Marianne Amatore Deforest

Marianne2_zps2ea6f4c5.png
Name: Marianne Amatore-DeForest
Position: NERV Tactical Operations Director
Sex: Female
Age: 34 (Born 1983)
Nationality: Italian-French
Place of Residence: Paris-2 Geofront

Physical Details
Hair colour: Blonde
Eye colour: Blue
Height: 5'8" (170.4cm)
Build: Slender

Personal Details
"'Not good enough'? The pilot panicked because an Angel rammed a lance into her EVA's head at a speed of over 1,200 miles per hour! She's lucky she's even alive… Goddamn, whose bright idea was it to create such a ridiculous machine? Injury feedback? Are you kidding me?"

The oldest and most experienced of the three 'Bridge Bunnies' who make up the Tactical Command Operators, Lieutenant Marianne Amatore-DeForest is a consummate professional, staying calm and focused at all times whilst on duty. Her dedication and hard work is widely respected and acknowledged in NERV. In fact, in many ways she professionally resembles the Commander… Albeit a lot less intense and far, far more approachable.

At least, on duty, that is. Off duty, Marianne's more well-known for her rather laconic wit. Her dry, deadpan sense of humour and personality is the result of her sceptical view on life, and she's quite willing to question things- for example, the actual efficiency of the Evangelion, no matter its actual requirement.

That said, she is at the end of the day, like her other counterparts, rather protective of the Evangelions and especially their pilots. Although not quite within the letter of her occupation, Marianne does in fact jump at the chance to guide or even act as a guardian for the young pilots- perhaps out of some motherly sense, or maybe something else.

Lieutenant Amatore-DeForest is also acting as pilot Zhang Yanmei's legal guardian- as such, they share the same living space and the Lieutenant is considered capable of representing the pilot in certain situations. They both moved into a Geofront Apartment (an apartment building that recesses during battle) after their old was was destroyed.

Marianne was promoted to Captain after the confrontation with Silas Caine and EVA-05, making her something of an Operations Director in her own right.

After the death of Colonel Lachapelle, Marianne was promoted to Colonel and given the position of Operations Director for Paris-2.

Character Details
Name Marianne Amatore-DeForest Gender Female
Background Impact Survivor Career Director/Adept
XP Total 20000 Rank Elite
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 TM (5)
Ballistic Skill 35 3 TM (5)
Strength 35 3 TM (5)
Toughness 35 3 TM (5)
Agility 65 6 Expert, TM (5)
Intelligence 75 7 Expert, TM (5)
Perception 55 5 Expert
Willpower 55 5 Expert
Fellowship 75 7 Expert, TM (5)

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Vitals

Vitals
Wounds: 21 Fate Total: 5
Fatigue Threshold: 3 Conditional Fates: 2

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Traits

Asset Subname Effect
Academic Vehicles, Computers, Engineering Gain 3 Lores and the Talented (Lore) talent.
Driven - Gain one conditional Fate Point to be used when facing a superior foe or exceptionally bad odds.
Shrewd - Gain one conditional Fate Point to be used in negotiations or social interactions. The Point may not be used to heal wounds, but it can remove fatigue if that fatigue resulted from social interactions.

Injuries and Complications

Injuries
Injury Effect Cause Incident

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Skills

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

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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 Linguist
Characteristic Intelligence
Action Free Action
Specialist Examples English, French, Japanese, Russian
Description
Linguist represents the ability to speak and understand a language. Most of the time, there is no need to test Linguist in regular conversation. Tests may be needed for particularly difficult tasks, such as understanding an extremely thick accent or understanding a garbled radio message. However, this skill may also be tested when trying to decipher or understand a language you are not familiar with. Generally, even the most basic of sentences from another language requires a Linguist test to understand, with bonuses or penalties being applied depending on how close the language is to one of your own: for example, it is much easier for someone who speaks Spanish to understand Portuguese than it is for them to understand Chinese. Sometimes the necessary context is simply missing, and Linguist tests are impossible.

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Talents

Proficiency Talents

Weapon 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.

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Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Talented Charm Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Deceive Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Inquiry Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Logic Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Lore Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Command Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Tech Use Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.

