member of a Telepathic bond, it will also affect the other. |
Special Notes and Effects |
You may use this power to broadcast a single message (made up of several images and no less than 50 words) to all individuals or entities within range. |
If you use this power to connect yourself and at least 2 other allies, you all gain a +10 to all tests and may use the Assist action for fellowship, intelligence or perception related skills. |
Augment |
Include 1 extra entity per 1 ATP; Extra entities develop Bonds with every other member of the Bond. Increase Range to 'Longshot' at +3 ATP (4 ATP total) and 'Orbital' at +7 ATP (8 total). |
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Neutralisation Powers
Name: |
Destructive Interference |
ATP: |
1 ATP |
Action: |
Half, Maintain Free |
Range |
Close Range (3km) |
Effect |
Neutralizes 15% of target's Deflection. If 5 ATP or more is spent on this power, then the target suffers a -10 non-stacking penalty to all tests so long as the power is maintained. |
Special Notes and Effects |
This power is likely to cause the target to aggressively attack the user. |
Augment |
Neutralizes 15% of Deflection per extra ATP. |
Name: |
Neutralise |
ATP: |
1 ATP |
Action: |
Half, Maintain Free |
Range |
Close Range (3km) |
Effect |
Neutralises 15% of target's deflection. |
Augment |
Neutralizes 15% of Deflection per extra ATP. |
Name: |
Reality Reinforcement |
ATP: |
Varies |
Action: |
Half, Maintain Half |
Range |
Close Range (3km) |
Effect |
By spending a number of ATP equal to the target's Toughness Bonus, you may select one AT Field Ability or AT-derived Trait the target possesses. So long as the target remains in range, it is treated as not having that ability. |
Special Notes and Effects |
Certain traits or AT Field Abilities may not be cancelled out. The general rule is that any ability that forces the target to change shape may not be targeted, and the trait in question should derive from its unnatural AT Field abilities as opposed to its natural qualities. The following traits may not then usually be cancelled: |
AT Abilities: Angel, Superior Action |
Traits: Amorphous, Amphibious, Armor Plating, AT Field, Aquatic, Bestial, Blind, Brutal Charge, Burrower, Crawler, Dark Sight, Flyer, From Beyond, Hoverer, Natural Weapons, Improved Natural Weapons, Iron GuardMk1/3, Machine, Multiple Arms, Natural Armour, Perpetual, Quadruped, Size, Soul Bound, Solomon Prime, Stampede, Sturdy, Touched by the Fates, Toxic, Undying, Unnatural Characteristic, Unnatural Senses |
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Vital Statistics
Characteristics
Characteristics |
Name |
Value |
Bonus |
Modifiers |
Weapon Skill |
31 |
3 |
- |
Ballistic Skill |
35 |
3 |
- |
Strength |
29 |
2 |
- |
Toughness |
28 |
2 |
- |
Agility |
31 |
3 |
- |
Intelligence |
33 |
3 |
- |
Perception |
35 |
3 |
Prodigy (+5) |
Willpower |
40 |
4 |
Prodigy (+5) |
Fellowship |
37 |
3 |
- |
Synch Ratio |
59 |
5 |
- |
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Vitals
Vitals |
Wounds: |
11 |
Fate Total: |
2 |
Fatigue Threshold: |
2 |
Conditional Fates: |
0 |
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Traits
Assets |
Asset |
Effect |
Fearless |
Gain the Fearless talent. |
Gifted (Willpower) |
Choose a characteristic. This characteristic advancement category improves by one step. |
Privileged Name |
Your family is exceptionally well connected or wealthy, and their name is influential within a certain region. Within this region you're considered easier to identify, but local NPCs are likely to treat you with more respect. Gain the IOU (Political) talent. |
Urbane |
Gain a +10 bonus to Charm, Deceive, Scrutiny and Inquiry tests made when dealing with the authorities, socialite classes and in formal situations. |
Drawbacks |
Asset |
Effect |
Damaged Goods |
You take a -10 penalty to resist developing Traumas. |
Ego Disconnect |
Whenever you take Ego damage, you take one point extra for every dice rolled. |
Exposed |
Whenever you gain Insanity points, you take one point extra for every dice rolled. |
Traits |
Trait |
Subname |
Effect |
Cautious |
- |
You may disengage from melee as a half action. If you use Acrobatics to disengage, then it may become a Free instead. |
Great Potential |
Charm, Scrutiny, Trade (Performer) |
You may choose any three skills. You begin trained in them and gain the Talented talent for them. |
Empathy |
- |
Whenever you take Ego Damage, you take an amount equal to half your SR Bonus. If you do not use SR, you take an extra 1d5 instead. |
Civilian |
- |
You take 1d10 insanity at the end of every battle, +1 for every ally who was defeated or killed. |
Pilot |
Eva Pilot |
You begin with the Deflective Field and Neutralise AT Field Powers. |
Expertise |
Sniper |
You may now gain access to the Advanced tier of Sniper talents. |
- |
Technician |
You gain the Talented (Tech Use) skill and can purchase from the Technician table. |
Injuries and Complications
Injuries |
Injury |
Effect |
Cause |
Incident |
|
|
|
|
Distortions |
Injury |
Effect |
Cause |
Incident |
|
|
|
|
Fluctuations |
Injury |
Effect |
Cause |
Incident |
|
|
|
|
Traumas |
Injury |
Effect |
Cause |
Incident |
|
|
|
|
Disorders |
Injury |
Effect |
Cause |
Incident |
|
|
|
|
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Starting Skills and talents
From Background
Common Lore (Art, Britain, History)
Charm (T), Scrutiny (T), Trade (Performer)(T)
From Assets
From Career
Tech Use (T)
SP1: Deceive
SP2: Logic
ST1: Tech Use
Starting Talents
Skill Proficiency*2
Skill Training*1
Melee (General)
Basic (General)
+2 SUP
Deflective Field
Neutralise
Experience Table
Income |
Expenditure |
Reason |
Remaining |
Total Expenditure |
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