Elene Simonides

EleneSimonides-1.png
Name: Elene Simonides
Position: Pilot-02 of Evangelion Unit 07
Sex: Female
Age: 18 (Born 2000)
Nationality: Greek
Place of Residence: Dorian Lachapelle

Physical Details
Hair colour: Red
Eye colour: Amber
Height: 5'7"
Build: Built and toned

Personal Details
"What? Hey, what's he doing? Hey, Sophia, is this bastard bothering you? Yeah? Right, to hell with that." … "There. I want you to think of this for the rest of your life. Whenever you try to touch a girl again, I want you to remember my knee in your -face-."

Elene Simonides could have, with effort and focus, mastered anything she wanted. A field of science. Law, or medicine- mechanics like her sister. Anything for this bright, driven young lady.

She mastered kung-fu. And many, many people have grown to lament this particular life choice.

Elene, like her sister, was born to a couple in the chaotic post-Impact streets of Thessaloniki, Greece. As if global catastrophe weren't bad enough, the complete breakdown in global order saw this corner of Greece embroiled in a three-way war between Greece, the Republic of Macedonia and Bulgaria. During the fighting, their father was killed and their mother fled as a refugee to the Peloponnese.

Over the years, Elene and Sophia grew- Sophia into the composed young woman she now is. Elene, on the other hand, was expected to try to provide for her mother and sister- thus, school became mostly an optional thing as she looked for work and mostly found nothing but dead ends. A great deal of time spent on the streets, coupled with a lack of patience and a quick temper saw Elene grow- unwillingly- into the very image of a delinquent gang brawler.

Brawling was, at least, something she had the talent for and indeed, something she grew to enjoy. Finding work opportunities for herself and her sister- often dubious, even dangerous ones- saw her find the money to train with some of the best in that seedy underworld. (Many 'official' trainers found her too angry to work with, and their opinions were occasionally justified by impromptu sparring).

Despite her quick temper and her haste to apply physical solutions to problems, Elene isn't an idiot. She is more than intelligent enough to plan and take into account problems and possible solutions, and those who do not know her can sometimes underestimate how often she uses her brain.

Hot-tempered and impatient, Elene nevertheless is defined by her motivations- despite her spotty past, her goal was always to support Sophia- financially and emotionally.

Character Details
Name Elene Simonides Gender Female
Background Prodigy Career Dervish/Pointman
XP Total 23500 Rank Elite
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 55 5 Expert
Ballistic Skill 55 5 Expert
Strength 60 6 Expert
Toughness 60 6 Expert
Agility 60 6 Expert
Intelligence 30 3 -
Perception 35 3 -
Willpower 40 4 -
Fellowship 20 2 -
Synch Ratio 50 5 -

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Vitals

Vitals
Wounds: 20 Fate Total: 3
Fatigue Threshold: 4 Conditional Fates: 0

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Traits

Assets
Asset Subname Effect
Driven Gain one conditional Fate Point to be used when facing a superior foe or exceptionally bad odds.
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.
Troublemaker Stealth, Security Gain two of the following skills: Stealth, Security, Sleight of Hand. Authority figures take a -20 penalty to Charm or Command tests against you if attempting to make you do something.
- -

Injuries and Complications

Injuries
Injury Effect Cause Incident
Chronic Pain Whenever you gain a level of fatigue, you must pass a toughness test or take an extra level of fatigue. Pulmonary damage due to intense heat Metatron's Realm (Level 3)
Depleted Endurance You reduce your Fatigue Threshold by 2. Pulmonary damage due to intense heat Metatron's Realm (Level 3)

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Skills

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

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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.

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Specialist Skill Reference Cards

Skill Name Linguist
Characteristic Intelligence
Action Free Action
Specialist Examples English, French, Japanese, Russian
Description
Linguist represents the ability to speak and understand a language. Most of the time, there is no need to test Linguist 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 Linguist 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 Linguist tests are impossible.

