Remy Fabien Awala

RemyFabienAwala_zps43aef8b5.png
Name: Remy Fabien Awala
Position: Staff Sergeant, Eagle-five of Eagle Squadron
Sex: Male
Age: 18 (Born 2000)
Nationality: Cameroonian
Place of Residence: FNS Dorian Lachapelle

Physical Details
Hair colour: Brown
Eye colour: Grey
Height: 6'0"
Build: Even build

Character Details
Name Remy Fabien Awala Gender Male
Background NeoSpartan Career Adept/Pointman
XP Total 21300 Rank Elite
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 45 4 Intermediate
Ballistic Skill 30 3 -
Strength 40 4 Intermediate
Toughness 50 5 Expert
Agility 60 6 Expert
Intelligence 60 6 Expert
Perception 60 6 Expert
Willpower 35 3 Intermediate
Fellowship 50 5 Intermediate

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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
Academic Gain 3 Lores and the Talented (Lore) talent.
Fearless Increase your Fearless trait by 1.
Rugged Forest/Rainforest/Jungle Choose one environment (eg. Ocean, urban, desert, forest, ice etc). In this environment you take a +20 to Survival tests and reduce the DTV of Difficult Terrain by 2.

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 Talented
Athletics Str X X X -
Awareness Per X X X -
Carouse Tou X - - -
Charm Fel X X - -
Chem Use Int - - - -
Command Fel X - - -
Commerce Int X X X -
Deceive Fel X X - -
Demolitions Int - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel X X - -
Intimidate Str X X X -
Literacy Int X - - -
Logic Int X X X Talented
Medical Int X X X Talented
Parry WS X X X -
Scrutiny Per X X X -
Security Int X X - -
Sleight of Hand Agi - - - -
Stealth Agi X X - Talented
Survival Per X X 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.
Basic Training - May wield Basic Weapons without a -20 nonproficient penalty.
Heavy Training - May wield Heavy Weapons without a -20 nonproficient penalty.

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Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Talented Acrobatics 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.
- Stealth 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.
- Medical 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.
Advanced Talents
Skill Reliant Tech Use 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.
- Medical 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.

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Combat Talents

Generic Combat Talents

Talent Name Talent Sub-Title Effect
Basic Talents
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.
Quick Draw - Use the Ready action as a Free Action.
Advanced Talents
Armor Master - Your AP on all areas counts as 2 higher than it actually is. Furthermore, you reduce all penalties to agility due to armor (such as Heavy Armor or F-Type) by 10. You retain the Movement Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10.

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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
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Wall of Steel - You gain an extra reaction per round which may only be used to make the Parry action.

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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.
Rapid Reload - Weapon reload times are reduced by a half action.
Advanced Talents
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.

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Pointman Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Guardian - You may expend a reaction to parry a melee attack aimed at an adjacent ally. Furthermore, you may declare that an attack aimed at you or an adjacent ally hits one of your arms instead. If your arm is destroyed, there is a 50% chance of the original location taking any excess damage (using the same penetration) after soak.
Halt Advance - This is a Half Action. You make an opposed WS test with an enemy you threaten. On a success, the enemy is unable to move from that spot unless you are first defeated, stunned, knocked prone, incapacitated or pushed out of melee range. If you succeed with 3+ DoS, you may maneuver the enemy as per the action for free.

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Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
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.

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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 Touch 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
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).
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.

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Specialist Talents

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.
Hunker Down - As a free action, select a number of allies within audio and visual range up to your IB. All enemies firing at these allies from a position where the allies are treated as being in cover take a -10 penalty to hit.
Marker - You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy. Until the start of your next turn, all allies who open fire with a ranged weapon on that target take a +10 bonus to hit. You may only mark a single enemy in this manner, even if you hit multiple foes.
Advanced Talents
Lend a Hand - This character may spend a Full Action to grant an adjacent character a +10 to any actions that character takes until the start of the assisting character's next turn. This includes Reactions.
Low Profile - Enemies tend to overlook you in the heat of battle. So long as an enemy has a valid target besides you, it will not attack the you. This talent does not apply if you inflicted the most damage to an enemy for that round, nor does it apply if you inflicted critical damage.
Mass Marking - When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB.
On the Ball - When Initiative is rolled, you may replace your result with the result of any ally, give or take an initiative point.
Elite Talents
Soak Fire - Allies benefiting from the Hunker Down action treat their AP as being higher by an amount equal to your IB/2.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range. Coordination Officers may use this on their CO's subordinates.

