Eva Marchand

Evangeline_zps4921ddb8.png
Name: Evangeline 'Eva' Marchand
Position: Staff Sergeant, Eagle-two of Eagle Squadron
Sex: Female
Age: 18 (Born 2000)
Nationality: French
Place of Residence: FNS Dorian Lachapelle

Physical Details
Hair colour: Blonde
Eye colour: Blue
Height: 5'9"
Build: Athletically fit

Personal Details
"Heehee, well, let me tell you! I once considered becoming a tank commander, yeah? Like something the UN uses. Those tanks in that fight in February were British-built Challenger 2 Main Battle Tanks. The toughest and most reliable tank in the world. But! Then I saw four entire squadrons wiped out in a matter of minutes by an Angel. Then! Then I saw the Angel taken down by three mecha-soldiers who eschew firearms for giant melee weapons. I think… I think I've found my new career path!"

Eva Marchand seems, from first impressions, to be a normal teenage schoolgirl. Warm and sweet, she speaks kindly to others, but keeps mostly to herself. She seems, altogether, quite happy to just hang out with her friends, do her homework, and live life one day at a time. She excels at workshop tasks, like crafting or metalworking- perhaps unusual for a girl, but many gender constructions died along with Antarctica's penguins.

… This illusion, however, is quickly broken the moment Eva is given a chance to demonstrate her remarkably comprehensive military knowledge. Unknown to most, Eva is a military nut who can without hesitation rattle off a list of statistics, design notes and historical facts about military hardware from the United States to the New Soviet Union, along with a list of notable conflicts and uses of such technology.

Of course, there remains one piece of military hardware that Eva knows very little about: the Evangelion. (Eva does not appreciate puns on her name regarding the Evangelions, no matter how good they might be.) Naturally, Eva is extremely curious and interested about the war machines, and will cheerfully barrage those in the Know with questions given half a chance. Not that she expects to be answered, of course.

Eva lives alone; her mother died in the Qaphsiel battle, and ever since the girl has been withdrawn, sullen and depressed.

Character Details

Character Details
Name Eva Marchand Gender Female
Background NeoSpartan (Aux.) Career Sniper/Support
XP Total 20200 Rank Elite
Kit: Infiltrator

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 35 3 -
Ballistic Skill 55 5 Intermediate
Strength 35 3 -
Toughness 35 3 -
Agility 50 5 Intermediate
Intelligence 30 3 -
Perception 40 4 Intermediate
Willpower 30 3 -
Fellowship 25 2 -

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Vitals

Vitals
Wounds: 18 Fate Total: 3
Fatigue Threshold: 3 Conditional Fates: 0

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Traits

Assets
Asset Subname Effect
Egghead SL (Military Vehicles) Gain an Intelligence-based skill and the Talented talent for it.
Military Nut - Gain Common Lore (War) and Scholastic Lore (Tactics) skills. Gain Talented in both.
Paranoia - Gain the Paranoia talent.
Soldier - Gain the Jaded, Arms Master and This Gun Is Mine talents.

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

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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 Common Lore
Characteristic Intelligence
Action Free Action
Specialist Examples Science, Technology, History, War, Government, Second Impact
Description
Common Lore represents your understanding of common knowledge on a topic. This information is deeper than simple knowledge of something's existence, reflecting a degree of familiarity and interested study. Common Lore tends to be broad topics, often equivalent to high school study. This is opposed to Scholastic Lore, which represents detailed intensive scholarly study and research, often into a specific field. Common Lore is a Specialist Skill. Example uses of Common Lore is you testing to know a specific detail about a common subject, or when the GM feels you might know something about a situation, person or place.

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

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Skill Talents

Name Sub-Class Effect
Basic Talents
Talented Awareness, Dodge, Stealth, Operate (Superheavy) Gain a +10 to tests made using this skill.
Elite Talents
Skill Exemplar Operate (Superheavy) 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.
Specialist Stealth, Operate (Superheavy) 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.

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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.