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Talents

Proficiency Talents

Weapon Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Melee Training - May wield Melee Weapons without a -20 nonproficient penalty.
Pistol Training - May wield Pistol Weapons without a -20 nonproficient penalty.
Basic Training - May wield Basic Weapons without a -20 nonproficient penalty.
Heavy Training - May wield Heavy Weapons without a -20 nonproficient penalty.
Advanced Talents
Melee Specialisation - Reduce any net penalties when wielding a Melee Weapon by 10.
Elite Talents
Melee Mastery - Gain a +10 bonus to attacks made with a Melee Weapon. You may also spend Fate to remove any penalties applied to a Melee attack.

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Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Talented Acrobatics Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Dodge Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
Advanced Talents
Skill Reliant Acrobatics 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.
- Dodge 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.
Elite Talents
Skill Exemplar Acrobatics Every time you select this talent, select a different appropriate skill. You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.
- Dodge Every time you select this talent, select a different appropriate skill. You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.

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Combat Talents

Generic Combat Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Commission X 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.
Advanced Talents
Ambidextrous - You take no penalties for using your off-hand, and reduce the penalty for making Two Weapon Attacks by 10. Furthermore, you ignore the penalty to making a Two Weapon attack if the weapon is a pistol or Balanced or Fast weapon.
Precision Attack - On purchasing this talent you gain access to the below effects. The effect may be applied to any Standard or Called Shot you make, but must be declared before you roll to hit. You may only apply a single Precision effect at any one time.
- Buster Reroll a single damage die on attacks against enemies of Size 6 or higher and take the preferred result.
- Cleaver The attack gains +2 Penetration.
- Crippler Should the attack deal Critical Damage, then it deals +1 Critical Damage.
- Overwhelm After Toughness, Armor, and any special ability that the target has that might reduce damage (but not any form of damage immunity) is applied, the attack deals a minimum of 2 wounds worth of damage.
- Touché Targets take a -20 penalty to dodge or parry this attack.
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 (Ranged) talent, lets you attack with a gun and a melee weapon at the same time.
Elite Talents
Critical Strike - On an attack that both deals damage and is a confirmed Righteous Fury, you may spend fate; instead of gaining extra damage, you instantly deal 1d5 Critical Damage, which is not increased or decreased by talents; the effects of the critical damage are felt even if the target would ordinarily be immune to such effects.
Elite Precision - You may now apply two Precision effects to an attack instead of one.

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Melee Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Furious Charge - You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).
Disarm - This talent permits use of the Disarm Action.
Double Team - Increase Gang-Up bonus by +10.
Takedown - 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. Furthermore, this talent permits use of the Takedown Action.
Street Fighting - +2 Critical Damage with a knife, Natural or unarmed attack.
Swift Attack - This talent permits use of the Swift Attack Action.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive.
Advanced Talents
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, you may make a free Half Move action.
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Crippling Strike - Deal +2 Critical Damage with Melee Weapons.
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. Furthermore, you reduce the Melee attack called shot penalty by 20.
Duelist - This talent permits use of the Counter-Attack Action. You take a +20 bonus to Disarm tests.
Dual Strike - A Full Action made whilst wielding two melee weapons. You make a single WS test- you do not suffer any penalties from dual-wielding. On a hit, 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 parry or dodge test will avoid both blows.
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.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Elite Talents
Assault Jump - Melee attacks made after a Boosted Jump count as a charge, and deal extra damage equal to your AB/2.
Blood Frenzy - Once per combat you may use Blood Frenzy. You may reroll damage dice with melee weapons (weapons with multiple dice must reroll all dice) and take the preferred result, your melee Penetration value is increased by +2 and you gain the Vengeful (-2) Quality. This lasts for a number of rounds equal to your WPB/2.
Brutality - Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they gain the Vengeful (-1) Quality.
Crushing Blow - You deal Extra melee damage equal to WSB/2.
Flesh Render - +2 Damage with Tearing or Prog weapons. Grant Devastating (3) to melee attacks.
Heroic Blow - When making a Charge attack, you may elect to perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. You may use All Out Attack-enhancing talents. Furthermore, when making an All Out Attack, you may add half your SB to the attack's Penetration.
Irresistible Force - When making a Charge attack, you may expend a reaction to perform a Flurry attack in place of your Charge attack, gaining the to-hit modifiers for both. May not be used in conjunction with another reaction-expending attack talent.
Killing Strike - When making an All Out Attack, you may elect to perform a reaction to make a single All Out Attack that cannot be parried or dodged. May not be used in conjunction with another reaction-expending attack talent.
Thunder Charge - When making a Charge attack, you may expect a reaction to make a free Unarmed attack against every opponent you can reach at your end location. After that, make an Opposed Strength test against all hit targets; on a success, they are knocked prone and take a level of fatigue. You then make your normal Charge attack after this. Hordes also take extra magnitude loss equal to half your DoS on your charge attack test. May not be used in conjunction with another reaction-expending attack talent.
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

