Isaiah Gabriel Wei

Isaiah4.png
Name: Isaiah Gabriel-Wei
Chinese Name: 魏 弘灵 (Wei Hongling)
Position: Pilot of EVA-05, First Man of the Federation
Sex: Male
Age: 18 (Born 2000)
Nationality: French-Chinese
Place of Residence: Paris-2 16e Arrondissement

Physical Details
Hair colour: Blonde
Eye colour: Blue
Height: 5'8"
Build: Slim

Personal Details
"I don't like to fight. But don't think of mistaking that for weakness."
Isaiah's Theme

Isaiah Gabriel-Wei, a boy with an intimate connection to Second Impact. When talking about his history, much like Second Impact, there are two stories- the comfortable, plausible lie, and the disturbing truth.

The first is the story everyone knows. Isaiah was born on the 27th of September, 2000, to doctors Wei Liyi and Elijah Gabriel. His mother was the world renowned inventor of the incredible Bio-gel, and his father, a pacifist and one of the world's most respected minds in the field of Positron physics. However, Liyi had a heart condition, and when Isaiah was still a boy, died. His father grew lonely, bitter and resentful, and hated and blamed his son for his mother's death. They moved around a lot, living not only in China but also in the United States, living in New Mexico under the ash shadow of the Yellowstone Cloud. Some time in 2013/14, Dr. Gabriel was hired to help create weapons for NERV. He hated making weapons, but it was to kill Angels and he needed the money. His son, Isaiah, went along with him, becoming a miserable yet tender hearted loner at the Parisian school of St. Louis. Known for a good deal of social awkwardness and incredible mathematical skills, it was here that he nevertheless met Zhang Yanmei. The two seemed drawn to each other and quickly became close friends, then soul-mates and lovers. This brought about an amazing transformation in Isaiah, taking him from a shy, quiet boy into one filled with confidence, resolve and strength.

The second is the true story. Isaiah was born on the 27th of September, 2000, to doctors Wei Liyi and Elijah Gabriel. Second Impact launched a massive amount of what NERV scientists would later dub 'S2 Radiation': potent radioactive energy that could affect biological organisms, making their physiology much more malleable, capable of causing bizarre mutations. However, such changes were rarely stable, and Wei Liyi was subjected to a truly lethal amount of S2 Radiation, which ensured that she spent the last few years of her life barely aware of what was going on around her. The radiation affected her son as well, still in the womb, but shielded from the worst of it by his mother, the S2 Radiation instead caused stable, imperceptible changes in Isaiah's form. He matured quickly, and possessed a higher rate of healing than a normal human being. He was also possessed of an advanced intelligence cultivated by the S2 Radiation.

Furthermore, Isaiah was an E-Type, one of the seven 'eggs' of Lilith, meant to be filled and sent out to help repopulate the galaxy. His A-Type, his bonded soul mate, was Zhang Yanmei.

SEELE took Isaiah as a baby, forcing his father to work with them through threats and blackmail. For this time, Isaiah was kept inside a special facility, which grew his body and also implanted conditioned thoughts into his head- in fact, most of his memories are simply conditioned fantasies. His nature as a human Impact Feral proved useful for SEELE. During Impact, a similar thing had happened to Aline Blanc and, although Blanc had essentially died in the process, they were able to secure the original body and keep it in a state of semi-life. This allowed them to clone Aline Blanc, implanted with her soul- this was the baby they returned to Blanc's parents.

Using genetic material taken from Isaiah and Aline, SEELE's genetic scientists, particular the Ikaris, realised that the S2 Radiation had made their structures curiously malleable. By combining the two, they were able to create a special genetic 'seed' which could be introduced into human beings. This would allow those human beings to undergo radical genetic manipulation, far beyond what was possible, without dying. This genetic seed was used to create Eugenia Ranvier, enhance Rei Ikari in the womb, as well as create the Ayanamis. In fact, the genetic seed still exists, and is being replicated, and is used to produce Iron Guard, Phantoms, Solomons and other such individuals- all of which trace their defining aspect of their nature back to Isaiah and Aline.

Isaiah was only awoken from his vat about a year and a half before he met Zhang Yanmei, and was taken with his father to Paris-2. This was a conscious decision- SEELE believed that, as they were soul mates, they would be drawn to each other. SEELE believed that, if a proper Libido Bond could be formed, then by controlling Isaiah, they could control Yanmei and by extension EVA-04.

