Ardashir Charmchi

Name: Ardashir Charmchi
Position: Apostle, Wizard Army
Sex: Male
Age: 36 (Born 1982)
Nationality: Iranian
Place of Residence: W-Base

Physical Details
Hair colour: Black
Eye colour: Grey
Height: 7'3
Build: Powerfully built

Personal Details
"Explosives? My lord, everything is explosive if I should so wish it. Leave it to me."

A dark-haired man of Iranian descent, Ardashir is friendly and congenial with most, warm and usually soft-spoken; nevertheless he's far more hot-blooded than he appears and can be quickly aroused to anger, at which point he becomes near unstoppable. In combat he can be destructive and reckless and capable of shocking cruelty as he unleashes his power on his foes.

Ardashir possesses the basic abilities of an Apostle; but since Apostles were encouraged to experiment with their powers and find new methods of using them, he has grown to specialise in AT-controlled fire, energy and thermodynamic manipulation.

Ardashir has a curious fascination with the Ayanami pilots, for some reason, most likely limited to their mysterious AT Field powers despite not having Cores. He leaps at the chance to study material on them.

Character Details

Character Details
Name Ardashir Charmchi Gender Male

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Vital Statistics


Name Value Bonus Modifiers
Weapon Skill 60 6 -
Ballistic Skill 50 5 -
Strength 50 9 Unnatural Strength (4)
Toughness 50 9 Unnatural Toughness (4)
Agility 50 5 -
Intelligence 55 5 -
Perception 45 4 -
Willpower 55 5 -
Fellowship 40 4 -

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Wounds: 27 Fate Total: 2
Insanity: 0/100 Ego Barrier: 100/100

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Trait Effect
Apostle You possess an AT Field with 8 ATS.
Fire and Flame You gain the Flame Lord special ability. Furthermore you gain access to the Flaming Field, Blaze and Control Fire AT Field Powers.
Iron Guard Mk3 You gain the Unnatural Toughness (4), Strength (4) and Regeneration (2) traits. Lethal Critical Damage results only kill you if the blow is to the head or body. Limb shots that would normally kill simply remove the limb instead. If killed, you do not burn Fate, but regenerate back to life within 1d10+7 days. You gain +20 to tests to resist Poison, and the ability to reroll failed Toxin resistance tests, can breathe underwater, reroll all tests to resist suffocation, and take a +30 to tests to resist harmful gases. You count as Hulking in your Power Armour, but do not grant enemies the +10 to hit bonus. You have Heightened Senses (all). Finally, you do not suffer Fear tests. Instead, you take a -10 to all tests in the presence of Fearful enemies. The only exception to this is from explicitly unnatural mental attacks, such as an Angelic fear attack. Guard count as Hulking in their Power Armour. They gain the +1AB Bonus, but do not grant the enemy a +10 to hit them due to their size.

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Basic Skills

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

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Specialist Skills

Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore LN Int X X - -
- Military Int X X - -
- Weapons Int X X - -
Navigate Land Int X - - -
Operate Land Military Agi X - - -
- Air Military Agi X - - -
- Personal Agi X - - -
- Superheavy Agi X - - -
Scholastic Lore Ayanamis Int X - - -
- AT Fields Int X X X -
- Physics Int X X X -
Speak Language English Int X - - -
- Farsi Int X - - -
Trade - Int - - - -

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Weapon Proficiencies

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

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Basic Combat Talents

Name Sub-Class Effect
Ambidextrous - Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10.
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
This Gun is Mine - Unjam Ballistic Weapons automatically as a Half Action.
Two Weapon Wielder Ballistic When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Two Weapon Wielder Melee When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Quick Draw - Use the Ready action as a Free Action.

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Proficiency and Skill Talents

Name Sub-Class Effect

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Melee Talents

Name Sub-Class Effect
Battlemaster - Once per Round. Reroll attack made with melee weapon.
Berserk Charge - Charge. +10 bonus to charge, total +20.
Blade Dancer - Reduce the penalty for dual-wielding Balanced melee weapons by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Combat Master - So long as you are not helpless or immobile, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat.
Counter-Attack - On parrying attack, may make Standard Attack on attacker with -20 penalty. May trigger this once per round.
Crushing Blow - Extra melee damage equal to WSB/2.
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.
Double Team - Increase Gang-Up bonus by +10.
Furious Assault - All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent.
Gravity Kick - Charge, Height. Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage, +1d10 damage. The attack has a Penetration value equal to 1 per 5dm fallen (or 2 per 1km in Strategic Mode). This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead.
Precision Melee Touché Standard or Called Shot Melee attack. This attack cannot by Parried so long as the attack succeeds by two degrees of success.
Swift Attack - Full Action. Make a single Attack roll. For every 2 Degrees of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make a single attack with a 2nd Melee Weapon.
Takedown - Half Action. Declare before test. Make a standard attack test against a single enemy. On a confirmed hit that does damage, the damage is ignored, and your opponent must test Toughness or be stunned for 1 round.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer Primitive.
Wall of Steel - May make one extra Parry action per round.

