Alphonse Wellesley

Alphonse%20Portrait.png?raw=1
Name: Alphonse Arthur Wellesley
Position: Federation Air Marshal and Chief of the Air Force; Adeptus General, AE-02; Prime Minister of the United Kingdom
Sex: Male
Age: 18 (Born 2000)
Nationality: British
Place of Residence: Boston, United States

Physical Details
Hair colour: Blonde
Eye colour: Brown
Height: 5'7.5"
Build: Slim

Personal Details
""This is Captain Alphonse Wellesley. I’m taking command as of now!"

Alphonse's Theme

Adeptus General Alphonse Wellesley is the CO of AE-02, the North American Brigade. He also serves as the Federation's Chief of the Air Force. During the Angelic War, he served as the Operations Director of NERV Boston- and the youngest Operations Director to boot, having been promoted to Captain at age 15. Despite his young age, Alphonse is more then capable for the position, with a brilliant mind and the capacity to inspire confidence in those under him.

Nevertheless, his age has caused more than a few disputes and conflicts between himself and others, especially older people with whom he shares his rank. Some of them disrespect him or underestimate him, seething at the idea of being replaced by a youth.

Alphonse's position is not a result of lucky talent, however. He was born to a dwindling family, once famous and powerful- but now dying a slow death, in early 2000. His father died during Second Impact, and thus he was raised by his mother until he was five- at which point he was taken into custody by the UN as part of its amalgamation of the various projects that would become the NeoSpartan project. However, his mother used every resource she had- every connection, no matter how tenuous- to try to avert that fate. She failed and succeeded at the same time, because Alphonse would not be returned to her; nor would he become a NeoSpartan. Instead, he was placed in a parallel project known by the rather unimaginative 'NeoAlexander Project'.

Whereas the NeoSpartan Project was centered around producing incredible soldiers, the NeoAlexander Project was designed to turn its recruits ('Companions') into incredible generals and strategists. They'd study every facet of warfare and leadership, from logistics, to tactics and strategy, organisation, history, to morale management, inspiration and how to interact with others.

Results were mixed. Compared to the NeoSpartan Project, Companions received less genetic enhancements and even less focus on physical activity; only the bare minimum to bring them to military standard. The products of the Project were often quite brilliant at their fields, which seemed disappointingly narrow; essentially, it had produced incredible line officers.

Alphonse is one of the few exceptions, having mastered enough focuses of warfare to qualify him as a competent general in his own right- the poster boy of what the NeoAlexander Project was designed to create. Nevertheless, his life in a controlled environment has marked him as different to others- something of which he is acutely aware. He tries to hide it with a facade of confidence and skill, but he is continually afraid of being judged- of being seen as fake, a mass-produced leader.

Luckily, Alphonse seems to have found his soul mate during his role as OD of Boston: his most senior pilot, Ayanami Rei. He and Rei were quickly drawn to one another once they'd met, and by Christmas 2016 had admitted their feelings for one another and had become an 'official' couple. The two are now deeply in love and practically inseparable, and are already planning out their life together.

Character Details

Character Details
Name Alphonse Wellesley Gender Male
Background Companion Career Operations Director
XP Total 34,000 Rank Colonel

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 52 5 Trained, Like a Boss (Discipline)
Ballistic Skill 42 4 Intermediate
Strength 33 3 -
Toughness 53 5 Expert
Agility 56 5 Expert
Intelligence 70 7 Expert, Like a Boss (Degree)
Perception 64 6 Expert, Like a Boss (Wary)
Willpower 55 5 Expert
Fellowship 63 6 Expert

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Vitals

Vitals
Wounds: 23 Fate Total: 5(+1+1)
Insanity: 0/100 Ego Barrier: 100/100

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Traits

Assets

Assets
Asset Effect
Egghead Gain training and Talented in Demolitions.
Innovative Conditional Fate Point to spend when executing creative or unorthodox plans or using skills in intriguing ways.
Military Nut Begin play with CL (War)T and SL (Tactics)T.
Sexy Voice +10 to Fellowship tests vs. Females.
Shrewd Conditional Fate Point to spend in negotiations or social contexts.

