Michael Leon

Michael.png?raw=1
Name: Michael Leon
Position: Evangelion Pilot
Sex: Male
Age: 18 (Born 2000)
Nationality: German
Place of Residence: Paris-2

Physical Details
Hair colour: Blonde
Eye colour: Blue
Height: 5'6"
Build: Athletic

Personal Details
"I want to be able to help. More than that, I want helping to define me. Even if it's someone I haven't always seen eye to eye with. In fact… Especially in that case. I want to be able to forgive others' trespasses, and help them anyway. To embody that sort of drive."
Theme Song: Michael's Theme

William Weiss-Xylander is the fourth pilot for Paris-2, assigned to the squad in a surprise unveiling during Thunderdome. A very handsome young man with a pleasant voice and a gentle countenance, he carries himself with a humble, unobtrusive air.

William doesn't know his real parents. As a baby during the aftermath of Impact, he was taken in by a relatively prosperous Jesuit mission based in Germany. During his developmental years, William grew up amidst these men of the cloth, soaking in their faith and philosophies. He himself never quite became a full Jesuit, but he remained with the order until NERV called him away.

He spent most of that time, however, overseas, in war-torn locations such as South America, Africa or Australia, assisting the Jesuit charities and missions. At first he was a helper, someone who carried food and water- ultimately, however, it was discovered that he had a knack for firearms- a knack he developed through protecting those same Jesuits from threats such as bandits or soldiers.

Character Details
Name Michael Leon Gender Male
Background NeoSpartan Career Sniper/Adept
XP Total 23500 Rank Elite
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 -
Ballistic Skill 65 6 NS (+5), Expert
Strength 30 3 -
Toughness 50 5 NS (+5), Trained
Agility 60 6 NS (+5), Expert
Intelligence 55 5 Inquisitor (+5), Expert
Perception 55 5 Inquisitor (+5), Expert
Willpower 45 4 NS (-5), Trained
Fellowship 65 6 Inquisitor (+5), Expert
Synch Ratio 70 7 Expert

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Vitals

Vitals
Wounds: 21 Fate Total: 2
Fatigue Threshold: 5 Conditional Fates: 0

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Traits

Asset Subname Effect
Sexy Voice Female Gain +10 to Fellowship skill tests toward a gender of your choice.
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.
Sociable You treat all Peer traits as being one rank higher than they really are.
Polyglot French, Italian, Polish Gain the Polyglot talent and three Linguist skills.

Injuries and Complications

Injury Effect Cause Incident

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Skills

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

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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.
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 Stealth Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Scrutiny 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 Charm 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.
- Stealth 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

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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
Favoured Enemy Evangelions Select one type of enemy (eg. Stormtroopers, Iron Guard, E-Destroyers). You take a +10 bonus to hit this type of enemy; you may make a Command test as a Free Action to spread this bonus to all allies within visual range.
- Angels Select one type of enemy (eg. Stormtroopers, Iron Guard, E-Destroyers). You take a +10 bonus to hit this type of enemy; you may make a Command test as a Free Action to spread this bonus to all allies within visual range.
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
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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Personal Talents

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

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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 Fear 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
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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Metaphysical Talents

AT Disciplines

Talent Name Talent Sub-Title Effect
Basic Talents
Innate Proficient - You gain the following AT Field powers: Deflective Field; AT Bolt; Neutralise.
Absorbtion Proficient - You gain the following AT Field powers: Bunker Field, Layered Field; Barrier
Dirac Proficient - You gain the following AT Field powers: Inverted Field; Abduction, Pocket Cache
Kinetic Proficient - You gain the following AT Field powers: Force Ram, Kinetic Wave; Focused Sleeve, Massive Momentum; Float, Telekinesis
Psychic Proficient - You gain the following AT Field powers: Beacon; AT Flare, AT Ping; Drive Sense, Psychaudience (Passive), Telepathy
Thermal Proficient - You gain the following AT Field powers: Radiant Cross; Thermal Amp, Thermal Negation.
Advanced Talents
Kinetic Specialist - You gain the following AT Field powers: Accelerator; Forceful Surge, Friction Flood
Elite Talents