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Melee Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Berserk Charge - Whenever you Charge an enemy, you gain an extra +10 bonus to charge, for a total bonus of +20.
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.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed.

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Ranged Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Deadeye Shot - You reduce the penalty to called shots 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.
Marksman - You reduce the penalty for shooting at long or extreme range by 10.
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.
Crack Shot - You deal +2 critical damage with ranged attacks.
Gun Drill Bolter, Fusion, General, Maser, Positron Whenever you select this talent, choose one of the abilities below. Weapons must have a Semi/Full function for the talents to apply.
- Bolter Drill +1 to max Semi/Full auto hits with Bolt Weapons.
- Fusion Drill +1 to max Semi/Full auto hits with Fusion Weapons.
- General Drill +1 to max Semi/Full auto hits with General Weapons.
- Maser Drill +1 to max Semi/Full auto hits with Maser Weapons.
- Positron Drill +1 to max Semi/Full auto hits with Positron Weapons.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 1km apart.
Overcharge - Weapons with the 'Recharge' quality can be fired without having to wait for the recharge providing you pass a flat BS check first. Each consecutive turn this talent is used adds a -20 penalty to the check. On a failure, the weapon overheats.
Precision Basic Well-Placed, Fast, Cleaving, Crippling, Double Tap Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Basic effect at any one time.
- Well-Placed Standard or Called Shot Ranged Basic Attack: you roll Ballistic Skill twice and take the preferred roll.
- Fast Standard or Called Shot Ranged Basic Attack: Target takes a -20 penalty to dodge this attack.
- Cleaving Standard or Called Shot Ranged Basic Attack: +2 Penetration.
- Crippling Standard or Called Shot Ranged Basic Attack: +1 Critical Damage if Critical Damage is dealt.
- Double Tap Standard or Called Shot Ranged Basic Attack: The attack may reroll a single damage die and take the preferred result, but uses up an extra point of ammunition. Stacks with Tearing etc.
Precision Heavy Well-Placed, Fast, Cleaving, Overpower, Busting, Devastate Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Heavy effect at any one time.
- Well-Placed Standard or Called Shot Ranged Heavy Attack: you roll Ballistic Skill twice and take the preferred roll.
- Fast Standard or Called Shot Ranged Heavy Attack: Target takes a -20 penalty to dodge this attack.
- Cleaving Standard or Called Shot Ranged Heavy Attack: +2 Penetration.
- Overpower Standard or Called Shot Ranged Heavy Attack: You may choose to sacrifice Penetration to give your weapon the Disrupt Quality, up to a maximum of 5.
- Busting Standard or Called Shot Ranged Heavy Attack: Reroll a single damage die on attacks against enemies of Size 6 or higher and take the preferred result.
- Devastate Standard or Called Shot Ranged Heavy Attack: Increase the Blast Radius of an attack by +1, even if the weapon doesn't normally have a Blast Radius.
Precision Pistol Well-Placed, Fast, Cleaving, Crippling, Execution, Gun Kata Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Pistol effect at any one time.
- Well-Placed Standard or Called Shot Ranged Pistol Attack: you roll Ballistic Skill twice and take the better roll.
- Fast Standard or Called Shot Ranged Pistol Attack: Target takes a -20 penalty to dodge this attack.
- Cleaving Standard or Called Shot Ranged Pistol Attack: +2 Penetration.
- Crippling Standard or Called Shot Ranged Pistol Attack: +1 Critical Damage if Critical Damage is dealt.
- Execution Standard or Called Shot Ranged Pistol Attack: +3 Damage to enemies within Point Blank range.
- Gun Kata Standard or Called Shot Ranged Pistol Attack: You may use WS instead of BS with your attack test, so long as the enemy is within Point Blank Distance.
Sharpshooter - You reduce the penalty to called shots by -20.
Elite Talents
Assault Shooter - You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus.
Divine Bullet - You may spend Fate before rolling BS to hit target. Instead of rolling, treat the attack as though you had rolled a 1 to hit.
Eye of Vengeance - When you make a ranged attack benefiting from a Full Aim with an Accurate Weapon, you increase Accurate's proven Quality by +2, and gain the Vengeful (-1) Quality.
Mighty Shot - You add half of BSB to ranged weapon damage, rounding down.
Stable Shooter - You gain the Auto-Stabilised Trait.
Storm of Iron - Enemies take a -10 to dodge Burst attacks from you. Furthermore, when attacking Hordes with a ranged attack, so long as you deal damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn.
Target Selection - You take no penalty for firing into melee combat.