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Medical Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Master Chirurgeon - +10 to Medicae. When using First Aid on Heavily or Critically injured patients, you ignore the Heavily Wounded penalty, and only take a maximum of -30 due to Critical Damage. Grant +20 bonus to allies' Toughness Test to avoid losing a limb.
Medic's Eye - When using the Medicae action for First Aid, you may take a free Intelligence test prior to making your Medicae test. If you pass the test, you may treat your patient as though they were Lightly Wounded for the purposes of wound restoration.
Relieving Touch - When using the Medicae action, in place of removing injuries you may reduce the patient's fatigue by 1 level, once per hour.
Snap Out of It - You may use the Medicae skill on a patient suffering from a physical effect with a round limit (eg. Stunned for 10 rounds). On a successful Medicae test, you fore-go the healing of wounds and instead remove 1 round of duration from a single effect, plus another round for every 2 degrees of success on your test. This does not affect fear, pinning, frenzy or other mental afflictions.
Advanced Talents
Back Into It - When using the Snap Out of It talent, you may reduce the duration of the effect by an extra number of rounds equal to your IB.
Hasty Aid - The character reduces the time needed for use of the Medicae talent. First Aid is now a half action, and Extended Care now tests once every 12 hours for Lightly Wounded patients and once every three days for Heavily and Critically Injured patients.
Elite Talents
Critical Aid - When using the Medicae skill with the benefit of a Medikit or Mediglove, you may fore-go any wounds healed on the patient. Instead, select a Critical Hit effect they're currently suffering from and make a Medicae-10 test. So long as the effect is not fatigue, the loss of a limb or death, that effect is instantly removed.
Healing Hands - The character may spend a fate to automatically succeed on their test, with extra degrees of success equal to their IB. Furthermore, you only take a -10 penalty when using the First Aid action on a Critically Wounded patient, no matter how many Critical Wounds they have.

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Technician Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Careful, that's Dangerous - When a weapon wielded within IB/2 km overheats or jams, you may test Tech-Use. On a success, the weapon is treated as though it had rolled a failure with zero degrees of failure instead.
Percussive Maintenance - You may unjam any adjacent weapon automatically as a half action.
Temporary Reinforcement - As a Half Action, you may increase the AP value of a piece of armour or cover by an amount equal to your IB. This protection lasts for one round or until the armour takes a hit, whichever is later. This action may only be performed on a piece of armour or cover once in an encounter.
Advanced Talents
Applied Engineering - As a Half Action you may modify any adjacent weapon to do one of the following effects, shown below. Whatever the modification, this benefit only benefits the weapon's next attack, success or failure. The same benefit cannot be applied to the same weapon twice in an encounter.
- Calibrations Reroll the weapon's next attack test and take the preferred result.
- Higher Output If the weapon's next attack test is a success, the attack may reroll all of its damage and take the best result.
- Hits Home If the weapon's next attack test is a success, add your IB/2 to it in Degrees of Success.
Jury-Rig - When undertaking repairs with this action, you may decide to reduce repair time to a factor of one tenth. That is, a job taking 10 hours (600 minutes) will now only take one hour (60 minutes), whilst a job taking 60 minutes will now only take 6 minutes. However, all tests relying on the damaged part are now taken at a -10 penalty, and if any tests related to it fail by 4 degrees or more, the repair is undone. This penalty persists until proper repairs are completed.
Elite Talents
Master Engineer - You takee a permanent +10 bonus to Tech-Use tests. Furthermore, you may spend a Fate Point to automatically pass a Tech-Use test with a number of degrees of success equal to their IB, whilst repairs, constructions or modifications automatically take the least amount of time possible for the repairs. At the GM's discretion, this talent may also allow you to perform upgrades or repairs without all the required components.
Overclocking - You can push certain pieces of technology to their limits. You may, as a half action, do any of the following actions below to a piece of technology within reach. Regardless of the benefit, each upgrade can only be applied to an object once per encounter.
- Energy Weapons If the attack's next hit is a success, the attack deals extra damage and penetration equal to the character's IB/2.
- Superheavy Units Character's unit only. The unit's TB or AB is increased by an amount equal to the character's IB/2. Lasts until the end of the character's next turn.
- Vehicles One of the following: the vehicle's speed is increased by 10% per IB. The vehicle's Maneuverability is increased by +5 per IB/2. Lasts for a number of rounds equal to the character's IB.

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Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 35 3 NeoSpartan (+5)
Ballistic Skill 30 3 -
Strength 30 3 -
Toughness 30 3 NeoSpartan (+5)
Agility 40 4 NeoSpartan (+5)
Intelligence 40 4 -
Perception 40 4 -
Willpower 25 2 Neospartan (-5)
Fellowship 40 4 -

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Vitals

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

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Starting Skills and talents

From Background

From Assets

From Career

Starting Talents

Experience Table


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