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Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. Your Followers also have +10 Loyalty when in your presence, and your subordinates may reroll any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them.
Beyond Reproach - When interacting with others, you may spend a Fate Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the encounter.
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers.
Disturbing Voice - You count as having Fear (1) for the purpose of Intimidate tests and the "Terrify" use of the Command skill.
Eloquent - You may reroll Charm, Inquiry and Deceive tests and take the preferred result.
Mimic '- Given about an hour of study, you may mimic the voice of another. It takes a -10 Scrutiny test to figure out it's a faked voice (or +0 if you weren't able to converse with the person face-to-face). Of course, if the listener knows the appearance of the mimicked voice's owner, and it's clear to them that the user doesn't look like them, then the deception fails. In Social Conflicts, if you use this talent to mimic, mock and disparage the opponent, then the opponent loses 1d10 Willpower on a loss, not 1d5.
Unremarkable - You're easily forgettable, and blend into a crowd easily. Attempts to recall your face or spot you in a crowd take a -20 penalty, and you take a +20 bonus to Deceive tests to persuade someone that they've never seen you before. This talent doesn't work if you're particularly distinctive in relation to the crowd or are wearing unique or flashy items- an unremarkable Iron Guard might be able to lose themselves in a crowd of other Guard, but they always stand out in a crowd of biotypicals.
Veiled Threats - You use Fellowship in place of Strength for the purposes of Intimidate tests.
Advanced Talents
Devoted - Your Followers take a +20 bonus when using the 'Protect Ally' Dodge Action on you.
Follower Frederic Gosselin You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Sophie Gagnier You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- James Riel You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Tenma Kenzo You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Cornelia Archibald You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
- Casey Cole You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all allies within FB km. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests. Finally, any allies within range of you suffering from Mental effects already (Break, Fear, Pinning, Frenzy and others) may make an immediate free WP test to shake off the effects, with a +5 bonus per DoS on your Terrify test.
Inspirational - All allies within 2km of you take a +10 to tests to resist Break, Fear, Pinning or Intimidation. Furthermore, when using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success.
Inspire Emotion - On purchasing this talent you gain access to the below effects.
- Courage Your rhetoric grants you a +20 to Interaction Tests when inspiring bravery in the face of fear- which grants them a +10 bonus against fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected.
- Fear Your rhetoric grants you a +20 to Interaction Tests when whipping up a person- or persons'- fears, granting them a -10 penalty versus fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected. Furthermore, it allows the Intimidation skill to, should your degrees of success exceed that of your target's Willpower Bonus, force them to take a fear test immediately.
- Friendship Your rhetoric grants you a +20 to Interaction Tests when inspiring cooperation or promoting mediation. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected.
- Wrath Your rhetoric grants you +20 to Interaction Tests when inspiring hatred or anger. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority Master Orator to further increase the number of listeners affected.
Master Orator - You gain a +10 bonus to Fellowship and Fellowship skill tests against crowds; when using the Charm or Intimidate action, you may affect a number of people equal to 1,000 times your Fellowship Bonus. Such is your charisma that all Followers gain a permanent +10 to Loyalty.
Networking - At the start of each Campaign Turn, you may, for the duration of that turn, gain FB/2 ranks in the Peer trait, distributed as you like.
Elite Talents
Charm Offensive - Select a number between 1 and your Fellowship Bonus. For a number of minutes equal to ten times your FB, you are treated as having Unnatural Fellowship (X), where X is the number you chose. At the end of the allotted time period, however, you take levels of fatigue equal to X.
Into the Jaws of Hell - Your Followers, subordinates and any attached Hordes take a +20 to their Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.

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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.
Brilliance - Once per day, you may test Intelligence In place of another Characteristic for any test. Furthermore, you may spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Heightened Senses Sight 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
Just as Planned - Reduce Brilliance's requirement time to 1 Full Action. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
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.
Total Recall - You automatically remember most facts, even down to minute details. This allows you to ask the GM for details about an event in which you took part, and gain a detailed account. Furthermore, you may reroll every test with the Lore skill and take the preferred result.

