Daniel/le Hepburn

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Name: Danielle Hepburn
Position: Pilot Caretaker, NERV Berlin
Sex: Female
Age: 32
Nationality: American
Place of Residence: Atlanta, Georgia

Physical Details
Hair colour: Red
Eye colour: Blue
Height: 5'10
Build: Slim

Personal Details
Defining quote
Hepburn's Theme

Bio details here.

Character Details

Character Details
Name Danielle Hepburn Gender Female
Background Manufactured Career Operations Director
XP Total 10800 Rank Mastermind

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 31 3 -
Ballistic Skill 43 4 Intermediate
Strength 31 3 -
Toughness 36 3 -
Agility 35 3 -
Intelligence 61 6 Trained, Like a Boss
Perception 55 5 Trained, Like a Boss
Willpower 34 3 -
Fellowship 64 6 Trained, Like a Boss

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Vitals

Vitals
Wounds: 11 Fate Total: 6
Insanity: 11/100 Conditional Fates: 0
Ego Barrier: 25/25 Fatigue Threshold: 3

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Traits

Assets
Asset Subname Effect
Charming Females Gain a +10 bonus to Fellowship tests with females.
Cynic - Begin with the Scrutiny skill, and gain a +20 to Scrutiny tests against Charm and Deceive.
Military Nut - Gain Common Lore (War) and Scholastic Lore (Tactics) skills. Gain Talented in both.
Mimic - Gain the Mimic talent from Dark Heresy.

Injuries and Complications

Injuries
Injury Effect Cause Incident

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Skills

Non-Specialist Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Basic Skills
Awareness Per X - - -
Carouse Tou X - - -
Charm Fel X X X Charming (Females), Talented
Commerce Int X - - -
Deceive Fel X X X Charming (Females)
Disguise Fel X X X Charming (Females), Talented
Dodge Agi X X - -
Gamble Int - - - -
Inquiry Fel X X X Charming (Females), Talented
Intimidate Str - - - -
Logic Int X X X -
Scrutiny Per X X X Cynic
Search Per X - - -
Stealth Agi X - - -
Advanced Skills
Acrobatics Agi X - - -
Blather Fel X - - Charming (Females)
Command Fel X X X Charming (Females), Talented
Computer Use Int X - - -
Demolitions Int - - - -
Interrogate WP - - - -
Lip Reading Per X - - -
Literacy Int X - - -
Medicae Int - - - -
Security Agi - - - -
Sleight of Hand Agi X - - -
Survival Int - - - -
Tech Use Int X - - -
Tracking Int - - - -
Wrangling Int - - - -

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Basic Skills
Common Lore Society Int X - - -
- War Int X - - Talented
Advanced Skills
Drive - Agi - - - -
- - Agi - - - -
Performer - Fel - - - Charming (Females)
- - Fel - - - Charming (Females)
Pilot - Agi - - - -
- - Agi - - - -
Scholastic Lore Tactics Int X X X Talented
- - Int - - - -
Speak Language English Int X - - -
- - Int - - - -
Trade - Int - - - -

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Talents

Skill Talents

Name Sub-Class Effect
Talented Charm Gain a +10 to tests made using this skill.
- Disguise Gain a +10 to tests made using this skill.
- Inquiry Gain a +10 to tests made using this skill.
- Command Gain a +10 to tests made using this skill.
- Common Lore (War) Gain a +10 to tests made using this skill.
- Scholastic Lore (Tactics) Gain a +10 to tests made using this skill.

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Personal Talents

Interpersonal Talents

Name Sub-Class Effect
Master Orator - When using the Charm or Intimidate action, you may affect a number of people equal to 10 times your Fellowship Bonus.
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.
Peer NERV You gain a 10*X bonus to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people.

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Mental Talents

Name Sub-Class Effect
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.
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.

