Ramiel

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Character Details
Name Ramiel Rank 4
Aptitudes Smiter, Predator, Prophet, Warper

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 30 3 -
Ballistic Skill 70 11 UBS (4)
Strength 40 4 -
Toughness 60 10 UT (4)
Agility 40 6 UA (2)
Intelligence 40 6 UI (2)
Perception 60 10 UP (4)
Willpower 60 8 UW (2)
Fellowship 20 2 -
Synch Ratio 240 24 -

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Body Parts

Body Part Hit Locations AP Wounds Qualities
Core 31-40 9 54 Specialised (4, Energy)
Body 1-30, 41-100 14 69 Specialised (4, Energy)

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Movement Speed

Movement Speed
Movement Type Half Move Full Move Charge Run
Normal 6 9 12 18
Amphibious 6 9 12 18
Hover 6 9 12 18
Flight 6 9 12 18
Void 6 9 12 18

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Aptitudes

Category Name Effect
Smiter Unnatural Perception Gains Unnatural Ballistic Skill (+2) and Unnatural Perception (+2). Gains Dodge+20 and Stealth.
Predator Unnatural Perception Gains Unnatural Agility (+2) and Unnatural Perception (+2). Gains Awareness+20 and Stealth+10.
Prophet - Gains Unnatural Intelligence (+2) and a free Angelic Weapon with the Localised Effect type and a Revelation Ability. Gains Logic+20 and Navigate (Seas).
Warper - Gains Unnatural Willpower (+2) and Light of the Soul.

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Traits and Special Abilities

Trait Subname Effect
Traits
Metaphysical Traits
Angel - This creature is an Angel. It is immune to Fear, Fatigue, Insanity, Ego damage and Pinning and begins with the Touched by the Fates (1) trait. It may spend a Fate Point to heal an amount of wounds equal to its TB distributed as it wishes. It may burn a Fate Point to heal 1d10+TB wounds, or automatically negate an attack that it deems too dangerous. If the regenerated wounds are enough to bring a limb out of Critical Damage it loses all penalties associated with the damage instantly, but may not heal destroyed limbs. Finally, Angels gain special powers based on how high their SR is; if the creature with this trait does not possess an SR, then it does not gain these powers.
- SR 50+ The Angel may, for every 50 SR, reroll one test or damage roll per battle. They count as having Lore (AT Fields).
- SR 100+ The Angel gains Unnatural Characteristic for a single Characteristic of its choice, with a value equal to its SR Bonus/10, rounded down. They count as having Lore (AT Fields+10).
- SR 151+ If the Angel spends all of its Fates, then it gains the Superior Action trait for the rest of the encounter. They count as having Lore (AT Fields+20).
- SR 201+ The Angel gains the Celerity trait. They count as having Lore (AT Fields+30).
Angelic Biology - This creature is an Angel, and possesses a fearsomely durable biology. It gains Unnatural Toughness (+4), Regeneration (TB/2) and uses the Angelic Critical Damage Table. Furthermore, it can only be properly killed by destroying its core; destroying the head or even the body doesn't even temporarily kill it, instead suffering a Critical Damage result that gives it the Disabled special trait below. Whenever the Angel fully recovers from the Disabled trait, it gains a single mutation, chosen from the Major Assimilation table; this mutation will usually be based on whatever would've helped it avoid the situation that Disabled it.
Angelic Senses - You possess powerful, Angelic-type senses completely divorced from that of simple fleshly organs. So long as you have a spread AT Field, you do not count as blind or deaf. Furthermore, whenever you activate the AT Ping, AT Flare or Telepathy powers, the first 8 ATP are free (i.e. if you spend 10 ATP on AT Ping, you would only have to spend 2 ATP). When using AT Ping, you may test Awareness to discern their identity, although this may not provide anything that a normal Awareness test wouldn't do. Finally, you can use Telepathy to test Scrutiny on individuals that are within range, but again this may not provide anything that a normal Scrutiny test wouldn't do.
Celerity - This creature moves with a truly unearthly speed and haste. Instead of rolling once, this creature rolls twice on the Initiative Table and takes a turn on both results- effectively, they gain two turns to everyone else's one. However, its Reactions do not refresh on the second turn, and status effects with durations (eg. Stun 4 rounds) do not count the second turn when ticking down duration. It loses the second turn if it takes Critical Damage to any body part (if the creature ignores a certain type of critical damage, then this result too is ignored).
Light of the Soul - This creature reduces the total (base+Augmentation) ATP cost of all powers by its WPB/2 or SRB/2.
General Traits
Amphibious AB This creature is naturally suited to aquatic spaces as well as surface terrain and may be in or under water without suffering any penalties or needing to make Athletics swim tests. In the water, it treats its AB as though it were X.
Amorphous - This creature possesses a strange, malleable shape. As a free action, it may increase or decrease its size category by 1, although its movements values are not changed by this action.
Fear 2 This creature forces enemies within X*2km to make Fear tests; furthermore, they take a -10 penalty for every rank of Fear past 1.
Flight AB This creature is capable of flying. Flying units ignore Difficult Terrain, but cannot benefit from ground-based Cover unless they land. Its flight speed is calculated treating AB as X.
Hoverer AB This creature is capable of hovering a few metres above the air. Hoverers may ignore River and Water terrain. Its Hover speed is calculated treating AB as X.
Regeneration 5 This creature regenerates or has a self-repair function. It may test Toughness as a free once per round to heal a number of wounds equal to X.
Size Enormous (6) This creature is especially huge or especially small, and possesses one of the associated categories listed below.
Touched by the Fates 1 This creature is more than just a normal entity. It possesses a number of Fate Points equal to X, which it may use as any PC would. It may also gain the ability to inflict Righteous Furies if it did not already do so.
Unnatural Ballistic Skill 4 This Creature increases its BSB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic.
Unnatural Toughness 4 This Creature increases its TB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminders: This trait also reduces the damage the creature takes, and if the Unnatural Toughness is permanent, increases its wounds.
Unnatural Agility 2 This Creature increases its AB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminder: This trait also increases the creature's movement speed.
Unnatural Intelligence 2 This Creature increases its IB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic.
Unnatural Perception 4 This Creature increases its PB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic.
Unnatural Willpower 2 This Creature increases its WPB by X. For every two ranks fo this trait, it reduces the total penalty of the appropriate characteristic tests by 10, and adds +1 DoS to any successful rolls using that Characteristic. Reminder: This can affect certain AT Field Powers for entities that do not possess SR values.
Void AB This creature possesses the ability to move in Space. It can survive unaided in a vacuum, and counts its speed in space as being X.