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Ranged Talents

Name Sub-Class Effect
Assault Shooter - May fire Basic/Heavy weapons in melee. Heavy weapons have -20 penalty, basic have 0, and pistols count as having the Point Blank bonus.
Barrage - +1 Degrees of Success with Ranged attacks.
Cleanse and Purify - Enemies take a -20 penalty to dodge attempts when avoiding attacks from you made with a Spray weapon.
Gun Drill Bolter Drill +1 to max Semi/Full auto hits with Bolt Weapons.
Gunslinger - Reduce the penalty for dual-wielding Pistols or Carbines by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0.
Precision Basic Fast Standard or Called Shot Ranged Basic Attack: Target takes a -20 penalty to dodge this attack.
Rapid Reload - Weapon reload times are reduced by half.

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Physical Talents

Name Sub-Class Effect
Bulging Biceps - May fire unbraced Heavy Weapons on Semi/Full Auto without the -30 unbraced penalty. Furthermore, take a +20 Bonus when testing Athletics to increase your carrying capacity.
Catfall - Whenever you fall, test Agility or Acrobatics as a Free. On a success, and for every DoS, you reduce the distance fallen by an amount equal to your AB for the purposes of determining falling damage.
Drop Trained - Falling, 10dm or above. Always land on your feet, and treat distance as 1/3rd for purpose of falling damage.
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds.
Iron Jaw - When you become Stunned, you may test Toughness to shrug off the effects.
Leap Up - You may stand up from the Prone position as a Free Action.
Lightning Reflexes - Double your AB when rolling Initiative. So long as you are not stunned, helpless or otherwise immobile, Enemy Hordes take a -20 penalty to hit you with ranged attacks.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
Sound Constitution 7 Increase your Wounds by 1 per purchase of this talent.
Sprint - +AB to movement distance when full moving, double movement distance when running. You gain a level of Fatigue if you use this talent two turns in a row.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.
True Grit - Halve Critical Damage taken, rounding down. Minimum of 1 Critical Damage taken.

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Mental Talents

Name Sub-Class Effect
Blind Fighting - Take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Foresight - Spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Heightened Senses All Take a +10 to Perception tests when using the chosen Sense.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Jaded - Unaffected by mundane horrors such as death, violence or the sight of blood.
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus. Furthermore, whenever you take Insanity, you may test Willpower. On a success, the amount taken is reduced by 1, +1 per 3 degrees of success.
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.
Resistance Cold +10 to tests to resist the chosen object.
- Fear +10 to tests to resist the chosen object.
- Heat +10 to tests to resist the chosen object.
- Mental +10 to tests to resist the chosen object.
- Poison +10 to tests to resist the chosen object.

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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.
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.
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.
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.
Peer LN You gain a +10 to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation.

