Eufemia Eliana de Franco Salazar

Name: Eufemia Eliana de Franco Salazar
Alias: 'Iron Maid of Belem'
Position: Captain in the Brazilian Army, Pilot of CAV-01
Sex: Female
Age: 19 (Born 1999)
Nationality: Brazilian
Place of Residence: Sao Paulo-2

Physical Details
Hair colour: Brown
Eye colour: Brown
Height: 5'9"
Build: Fit

Personal Details
"It's a shock. You go from the military into the Eva and then it's so different. You wonder to yourself, 'Is this what early fighter aces felt like?' You wonder to yourself, 'Is this what knights felt like?' Eva pilots become famous. They stand out, like targets. Everyone knows their name. It's hard to keep it professional- suddenly it becomes personal. You, your Eva, and ten thousand people who strive every day and night to make it all happen. Gotta keep all that in mind at all times."
(Eufemia's Theme)

Eufemia Eliana de Franco Salazar was born on March 27, 1999 to Horacio Pedro Mateus Salazar and Monica Rosa de Franco Silva in the northern Brazilian city of Belem. She was a twin, with her younger sister, Eulalia Eva, being born about half an hour later. Her father, Doctor Mateus Salazar was a noted materials scientist and mechanical engineer, whilst her mother, de Franco Silva, was a captain in the Brazilian army; due to the requirements on women serving in the Army, she also possessed a degree in computer science. Horacio and Monica were extremely close, and were delighted to have children, even if, due to her obligations, the girls would most often be left at home with Horacio.

Belem, however, was a city that sat on the Amazon River. In fact it was even referred to as the 'Gate of the Amazon'. This would be deeply unfortunate when Second Impact hit a year and a half later. One of the more devastating effects of Second Impact was to suddenly cause massive surges in the water levels of nearly every major river system on the planet, and the Amazon, already massive, was especially poorly hit. Belem and the area around it and the Amazon were essentially wiped clean of inhabitants. It was only through extreme fortune that all three of them survived.

Much of Brazil's cities had been ruined in the aftermath of Impact, but overall the damage it sustained was nowhere near as bad as some of its neighbours, such as Chile or Argentina, who were both essentially destroyed. It was around this time that Brazil received its first massive influx of refugees from all of its neighbours.

The Brazilian government, much like the US, threw itself into a massive rebuilding project, intending to rebuild the coastal cities, using massive, elaborate, advanced and efficient plans that would simultaneously be well-protected and well-run. These projects included a massive effort to 'tame the Amazon River'. Needless to say, between unrest on its borders and rebuilding efforts, both of Eufemia's parents were well-employed indeed. It was Horacio Salazar's work on the Amazon Project that caught the eye of Gehirn, and in 2004 he accepted a commission with the organisation, going on to help develop several of the systems and materials used for Project Eva.

Eufemia and Eulalia were put in the care of her mother, and permitted to stay with the other civilians near their mother's military base. It was a formative time for Eufemia, as her time with her mother kindled her interest in military machines and combat. Intriguingly, it was also around this time that Monica Silva received messages from Salazar, suggesting that she should start putting the girls through a more intensive combat training programme. With some misgivings, Monica did so, and Eufemia ended up loving every second of it. To her, her mother was pretty much the coolest person in the world, and the two were always very close. In fact, Eufemia was very close with both of her parents, despite that due to their work, she often was forced to either be with one or the other and rarely both.

Eufemia and Eulalia were both naturals, and picked up what they were taught very quickly. As one might expect, the sisters, naturally inclined to work together rather than against each other, were quick to incorporate each other into how they fought and performed.

In 2010, Horacio Salazar's contract with Project Eva ended, and he returned to Belem-2. the girls were transferred to his care, where Salazar began teaching them about vehicles and mechanics in earnest- something which Eufemia took too immediately, although Eulalia was less enthusiastic. It would serve them all well in the coming years, when in 2011, the Federated States of Gran Colombia launched a massive invasion of Brazil. Using huge formations made up of irregular militias to screen their main forces, Gran Colombian forces presented an image of force that far exceeded the estimates Brazilian intelligence had predicted. With Brazilian forces slow to react, Gran Colombia won the initiative, with their main forces punching through the north of the country, along the coast. It wouldn't be long before Belem-2 itself was besieged. Not wishing to be worn down with a lengthy siege, a small siege detachment was left behind whilst the rest of the army pushed forward.

