Marie Favager

Marieportrait.png?t=1318935565
Name: Marie Favager
Position: Heavy Weapons Expert, Sergeant, UEF-SOS 1
Sex: Female
Age: 28 (Born 1990)
Nationality: French
Place of Residence: EFS Dorian Lachapelle

Physical Details
Hair colour: Red
Eye colour: Green
Height: 5'7" (164.5cm)
Build: Fit

Personal Details
"I'll cover you in battle, Henri, but like hell am I going to explain this to the Captain!"
"Creidhne" - Piloting (Call Shot)

Marie has served in the French military for six years as a no-nonsense soldier in the infantry. After a stint with the UN peacekeeping forces, she was assigned to the Geofront Expeditionary Force to serve in its defense. After two years of peace in sleepy Paris-2, the Angel attacks began, serving as a rude awakening. Marie's unit had one of the highest attrition rates in the entire Force; her relatively stable personality and mood is a testament to her sheer force of will, considering the horrors she's faced.

Marie is a loyal individual, and hates to be seen as somehow not pulling her own; she refuses to leave a man behind, and is very protective of people in her unit.

Her time in the SOS has been marred by bad luck and heavy wounds, and perhaps only Henri has suffered more damage. She's been hurled into space, suffered extensive wounds to her nose and face and been inflicted with nightmares and visions during the Eden Base operation. Despite all of this, her loyalty to the SOS - and particularly her squadmates - has been unwavering, and she remains a key member of almost every operation.

She maintains an exceedingly close relationship with Henri Duval – who typically serves as her partner on ground missions - to a degree some are happy to receive as beyond the platonic, but her typical interactions with him remain more motherly than romantic. Nevertheless, this unusual closeness served to bring her into repeated conflict with Anna Muller during the course of Henri’s recovery and the two have held on to a mutual dislike of one another ever since, straining her relationship with Henri somewhat in turn.

Character Details

Character Details
Name Marie Favager Gender Female
Background Impact Survivor Career Sniper
XP Total 21300 Rank
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 35 3 Train (+5)
Ballistic Skill 60 6 Train (+20)
Strength 40 4 -
Toughness 50 5 Train (+15)
Agility 50 5 Train (+15)
Intelligence 30 3 -
Perception 60 6 Train (+20)
Willpower 50 5 Train (+10)
Fellowship 30 3 -

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Vitals

Vitals
Wounds: 23 Fate Total: 3
Fatigue Threshold: 0 Conditional Fates: 1

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Traits

Assets
Asset Subname Effect
Athlete - Gain a Conditional Fate Point which may only be spent to restore wounds, reduce damage or to remove all levels of fatigue. Automatically gain 2 successes when using Personal Training to improve Strength, Toughness or Agility.
- -
- -
- -

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 Talented
Carouse Tou X X - -
Charm Fel - - - -
Chem Use Int - - - -
Command Fel X - - -
Commerce Int - - - -
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 X - -
Parry WS X X - -
Scrutiny Per X X - -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X X - -
Survival Agi X X X Talented
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
Pistol Specialisation - Reduce any net penalties when wielding a Pistol Weapon by 10.
Basic Specialisation - Reduce any net penalties when wielding a Basic Weapon by 10.
Heavy Specialisation - Reduce any net penalties when wielding a Heavy Weapon by 10.
Elite Talents
Pistol Mastery - Gain a +10 bonus to attacks made with a Pistol Weapon. You may also spend Fate to remove any penalties applied to a Pistol attack.
Basic Mastery - Gain a +10 bonus to attacks made with a Basic Weapon. You may also spend Fate to remove any penalties applied to a Basic attack.
Heavy Mastery - Gain a +10 bonus to attacks made with a Heavy Weapon. You may also spend Fate to remove any penalties applied to a Heavy attack.

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Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Talented Awareness, Survival Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
Advanced Talents
Skill Reliant Awareness, Dodge, Operate Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result.
Elite Talents
Skill Exemplar Awareness, Dodge, Operate Every time you select this talent, select a different appropriate skill. You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.

