Hugues Monette

Hugues.png?t=1318931356
Name: Hugues Monette
Position: Chief Sergeant and XO, UEF-SOS 1
Sex: Male
Age: 57 (Born 1961)
Nationality: French
Place of Residence: EFS Dorian Lachapelle

Physical Details
Hair colour: Grey
Eye colour: Brown
Height: 6'2" (182cm)
Build: Built

Personal Details
"Bah. I don't buy any of that superstition stuff, boy. It's gonna take more than superstition to knock me off."
"Magpie" - Main Theme (Spike In A Rail)
"Svarog" - Piloting (Stolz)

A career soldier through and through, Hugues Monette has been with the French Army ever since he was 19 years old. His record is long and extensive, having served in Libya, Iraq, Kosovo, Somalia, the Congo, Indonesia, Australia and a score of other places. He's a consummate survivor and an old hand at leading men. He knows the score better than most- the sheer number of conflicts he's seen have made him hard and cynical about military matters, and he takes no chances when it comes to the battlefield.

Despite this, he's well known for being a good listener, a giver of helpful advice, and a fairly good chap all around. His long military career hasn't prevented him from starting a family, and he's been happily married for thirty-two years now. He has two children, both of which are fully grown up at this point and off doing their own thing.

Hugues met Raphael in the Balkans during the peacekeeping mission to the ravaged area. The two became firm friends, Raphael's quick rise up the ranks being no barrier.

Since being hand-picked by Guillory to serve in the initial Superheavy Unit in 2016, Hugues’ sheer force of personality has seen him serve as Raphael’s XO almost by default – a role that has persisted into their time in the SOS. He shows little sign of psychological trauma from his time in the unit or his contact with Angelic beings, concerns have been raised about his habit of taking trophies from the battlefield. While he is typically dismissive of questions regarding the items or his interest in them, routine psychological analysis has reported hints of an increasing degree of frustration with – and distance from - his family life as the war has grown stranger, particularly over their inability to understand the sort of things he faces on a day-to-day basis.

Character Details

Character Details
Name Hughes Monette Gender Male
Background Impact Survivor Career Pointman
XP Total 20000 Rank
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 6 Train (+20)
Ballistic Skill 40 4 Train (+10)
Strength 50 5 Train (+10)
Toughness 60 7 Train (+20)
Agility 45 4 Train (+5)
Intelligence 30 3 -
Perception 45 4 Train (+10)
Willpower 50 5 Train (+10)
Fellowship 30 3 -

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Vitals

Vitals
Wounds: 29 Fate Total: 3
Fatigue Threshold: 0 Conditional Fates: 0

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Traits

Assets
Asset Subname Effect
Cynic - Gain the Scrutiny skill and +20 to Scrutiny tests to resist Charm or Deceive.
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- -
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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 - -
Athletics Str X X X -
Awareness Per X X X -
Carouse Tou X X X -
Charm Fel - - - -
Chem Use Int - - - -
Command Fel X - - -
Commerce Int X X X -
Deceive Fel - - - -
Demolitions Int - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Str X X X -
Literacy Int X - - -
Logic Int X X - -
Medical Int X - - -
Parry* **WS X X X Talented
Scrutiny Per X X X Talented
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X - - -
Survival Per X - - -
Tech Use Int - - - -

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Talents

Proficiency Talents

Weapon Talents

Skill 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 Parry, Scrutiny, Operate(Superheavy) Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
Advanced Talents
Elite Talents

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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.
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.
Elite Talents

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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.
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.
Elite Talents

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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
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.

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Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Advanced Talents
Elite Talents

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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 (One Sense) 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.
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
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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Specialist Talents

Support Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Advanced Talents
Elite Talents

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Demolitions Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Advanced Talents
Elite Talents

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Medical Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Advanced Talents
Elite Talents

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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
Elite Talents

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Technician Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Advanced Talents
Elite Talents

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Starting Stats

Characteristics

Vitals

Starting Skills And Talents

Experience and SUP Tables

Experience History

Kits History

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