The new major Brazilian cities were heavily fortified bastions, and so Belem-2's siege was expected, and would be, a long one. Eufemia, Eulalia and their father, however, had not been in the city when it had been besieged; they'd gone on holiday to the state of Amapa, north of Belem-2. The state's major cities were difficult to access, and just about every one of the valid routes out of the state were controlled by Gran Colombian forces. Not wishing to be caught up in a war zone, and desperate to escape and find his wife, Horacio took the girls and made attempts to leave, all of which were blocked by the occupation forces. He did, however, manage to get in contact with some old friends, who, through a chain of connections, pointed him to a certain place within the state of Amapa. The three of them travelled there, only to find a deserted military base- one belonging to the Brazilian Army, which had apparently retreated and abandoned the base without the invading forces having to fire a single shot. The base, nevertheless, was surprisingly well-equipped.

One of the things they found within was an EE-T2 Osorio, an advanced production model Brazilian main battle tank. Struck with inspiration, over the next few weeks, the Salazars worked to restore the tank to operational status, arm it, then commandeer it, with Horacio believing that the tank could be their ticket out of Amapa.

One of the major differences between the Brazilian and Gran Colombian armies was that of quality. All in all, the Colombians possessed more fighting vehicles and aircraft than the Brazilian Army did; some estimates put their advantage at 2:1 in battle tanks alone. However, the Colombian armour was not particularly well-maintained and many of their units were a mismatch of old designs mixed in with the odd newer models. In a straight one-on-one fight, no Colombian vehicle would pose much of a threat to the Osorio. And so, Horacio Salazar commanded the tank, whilst Eulalia drove and Eufemia manned the weapons.

Thusly armed, the Salazars tried once again to break through the Colombian occupations' checkpoints sealing the routes back to Belem-2. The reaction was much more violent this time, but on the other hand the Salazars were much more 'persuasive'. Naturally, there were few real combat units around to stop the Salazars, and they began breaking through with ease… Which had several subsequent consequences.

The first was that the attacks inspired local guerrilla forces to attack, throwing the occupation forces into chaos.

The second was that, with the uprising attacking the few movement routes open in Amapa, it did significant damage to the main Gran Colombian army's supply line.

The third was that, practically overnight, the Salazars were turned into reluctant heroes around which the local guerrillas began to rally. Despite his desperate desire to do nothing but escape and find his wife, at the urging of Eufemia and Eulalia, Horacio grudgingly accepted the position of leadership… Primarily because he was the one with the tank.

The Amazonian War, as it was later called, would continue through to 2014. During this time, the Salazars continued to wage their guerrilla war, growing in success, prestige and fame as they did so. As the girls slowly grew from children and into young women, Eufemia's natural ability for tactics and planning began to shine. She slowly began to take more and more duties from her father, and as time went on the group's plans and attacks became more sophisticated and robust.

By mid-2013, the Salazars, their tank, and their army of insurgents had turned her and her family into national icons and gave them brief international fame. With the war's momentum starting to slowly reverse, the Gran Colombian army devoted more of its energy to securing its supply lines and destroying the Salazar insurgency. Shortly after this, Brazilian forces launched a massive counter-attack, leading to the decisive Battle of Palmas, which saw the Gran Colombian main force suffer a massive defeat. Since Palmas was one of the 'gateway cities' to an attack on Brasilia itself, this is widely seen as the end of the Colombian army's fortunes. For the rest of the war, Colombian forces would be undergoing a slow retreat back towards Gran Colombia.

For the Salazar insurgency, the war was essentially won for them- so long as they kept the pressure up on the supply line, then they wouldn't need to do much else. But this wasn't enough for Eufemia, who believed that if they had the chance to apply greater pressure, then it only followed that they -should-. The insurgency, now swelled with numbers and awash with Colombian weapons and vehicles, had a new goal: break the siege of Belem-2 once and for all.

The siege of Belem-2 had been a brutal one. Shortage of food supplies and exchanged artillery barrages meant that the besieging forces held the advantage as supplies became scarce. By late 2013, nearly 27% of the population had died of disease, starvation or from injuries. There were strengths, however, that Eufemia could use. One of the two major ones were the excellent anti-air defenses of Belem-2, which would help protect her forces from enemy aircraft, and the second was that the fortifications and the location of the city forces the besiegers to spread their forces out over multiple camps.

In the end, Eufemia's strategy was nothing more than a simple and dependable defeat-in-detail, striking the most isolated forces first, and moving fast enough to swivel her forces on a pivot to defeat the enemy reinforcements, one at a time. The siege of Belem-2 was broken, and even though the besieging force had not been particularly formidable, the fact that the fortress city was now reinforced and supplied meant that any retreating Gran Colombian forces were likely to be trapped within the heartland of Brazil.