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Combat Talents

Generic Combat Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Commission 2 Everytime you take this talent, you gain an extra equipment slot, which may contain any weapon. Furthermore, you can take one Commission upgrade. This applies to both P and E-Scale.
This Gun is Mine - You may unjam jammed ranged weapons as a half action, automatically passing your test.
Quick Draw - Use the Ready action as a Free Action.
Advanced Talents
Precision Attack - On purchasing this talent you gain access to the below effects. The effect may be applied to any Standard or Called Shot you make, but must be declared before you roll to hit. You may only apply a single Precision effect at any one time.
- Buster Reroll a single damage die on attacks against enemies of Size 6 or higher and take the preferred result.
- Cleaver The attack gains +2 Penetration.
- Crippler Should the attack deal Critical Damage, then it deals +1 Critical Damage.
- Overwhelm After Toughness, Armor, and any special ability that the target has that might reduce damage (but not any form of damage immunity) is applied, the attack deals a minimum of 2 wounds worth of damage.
- Touché Targets take a -20 penalty to dodge or parry this attack.
Elite Talents
Critical Strike - On an attack that both deals damage and is a confirmed Righteous Fury, you may spend fate; instead of gaining extra damage, you instantly deal 1d5 Critical Damage, which is not increased or decreased by talents; the effects of the critical damage are felt even if the target would ordinarily be immune to such effects.
Elite Precision - You may now apply two Precision effects to an attack instead of one.

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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).
Double Team - Increase Gang-Up bonus by +10.
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
Elite Talents

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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.
Deadeye Shot - You reduce the penalty to called shots and for shooting at long or extreme range by -10.
Hip Shooter - You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint.
Rapid Reload - Weapon reload times are reduced by a half action.
Advanced Talents
Barrage - You may reroll a single Burst ranged attack per round and take the preferred result, and you increase your maximum hits when making a ranged Burst attack by one.
Cleanse and Purify - Enemies take a -20 penalty to dodge attempts when avoiding attacks from you made with a Spray weapon.
Crack Shot - You deal +2 critical damage with ranged attacks.
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.
Gun Drill - You increase your maximum hits when making a ranged Burst attack by one.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 1km apart.
Overcharge - Weapons with the 'Recharge' quality can be fired without having to wait for the recharge providing you pass a flat BS check first. Each consecutive turn this talent is used adds a -20 penalty to the check. On a failure, the weapon overheats.
Sharpshooter - You reduce the penalty to called shots by -20. Once per Round, you may reroll a Standard or Called Shot attack test made with a ranged weapon and take the preferred result.
Elite Talents
Assault Shooter - You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus.
Eye of Vengeance - You may spend Fate before rolling BS to hit target. Instead of rolling, treat the attack as though you had rolled a 1 to hit. Furthermore, when you make a ranged attack benefiting from a Full Aim with an Accurate Weapon, you increase Accurate's proven Quality by +2, and gain the Vengeful (-1) Quality.
Mighty Shot - You add half of BSB to ranged weapon damage, rounding down.
Stable Shooter - You gain the Auto-Stabilised Trait.
Storm of Iron - Enemies take a -10 to dodge Burst attacks from you. Furthermore, when attacking Hordes with a ranged attack, so long as you deal damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn.
Target Selection - You take no penalty for firing into melee combat.

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Pointman Talents

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

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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 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
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.
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.
Elite Talents
Burst of Speed - May be used once per session. On declaring Burst of Speed, you gain Unnatural Agility (4) and ignore Difficult Terrain for a number of rounds equal to your pre-Burst of Speed AB/2.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

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Specialist Talents

Director Talents

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

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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
Aggressive Maneuver - When you are operating an vehicle, you reduce any penalty to attack tests due to speed by 10.
Rapid Repositioning - When you crew a vehicle with more than one crew position, you gain a free half action that can be spent to perform any action that would require a crew position other than the one you are currently manning.
Elite Talents

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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

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