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Special Abilities

Special Ability Effect
Anathemic Response If attacked the Angel may, as a Reaction, instantly attack their attacker with any Ranged Angelic Weapon.
God's Thunder The Angel gains an extra Ranged Angelic Weapon.
Unerring Wrath The Angel may, instead of gaining the attack roll bonus from a Full Aim attack, instead hit all enemies in range and line of sight with a single Ranged Angelic Weapon on any setting, up to the Angel's BSB/2.
Grace of Seraphim The Angel never has to spend a Reaction to maintain Flight, and ignores Difficult Terrain.

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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 - - - -
Charm Fel - - - -
Chem Use Int - - - -
Command Fel - - - -
Commerce Int - - - -
Deceive Fel - - - -
Demolitions Int - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Str - - - -
Literacy Int - - - -
Logic Int X X - -
Medical Int - - - -
Parry WS - - - -
Scrutiny Per X X X -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X - - -
Survival Per - - - -
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

Combat Talents

Ranged Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Deadeye Shot - You reduce the penalty to called shots and for shooting at long or extreme range by -10.
Advanced Talents
Crack Shot - You deal +2 critical damage with ranged attacks.
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
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.

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Physical Talents

Talent Name Talent Sub-Title Effect
Elite Talents
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.

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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
Dirac Specialist - You gain the following AT Field powers: Dimension Breach, Dirac Jaunt; Lock Zone
Thermal Specialist - You gain the following AT Field powers: Blast Field; Inferno, Rising Crucifix

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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.

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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Angelic Weapons

Ranged Weapons

Name Sub-name Class Range Rate of Fire Damage Penetration Qualities
Body-Based
Celestial Cannon Base Ranged (Large Beam) Long (10km) S/-/- 3d10 E 10 Angelic; Line; Anti-Air (30), Beam, Empowered, Tearing
Current Ranged (Large Beam) Long (10km) S/-/- 3d10+5 E 10 Angelic; Line; Anti-Air (30), Beam, Empowered, Tearing
Lightning Lance Base Ranged (Precise Beam) Long (10km) S/-/- 1d10+10 E 10 Angelic; Accurate, Crippling, Curtain, Razor Sharp
Current Ranged (Precise Beam) Long (10km) S/-/- 1d10+15 E 10 Angelic; Accurate, Crippling, Curtain, Razor Sharp
Rolling Thunder Base Ranged (Rapid Fire) Long (10km) S/5/10 1d10+4 E 5 Angelic, Hellgun; Acid (1), Precise, Rapid Fire, Storm
Current Ranged (Rapid Fire) Long (10km) S/5/10 1d10+9 E 5 Angelic, Hellgun; Acid (1), Precise, Rapid Fire, Storm
Thunderflash Base and Current Ranged (Local Effect) Very Long (15km) - - - Angelic, Localised Effect, Shadow Bolts

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