The Salazars and their troops marched through the main street of the city to great adulation from the populace, who came out to meet them, cheering their names and exalting especially Eufemia, who they called their 'little iron maid'. The euphoric parade, however, would end in horror- a single Colombian infiltrator attacked the parade with a sniper rifle and, mistaking Eulalia for her sister, shot her dead. Although the infiltrator was quickly caught and killed, the sight of her sister's life suddenly being ripped away- and the immense loss that followed- caused Eufemia no end of grief. She became inconsolable, her best friend in the world- gone.

She remained isolated from the rest of the insurgency, and indeed to everyone but her father, for several months, until the Brazilian Army proper arrived at Belem-2 to relieve the Salazars. Monica Silva was part of this army, and although their reunion was sweet and sorrowful both, it seemed to give Eufemia the strength she needed to continue the fight. The Brazilian Army gave Eufemia a military field commission in honour of her achievements- mostly so they didn't look ungrateful- fully expecting her to quit the fight now that most of it was done. Instead, she took the commission and went right back to manning her tank, insisting that she join with the main force. Very few members of the military leadership were willing to accept this, but her persistence- up to and including following the force as it went- and her sheer popularity and effect on morale forced their hand, and they incorporated her into the force, if as nothing but a sort of standard bearer.

The rest is history. Brazilian forces eventually pushed into Gran Colombia itself, with the Colombian government finally signing a treaty of surrender after the battle of Bogota. The Colombians were forced to disarm, pay massive reparations and also cede the states of Guiana, Guyana and Suriname to Brazil. Eufemia was present in many of the battles of the counter-invasion, as well- and just as she had become a hero to the Brazilians, became something of a focus of hatred in Gran Colombia. As a war heroine, however, after the war she was publicly awarded with the Order of Military Merit (Knight Officer, Fourth Grade).

Since the war, Eufemia has lived a quiet life. She and her family moved to Sao Paulo-2. A fairly private person, she has long since avoided the limelight since the end of the Amazonian War, keeping to herself and focusing on her studies. Occasionally she appears in the Brazilian media, mostly as the subject of tabloid speculation regarding supposed romantic relationships with various boys and girls. She herself does nothing to prove, disprove or respond to these rumours.

Of course, since her parents both moved to Sao Paulo-2 to secretly join Project Cavaleiro, it is not surprising that Eufemia herself has become part of the effort. In fact, she has been chosen to pilot CAV-01, Brazil's first and only Evangelion unit… A duty which she treats with the right mix of enthusiasm, cautiousness and respect.

Character Details
Name Eufemia Eliana de Franco Salazar Gender Female
Background NeoSpartan Career Pointman/Adept
XP Total 23500 Rank Elite

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Vital Statistics


Name Value Bonus Modifiers
Weapon Skill 55 5 Expert
Ballistic Skill 60 6 Expert
Strength 40 4 Intermediate
Toughness 60 6 Expert
Agility 60 6 Expert
Intelligence 50 5 Expert
Perception 45 4 Trained
Willpower 40 4 Intermediate
Fellowship 25 2 -
Synch Ratio 80 8 Expert

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Wounds: 26 Fate Total: 2
Fatigue Threshold: 8 Conditional Fates: 0

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Asset Subname Effect
Fearless Increase your Fearless trait by 1.
Gifted Synch Ratio Choose a characteristic. This characteristic advancement category improves by one step.
Good History Brazil Gain Peer (1) with a group of your choice.
Military Nut Gain the Lore (War, Military, Tactics) skills.

Injuries and Complications

Injury Effect Cause Incident

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Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X -
Athletics Str X X - -
Awareness Per X X X -
Carouse Tou - - - -
Charm Fel - - - -
Chem Use Int - - - -
Command Fel X X - Talented
Commerce Int - - - -
Deceive Fel - - - -
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 Talented
Scrutiny Per X X X Talented
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi 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
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
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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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.

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Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Talented Command 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.
- Lore Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Parry Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Scrutiny Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.

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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 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.
This Gun is Mine - You may unjam jammed ranged weapons as a half action, automatically passing your test.
Quick Draw - Use the Ready action as a Free Action.
Advanced Talents
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.
Favoured Enemy Angels, Evas Select one type of enemy (eg. Stormtroopers, Iron Guard, E-Destroyers). You take a +10 bonus to hit this type of enemy; you may make a Command test as a Free Action to spread this bonus to all allies within visual range.