What they hadn't counted on was Elisha Caine. The Ikaris had been the ones to secure the soul of Adam, although none but a few knew it. Elisha also knew that they had access to both Isaiah and implanting technology; he had them plant the soul of Adam into Isaiah. Elisha, too, banked on SEELE intending to control Yanmei through the Libido Bond, but he, as an actual person with a Libido Bond, knew that their efforts would not only fail, but feed right into his own: by using Isaiah as a carrier for Adam, he could use him and Yanmei to eventually 'transmit' Adam's Soul into EVA-04, thus completing that stage of the plan.

Not that Isaiah knew this. He did of course fall in love with Yanmei, and she him. They adopted Elizabeth Bellamy, and loved her as their own. They became a family. They formed a Libido Bond through a fight with the Angel Malchediel.

During this time, he was wounded in a battle with anti-UN extremists attacking St. Louis, during which little Rei Ikari- who had grown very fond of Isaiah- was killed. The Ikaris took a small portion of Rei's soul- the part that contained her love and affection- and placed it into Isaiah as well, to mitigate the power of Adam- who was stronger than they had expected.

Isaiah had a habit of being injured rather grievously over the years. Not only was he shot by extremists, but he was shot twice in the chest by Sera de Pteres with a high powered sniper rifle- whilst Isaiah had been on a Christmas date with Yanmei. During the Malchediel battle, he was attacked by a Reaper, who burned him with acid. And during the Synfront battle, the first Divine Eva tore through his Eva and crushed his plug, nearly killing him.

The last event saw Yanmei captured; she tried to heal him by forming a connection between him and EVA-08, but instead accidentally formed a link between -Adam- and 08, allowing the Mother of Angels control over 08 and Isaiah both. He healed in body, but at a great cost- and when his father killed himself, destroyed a conditioned trigger at the same time, right in front of Isaiah, the dam burst. Isaiah went berserk, and Adam within grew powerful, and they rampaged through the Synfront, coming close to killing Mary Caine herself. They escaped, however.

Finally, during Operation Imperatrix, the entire edifice came crashing down. EVA-08 went berserk and consumed a Dysangelion, including its unlimited core. All of the steps were now there for it to be uplifted- and Adam provided the key. EVA-08 achieved Pseudo-Evolution, the state in which it was full of formless potential: it become a Seed of Adam, a Seed of Lilith or maybe even both. EVA-08 was driven off by EVA-00's Protocol RTD… And the two of them clashed again in Paris-2, but this time as the Giant of Darkness and Light respectively.

Isaiah however hadn't been in EVA-08, but rather EVA-05, and had refused to come home. Now aware of the danger he posed, he had intended to die, but Yanmei's intervention prevented that. After a grueling battle, which saw Yanmei enter Isaiah's very soul, Isaiah was saved- and reborn from the ashes. Adam was divided in half, with one half in Isaiah, the other in EVA-04, and along with it went a portion of Rei Ikari as well- her Eva form now mostly healed of its loss due to Isaiah and Yanmei's strength. This portion of Rei Ikari was intended to serve as a conduit, forming a bond between EVA-04 and 05- and allowing 05 to fulfill its role as the 'Key' which would activate Elisha Caine's apotheosis, as well as the sword which would strike that god down.

Isaiah is a gentle, loving young man, and undyingly loyal to his family and friends. He is a skilled logician, mathematician, and doctor. He is also brutal in a fight, if rather ham-fisted, relying on hammer blows rather than the graceful bloody dance of his lover. His sheer willpower and stubbornness allow him to press on even in the darkest of moments, serving as Yanmei's light and as her guardian as her role plays out now.

Details

Character Details
Name Isaiah Gabriel-Wei Gender Male
Background Prodigy Career Berserker/AT Tactician
XP Total 40200 Rank Elite
Kit:

-- Back to Top --

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 57 5 Expert
Ballistic Skill 25 2 -
Strength 53 5 Expert
Toughness 53 5 Expert
Agility 54 5 Expert
Intelligence 65 6 Expert
Perception 52 5 Expert
Willpower 61 6 Expert
Fellowship 32 3 -
Synch Ratio 120 12 Adam's Dark Ashes (10), Expert*2

-- Back to Top --

Vitals

Vitals
Wounds: 25 Fate Total: 4
Fatigue Threshold: 5 Conditional Fates: 4

-- Back to Top --

Traits

Assets
Asset Subname Effect
Egghead Logic Gain Logic(T).
Doctor - Gain Medicae(T) and the Master Chirurgeon talent.
Driven - You gain a conditional fate point to spend when facing superior foes or bad odds.
Gifted Intelligence Intelligence purchases are one step cheaper.
Quick Healer - Whenever you heal wounds, you always heal +1 more, no matter the reason.

