Henri Duval

Henri.png
Name: Henri Duval
Position: Technician, Sergeant, UEF-SOS 1
Sex: Male
Age: 28 (Born 1990)
Nationality: French (Born Swiss)
Place of Residence: EFS Dorian Lachapelle

Physical Details
Hair colour: Black
Eye colour: Green
Height: 5'6" (168.3cm)
Build: Somewhat stocky

Personal Details
"Marie! Marie! Help! I was, uh, inspecting Sir Guillory's new Dreadnought and… Take a look for yourself… B-But you gotta help me! I'm too young to die!"
"Ilmarinen" - Piloting (The Spider's Thread)

A military mechanic with a five year record in the French Air Force, Henri Duval was transferred to the Expeditionary Army two and a half years ago. Fears that the posting would be boring were soon proven horribly, horribly wrong as the Angels began to attack in earnest. Nevertheless, it allowed Henri's talents- an eye for detail, quick, skillful work, and a talent for improvisation- to shine, and catch the eye of Group Captain Guillory.

Born a lawyer's son in French-speaking Switzerland, Henri's father expected him to carry on the family business. However, an intense work schedule saw said father unable to really look after his son much, leaving Henri in the care of a friend- a watchmaker- for most of the week. Never very interested in law, exposure to a watchmaker's workshop awoke Henri's natural talent for machines, and a hunger for idle tinkering that soon proved insatiable. At first, Henri's father tolerated the hobby, but by the time Henri was dismantling pieces of his father's car and putting them back together without permission, enough was enough. Forbidden to indulge in his passion for machines, the relationship between the two rapidly soured, and when Henri matured, he went as far away as he could from his father without having to learn a new language.

Ultimately, this took him to Paris-2, with its immigrant-friendly policies and its low cost of living. And the rest is history.

Character Details

Name: Henri Duval Gender: Male
Background: Impact Survivor Career: Support
Rank: 6 Experience: 14,000

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Vital Statistics

Characteristics

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

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Vitals

Wound Total: 18 Fate Point Total: 3
Insanity Points: 0/100 Ego Barrier: 100/100
WUP Pool: 10

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Traits

Assets

Asset Effect
Egghead (Logic) Gain Proficiency and Talented in the selected Int-based skill.

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Drawbacks

Drawback Effect
Phobia (Heights) When exposed to the trigger, test WP - do not treat as a Fear test for the purposes of bonuses and immunities. On failure, roll Trauma modified as normal by DoF.

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Traits

Trait Effect
Better Lucky Than Good On a failed test, the character may spend a Fate Point. Instead of rerolling the test they may, if they choose, simply reverse the digits of the roll.

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Coherencies

Instabilities

Disorders

Skills

Basic Skills

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

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Advanced Skills

Advanced Skill Characteristic Proficient Trained Mastery Bonuses
Common Lore (Pre-Impact Cinema) Int X - - -
Common Lore (Second Impact) Int X - - -
Common Lore (Swiss Tax Law) Int X - - -
Navigate Int - - - -
Operate (Ground Civilian) Agi X X X Talented (+10), Specialist (Reroll once per round)
Operate (Ground Military) Agi X X X Talented (+10), Specialist (Reroll once per round)
Operate (Flight Military) Agi X X X Talented (+10), Specialist (Reroll once per round)
Operate (Superheavy) Agi X - - Talented (+10), Specialist (Reroll once per round)
Scholastic Lore (Electronics) Int X X X -
Scholastic Lore (Military Hardware) Int X X X -
Scholastic Lore (Computer Science) Int X X - -
Speak Language (English) Int X - - -
Speak Language (French) Int X - - -
Trade (Mechanics) Int X X X -
Trade (Watchmaking) Int 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 X - -
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
Infused Knowledge - You treat all Common and Scholastic Lore skills as though you were proficient in them. Basically, you know something about everything.
Jack of all Trades - You may take untrained Common Skill tests at a -10 penalty instead of Characteristic halved penalty.
Specialist Operate, Tech-Use 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 Operate, Tech-Use 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.
Talented Logic Gain a +10 to tests made using this skill.

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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
Assault Shooter - May fire Basic/Heavy weapons in melee. Heavy weapons have -20 penalty, basic have 0, and pistols count as having the Point Blank bonus.
Barrage - +1 Degree of Success with Ranged attacks.
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.
Gun Drill General Whenever you select this talent, choose one of the abilities below. Weapons must have a Semi/Full function for the talents to apply.
- General +1 to max Semi/Full auto hits with General Weapons.
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.
Stable Shooter - You gain the Auto-Stabilised Trait.
Storm of Iron - Enemies take a -10 to dodge full auto bursts from you. Furthermore, when attacking Hordes with a semi or full auto burst, so long as one attack deals damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn.