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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.
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.
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.
Wall of Steel - You gain an extra reaction per round which may only be used to make the Parry action.
Elite Talents
Crushing Blow - You deal Extra melee damage equal to WSB/2.
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
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.
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
Flush Out - When using the Suppressive Fire action, any enemies within your area of effect take a -10 penalty to evasion and to Pinning tests. Furthermore, enemies who are already pinned must take an immediate Pinning 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.

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Pointman Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Guardian - You may expend a reaction to parry a melee attack aimed at an adjacent ally. Furthermore, you may declare that an attack aimed at you or an adjacent ally 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.
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.
Advanced Talents
Force Move - After succeeding with the Maneuver Action, you may activate the Float AT Field Power as a free action to send you and your target 1d3+2km in one direction of your choice; you may increase this amount by +2 per 4 ATP spent. Upon landing, the enemy is knocked Prone (and falls to Earth if knocked upwards without the ability to hover)
Tactical Blow - You gain a +10 to WS tests when using the Maneuver action. Furthermore, 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.
Spotter - As a Half 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.
Elite Talents
Dynamic Reaction - On successfully parrying an attack, you may choose to take instead any legal half action, including Counter-Attack. If you use the Knockdown or Takedown action, you take a +20 bonus to your test.
Shield Specialist - Increase the AP bonus of Shields by +1, and increase the bonus to Parry from the Defensive quality to +20.
Special Fire - On purchasing this talent, you gain access to all of the following effects. Note that each Effect has its own requirements, and only one may be applied at once.
- 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.
Tactical N2 Punch - Your commander must spend a Fate Point and expend one N2 Strike talent. An N2 Warhead is deployed for you to equip with a hand, so long as there is a reasonable deployment spot nearby such as a supply port or an Eva Base or Assault Carrier. In place of a melee attack, you may make a Tactical N2 Punch: you must expend all of your ATP (minimum 6) to detonate the N2 Warhead at the enemy. The arm holding the Warhead is instantly destroyed (-10 Energy Critical Damage). You must then test SR. On a success, the enemy takes damage as though struck by an N2 Warhead. Reduce the enemy's ATS for the purpose of Deflection (and thus resisting the attack) by the amount of ATP expended. If this reduces the enemy's ATS to 0 or below, they take +2 damage per negative ATS. On a failure, the N2 Warhead explodes as normal, affecting everything in range.

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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 Sight 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.
Elite Talents
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus, taking the preferred result. 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.
Sanity Grip - You may spend a Fate; until the start of your next turn, you take no Insanity Points and suppress all Disorders and ongoing Traumas.
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack.

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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.
Decadence - You may ignore up to your TB*2's worth of intoxicants a day.
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 5 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).
Iron Jaw - You increase your Fatigue Threshold by 2. Furthermore, 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.
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
Extreme Resilience - You may declare Extreme Endurance once per session. For a number of hours equal to your TB, you gain the Stuff of Nightmares trait, you roll Toughness tests with a +20 bonus, and may reroll every Toughness test and take the preferred result. So long as Extreme Endurance is active, when taking fatigue, you may test Toughness. On a success, you reduce the amount of Fatigue taken by 1.
Last Man Standing - You cannot be pinned by pistols or basic weapons, and you increase your AP by 2 so long as you are in cover.
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*2 wounds. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once per Campaign Turn.
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) and you gain 18 temporary Wounds not protected by Toughness or AP that are removed before normal wounds. 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.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

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Metaphysical Talents

AT Disciplines

Talent Name Talent Sub-Title Effect
Basic Talents
Innate Proficient - You gain the following AT Field powers: Deflective Field; AT Bolt; Neutralise.
Absorbtion Proficient - You gain the following AT Field powers: Bunker Field, Layered Field; Barrier
Dirac Proficient - You gain the following AT Field powers: Inverted Field; Abduction, Pocket Cache
Kinetic Proficient - You gain the following AT Field powers: Force Ram, Kinetic Wave; Focused Sleeve, Massive Momentum; Float, Telekinesis
Psychic Proficient - You gain the following AT Field powers: Beacon; AT Flare, AT Ping; Drive Sense, Psychaudience (Passive), Telepathy
Thermal Proficient - You gain the following AT Field powers: Radiant Cross; Thermal Amp, Thermal Negation.
Advanced Talents
Absorbtion Specialist - You gain the following AT Field powers: Negate Blow; Containment
Dirac Specialist - You gain the following AT Field powers: Dimension Breach, Dirac Jaunt; Lock Zone
Kinetic Specialist - You gain the following AT Field powers: Accelerator; Forceful Surge, Friction Flood