Injuries and Complications

Injuries
Injury Effect Cause Incident

-- Back to Top --

Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X -
Athletics Str X X X Talented
Awareness Per X X X -
Carouse Tou - - - -
Charm Fel X - - -
Chem Use Int - - - -
Command Fel - - - -
Commerce Int X X X -
Deceive Fel X - - -
Demolitions Fel - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Str - - - -
Literacy Int X - - -
Logic Int X X X Talented
Medicae Int X X X Talented
Parry WS X X X -
Scrutiny Per X X X -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi - - - -
Survival Per X X X -
Tech Use Int - - - -

-- Back to Top --

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.

-- Back to Top --

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.

-- Back to Top --

Talents

Proficiency Talents

Weapon Talents

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X X X
- Prog X X X
Basic Bolt - - -
- Flame - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -
Heavy Bolt - - -
- Flame - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -
Pistol Bolt - - -
- Flame - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -

-- Back to Top --

Skill Talents

Name Sub-Class Effect
Basic Talents
Talented Athletics Gain a +10 to tests made using this skill.
- Logic Gain a +10 to tests made using this skill.
- Medicae Gain a +10 to tests made using this skill.

-- Back to Top --

Combat Talents

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.
Street Fighting - +2 Critical Damage with a knife, Natural or unarmed attack.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed.
Advanced Talents
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
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.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Elite Talents
Blood Frenzy - Once per combat you may use Blood Frenzy. You may reroll damage dice with melee weapons (weapons with multiple dice must reroll all dice) and take the preferred result, your melee Penetration value is increased by +2 and you gain the Vengeful (-2) Quality. This lasts for a number of rounds equal to your WPB/2.
Brutality - Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they gain the Vengeful (-1) Quality.
Crushing Blow - You deal Extra melee damage equal to WSB/2.
Hammer Blow - When making an All Out Attack, you may add half of your SB to the attack's Penetration. Attack has the Concussive quality.
Heroic Assault - When making a Charge attack, you may elect to perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. You may use All Out Attack-enhancing talents.

-- Back to Top --

Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Peer Bioexotics (3) You gain a 10*X bonus to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.

-- Back to Top --

Mental Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Frenzy - Full Action. At the start of your next turn you Frenzy. You remain Frenzied for the duration of the combat.
Heightened Senses (One Sense) You take a +10 to Perception tests when using the chosen Sense.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Resistance Fear You gain a +10 to tests to resist the chosen object.
Advanced Talents
Battle Rage - You may Parry when Frenzied.

-- Back to Top --

Physical Talents

Talent Name Talent Sub-Title Effect
Basic Talents
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.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
Advanced Talents
I Cannot be Defeated You increase your Fatigue Threshold by 2.
Iron Jaw - 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.
Elite Talents
Extreme Endurance - You may declare Extreme Endurance once per session. For a number of hours equal to your TB, 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.
Extreme Resilience - You ignore the effects of critical damage (bar the sort that kills, disables or dismembers you) until the end of the battle.
Feat of Strength - Once per session. You gain Unnatural Strength (+4) for a number of rounds equal to your pre-Feat of Strength SB/2.
Renewed Vigour - Once per session, you may declare Renewed Vigour. You restore wounds equal to your TB as a free action.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

-- Back to Top --

Specialist Talents

Medical Talents

Talent Name Talent Sub-Title Effect
Basic Talents
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.