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Physical Talents

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

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Specialist Talents

OD Talents

Name Sub-Class Effect
Absolute Order - You may spend a Half Action, and spend a Fate to act as though you'd rolled a 1 on a Command test to a subordinate, or Burn Fate to force a subordinate to follow your orders as competently as possible regardless of their feelings or any other abilities that come into play. If the subordinate still refuses, your burned Fate is refunded, but the subordinate burns one instead.
As Foretold - Using access to files and manuscripts that are more mad ravings than science, the Operations Director has managed to glean something useful about their foes. They may test Scholastic Lore (Angels) after the first round of combat with a given Angel at a -20 penalty. If successful, the Operations Director gains a useful hint about the Angel. Even though the information is already available to the Operations Director, virtually all of it is useless without context, and only makes sense when the Angel is encountered.
Battlefield Command - The Operations Director may, as a Half Action, micromanage the forces under their command to get a much greater efficiency out of them than would be expected. They may increase the Unit Power of a single Unit of Conventional Forces by 1 for a round for the purpose of damage and special abilities (but not wounds).
Cut Synch - As a Half Action, you may cut an Eva pilot's synch by 1-5d10.
Death before Dishonour - As a half action, you make choose one Pilot that has failed a Test to resist Fear and Test Command. On a success, you manage to coerce the pilot into fighting through his fear, and at the start of his next turn the pilot is treated as having snapped out of his fear, but effects that cannot be overcome this way remain. This talent does not work on any pilot that is unconscious.
Delegate - Once per Mission, you may use of Fate-required OD action without expending a Fate. Does not apply to Burning Fates.
Favoured Tactics Dropkick/Dynamic Aiming/Flyswatter/Focused Charge/Evasive Stance/Lightning Feint/Terrain Mastery Whenever you select this talent, choose one of the abilities below.
- Dropkick When attacking an opponent from above (such as at the end of a use of Float or a Boosted Jump), subordinates gain a +20 bonus to Knockdown and Takedown attempts.
- Focused Charge All subordinates gain a +10 bonus to any attempts to Charge an enemy.
Feedback Tampering - Should a pilot suffer Insanity or Ego, the Operations Director may spend a Fate Point and intentionally trigger a truly excruciating feedback spike to traumatize the pilot and send them into shock, causing them to black out for a moment and avoid the worst of what they were facing. The pilot is Stunned for 1 round, but the amount of Insanity Points gained or Ego Barrier lost is halved.
Foster Teamwork - Choose two pilots. These two pilots spend the next week in synchronized training, preparing to pull off a specific maneuver. For the next battle, the Operations Director immediately spends one Fate Point at the start of the battle and declares that two or more pilots will learn a particular talent of the Operations Director's choice. This Talent must be either a Talent already known to one of them or one that at least one pilot meets the prerequisites for but does not yet possess. If the Talent that the Operations Director would attempt to give them is of dubious plausibility or an attempt to exploit the rules of the game (such as the case for Talents that may only be used a limited number of times, or have a prerequisite of a career itself) this Talent fails and the Fate Point is not spent. This intent to use this talent must be declared in advance of the battle for it to be effective.
Just as Planned - Reduce Foresight's requirement time to 1 minute. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
Like a Boss Degree in Asskicking, Wary, Linguist Whenever you select this talent, choose one of the abilities below.
- Degree in Asskicking Gain a +5 to Int. You may test Intelligence whenever you roll an opposed test against any human target, regardless of the characteristic normally rolled.
- Wary Gain a +5 to Per. You are never surprised, and in addition gain the Step Aside Talent.
- Linguist Gain a +5 to Fel, and you know the languages of all party members.
Plan A - Choose one of the following Talents: Absolute Order, Feedback Tampering, Just as Planned, Remote Care, Surefire Ejection, When Suddenly. From this point on, the selected Talent does not require spending a Fate Point to use, but still takes an action.
- Remote Care No longer requires a Fate to activate.
- Surefire Ejection No longer requires a Fate to activate.
Precision Targeting - Half Action. Select one allied unit. For their next attack, they either ignore half of the target's AP, or increase their Penetration by +2.
Promote Assistant - You can use fate-requiring OD talents without using Fates a number of times per day equal to IB or FB.
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.
Requisition Support 9 Increases the amount of Support available to you by X.
Surefire Ejection - You may spend fate as a reaction to force an Entry Plug to eject, with +40 on the ejection roll. This may be used to prevent the effects of damage from a plug breach from taking their potentially lethal toll on the pilot, but only if the Reaction Action is used before damage to the pilot is rolled.
Stratagem Dynamic Break Your pilots gain a +10 to Grapple tests, and may end a grapple already in progress by using the Knockdown Action instead of dealing unarmed damage.
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.
Value of a Miracle - Once per session, the OD may spend their Reaction Action to choose a single roll made by any ally. All penalties taken by the ally to this roll they instead gain as bonuses that stack with all other bonuses.

