Euphrasie Beringer

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Name: Euphrasie Beringer
Position: Medic, Sergeant, UEF-SOS 1
Sex: Female
Age: 37 (Born 1981)
Nationality: French
Place of Residence: EFS Dorian Lachapelle

Physical Details
Hair colour: Blonde
Eye colour: Reddish brown
Height: 5'11" (181.2cm)
Build: Athletic

Personal Details
"Stop moving around and let me patch you up! You're like a child…"

Euphrasie Beringer has served in the French Army for eight years, signing up after a successful four years in Nursing School. Six of those eight years have been in Paris-2 as part of the Geofront Expeditionary Force.

After joining the army, her husband, André, and two sons, Christian and Simon, were allowed to live on base with her in Marseilles. Unfortunately, the base was chosen for the first large-scale terrorist attack by the anti-UN insurgent group known as the Covenant of Light. A massive explosion tore through the base in 2010, killing a good deal of soldiers as well as both Andre and Christian. Shortly after, she applied for a transfer to Paris-2, which was accepted. The fortress capital of France became the new place of residence for her and her two year old Simon.

Ever since, Euphrasie has been in a transitional phase. She's hardened up over the years, both to cope with her own thoughts as well as to show others she's not so weak as to be paralyzed by the memories. The horrific attack, a mere ten years after the horror of Second Impact, cause an intense crisis of faith in the once-devout Catholic- a crisis that has only deepened with the savage war between Evangelion and Angel raging in her new home.

Character Details

Name: Euphrasie Beringer Gender: Female
Background: Impact Survivor Career: Support
Rank: 6 Experience: 14,000

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Vital Statistics

Characteristics

Characteristic Rating Bonus Training/Bonuses
WS 35 3 Simple
BS 40 4 Simple
Strength 30 3 -
Toughness 30 3 -
Agility 40 4 Intermediate
Intelligence 60 6 Master
Perception 40 4 Simple
Willpower 50 5 Trained
Fellowship 45 4 Intermediate

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Vitals

Wound Total: 14 Fate Point Total: 2
Wound Total: 18 Fate Point Total: 3
Insanity Points: 0/100 Ego Barrier: 100/100

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Traits

Assets

Asset Effect
Common Sense Team Mum~

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Drawbacks

Drawback Effect
Duty of Care (Simon Beringer) If Euphrasie believes Simon is in danger, she must pass a -10 WP test or rush to his aid. If it is confirmed he is in danger, all tests taken while reaching him receive +20. If he is harmed, take 1 Insanity and 1 fatigue. If he is killed take 2d10+10.

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Traits

Trait Effect
Prepared For The Worst Whenever this character spends a Fate Point they roll a separate 1d10. On a roll of 7, 8, 9 or 10 the Fate Point is not spent.

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Coherencies

Instabilities

Disorders

Skills

Basic Skills

Skill Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi - - - -
Athletics Str X X - -
Awareness Per X X X -
Carouse Tou X X X -
Chem Use Int - - - -
Charm Fel X - - -
Command Fel X X - -
Commerce Int - - - -
Deceive Fel X - - -
Disguise Fel - - - -
Demolitions Int - - - -
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Fel - - - -
Literacy Int X - - -
Logic Int X X - -
Medicae Int X X X Master Chirugeon (+10) Talented (+10), Specialist (Reroll once per round)
Parry WS - - - -
Scrutiny Per X X X -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi - - - -
Survival Per - - - -
Tech-Use Int - - - -

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Advanced Skills

Advanced Skill Characteristic Proficient Trained Mastery Bonuses
Common Lore (French History) Int X - - -
Common Lore (Philosophy) Int X - - -
Common Lore (Russian History) Int X - - -
Common Lore (Second Impact) Int X - - -
Navigate Int - - - -
Operate (Ground Civilian) Agi X X - -
Scholastic Lore (French Lit.) Int X X - -
Scholastic Lore (Medicine) Int X X X -
Speak Language (English) Int X - - -
Speak Language (French) Int X - - -
Speak Language (Russian) Int X - - -
Trade (Field Medicine) Int X X X -

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Talents

Weapon Proficiencies

Name Proficient Specialized Mastery
Melee General X - -
Melee Prog X - -
Basic Bolt X - -
Basic Fusion - - -
Basic General X - -
Basic Maser X - -
Basic Positron - - -
Heavy Bolt - - -
Heavy Fusion - - -
Heavy General - - -
Heavy Maser - - -
Heavy Positron - - -
Pistol Bolt - - -
Pistol General X - -
Pistol Maser - - -
Pistol Positron - - -