-- Back to Top --

Metaphysical Talents

AT Field Talents

Talent Name Talent Sub-Title Effect
Basic Talents
AT Maneuver - Whenever you select this talent, choose one of the abilities below.
- Kinetic Aid You may test Synch Ratio in place of Agility when testing Acrobatics.
- Mind's Eye You may use your Synch Ratio when Testing Awareness, instead of Perception
Quick Spread - The Spread (Full) action is now a Half. Also, you may now use the Spread (Half) as a Free Action.
Scan Field - You may make an Awareness test when using the AT Ping power to discern the ATS of another AT Field.
Synchronize Group - Full Action. Your AT Field merges with the AT Fields of allies within 3km of you. All pilots involved must test Synch Ratio, or spend a Reaction to automatically pass. If at least two pilots succeed (including yourself), Group Synchronization occurs. Any pilot who fails is not included in the Synchonization and must make a WP test or take 1d5 Ego damage. If you fail, then the entire group fails. In Group Synchronization, all Evas in the Sync lose their AT Fields, and you gain an AT Field with strength equal to your ATS, plus the highest ATS out of the rest of the Evas, then finally half of the ATS of every other member. At the start of every round after the first round in which Sync was formed, you must test SR or else the Sync fails. If an Eva other than you attempts to use an AT Field power during this, you must pass an SR test at -30 or else Sync fails, and all involved are Stunned for 1 round. Whilst Sync is in effect, any mental attack that affects one member affects all members, although they gain a +20 to any resistance tests.
Advanced Talents
Analyze Field - As per Scan Field, but on a success and for each DoS, you may discern 1 AT Power the target knows.
AT Focus - Designate a single AT Power; you bank a number of ATP up to your IB, reducing your current ATS by that amount. Next turn, you test Synch Ratio. On a pass, you gain an extra amount of ATP equal to the amount banked, but may only be spent on the designated power (either activating it or augmenting it or both). On a failure, the ATP is lost. If the pilot is unable to activate the declared power, treat it as a failure.
Spark of Genius - You may spend a Fate to gain AT power that you meet the prereqs for but do not have. You may use this power for 1d5 rounds, after which you must test SR at the start of every round or lose it.