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Point Talents

Talent Name Talent Sub-Title Effect
Guardian - You may expend a reaction to parry a melee attack aimed at an adjacent ally.
Halt Advance - This is a Half Action. You make an opposed WS test with an enemy you threaten. On a success, the enemy is unable to move from that spot unless you are first defeated, stunned, knocked prone, incapacitated or pushed out of melee range. If you succeed with 3+ DoS, you may maneuver the enemy as per the action for free.
Maneuver Mastery - You gain a +10 to WS tests when using the Maneuver action.
Sacrifice - You may declare that an attack aimed at you hits one of your arms instead. If your arm is destroyed, there is a 50% chance of the original location taking any excess damage (using the same penetration) after soak. Can use in conjunction with Guardian to cover ally.

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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.
Total Recall - Automatically remember facts, can test to retrieve more obscure or esoteric facts.
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
Able Assistant - Whenever this character uses the 'Assistance' action on another character making a skill check, the character making the skill check reduces the difficulty level by an extra degree of success.
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.
Hunker Down - As a free action, select a number of allies within audio and visual range up to your IB. All enemies firing at these allies from a position where the allies are treated as being in cover take a -10 penalty to hit.
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.
Marker - You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy. Until the start of your next turn, all allies who open fire with a ranged weapon on that target take a +10 bonus to hit. You may only mark a single enemy in this manner, even if you hit multiple foes.
Mass Marking - When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB.
Soak Fire - Allies benefiting from the Hunker Down action treat their AP as being higher by an amount equal to your IB/2.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range.

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Piloting Talents

Talent Name Talent Sub-Title Effect
Adept Maneuvering - When your vehicle is successfully hit by an attack, you may take a free Drive or Pilot 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.
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.
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.
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.
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.
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.

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Technician Talents

Talent Name Talent Sub-Title Effect
Applied Engineering - As a Half Action you may modify any weapon within reach to do one of the following effects, shown below. Whatever the modification, this benefit only benefits the weapon's next attack, success or failure. The same benefit cannot be applied to the same weapon twice in an encounter.
- Calibrations Reroll the weapon's next to-hit roll and take the preferred result.
- Higher Output If the weapon's next to-hit roll is a success, the attack may reroll all of its damage and take the best result.
- Hits Home If the weapon's next to-hit roll is a success, add your IB/2 to it in Degrees of Success.
Careful, that's Dangerous - When a weapon wielded by an ally within IB m/dm (Adjacent KM) overheats or jams, you may test Tech-Use. On a success, the weapon is treated as though it had rolled a failure with zero degrees of failure instead.
Jury-Rig - When undertaking repairs with this action, you may decide to reduce repair time to a factor of one tenth. That is, a job taking 10 hours (600 minutes) will now only take one hour (60 minutes), whilst a job taking 60 minutes will now only take 6 minutes. However, all tests relying on the damaged part are now taken at a -10 penalty, and if any tests related to it fail by 4 degrees or more, the repair is undone. This penalty persists until proper repairs are completed.
Master Engineer - You takee a permanent +10 bonus to Tech-Use tests. Furthermore, you may spend a Fate Point to automatically pass a Tech-Use test with a number of degrees of success equal to their IB, whilst repairs, constructions or modifications automatically take the least amount of time possible for the repairs. At the GM's discretion, this talent may also allow you to perform upgrades or repairs without all the required components.
Overclocking - You can push certain pieces of technology to their limits. You may, as a half action, do any of the following actions below to a piece of technology within reach. Regardless of the benefit, each upgrade can only be applied to an object once per encounter.
- Energy Weapons If the attack's next hit is a success, the attack deals extra damage and penetration equal to the character's IB/2.
- Superheavy Units Character's unit only. The unit's TB or AB is increased by an amount equal to the character's IB/2. Lasts until the end of the character's next turn.
- Vehicles One of the following: the vehicle's speed is increased by 10% per IB. The vehicle's Maneuverability is increased by +5 per IB/2. Lasts for a number of rounds equal to the character's IB.
Percussive Maintenance - You may unjam any weapon within reach automatically as a half action.
Temporary Reinforcement - As a Half Action, you may increase the AP value of a piece of armour or cover by an amount equal to your IB. This protection lasts for one round or until the armour takes a hit, whichever is later. This action may only be performed on a piece of armour or cover once in an encounter.

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Starting Stats

Characteristics

Vitals

Starting Skills And Talents

Experience and SUP Tables

Experience History

SUP History

Kits

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