Edgar Chevalier

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Name: Edgar Chevalier
Position: Staff Sergeant, 1st Auxiliary Regiment
Sex: Male
Age: 18 (Born 2000)
Nationality: French
Place of Residence: FNS Dorian Lachapelle

Physical Details
Hair colour: Red
Eye colour: Brown
Height: 6'1"
Build: Built

Personal Details
"Eh, it’s hard to explain. Lemme put it like this. Imagine when you were 6 years old, you had all these ideas about what to do with your life. But then you get taken away and no matter what ideas you had, they're put secondary to the idea that you'll be an elite soldier fighting for shadowy distant bosses. Then, after you spend all this time being told, ’you will do this and that and ignore your dreams- you belong to us', you're not even used- but that's not really a problem, except instead of using you they don't let you do your own thing, either. You're kept in a limbo of uselessness, of purposelessness."
Edgar's Theme

Character Details

Character Details
Name Edgar Chevalier Gender Male
Background NeoSpartan Career Pointman
XP Total 19500 Rank 6
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 50 5 Trained
Ballistic Skill 40 4 Simple
Strength 45 5 Intermediate
Toughness 50 6 Intermediate
Agility 45 5 Intermediate, Unnatural Agility (1)
Intelligence 30 3 -
Perception 40 4 Intermediate
Willpower 45 4 Intermediate
Fellowship 25 2 -

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Vitals

Vitals
Wounds: 27 Fate Total: 2+1
Insanity: 10/100 Ego Barrier: 100/100
WUP Pool: 0 Fatigue Threshold: 6

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Traits

Assets
Asset Effect
Cynic Gain the Scrutiny skill, and gain a +20 bonus to Scrutiny to resist Charm and Deceive.
Driven Gain one conditional Fate Point to be used when facing a superior for or exceptionally bad odds.
Gifted (Strength) Purchase Strength upgrades at one step cheaper than usual.
High Endurance May test Toughness when incurring fatigue. On a success, you reduce the fatigue taken by 1, minimum zero. Increase fatigue threshold by 1.

Injuries and Complications

Injuries
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 -
Carouse Tou - - - -
Charm Fel - - - -
Chem Use Int - - - -
Command Fel X - - -
Commerce Int - - - -
Deceive Fel - - - -
Demolitions Fel - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Fel X X X -
Literacy Fel X - - -
Logic Int - - - -
Medicae Int X - - -
Parry WS X X X -
Scrutiny Per X X X -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi - - - -
Survival Per X X X -
Tech Use Int - - - -

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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 - - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt - - -
- Flame - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -
Pistol Bolt X - -
- Flame - - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

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Combat Talents

Generic Combat Talents

Name Sub-Class Effect
Armor Master - Your AP on all areas counts as 2 higher than it actually is. Furthermore, you reduce all penalties to agility due to armor (such as Heavy Armor or F-Type) by 10. You retain the Movement Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10.

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Melee Talents

Name Sub-Class Effect
Advanced Disarm - You take a +20 bonus to Disarm tests.
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Berserk Charge - Whenever you Charge an enemy, you gain an extra +10 bonus to charge, for a total bonus of +20.
Combat Master - So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat.
Counter-Attack - This talent permits use of the Counter-Attack Action.
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 - This is a special Charge attack that may only be used if you start the charge at a height higher than your enemy Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage plus another +1d10 damage. The attack has a Penetration value equal to 1 per KM of height. 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.
Hammer Blow - When making an All Out Attack, you may add half of your SB to the attack's Penetration. Attack has the Concussive quality.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Makeshift Murder - Your Improvised weapons count as 1d10+2 and do not count as Primitive.
Swift Attack - This talent permits use of the Swift Attack Action.
Takedown - This talent permits use of the Takedown Action.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Vice Grip - You gain a +10 bonus to Grapple tests, and deal +2 Penetration when using Unarmed attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone.
Wall of Steel - You gain an extra reaction per round which may only be used to make the Parry action.
Whirlwind of Death - On dealing a melee attack against a Horde, if your attack deals damage after soak, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage.

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Ranged Talents

Name Sub-Class Effect
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.
CQC Gunplay - When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.
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 a half action.

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General Pointman Talents

Name Sub-Class Effect
Guardian - You may expend a reaction to parry a melee attack aimed at an adjacent ally.
Intervention - When you successfully parry a melee attack from an enemy (aimed either at you or at an ally you defend with Guardian), you gain a +20 to any feint, grapple, or knockdown tests against that same enemy on your next action.
Sacrifice - You may declare that an attack aimed at you hits one of your arms instead. If your arm is destroyed, there is a 50% chance of the original location taking any excess damage (using the same penetration) after soak. Can use in conjunction with Guardian to cover ally.
Spotter - As a Full Action you may designate one enemy. All allies treat that enemy as being one Distance step closer than they really are, to a minimum of Point Blank. This has no effect if the Distance is beyond an ally's maximum range.