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OD Assets

OD Assets
OD Assets Effect
Alpha Strike Full Action. Once per battle, Alphonse may use this ability. Until the start of his next turn, all units under his command deal extra damage with all attacks equal to half his IB rounded down.
Grand Battle Plan Alphonse adds +2 Degrees of Success to tests when attempting to activate a Tactic. He also adds half his IB again to the Formation Pool.
Strategic Awareness Subordinate Hordes may increase the cap on limited-use Horde Abilities by +2. Subordinate Individual Units (eg. Eva Pilots) instead gain single Fate Point each for the duration of the battle.

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OD Tactic

Name: Swift Execution
XP Cost: Support
Action: Full Action Skill Test: Tactics-20
Sustain Action: N/A Sustain Test: N/A
Requirements
N/A
Effect
Select one Horde under your command and test as above. Until the start of your next turn, this Horde treats all Full Action abilities as costing 1 Normal action.
Special Notes and Effects
If you gain 5 or more degrees of success on your test, then the Horde may also treat all Normal Action abilities as free actions, and may use them a number of times per round equal to their squad number.

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Drawbacks

Drawbacks
Drawback Effect
Cannot Live Without (Rei) Fellowship tests from Rei to you auto-succeed. Take 2d10+10 Insanity if Rei dies, appears to have died or becomes an enemy.
Slow Healing Whenever you heal, the amount of wounds you regain is reduced by 1, to a minimum of 1.

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Traits

Traits
Traits Effect
Resourceful You add 2 Degrees of Success instead of 1 when spending Fate to add DoS to a test.
Strategist Gain a single Fate Point which may be spent to activate an OD Talent, or to reroll or add DoS to Tactic test.
Overcompensation Whenever you fail a Command or Scholastic Lore (Tactics) test, you take a -10 penalty to all tests until the end of your next turn.
Vulnerable Whenever you take Insanity or Ego damage, you take one point extra.

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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

Charm
Command+10
Common Lore (War(T))
Demolitions (T)
Literacy
Logic
Scholastic Lore (Tactics)+20(T)
Scrutiny
Speak Language (English)

Starting Talents

Cut Synch
Follower*3
Melee Training
Pistol General Training
Skill Proficiency*2 (Charm, Logic)

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Skills

Basic Skills

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

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Specialist Skills

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

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Talents

Weapon Proficiencies

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

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Basic Combat Talents

Name Sub-Class Effect

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Proficiency and Skill Talents

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

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Melee Talents

Name Sub-Class Effect
Disarm - Full Action. Make an Opposed WS test with a single enemy. On a success, the enemy drops their weapon at their feet. Should you roll 3+ Degrees of Success, you take the weapon from your enemy.

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Ranged Talents

Name Sub-Class Effect
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.
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
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.
True Grit - Halve Critical Damage taken, rounding down. Minimum of 1 Critical Damage taken.