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AT Field Talents

Name Sub-Class Effect
Analyze Field - As Scan Field, but if you pass test by 3 degrees or more, make Perception+10 test. For every degree of success, learn about what 1 AT Power does
AT Extension - You can use the AT Funnel, Massive Momentum, Restrict Shot, Kinetic Damping and Force Null powers on allies within 20dm.
AT Focus - Designate a single AT Power, and bank ATP up to IB, reducing your current ATS by that amount. Next turn, test Synch Ratio. On a pass, you gain an extra amount of ATP equal to the amount banked, but may only be spent on the designated power (either activating it or augmenting it or both). On a failure, the ATP is los and, the pilot tests Feedback. If the pilot is unable to activate the declared power, treat it as a failure.
Offensive Mastery Incendiary Burst Enemies hit by at least one AT Blast must test Agility or catch fire. Similarly, AT Blast attacks now have the Blast (1) quality.
Quick Spread - Spread full as a half. May spread as a free, gaining ATS equal to your WPB.
Scan Field - Roll Perception test when within 20dm of target to gauge strength of their ATS. Success of 3 DoS or more tells you exact ATS.
Synchronize Group - Full Action. Your AT Field merges with the AT Fields of allies within 30dm of you. All pilots involved must test Synch Ratio, or spend a Reaction to automatically pass. If at least two pilots succeed (including yourself), Group Synchronization occurs. Any pilot who fails is not included in the Synchonization and must make a WP test or take 1d5 Ego damage. If you fail, then the entire group fails. In Group Synchronization, all Evas in the Sync lose their AT Fields, and you gain an AT Field with strength equal to your ATS, plus the highest ATS out of the rest of the Evas, then finally half of the ATS of every other member. At the start of every round after the first round in which Sync was formed, you must test SR or else the Sync fails. If an Eva other than you attempts to use an AT Field power during this, you must pass an SR test at -30 or else Sync fails, and all involved are Stunned for 1 round. Whilst Sync is in effect, any mental attack that affects one member affects all members, although they gain a +20 to any resistance tests.

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AT Field Powers

Spread Patterns

Accelerated Territory
Barrier Field
Blast Field
Deflective Field
Layered Field
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Offensive Powers

AT Blast
AT Wave
Bunker Field
Cross Blast
Rising Cross
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Enhancement Powers

AT Funnel
Massive Momentum
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Utility Powers

AT Blanket
AT Flare
AT Ping
Kinetic Manipulation
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Advanced Kinetic Powers

Compression Shock
Kinetic Bolt
Kinetic Surge
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Advanced Psychic Powers

Drive Sense
Psychaudience (Focused)
Psychaudience (Passive)
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Special Abilities

Flame Lord

Name: Flame Lord Action: Passive
Your ability to use AT Fields to manipulate fire is ingrained into your abilities. Whenever you use any Offensive AT Field Powers, they gain the Flame quality. Furthermore, if you apply the AT Funnel or Massive Momentum power to a weapon, you may grant that weapon the Flame quality as well.

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Name: Blaze
ATP: 4 ATP Action: Full Action
Damage: 1d10+4E Pen 4 Range: Close (30m/3dm)
Blaze auto-hits and creates a Blast (1) effect on the target space. Anything in that space is hit by the attack as above, which also has the Flame quality. Anything flammable in the area also bursts into flame.
+1 Damage and Pen per 1 ATP. Range increases by one 1 step per 2 ATP. +1 Blast radius per 4 ATP.

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Control Fire

Name: Blaze
ATP: Varies Action: Half Action
- - Range: Close (30m/3dm)
This power represents your mastery over flame. When using this power, you may activate one of the abilities below. The cost for using this ability depends on the type of power activated.
Fire Burst: Cause the fire to undergo a momentary explosion, forcing all adjacent to the fire to test Agility or be set on fire. 2 ATP.
Manipulate: Control the spread of fire, spreading it and/or removing it from square. 1 ATP per square affected.
Shift: Move the fire around, pushing it off a square into another adjacent square. 1 ATP per square of fire moved.
Increase range by one step per 2 ATP.

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Flaming Field

Name: Flaming Field
Deflection: 0.1 Action: Half/Full, Sustain Free
You create a special AT Field around you with agitated thermodynamic properties. Any one attacking you in hand-to-hand combat must test Agility as a Free Action or be set on fire. Furthermore, you become immune to fire damage, and reduce damage taken by Maser, Fusion and AT Field attacks (after soak) by half, unless the attack penetrates your AT Field (as in it possesses a quality such as Positron or AT Penetration).

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Melee Weapons

Name Class Range Base Damage Real Damage Base Pen Real Pen Total Specials
Force Sword Melee - 1d10+2R 1d10+14R 3 3 Force, Guard; AT Foci (1), Balanced

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Ranged Weapons

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

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Ranged Weapons

Name Weapon Clip Size Reload Time Qty
Sd. Fuel Canister Flamethrower 8 1 Full 2
.75 Sd. Bolt Clip Bolter 12 1 Half 4
.75 Hand Bolt Clip Bolt Pistol 6 1 Half 4

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Name Body Legs Arms Head Special
Mk3 Apostolic Armour 8 8, Weak Spot (2) 8, Weak Spot (2) 8, Weak Spot (3) Iron Guard; Ablative (2), Auto-Doc (1), Empowering (2), Intimidating, Psy-Proof (10), Recoilless, Sealed, Sentinel, Stims; Powered

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