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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.
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.
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object.
Advanced Talents
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.
Paranoia - You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests.
Elite Talents

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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 may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.
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.
Muffled Armament - You reduce the Stealth penalty for wearing armour with an AP higher than 7 to -10 instead of -30.
Sound Constitution 6 Increase your Wounds by 1 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).
I Cannot be Defeated You increase your Fatigue Threshold by 2.
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.
Silent Hunter - When making an attack from a hidden position, you may may another Stealth test to baffle attempts to locate the source. On a success, you continue to treat your enemies as Surprised until you are located, but they gain a +20 bonus to Awareness tests until they do so. Your stealth tests may also be negatively modified depending on circumstanes such as your proximity to your enemy, if your enemy survived your initial attack, the noise of your attack or so on.
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
Stalking Predator - Whenever you hit an enemy that you treat as Surprised, you deal extra damage to that target equal to your AB/2.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

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Specialist Talents

Piloting Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Adept Maneuvering - When your vehicle is successfully hit by an attack, you may take a free Operate test, whichever is appropriate. On a success you reduce damage after soak by 1, +1 for every 2 degrees of success. This applies to E-Scale vehicles as well.
Brace for Impact - When you or your passengers take damage to their person whilst in a vehicle, either as a result of a crash or other situation (but not from direct enemy attacks, i.e a sniper shot at a pilot), may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction. This applies to E-Scale vehicles as well.
Reduce Profile - When driving or piloting a vehicle, you may treat that vehicle's size as though it were one size bracket lower for the purposes of determining modifiers to hit the vehicle. This applies to E-Scale vehicles as well.
Advanced Talents
Aggressive Maneuver - When you are operating an vehicle, the penalty this vehicle takes to attacks made with its weapons due to distance travelled is halved, rounded up.
Rapid Repositioning - When crew a vehicle with more than one crew position, you gain a free half action that can be spent to perform any action that would require a crew position other than the one you are currently manning.
Elite Talents
Hotshot Pilot - Whenever you make a successful Operate test, you add your AB/2 to the degrees of success gained by the test. Conversely, on a failed test, you reduce the degrees of failure by AB/2 as well.
Push the Limit - Once per round, you may elect to take a +20 bonus to an Operate test. If the test fails, however, the vehicle suffers an automatic breach to its motive systems, taking 1d10 damage plus 1 extra per degree of failure, applying the appropriate effect along with any other bonuses or penalties from breaches or critical breaches. E-Scale vehicles suffer a permanent 1d10 plus 1 extra per degree of failure damage to their Agility score instead.

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Equipment

Melee Weapons

Ranged Weapons

Ammo

Armour

Gear

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 35 3 -
Ballistic Skill 45 4 NeoSpartan (+5), Ballistics Training (+5)
Strength 35 3 -
Toughness 35 3 -
Agility 40 4 Neospartan (+5)
Intelligence 30 3 -
Perception 30 3 -
Willpower 30 3 -
Fellowship 25 2 -

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Vitals

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

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Starting Skills and talents

From Background

Awareness
Common Lore (War)
Command
Literacy
Speak Language (English, French)
Operate (Superheavy)

From Assets

Common Lore (War+10(T))
Scholastic Lore (War(T), Military Vehicles(T))

From Career

Stealth (SP)
Survival (SP)
Operate (Superheavy+10)

Starting Talents

Melee Training (General)
Basic Training (General)
Jaded
Paranoia
This Gun Is Mine
1 SUP
1 WUP

Experience Table


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