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OD Talents

Name Sub-Class Effect
Absolute Order - Spend or Burn Fate to force subordinate to follow orders exactly. If the subordinate refuses, they lose a Fate and you have yours refunded.
Advanced Analysis - You may test Intelligence or Tech Use before making MAGI test. Add +10 to the MAGI test result on success, and +5 per degree of success. You may use a Follower's Intelligence or Tech Use in your place.
Battlefield Command - Full Action. Select one Horde under your command. For this round only they count as having one more Squad than they actually do for all intents and purposes except providing magnitude to-hit bonuses.
Cut Synch - Cut pilot synch by 1-5d10, pilot takes +20 to feedback, but must test WP or only take half actions on their next turn..
Delegate - Free use of Fate-required OD action once per session.
Favoured Tactics Focused Charge All Subordinate units gain a +10 bonus to any attempts to Charge an enemy.
- Lightning Feint Subordinate units may feint as a reaction action.
Feedback Tampering - Select IB amount of pilots per round. Should pilots take insanity or ego damage, immediately incur feedback and can only take half actions next turn, but reduce damage taken by OD's IB amount to minimum of 1. Alternatively, OD spends a fate point and pilot takes automatic feedback and is stunned for 1 round, but insanity/ego damage is halved.
Just as Planned - Reduce Foresight's requirement time to 1 minute. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
Last Resort - When using the N2 Strike talent, deal an extra 4 damage (even if the normal damage would be 0) for every Fate Point burnt by a party member (for whatever reason) thus far during that session, as well as for every allied Evangelion defeated or otherwise unwillingly removed from play.
Like a Boss Degree in Asskicking +5 to Intelligence, can use intelligence in place of other characteristics when rolling Opposed tests vs any human target.
- Discipline Gain a +5 to WS. You gain the Disarm talent, and in addition get a +10 bonus to Disarm tests against valid targets of Command.
- Wary Gain a +5 to Per. You are never surprised, and in addition gain the Step Aside Talent.
Logistics - Character may test Commerce or SL (Bureaucracy) after a Mission to earn +1 RP, +1 per 3 DoS. May use Follower Commerce. Only the Supreme Commander may use Logistics in a Combat Mission.
Plan A Remote Care May use Remote Care without spending Fate
Plan A Surefire Ejection May use Surefire Ejection without spending Fate
Precision Targeting - Add IB to single Evangelion attack. Half action
Promote Assistant Paris-Alexander Macquarie You can use Cut Synch, Remote Care, Precision Targeting or Surefire Ejection without using fates or actions a number of times per day equal to FB. Furthermore, select one Follower. They now gain +20 Characteristic Points, +3 Skill slots, +2 Talents, +3 Wounds, and a single Fate Point.
Remote Care - Half Action: spend fate to remove blood loss, stunning or 1 level of fatigue from pilot
Surefire Ejection - Spend fate to force Entry Plug to eject, with +40 on Entry Plug ejection roll
Synchronised Maneuver - The Operations Director may, on their turn, spend a Fate Point. For the next round, the Evangelions under the OD's command ignore their usual places on the initiative table. Instead, they may all act on the Operation Director's initiative instead, in whatever order they prefer. The Operations Director must spend this round performing a Full Action as he or she coordinates the units. Note that the OD may exclude Evas from the action at their discretion.
Tactical Genius - Spend fate to allow pilot to reroll failed test or to add 1 degree of success to test
Tactical Exemplar - When using the Tactical Genius talent, the OD may test Scholastic Lore (Tactics). On a success, the pilot may choose whether to take the roll or to discard it, in which case the OD regains the spent Fate Point. When using Tactical Genius to add degrees of success to a pilot's roll, the OD may test SL (Tactics) and add an extra degree of success per every 3 degrees of success on the SL test.
Tactical Legend - The Operations Director may use the Tactical Genius talent once per round for free.
When Suddenly - If OD's location not verified for 10 minutes, can spend fate to appear within several metres of pilot

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Mental Talents

Name Sub-Class Effect
Brilliance - One test per session, test Intelligence In place of another Characteristic.
Fearless - +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
Foresight - Spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Insanely Faithful - Roll on the Shock Table twice and take the preferred result.
Jaded - Unaffected by mundane horrors such as death, violence or the sight of blood.
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus. Furthermore, whenever you take Insanity, you may test Willpower. On a success, the amount taken is reduced by 1, +1 per 3 degrees of success.
Nerves of Steel - Reroll WP tests to resist or recover from Pinning. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts.
Paranoia - Gain a +2 bonus to Initiative, and your character makes automatic Awareness tests.
Sanity Grip - Spend a Fate to ignore a single source of Insanity Points for 1 round.
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack.
Total Recall - Automatically remember facts, can test to retrieve more obscure or esoteric facts
Unshakeable Faith - Reroll failed Fear tests.