-- Back to Top --

Berserk Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Bestial - You may add a single free upgrade to a Natural Weapon of your choice. You may choose this talent multiple times, selecting a different Natural Weapon to enhance each time.
Beyond your Means - When Berserk, your Eva increases its Unnatural Strength value by +2.
Cannibalize - If your Eva is Berserk, and there is a dead enemy on the field with Angelic properties (an Angel, Eva, Dysangelion etc) that has not self-destructed or otherwise been vaporised, you may spend a Full Action to devour the target, gaining 2d5 wounds in the process to be applied wherever you like. If the target is an Eva that still has its Entry Plug inside it, then the Pilot instantly burns fate or dies.
Ghost in the Machine - If your Eva is ever defeated, you may burn a Fate Point. Instead of being defeated, your Eva reactivates and instantly berserks. All body parts have their wounds reset to maximum, even if this means regrowing limbs. All Critical Damage effects are removed from the Eva. All of your remaining Fate Points default to unspent. After using this talent, you may not be forced to burn fate again to survive during the battle barring exceptional circumstances. Finally, if you're forced to burn fate to survive during a battle, then this talent may be activated at the same time off the same burned fate.
Loose Control - You may test Berserk if you are ever stunned.
Restraint - You automatically succeed on your Berserk Eva's Dormant Test so long as there are no circumstances that force you to attack an ally (such as an Eva having the Angelic Soul Feature). If such circumstances exist, you instead gain a +10 bonus to your Dormancy test.
The Beast Within 3 You gain a number of conditional Fate Points equal to X that you may only use when you Berserk. Whenever you purchase this talent, increase X by 1.
Advanced Talents
Absorb - As Cannibalise, but instead of healing, add 1 BUP to your Biological Upgrade pool. May not be used with Feast.
Advanced Berserk - Whenever your Eva berserks, it may use AT Field powers as normal. Furthermore, if it does not already possess them, for the duration of berserk it gains the Cross Blast, AT Wave and Bunker Field Powers.
Allied Eva - Your Berserk Eva will never willingly attack an allied Evangelion. This does not include enemy Evangelions or Evas under control of an enemy (through mind powers etc).
Berserker Vitality - You permanently recalculate your Evangelion's wound pools using your Berserk Toughness Bonus instead of your regular TB.
Carnage - You now consume enemies with merely a touch, reducing the Action required for the Absorb, Cannibalize, Eat and Run and Feast talents by Half. Furthermore, you gain a special attack.
- Special Attack When your Eva is berserk, you may spend a Fate Point once per battle. One of your arms becomes distended and gooey, losing all AP attached to the arm. You may then strike an Angel or Eva with that arm as a normal attack; you and the target then make an Opposed Toughness test. If successful, your arm merges with the target before being ripped back, dealing (SB*2) damage to the target that is not reduced by AP or TB. You instantly gain 1d10 wounds to be divided up amongst your body locations as you like, as well as gaining 1 BUP instantly. If either the WS test or the Toughness Test is a failure, you regain your lost Fate, but your arm's AP remains at 0.
Disturbing Anatomy - If your Eva has Natural Weapons of the Arm Blade, Claw, Tail, Talon or Tentacle type, they now gain a melee range of +1km (i.e. range 2km for most) and the Flexible quality.
Feast - As Cannibalise, but you heal 1d10+TB wounds instead of 2d5.
From the Grave - If your Eva has been defeated, you may spend a Fate Point to roll for Berserk as normal. If your Eva successfully Berserks, it rises up one round later and continues to fight, having regenerated TB wounds and removed all Critical Damage from the body part that was critically damaged to the point of death. The pilot must pass a Willpower test or take 1d10 insanity; even on a success they still take 1d5.
Rampage - Whenever you are Frenzied or Berserk and make an All Out Attack, you may sacrifice your own reaction. In exchange, your attack deals an extra +2 damage, plus another +1 per 2 DoS.
Rip and Tear - Whenever you deal Critical Damage to an enemy limb in melee, you may make a Strength Test, Opposed by the target's Toughness. If you succeed, the limb in question is automatically removed, the target suffering the maximum Rending Critical Effect (plus your WSB if applicable) for that body location.
Self Preservation - You may test Berserk if you ever lose a limb.
The Dead Walk - When Berserk, you reduce the amount of Critical Damage you take by -2, to a minimum of 1.
Unleash the Beast - You reduce the Berserk Test SR Penalty to -20 instead of -30. Before rolling a Berserk test, you may spend a Fate Point. If successful, you automatically pass your Berserk test.
Undying - When Berserk, your Eva increases its Unnatural Toughness value by +2.
Elite Talents
Breakthrough - When Berserk, your Eva's Natural Weapons gain the Angelic Quality.
Cruel Angel Apex Predator Your Berserk Eva increases its Unnatural Strength value by +2, and increases its WS by an extra +10. The Evangelion may also ignore any effect that would shift, slow or halt it, such as maneuvering, grapples, Gravity or Barrier Field effects and the like. The effect is especially draining on the pilot, however; they are unconscious for a period after the battle equal to 10d5 hours; until the end of the next Campaign Turn, you gain a level of Fatigue that cannot be removed, and treat your (personal) SB and TB as one point lower.
Eat and Run - As Rip and Tear. However, if you have successfully removed a limb from a foe that doesn't possess the Machine trait, you may devour it as a half action to regain 1d5 wounds, which may be spread amongst your body locations as you like.
I'll be Back - If your Eva takes enough damage to be considered defeated, roll a 1d10. On a result of 8, 9 or 10 you rise up one turn later, having healed TB wounds and removing all Critical Damage from critically damages areas. It then berserks.
Lucid Eva - Whenever your SR drops due to a negative synch disruption, your Eva tests for Berserk. Furthermore, you reduce the Berserk Test SR Penalty to +0.
Ravenous - Whenever you use the Cannibalise talent, you may now use both the Absorb and Feast effects for it.
Unstoppable - On passing a Berserk test, you may spend a Fate Point. For the rest of the battle, your Eva has the Stuff of Nightmares trait.

-- Back to Top --

AT Field Powers

Spread Patterns

Name: Accelerated Territory
Deflection per ATS: 10% Action: Half/Full to Spread, Maintain Free
Effect
Your AB increases by 1 per 20% of Deflection for the purposes of movement.

-- Back to Top --

Offensive Powers

Name: AT Blast
ATP: 4 ATP Action: Half
Damage: 1d10+4E, Pen 2, AT Pen 2 Range: Medium Range (6km)
Effect
Single-target ranged attack, roll to hit with BS or WP, and inflict damage as above.
Augment
+1 damage and per 1 ATP, +1 Pen and AT Pen per 2 ATP. Increase Range by one step per 4 ATP, to a maximum of Very Long (15km). The attack gains Semi-Auto +1 per 6 ATP.