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AT Field Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Disruption Pattern - On purchasing this talent you gain access to the below effects. You may only apply a single Disruption Pattern effect at any one time.
- Broadcast As long as you spend 5 ATS, you can reduce the range of your Neutralize Power by one step, but may apply the effects to any and all opponents within range.
- Counter Choose a single AT Power when using Neutralize. So long as the ATS spent on Neutralize matches the cost required to use the chosen power, the target is unable to use that power.
- Dissonance As long as you spend 4 ATS, the target loses the Angelic Senses trait and takes a -10 non-stacking penalty to all tests so long as they are neutralised.
Advanced Talents
Champion - On purchasing this talent you gain access to the below effects.
- Protector Select one Arm. For as long as the Bunker Field Pattern spread, that arm is considered to possess the Unnatural Toughness (+4) trait. It can be used to parry both melee and ranged attacks.
- Sentinel So long as the Accelerator Pattern is spread, you extend a zone of control around you equal to your Half Move distance. As a reaction action you may immediately move to block any enemy moving through your zone, stopping their movement immediately and allowing you to attack them with an Attack of Opportunity. You gain a +10 bonus to the 'Protect Ally' use of the Dodge Skill, and can use this action against any ally within your Half Move distance.
- Warden So long as the Layered Field Pattern is spread, you are immune to the effects of fatigue, pinning, Stunning, may not be knocked Prone, may not be moved against your will and gain a +20 bonus to Grapple actions.
Disruption Adept - You may apply two Disruption Pattern effects at once.

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AT Field Powers

Spread Patterns

Name: Accelerator
Deflection per ATS: 10% Action: Half Action, Maintain Free
Your AB increases by 1 per 20% of Deflection for the purposes of movement.

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Offensive Powers

Name: AT Bolt
ATP: 2 ATP Action: Half
Damage: 1d10+1, Pen 1 Range: Medium Range (6km)
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.
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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Enhancement Powers

Name: Beacon
ATP: 5 ATP Action: Half, Maintain Half/Reaction
Damage Bonus: - Range: Close Range (3km)
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 may reroll attack tests against them and take the preferred result. This effect persists even if the enemy leaves the ability's range, although then the effect lasts for an extra 1d5 rounds before breaking, unless you spend a Full Action to maintain the power; the counter resets if they reenter range in that time.
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.
Per 5 ATP: Increase range by one step to maximum of Very Long; make Maintain Free.

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Dirac Powers

Name: Abduction
ATP: 3 ATP Action: 1 Full, Maintain Free
Range Self
From inside your Dirac Sea, you centre a Blast (3) effect on yourself, absorbing any caught within. Unwilling targets may test dodge as normal. The effect lasts until your Dirac Sea collapses, you cease to sustain it or you are defeated.
Special Notes and Effects
This power may only be used if you are using the Inverted Spread Pattern and would possess 5 or more ATS after the ATP cost of this power has been paid. If your ATS drops to 4 or lower, you are shunted back into realspace and stunned for 1 round.
Per 2 ATP: Selectively choose what is absorbed
Per 4 ATP: Blast (+1)

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Utility Powers

Name: AT Flare
ATP: 2 ATP Action: Free
Range Very Long (15km)
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.
Per 2 ATP: -10 to test
Per 4 ATP: Increase range by one step to maximum of Orbital

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Neutralisation Powers

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

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Starting Stats

Vital Statistics


Name Value Bonus Modifiers
Weapon Skill 35 3 -
Ballistic Skill 40 4 NeoSpartan (+5)
Strength 30 3 -
Toughness 40 4 NeoSpartan (+5)
Agility 40 4 NeoSpartan (+5)
Intelligence 30 3 -
Perception 30 3 -
Willpower 30 3 -
Fellowship 25 2 NeoSpartan (-5)
Synch Ratio 60 6 -

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Wounds: 14 Fate Total: 2
Fatigue Threshold: 4 Conditional Fates: 0

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Starting Skills and talents

From Background

Lore (War, Tactics)
Linguist (English, Portuguese)

From Assets

Lore (War+10, Military, Tactics+10

From Career

Scrutiny (SP)
Navigate (Land)

Starting Talents

Skill Proficiency*2
Melee Training
Pistol Training
Innate Proficient

Experience Table

Income Expenditure Reason Remaining Total Expenditure

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