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AT Field Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Barrage Pattern - On purchasing this talent you gain access to the below effects. You may only apply a single Barrage Pattern effect to a Ranged Weapon at any one time, and must be declared before you roll to hit.
- Focused Funnel When you spend 8 ATP on Massive Momentum, you increase the range of the weapon by another step, to a maximum of Very Long. Weapons with Longshot may be made Orbital.
- Angelic Artillery You may apply the Blast (+1) quality to every Massive Momentum-enhanced attack you make. For every extra 4 ATP you spend on Massive Momentum, you may increase the blast value by 1.
- Shatter When you spend 8 ATP on Massive Momentum, you apply the Positron Quality to your weapon for the purposes of AT penetration. If your weapon already possesses the Positron quality, then it gains the Disrupt (Pen/2) Quality instead.
- Sniper Shot When you spend 8 ATP on Massive Momentum, you apply the Accurate Quality to your weapon. If your weapon already possesses the Accurate quality, then you may reroll all damage and take the best result, stacking with Tearing etc.
Advanced Talents
Barrage Adept You may apply two Barrage Pattern effects at once.
Elite Talents

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AT Field Powers

Spread Patterns

Name: Accelerator
Deflection per ATS: 10% Action: Half Action, Maintain Free
Effect
Your AB increases by 1 per 20% of Deflection for the purposes of movement.

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Offensive Powers

Name: AT Bolt
ATP: 2 ATP Action: Half
Damage: 1d10+1, Pen 1 Range: Medium Range (6km)
Effect
Single-target ranged attack that auto-hits, striking a random location and inflicting damage as above. Damage type may be chosen freely.
Special Notes and Effects
By expending a Reaction, you may select which body part is struck.
Augment
Per 2 ATP: +1 Damage, Penetration
Per 4 ATP: Increase Range by one step to maximum of Very Long
Per 6 ATP: Generate an extra attack, which may be directed against any enemy in range, has same damage as the first.

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Enhancement Powers

Name: 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 may reroll attack tests against them and take the preferred result. This effect persists even if the enemy leaves the ability's range, although then the effect lasts for an extra 1d5 rounds before breaking, unless you spend a Full Action to maintain the power; the counter resets if they reenter range in that time.
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
Per 5 ATP: Increase range by one step to maximum of Very Long; make Maintain Free.

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Dirac Powers

Name: Abduction
ATP: 3 ATP Action: 1 Full, Maintain Free
Range Self
Effect
From inside your Dirac Sea, you centre a Blast (3) effect on yourself, absorbing any caught within. Unwilling targets may test dodge as normal. The effect lasts until your Dirac Sea collapses, you cease to sustain it or you are defeated.
Special Notes and Effects
This power may only be used if you are using the Inverted Spread Pattern and would possess 5 or more ATS after the ATP cost of this power has been paid. If your ATS drops to 4 or lower, you are shunted back into realspace and stunned for 1 round.
Augment
Per 2 ATP: Selectively choose what is absorbed
Per 4 ATP: Blast (+1)

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Utility Powers

Name: AT Flare
ATP: 2 ATP Action: Free
Range Very Long (15km)
Effect
You spike your AT Field and spread it thin but widely, creating a very bright and noticeable AT Field signal. Any entity with an active AT Field within range automatically knows your location. Angels and Berserk Evas must test an Intelligence test. If this test is failed, the Angel or Berserk Eva considers the activator of the power a priority threat and target them specifically. The Angel or Berserk Eva automatically succeeds if it is already in combat with an opponent with a spread AT Field, or is being neutralised by someone else with an AT Field.
Special Notes and Effects
The target takes a +10 to the test if there is another Eva nearby with an unmodified spread ATS higher than the activator.
Augment
Per 2 ATP: -10 to test
Per 4 ATP: Increase range by one step to maximum of Orbital

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Neutralisation Powers

Name: Neutralise
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Effect
Neutralises 15% of target's deflection.
Augment
Per 1 ATP: +15% Neutralisation

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Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 -
Ballistic Skill 45 4 NS (+5)
Strength 30 3 -
Toughness 35 3 NS (+5)
Agility 40 4 NS (+5)
Intelligence 35 3 Inquisitor (+5)
Perception 35 3 Inquisitor (+5)
Willpower 30 3 NS (-5)
Fellowship 45 4 Inquisitor (+5)
Synch Ratio 50 5 -

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Vitals

Vitals
Wounds: 13 Fate Total: 2
Fatigue Threshold: 3 Conditional Fates: 0

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Traits

Asset Subname Effect
Sexy Voice Female Gain +10 to Fellowship skill tests toward a gender of your choice.
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.
Sociable You treat all Peer traits as being one rank higher than they really are.
Polyglot French, Italian, Polish Gain the Polyglot talent and three Linguist skills.

Injuries and Complications

Injury Effect Cause Incident

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Starting Skills and talents

From Background

Survival, Command, Literacy; Lore (War, Tactics), Linguist (English, German)

From Assets

Linguist (French, Italian, Polish)

From Career

SP (Logic, Stealth)
Demolitions

Starting talents

Hardy
Talented (Demolitions)
Melee and Pistol Training

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