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Interpersonal Talents

Name Sub-Class Effect
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 100 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve an extra degree of success. You gain a +10 to Command tests in Social Conflicts. Your Followers also have +10 Loyalty when in your presence.
Beyond Reproach - When interacting with others, you may spend a Fate Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the session.
Charm Offensive - Select a number between 1 and your Fellowship Bonus. For a number of minutes equal to ten times your FB, you are treated as having Unnatural Fellowship (X), where X is the number you chose. At the end of the allotted time period, however, you take levels of fatigue equal to X.
Clues from the Crowd - Once per day, you may reroll a test made to gather information from a group of people and take the best result.
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers. This applies to Social Conflicts.
Contact TBA Grants you a contact to use for information and aid.
Contact TBA Grants you a contact to use for information and aid.
Contact TBA Grants you a contact to use for information and aid.
Demagogue - When in a social conflict with multiple opponents, including crowds, you 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill Test.
Devoted - Triggered when you're hit with a ranged attack. If you are a AB metres away from a Follower (Follower's AB), then the Follower may test Agility or Acrobatics to throw themselves in front of the bullet. On a success, the ranged attack resolves entirely against the Follower instead. There is no limit as to how many Followers may do this per round.
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all nearby allies. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests.
Good Reputation Britain You gain a +10 to Fellowship tests with people belonging to the specified group. Stacks with Peer for a total of +20. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
- Companions You gain a +10 to Fellowship tests with people belonging to the specified group. Stacks with Peer for a total of +20. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
- United Earth Federation You gain a +10 to Fellowship tests with people belonging to the specified group. Stacks with Peer for a total of +20. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
Great Leader - You may command Armies or horde groups in Strategic Combat, granting your Horde Leader Bonus to all hordes in said Army.
Eloquent - In a Social Conflict, if you use Charm or Inquiry in the Opposed Test, and then pass the test, then any Vigour spent that turn is placed back into their reserve. You do not need to win the Opposed Test, merely manage to pass.
Follower Paris-Alexander Macquarie Gain a Follower.
Entourage Devonport's Rangers Gain an Entourage
Follower Soren Burnie Gain a Follower.
Follower Daniel Forrest Gain a Follower.
Follower Everett Wilton Reginald Gain a Follower.
Follower Audrey Williams Gain a Follower.
Forward, you Dogs - You may test Command as a half action on your turn. On a success, all allies within vocal range of you who are suffering from mental effects (Fear, Pinning, Frenzy, and others) may take an immediate free Willpower test to shake off the effects. For every degree of success on your Command test, those allies gain a +5 bonus to their Willpower test.
Into the Jaws of Hell - Your Followers, subordinates and any attached Hordes take a +20 to their Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Iron Discipline - Your Followers, subordinates and any attached Hordes may reroll failed Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
Inspirational - When using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success. Furthermore, in Social Conflicts, any fellow allies participating in the Conflict increase their Vigour by +10.
Master Orator - When using the Charm or Intimidate action, you may affect a number of people equal to 100 times your Fellowship Bonus. When in a Social Conflict with multiple opponents, including crowds, you sap 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill Test. Such is your charisma that all Followers gain a permanent +10 to Loyalty.
Networking - You may spend a Fate Point once per session; for the rest of the session, you treat your contacts and your followers' Peer and Good Reputation talents as though they were your own talents.
Peer Britain You gain a +10 to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation.
Veiled Threats - In a Social Conflict, if tou win the Opposed Test, for every extra Degree of Success you win by, the loser takes an additional 1d5 Willpower damage. Note that for this talent to take effect, then your contribution during the Verbal Contact stage must contain at least one veiled threat or loaded phrase.

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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.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range.

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Formations

Bolter Assault
Fire for Effect
Fire Support
Soak Fire
Strongpoint
Tactical Spacing
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Offensive Tactics

Coordinate Volleys
Massive Damage
Shoot the Big Ones
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Defensive Tactics

Hold the Line
Repel Attackers
Stiffen Backs
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Support Tactics

Example to Others
Get Moving
Harbingers of Dread
Master Tactician
Tactician's Foundation
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Starting Stats

Characteristics

Starting Characteristics
Name Value Bonus Modifiers
Weapon Skill 32 3 -
Ballistic Skill 32 3 -
Strength 33 3 -
Toughness 33 3 -
Agility 36 3 -
Intelligence 44 4 -
Perception 34 3 -
Willpower 35 3 -
Fellowship 43 4 -

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Vitals

Vitals
Wounds: 13 Fate Total: 5(+1+1)
Insanity: 0/100 Ego Barrier: 100/100

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Experience Table


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