Name: Raphael Guillory
Position: Captain (UEF, UEF-SOS 1); General de Brigade (French Army); Brigadier General (French Air Force)
Sex: Male
Age: 36 (Born June 23, 1982)
Nationality: French
Place of Residence: EFS Dorian Lachapelle
Physical Details
Hair colour: Black
Eye colour: Amber
Height: 6'0"
Build: Toned
Personal Details
"You gave up something good - something precious - to try and do what you thought was right, and it's eating you up inside. I know what that's like. You shouldn't have been put in that situation…"
"Dreams of Home" - Calm (Midnight In Central City)
"The Paladin" - Battle (The Intrepid)
"Bushido" - Red Shadow (Encounter)
"Special Operations" - SOS-1 (Battle Scherzo)
A veteran pilot, commander and survivor of Second Impact with a decade of experience under his belt, Wing Commander Raphael Guillory is a 'Vieille Guard'(Old Guard), one of the few soldiers in NERV's employment who can boast having engaged nearly every Angel, and survived- admittedly, with a high rate of vehicle loss. However, NERV considers the VTOL craft themselves replaceable- veteran pilots are somewhat less so. Despite the loss of many of his friends and subordinates in what appear to be futile battles, Guillory is nevertheless noted for his unswerving loyalty to NERV and its defence of the world.
Guillory is a consummate professional, and a good leader to his men. Since taking over field command of the elite Special Operations Service for NERV - and later the UEF - he has gained notoriety for his involvement in numerous raid and retrieval operations, particularly during the LN War.
In recent years his typically stony attitude has been slowly thawed by close relationships with Suzanne Sartre (Formally adopted), Rei Ayanami (Informally adopted) and Misato Katsuragi (Romantically linked). He is also noted for being fiercely protective of the other Ayanamis, along with a number of other super-powered young people that seem to flock to Evangelions like moths to a flame.
Until very recently he had been relegated to a form closely resembling Shinji Ikari after a series of AT Field catastrophes, but events in the wake of Iruel's attack on the Dorian saw him returned to his true form. His relief could not be overstated.
Character Details
Character Details | |||
---|---|---|---|
Name | Raphael Guillory | Gender | Male |
Background | Impact Survivor | Career | OD/Sniper |
XP Total | 21300 | Rank | |
Kit: |
Vital Statistics
Characteristics
Name | Value | Bonus | Modifiers |
---|---|---|---|
Weapon Skill | 45 | 4 | Train (+15) |
Ballistic Skill | 60 | 6 | Train (+20) |
Strength | 40 | 4 | Train (+10) |
Toughness | 50 | 5 | Train (+5), Paladin (+5) |
Agility | 60 | 6 | Train (+20) |
Intelligence | 60 | 6 | Train (+20), Paladin (+5) |
Perception | 50 | 5 | Train (+10) |
Willpower | 60 | 6 | Train (+20), Personal (+5) |
Fellowship | 60 | 6 | Train (+20), Paladin (+5), Personal (+5) |
Vitals
Vitals | |||
---|---|---|---|
Wounds: | 23 | Fate Total: | 5 |
Fatigue Threshold: | 0 | Conditional Fates: | 2 (Suzanne, Driven) |
Traits
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 | X | - |
Athletics | Str | X | X | X | - |
Awareness | Per | X | X | X | Wary |
Carouse | Tou | X | X | X | - |
Charm | Fel | X | X | X | - |
Chem Use | Int | - | - | - | - |
Command | Fel | X | X | X | Talented, Reliant |
Commerce | Int | - | - | - | - |
Deceive | Fel | X | X | X | - |
Demolitions | Int | - | - | - | - |
Disguise | Fel | - | - | - | - |
Dodge | Agi | X | X | X | - |
Inquiry | Fel | X | X | X | - |
Intimidate | Str | X | X | X | - |
Literacy | Int | X | - | - | - |
Logic | Int | X | X | X | - |
Medical | Int | X | - | - | - |
Parry | WS | - | - | - | - |
Scrutiny | Per | X | X | X | Talented, Wary |
Security | Int | - | - | - | - |
Sleight of Hand | Agi | - | - | - | - |
Stealth | Agi | X | X | X | - |
Survival | Per | X | - | - | - |
Tech Use | Int | - | - | - | - |
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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. |
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. |
Skill Talents
Talent Name | Talent Sub-Title | Effect |
---|---|---|
Basic Talents | ||
Talented | Command, Scrutiny, Lore | 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 | Command, Lore | 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 |
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. |
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). |
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 |
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. |
Crack Shot | - | You deal +2 critical damage with ranged attacks. |
Gun Drill | - | You increase your maximum hits when making a ranged Burst attack by one. |
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. |
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. |
Eloquent | - | You may reroll Charm, Inquiry and Deceive tests and take the preferred result. |
Advanced Talents | ||
Follower | 3 | 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. |
Elite Talents | ||
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. |
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. |
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. |
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, 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). |
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. |
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. |
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. |
Advanced Talents | ||
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. |
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. |
Support Talents
Talent Name | Talent Sub-Title | Effect |
---|---|---|
Basic Talents | ||
Able Assistant | - | Whenever you use the 'Assist' action on another character making a skill test, they gain a +10 bonus to their attempt. This does not stack with itself (ie. If assisted by two people with Able Assistant, the total is +30, not +40). |
Combat Formation | - | When this character is present in a squad, the squad gains +1 Initiative, stacking with any other Combat Formation. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative. |
Advanced Talents | ||
Elite Talents |
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 | ||
Elite Talents |