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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 3 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.

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Specialist Talents

Director Talents

Talent Name Talent Sub-Title Effect
Basic Talents
MAGI Command - So long as you possess access to a MAGI or equivalent system, then you gain access to the following Effects.
- Cut Synch As a Free Action, you may cut a subordinate Eva pilot's synch by 1-5d10; until the start of your next turn the pilot takes +20 to feedback, but must pass a WP test or only take half actions on their next turn.
- Feedback Tampering As a Free you may select IB amount of Construct pilots per round. Should the pilots take insanity or ego damage (from a source besides high Synch Ratio), they automatically incur feedback and can only take half actions next turn, but reduce damage taken by your IB, to a minimum of 1. Alternatively, you may spend a fate point; the pilot automatically fails their Feedback test and is stunned for 1 round, but insanity/ego damage is halved.
- Precision Targeting Half Action. Select one allied unit. For their next attack, they add your IB/2 to their weapon's Penetration. When used with multiple-hit attacks, this bonus counts for all hits.
- Remote Care Half Action: select a pilot and spend fate to remove one of the following from a single pilot: blood loss, the Daze or Stun status, or all fatigue. This requires the pilot to be in a Cockpit/Entry Plug and wearing a Plugsuit, or armour with Autodoc.
- Surefire Ejection You may spend fate as a reaction to force a Construct's cockpit to eject, with +40 on the ejection roll.
Personnel Surveillance - Whenever a subordinate ends up 'Lost' due to being defeated etc in E-Scale, you may make an Awareness-30 test, which can be assisted by your Security Officer if you possess a Command Centre; on a success, the pilot is safely rescued.
Promote Assistant - You can use MAGI Command effects without using fates or actions (although they must still be on your turn, unless the original talent is a Reaction) a number of times per mission equal to FB. Furthermore, select one Follower. They now gain +20 Characteristic Points, +3 Skill slots, +2 Talents, +3 Wounds, and a single Fate Point.
Synchronized Maneuver - You gain two extra Formation Cards per battle.
Tactical Genius - You may spend fate to either allow a subordinate to reroll a test, taking their preferred result; or to add 1 degree of success to test.
Vigilance - You and all Subordinates gain +2 Initiative and a +10 bonus to Awareness tests.
Advanced Talents
Absolute Order - You may spend a Full Action, and spend Fate to force a subordinate to follow your orders exactly. If the subordinate refuses, they lose a Fate and you have yours refunded. You may also use this to automatically force a Horde to rally.
Advanced Analysis - If you win a MAGI Scan test, then you add +2 DoS to the final result.
Battlefield Command - As a Half Action, you may select one Horde or unit under your command. For the duration of this round only, they act on your Initiative, not that of their own.
Delegate - Once per Mission, you may use of Fate-required OD action without expending a Fate. Does not apply to Burning Fates.
Elite Retinue FNS Dorian Lachapelle You use your pull and heft to favour a single military unit on which you can rely. You selct a single Horde from the UEF's Resources: Hordes pool. This Horde now may only be deployed to battles involving you. However, you always count as commanding this Horde, and it does not count toward your Horde Army command limits. You also take a +10 to tests involving this Horde.
Foster Teamwork - Before a battle, select two subordinate Independent Characters and spend a fate point. The chosen Independent Characters (referred to from now on as 'Beneficiaries') gain the benefits of three of the below effects. If you yourself wish to benefit from these bonuses you must designate yourself as one of the Beneficiaries. You may only use this talent once per battle.
- Attack Team Whenever a Beneficiary attacks a target that has already been attacked by a Beneficiary this turn, they gain +2 damage to all attacks. This does not stack.
- Coordination So long as a Beneficiary is within Close Range (3km) of another Beneficiary, they receive a +10 to all tests.
- Combined Arms So long as a Beneficiary is adjacent to another Beneficiary, they treat the other Beneficiary's Horde Leader Bonus as though they too had it, alongside their usual Horde Leader Bonus. In any situation where these would overlap (i.e. if two Bonuses add damage), take the highest effect only.
- Defense Team So long as a Beneficiary is adjacent to another Beneficiary, they gain +2 AP. Once per turn, so long as they're adjacent to another Beneficiary, one of the Beneficiaries may spend a Fate Point to generate a single Reaction that any Beneficiary can use.
- Exemplar Style Choose one talent that is possessed by a Beneficiary. For the duration of the battle, all Beneficiaries now possess that talent. The talent should not be one that modifies characteristics, wounds, Fate Points, etc., and should not be a unique, Berserker or OD Talent. The GM may veto certain other fate choices as well.
- Expanded Team You may now choose three Beneficiaries instead of two.
Logistics - Character may test Commerce or SL (Administration) after a Mission to earn +1 RP, +1 per 3 DoS. You may use a Follower's Commerce in place of your own. If you have a Command Centre, then the XO and Coordination Officer can assist if they possess the appropriate skill. Only the Supreme Commander may use Logistics in a Combat Mission.
Plan A - Choose one of the following Talents: Absolute Order, Feedback Tampering, Just as Planned, Remote Care, Surefire Ejection, When Suddenly. From this point on, the selected Talent does not require spending a Fate Point to use, but still takes an action.
Retinue Loadout - You go to great lengths to funnel special resources and training into your chosen elites. Each time you select this talent, you choose one of the following bonuses and apply it to your Elite Retinue Horde.
- Elite Abilities Horde gains the 'Fearless' talent.
- Special Training Horde gains the 'Dirty Fighter' talent.
- Special Training Horde gains the 'Exemplary Leadership' talent.
- Enhanced Armour Horde gains +2 AP.
- Enhanced armour Horde gains +2 AP.
- Veterans Horde gains +10 Toughness and +10 BS.
Tactical Exemplar - At the start of each Campaign Turn, you may make an SL (Tactics) test. On a success and for each 3 DoS, you gain a free use of Tactical Genius.
Elite Talents
Tactical Legend - You may use the Tactical Genius talent once per round for free.
The Plan - Select one Formation and a Squad before the battle. One time per battle, you may activate this Formation on that Squad as a Free Action without using a Cohesion Card.
When Suddenly - Once per Campaign Turn, on an Investigation you are leading, you may spend Fate to have one of your Followers or another valid ally appear and join the Investigation; they may bring one armour, one weapon, and 2 tools with them. Alternatively, you may use this talent to instantly gain access to a piece of equipment that you would have had access to before the beginning of the Investigation. An Investigation may only benefit from When Suddenly once.