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Melee Pointman Talents

Name Sub-Class Effect
Halt Advance - This is a Half Action. You make an opposed WS test with an enemy you threaten. On a success, the enemy is unable to move from that spot unless you are first defeated, stunned, knocked prone, incapacitated or pushed out of melee range. If you succeed with 3+ DoS, you may maneuver the enemy as per the action for free.
Maneuver Mastery - You gain a +10 to WS tests when using the Maneuver action.
Tactical Blow - When armed with a an Impact damage-based melee weapon, you may test Strength whilst maneuvering an opponent. On a success, you may maneuver the enemy 1 extra km, with an extra 1km per 2 DoS you gained on the Strength test.

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Ranged Pointman Talents

Name Sub-Class Effect
Maser Overload - On a successful attack with a Maser weapon, you may choose not to roll for damage and instead cause the target to suffer a -10 penalty to all tests for a number of rounds equal to the number of shots that hit the target. Multiple uses of this talent do not increase the penalty but do add to its duration.
Obscuring Barrage - You must wield a full auto weapon. Declare Obscuring Barrage, then make a Full Auto attack on a target; on a successful test that breaches enemy AT Field, the enemy makes a Perception test, -5 penalty per hit; on a failure they take no damage but are blinded for 1 round.
Positron Burrow - Make a Standard Attack with a Positron Weapon against a target; you take a -20 penalty. Instead of rolling for damage, you may instead reduce the target's Deflection by 15% per point of Penetration on your. This persists until the start of your next turn. Multiple Burrows do not stack.
Shell Shock - After a successful hit with a Bolt weapon, you may choose to, Instead of rolling for damage, reduce the target's TB by X, where X is the amount of Penetration your weapon possesses, to a maximum of half the enemy's total TB. This persists until the start of your next turn. This effect does not stack, and the entire attack must be sacrificed, including extra hits from full autos.

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Personal Talents

Mental Talents

Name Sub-Class Effect
Fearless - You gain a +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
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.
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. This applies to Social Conflicts.
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object.
- Cold You gain a +10 to tests to resist the chosen object.
- Fear You gain a +10 to tests to resist the chosen object.
- Heat You gain a +10 to tests to resist the chosen object.
- Poison You gain a +10 to tests to resist the chosen object.
- Mental You gain a +10 to tests to resist the chosen object.
Unshakeable Faith - You may reroll failed Fear tests and take the preferred result.

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Physical Talents

Name Sub-Class Effect
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.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds.
I Cannot be Defeated You increase your Fatigue Threshold by 2.
Iron Jaw - When you become Stunned, you may test Toughness to shrug off the effect. This is in conjunction with any other test you may be permitted.
Leap Up - You may stand up from the Prone position as a Free Action.
Rapid Reaction - When surprised or ambushed, you may pass an Agility test to act normally.
Second Wind - This ability triggers the first time during an encounter you take Critical Damage or you spend your last fate point, whichever comes first. On being triggered, you gain Unnatural Toughness (+1), a +10 to Toughness tests, and instantly heal 1d5+TB wounds. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once per Campaign Turn.
Sound Constitution 12 Increase your Wounds by 1 per purchase of this talent.
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.
Stalwart Defense - You may spend a fate point as a Full Action to root yourself to a location. You may not move and you may not dodge, but you can make a parry reaction against any and all successful melee strikes against you (or an ally if you have Guardian). All damage you suffer is reduced by 2, and enemies gain no bonuses for outnumbering you in close combat. This state continues until you are incapacitated or you choose it to end.
Stalking Predator - Whenever you hit an enemy that you treat as Surprised, you deal extra damage to that target equal to your AB/2.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.
Stoic Defense - You may declare Stoic Defense once per combat. During this time, you may only make Half Move; but you gain 18 temporary Wounds not protected by Toughness or AP that are removed before normal wounds. Should you move a distance more than your Half Move distance willingly or involuntarily, your wounds are lost.
Swift Shadow - You do not take any penalties to Stealth due to running.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

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Implants

Cyberware

Augmented Cyberware

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Bionic Cyberware

Name Effect Special Effect
Bionic Leg (L.) Replaces one leg. If you have lost a leg or suffered a permanent leg injury in the past, a bionic leg will restore functionality. W/Reinforced Spine: If you have two Bionic Legs, gain Unnatural Agility (1).
Bionic Leg (R.) Replaces one leg. If you have lost a leg or suffered a permanent leg injury in the past, a bionic leg will restore functionality. -
Reinforced Spine You gain a +20 bonus to the 'Heft' use of the Athletics Skill. -

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Cerebral Cyberware

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Starting Stats

Characteristics

Starting Characteristics
Name Value Bonus Modifiers
Weapon Skill 35 3 -
Ballistic Skill 35 3 -
Strength 35 4 Unnatural Strength (1)
Toughness 40 5 Starting Bonus (+5), Unnatural Toughness (1)
Agility 35 3 -
Intelligence 30 3 -
Perception 30 3 -
Willpower 35 3 Starting Bonus (+5)
Fellowship 25 2 -

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Vitals


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