-- Back to Top --

Enhancement Powers

Name: AT Beacon
ATP: 5 ATP Action: Half, Maintain Half/Reaction
Damage Bonus: - Range: Close Range (3km)
Effect
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 gain a +20 to WS and BS tests against the target, or a +30 to hit with AT Field or AT Enhanced attacks. This effect persists even if the enemy leaves the ability's range. If the enemy is more than 1km away, then the effect lasts for an extra 1d5 rounds before breaking, unless you spend a Full Action to maintain the power.
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.
Augment
You may maintain this power as a free by spending +5 ATP.

-- Back to Top --

Dirac Powers

Name: Dirac Breach
ATP: 5 ATP Action: 1 Half, Maintain Half
Range Sensory
Effect
You use your dirac sea to warp space-time into a superluminal structure analogous to a wormhole. This wormhole has two entrances. The first is created adjacent to you. The second may be created anywhere so long as you can see or perceive it clearly- either through your own eyes, through a monitor, or through having precise coordinates for it. The generated wormhole has a diameter of roughly 5 metres. Anything that passes through one end of the wormhole passes out into the other, potentially increasing the range of weapons by a drastic amount. The wormhole remains open for as the power is maintained, even if you move away from it. You may move either or both ends of the wormhole as a half action, up to a distance of 5km.
Special Notes and Effects
You may attempt to redirect ranged attacks targeted at or fired from a point within 5km of you. If this power is active, you may test agility-20 as a reaction to shift an end of the wormhole in front of the ranged attack. If successful, you catch the attack, which is resolved as though fired out of the other end of the wormhole in a straight line, potentially hitting a target.
You may use this power to breach into a Dirac Sea, or out of one, including your own. If you are using the Inverted Field pattern, you treat your dirac shadow's line of sight as your own.
Augment
May create an extra wormhole per 5 ATP.

-- Back to Top --

Utility Powers

Name: AT Ping
ATP: 1 ATP Action: Free Action
Range Medium Range (6km)
Effect
You very briefly expand your AT Field in a weakened state to feel the resistance of other AT Fields. You may detect any Active AT Field within Medium Range (6km). You know the presence and location of an active AT Field, even if the generator is hidden.
Augment
Range increases by one step to a maximum of Very Long (15km) per 2 ATP; past this, the range increases by 15km per 4 ATP, to a maximum of Orbital at 20 ATP. May detect the Fields of human beings, although knowing the exact amount becomes difficult in large groups, after 3 ATP.

-- Back to Top --

Neutralisation Powers

Name: Destructive Interference
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Effect
Neutralizes 15% of target's Deflection. If 5 ATP or more is spent on this power, then the target suffers a -10 non-stacking penalty to all tests so long as the power is maintained.
Special Notes and Effects
This power is likely to cause the target to aggressively attack the user.
Augment
Neutralizes 15% of Deflection per extra ATP.

-- Back to Top --

Equipment

Melee Weapons

Ranged Weapons

Ammo

Armour

Gear

Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 37 3 -
Ballistic Skill 25 2 Untrained Eye (-3)
Strength 33 3 -
Toughness 33 3 -
Agility 34 3 -
Intelligence 45 4 Natural Talent (+5), Prodigy (+5)
Perception 32 3 -
Willpower 41 4 Prodigy (+5)
Fellowship 32 3 -
Synch Ratio 70 7 A10 Sensitive (10)

-- Back to Top --

Vitals

Vitals
Wounds: 13 Fate Total: 3
Fatigue Threshold: 3 Conditional Fates: 0

-- Back to Top --

Traits

Assets
Asset Subname Effect
Egghead Logic Gain Logic(T).
Doctor - Gain Medicae(T) and the Master Chirurgeon talent.
Driven - You gain a conditional fate point to spend when facing superior foes or bad odds.
Gifted Gifted Agility purchases are one step cheaper.
Quick Healer - Whenever you heal wounds, you always heal +1 more, no matter the reason.

Injuries and Complications

Injuries
Injury Effect Cause Incident

-- Back to Top --

Starting Skills and talents

From Background

Common Lore (History, Science)

From Assets

Logic (Talented)
Medicae (Talented)

From Career

Commerce (SP)
Literacy
Scholastic Lore (Medicine (SP))
Speak Language (English, French, Mandarin)

Starting Talents

Skill Proficiency (Commerce, Medicine), Deflective Field, Neutralise, Melee (General), 1 BUP, 1 WUP

Experience Table


-- Back to Top --
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License