Sera de Pteres (Archived)

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Name: Sera de Pteres
Position: Pilot (UEF Sergeant Major, UN Junior Magistrate)
Sex: Male
Age: ?? (Deployed July 14th, 2011)
Nationality: French
Place of Residence: The Dorian Lachapelle

Physical Details
Hair colour: Dark
Eye colour: Blue
Height: 5'8"
Build: Wiry

"'When the consequences of our failure are unimaginable, how can success be anything but assured?' It's that simple, so don't worry about it."

Themes
Serious de Pteres
Slacking de Pteres
Savage de Pteres
Shining de Pteres

-Bio-

Character Details
Name Sera de Pteres Gender Male
Background Prodigy Career Pointman/AT Tactician
XP Total 36400 Rank
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 6 Max
Ballistic Skill 44 4 Ad2
Strength 50 5 Ad2
Toughness 56 5 Ad3
Agility 60 7 Max, Fast: +1 AB
Intelligence 60 8 Ad2, Unnatural Intelligence (+SP), +10 Intellect
Perception 54 5 Ad3
Willpower 57 5 Ad3
Fellowship 33 3 -
Synch Ratio 90 9 Max, +10 Angelic Light

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Vitals

Vitals
Wounds: 24 Fate Total: 5+1
Insanity: 61/100 (10/CT) Ego Barrier: 9/100
WUP Pool: 7 Spirit Assimilation: 20

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Traits

Assets

Assets
Asset Effect
Fast Increase your P-Scale movement speed by +1 AB.
Fearless +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
Quick Healer Whenever you recover wounds, no matter the source, you recover +1.
Streetwise Gain a +10 bonus to Charm, Deceive, Scrutiny and Inquiry tests made when dealing with the socially excluded or those living informally outside of the system.
Troublemaker Gain the following skills: Stealth, Sleight of Hand. Authority figures take a -20 penalty to Charm or Command tests against you if attempting to make you do something.

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Drawbacks

Drawbacks
Drawback Effect
Cannot Live Without Choose one person. Fellowship tests from them to you auto-succeed. Take 2d10+10 Insanity if they die, appear to have died or become an enemy.
Burnout Whenever you run out of Fates, you take a -10 penalty to all tests until the start of the next session.

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Traits

Traits
Trait Effect
Synch Flux Whenever you experience a Synch Disruption, you may modify the outcome positively or negatively by 1d10 points.
Undoctrinated At any time you may elect to be immune to the Command skill.
Civilian After any mission which witnesses a Horde casualty rate of 50%, you take 1d10 insanity. If the amount of insanity is greater than your Willpower bonus you instantly roll on the Trauma table.
Immersed Mind Any failed Feedback tests cause positive Synch disruptions instead of Fatigue levels.
Disturbing Intellect Sera gains +10 Intelligence, the Total Recall and Infused Knowledge talents. He also gains the Unnatural Intelligence (+Degrees of SP), and may freely select a number of Lores up to twice his natural Intelligence bonus to become proficient in.
Angelic Light Sera gains +10 SR, a P-Scale ATS equal to his usual SR Bonus, and gains the Winged Form trait, which works exactly like the Eva upgrade of the same name.
Winged Form You gain Flight (AB), and increase the range of all AT Field Powers by 20dm. By spending a Fate Point, you may increase your ATS by 4 until the start of your round.

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Decoherencies

Decoherencies
Decoherency Effect Tested Characteristic Ego Threshold
-
-

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Instabilities

Instabilities
Instability Effect Ego Threshold
-
-

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Disorders

Disorders
Disorders Effect Insanity Threshold
-
-

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Basic Skills

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

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Ancient Lore Divinity Int X X - -
Common Lore Science Int X - - -
- History Int X - - -
- Paris-2 Int X - - -
Navigate - Int - - - -
Operate - Agi - - - -
Scholastic Lore Angels Int X - - -
Bioexotics Int X -
Evangelions Int X X -
Universal Law Int X
Speak Language English Int X X - -
- French Int X X - -
Trade - Int - - - -

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WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X X X
- Prog X X X
Basic Bolt X X -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -
Pistol Bolt X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

Basic Combat Talents

Name Sub-Class Effect
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 Agility Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10.
Critical Strike - On Righteous Fury, can spend fate and sacrifice extra damage to roll a 1d5. Enemy must then take the damage and the result in Critical Damage effects, even if they're normally immune to them. Attack must have dealt damage. Furthermore, if you ever you roll a Righteous Fury against an enemy that does not use Critical Damage charts (such as low-level enemy troops), and your attack deals damage, the enemy instantly dies.