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Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 25 2 -
Ballistic Skill 30 3 -
Strength 30 3 -
Toughness 30 3 -
Agility 40 4 Paragon (+5)
Intelligence 50 5 Impact Survivor (+5), Paragon (+5)
Perception 35 3 -
Willpower 35 3 -
Fellowship 50 5 Impact Survivor (+5), Paragon (+5)

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Vitals

Vitals
Wounds: 15 Fate Total: 3
Fatigue Threshold: 3 Conditional Fates: 2

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Traits

Assets
Asset Subname Effect
Academic Vehicles, Computers, Engineering Gain 3 Lores and the Talented (Lore) talent.
Driven - Gain one conditional Fate Point to be used when facing a superior foe or exceptionally bad odds.
Shrewd - Gain one conditional Fate Point to be used in negotiations or social interactions. The Point may not be used to heal wounds, but it can remove fatigue if that fatigue resulted from social interactions.

Injuries and Complications

Injuries
Injury Effect Cause Incident

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Starting Skills and talents

From Background

Survival
Command
Literacy
Tech Use
Linguist (English, French, Italian)
Lore (Second Impact)

From Assets

Lore (Computers, Engineering, Tactics)
Talented (Lore)

From Career

Charm (SP)
Command+10
Commerce (SP)
Scrutiny
Lore (War, Tactics+10)

Starting Talents

Follower*3
Magi Command
Skill Proficiency*2
Melee Training
Pistol Training

Experience Table


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Time Management Gains

+5 WS
+5 BS
+5 Strength
+5 Toughness
+5 Agility
+5 Intelligence
+5 Fellowship
Commerce+10
SL (Angels)
SL (Administration)/+10/+20
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