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Skill Proficiency Talents

Talent Name Talent Sub-Title Effect
Jack of all Trades - You may take untrained Common Skill tests at a -10 penalty instead of Characteristic halved penalty.
Specialist Medicae Select one skill in which you have either the Talented talent for, or a +20 training in. You now gain a free reroll for that skill once per round.
Support Training Medicae You may gain the 'Talented' Talent in one of the following skills: Command, Drive, Demolitions, Medicae, Pilot or Tech-Use. You must possess proficiency in the appropriate skill to take the Talented training for it. For Operate, the Talented talent applies to -every- Drive or Pilot skill you take.

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Basic Combat Talents

Talent Name Talent Sub-Title Effect
Quick Draw - Use the Ready action as a Free Action.

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Ranged Combat Talents

Talent Name Talent Sub-Title Effect
Covering Fire - Any enemies subjected to suppressive fire, even if these enemies are immune to Pinning or Fear, take a -10 penalty to BS so long as they are within the field of fire and Suppressive Fire is sustained.
Flush Out - When using the Suppressive Fire action, any enemies within your area of effect have their Cover AP halved. Furthermore, enemies who are already pinned must take an immediate Willpower 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.
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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Interpersonal Talents

Talent Name Talent Sub-Title 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.
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.

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Mental Talents

Talent Name Talent Sub-Title Effect
Foresight - Spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Insanely Faithful - Roll on the Shock Table twice and take the preferred result.
Jaded - Unaffected by mundane horrors such as death, violence or the sight of blood.
Resistance Fear +10 to tests to resist the chosen object.
Unshakeable Faith - Reroll failed Fear tests.

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Physical Talents

Talent Name Talent Sub-Title Effect
Sound Constitution 7x 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.

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Support Talents

Talent Name Talent Sub-Title Effect
Combat Formation - When this character is present in a squad, the squad gains +1 Cohesion and all members of the squad gain a +1 to their Initiative rolls. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative. No one may benefit from more than one source of Combat Formation at the same time.
Lend a Hand - This character may spend a Full Action to grant an adjacent character a +10 to any actions that character takes until the start of the assisting character's next turn. This includes Reactions.
Low Profile - Enemies tend to overlook you in the heat of battle. So long as an enemy has a valid target besides you, it will not attack the you. This talent does not apply if you inflicted the most damage to an enemy for that round, nor does it apply if you inflicted critical damage.

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Medical Talents

Talent Name Talent Sub-Title Effect
Back Into It - When using the Snap Out of It talent, you may reduce the duration of the effect by an extra number of rounds equal to your IB.
Critical Aid - When using the Medicae skill with the benefit of a Medikit, you may fore-go any wounds healed on the patient. Instead, select a Critical Hit effect they're currently suffering from and make a Medicae-10 test. So long as the effect is not fatigue, the loss of a limb or death, that effect is instantly removed.
Hasty Aid - The character reduces the time needed for use of the Medicae talent. First Aid is now a half action, and Extended Care now tests once every 12 hours for Lightly Wounded patients and once every three days for Heavily and Critically Injured patients.
Healing Hands - The character may spend a fate to automatically succeed on their test, with extra degrees of success equal to their IB. Furthermore, you only take a -10 penalty when using the First Aid action on a Critically Wounded patient, no matter how many Critical Wounds they have.
Master Chirurgeon - +10 to Medicae. When using First Aid on Heavily or Critically injured patients, you ignore the Heavily Wounded penalty, and only take a maximum of -30 due to Critical Damage. Grant +20 bonus to allies' Toughness Test to avoid losing a limb.
Medic's Eye - When using the Medicae action for First Aid, you may take a free Intelligence test prior to making your Medicae test. If you pass the test, you may treat your patient as though they were Lightly Wounded for the purposes of wound restoration.
Relieving Touch - When using the Medicae action, in place of removing injuries you may reduce the patient's fatigue by 1 level, once per hour.
Snap Out of It - You may use the Medicae skill on a patient suffering from a physical effect with a round limit (eg. Stunned for 10 rounds). On a successful Medicae test, you fore-go the healing of wounds and instead remove 1 round of duration from a single effect, plus another round for every 2 degrees of success on your test. This does not affect fear, pinning, frenzy or other mental afflictions.

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Starting Stats

Characteristics

Vitals

Starting Skills And Talents

Experience and SUP Tables

Experience History

SUP History

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