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Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 31 3 -
Ballistic Skill 33 3 -
Strength 31 3 -
Toughness 36 3 -
Agility 35 3 -
Intelligence 41 4 -
Perception 35 3 -
Willpower 34 3 -
Fellowship 44 4 -

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Vitals

Vitals
Wounds: 11 Fate Total: 3
Insanity: 11/100 Conditional Fates: 0
Ego Barrier: 25/25 Fatigue Threshold: 3

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Traits

Assets
Asset Subname Effect
Charming Females Gain a +10 bonus to Fellowship tests with females.
Cynic - Begin with the Scrutiny skill, and gain a +20 to Scrutiny tests against Charm and Deceive.
Military Nut - Gain Common Lore (War) and Scholastic Lore (Tactics) skills. Gain Talented in both.
Mimic - Gain the Mimic talent from Dark Heresy.

Injuries and Complications

Injuries
Injury Effect Cause Incident

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Starting Skills and talents

From Background

Deceive
Logic

From Assets

Common Lore (War(T))
Scholastic Lore (Tactics(T))
Scrutiny

From Career

SP1: Charm
Command
Common Lore (Society)
SP2: Inquiry
Literacy
Scrutiny+10
Speak Language (English)

Starting Talents

SP*2
Talented (Charm)
Talented (Disguise)
Requisition Support*2

Experience Table

Income Expenditure Reason Remaining Total Expenditure
10800 Balance 10800 0
1800 Trained: Int, Fel, Per 9000 1800
350 Intermediate: BS 8650 2150
800 SP1-8: Acrobatics, Carouse, Commerce, Disguise, Search, Stealth, Acrobatics, Blather 7850 2950
600 ST1-6: Charm, Decieve, Disguise, Logic, Scrutiny, Tactics 7250 3550
700 SM1-7: Charm, Deceive, Disguise, Inquiry, Logic, Scrutiny, Tactics 6550 4250
700 Awareness, Computer Use, Command+10/+20, Dodge/+10, Tech Use 5850 4950
1300 Captain Rank: Absolute Order (200), Cut Synch (100), Foresight (100), Peer (NERV) (100), Precision Targeting (200), Remote Care (200), Requisition Support*2 (100*2), Tactical Genius (200) 4550 6250
800 Major Rank: Death Before Dishonour (200), Jaded (100), Like a Boss (200), Requisition Support*3 (100*3) 3750 7050
1100 Lt. Colonel Rank: Delegate (200), Plan A (200), Favoured Tactic (200), Feedback Tampering (200), Foster Teamwork (100), Master Orator (100), Requisition Support (100) 2650 8150
1400 Colonel Rank: Battlefield Commander (200), Just as Planned (200), Like a Boss (200), Requisition Support (100), Stratagem (200), Surefire Ejection (100), Talented (Inquiry) (100), Total Recall (100), Value of a Miracle (200) 1250 9550
800 Brigadier Rank: Plan A (200), Favored Tactic (100), Promote Assistant (200), Requisition Support (100), Talented (Command) (200) 450 10350
200 Mastermind Rank: Like a Boss (200) 250 10550

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