Talent Name Talent Sub-Title Effect
Basic Talents
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.
Deadeye Shot - You reduce the penalty to called shots and for shooting at long or extreme range 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.
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, and you increase your maximum hits when making a ranged Burst attack by one.
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.
Gun Drill - You increase your maximum hits when making a ranged Burst attack by one.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 1km apart.
Elite Talents
Storm Charge - When making a charge attack, you may expend a reaction to make an attack with a held ranged weapon on any setting. This attack gains both the Charge and Point Blank bonuses, and deals +2 damage. If you have Two Weapon Wielder, you may also make an attack with an offhand weapon as normal. May not be used in conjunction with another reaction-expending attack talent.

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Personal Talents

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.
Advanced Talents
Fearless - You increase your Fearless trait rank by 1.
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.
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, you take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill.
Unshakeable Faith - You may reroll failed Fear tests and take the preferred result.

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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 always land on your feet, and you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds. Furthermore, you may reroll toughness tests to resist Blood Loss's effects and take the preferred result.
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object.
Sound Constitution 3 Increase your Wounds by 2 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).
Leap Up - You may stand up from the Prone position as a Free Action.
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.
Rapid Reaction - You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests. Furthermore, when surprised or ambushed, you may pass an Agility test to act normally.
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
Burst of Speed - May be used once per session. On declaring Burst of Speed, you gain Unnatural Agility (4) and ignore Difficult Terrain for a number of rounds equal to your pre-Burst of Speed AB/2.
Feat of Strength - Once per session. You gain Unnatural Strength (+4) for a number of rounds equal to your pre-Feat of Strength SB/2.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.

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Specialist Talents

AT Field Powers

Spread Patterns

Name: Deflection Field
Deflection per ATS: 15% Action: Half Action, Maintain Free
Effect
You spread your AT Field in a normal passive state.

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Offensive Powers

Name: AT Bolt
ATP: 2 ATP Action: Half
Damage: 1d10+1, Pen 1 Range: Medium Range (6km)
Effect
Single-target ranged attack that auto-hits, striking a random location and inflicting damage as above. Damage type may be chosen freely.
Special Notes and Effects
By expending a Reaction, you may select which body part is struck.
Augment
Per 2 ATP: +1 Damage, Penetration
Per 4 ATP: Increase Range by one step to maximum of Very Long
Per 6 ATP: Generate an extra attack, which may be directed against any enemy in range, has same damage as the first.

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Neutralisation Powers

Name: Neutralise
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Effect
Neutralises 15% of target's deflection.
Augment
Per 1 ATP: +15% Neutralisation

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Equipment

Melee Weapons

Ranged Weapons

Ammo

Armour

Gear

Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 35 3 -
Ballistic Skill 35 3 -
Strength 40 4 Natural Ability (+5)
Toughness 40 4 -
Agility 40 4 -
Intelligence 30 3 -
Perception 35 3 Prodigy (+5)
Willpower 40 4 Prodigy (+5)
Fellowship 20 2 -
Synch Ratio 50 5 -

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Vitals

Vitals
Wounds: 12 Fate Total: 3
Fatigue Threshold: 4 Conditional Fates: 0

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Starting Skills and talents

From Background

Literacy
Linguist (English, Greek, Turkish)
Lore (Crime, Martial Arts, Greece)

From Assets

Stealth
Security

From Career

Acrobatics
Athletics

Starting Talents

Innate Proficiency
Melee Training
Pistol Training

Experience Table


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