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Proficiency and Skill Talents

Name Sub-Class Effect
Exemplar (Acrobatics) - You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.
Infused Knowledge - You treat all Common and Scholastic Lore skills as though you were proficient in them. Basically, you know something about everything.
Talented (Parry) - Gain a +10 to tests made using this skill.
Talented (Tech-Use) - Gain a +10 to tests made using this skill.

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Melee Talents

Name Sub-Class Effect
Advanced Disarm - You take a +20 bonus to Disarm tests.
Berserk Charge - Charge. +10 bonus to charge, total +20.
Blademaster - Once per Round. Reroll attack made with bladed weapon.
Combat Master - Deny enemies the Ganging Up bonus against you.
Counter-Attack - On parrying attack, may make Standard Attack on attacker with -20 penalty. May trigger this once per round.
Disarm - Full Action. Make an Opposed WS test with a single enemy. On a success, the enemy drops their weapon at their feet. Should you roll 3+ Degrees of Success, you take the weapon from your enemy.
Double Team - Increase Gang-Up bonus by +10.
Dynamic Reaction - On successfully parrying an attack, in place of the standard melee attack granted by Counter Attack, you may choose to take instead any legal half action.
Force Move - After succeeding with the Maneuver Action, may use the Float AT Field Power to send you and your target 2d10+10dm in one direction of your choice. Upon landing, the enemy is knocked Prone (and falls to Earth if knocked upwards without the ability to hover).
Furious Assault - All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent.
Gravity Kick - Charge, Height. Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage, +1d10 damage. The attack has a Penetration value equal to 1 per 5dm fallen (or 2 per 1km in Strategic Mode). This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead.
Guardian - Expend reaction to parry attack aimed at adjacent ally. -10 penalty to test and to WS tests for 1 round.
Halt Advance - Half Action. 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.
Intervention - When you successfully parry a melee attack from an enemy (aimed either at you or at an ally you defend with Guardian), you gain a +20 to any feint, grapple, or knockdown tests against that same enemy on your next action.
Lightning Attack - Full Action. Make a single attack roll. For every Degree of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make a single attack with a 2nd Melee Weapon.
Maneuver Mastery - +10 to WS tests when using the Maneuver action.
Precision Melee Touché Standard or Called Shot Melee attack. This attack cannot by Parried so long as the attack succeeds by two degrees of success.
Sacrifice - May declare that an attack aimed at you hits an arm instead. If arm destroyed, 50% chance of original target taking half damage. Can use in conjunction with Guardian to cover ally.
Swift Attack - Full Action. Make a single Attack roll. For every 2 Degrees of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make a single attack with a 2nd Melee Weapon.
Tactical Blow - When armed with a an Impact damage-based melee weapon, test Strength whilst maneuvering an opponent. On a success, may maneuver the enemy 1 extra m/dm, with an extra 1m per DoS you gained on the Strength test.
Tactical N2 Punch - Commanding OD must spend a Fate Point an expend one N2 Strike talent. An N2 Warhead is deployed for you to equip. When in Melee range of an enemy, the Pointman must expend all of their ATP (no less than 6) to detonate the N2 Warhead at the enemy. The arm holding the Warhead is instantly destroyed (-10 Energy Critical Damage). The Pointman must then test SR. On a success, the enemy takes damage as though struck by an N2 Warhead. Reduce the enemy's ATS for the purpose of Deflection (and thus resisting the attack) by the amount of ATP expended. If this reduces the enemy's ATS to 0 or below, they take +2 damage per negative ATS. On a failure, the N2 Warhead explodes as normal, affecting everything in range.
Takedown - Half Action. Declare before test. Make a standard attack test against a single enemy. On a confirmed hit that does damage, the damage is ignored, and your opponent must test Toughness or be stunned for 1 round.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.
Vice Grip - You take a +10 bonus to Grapple tests, and deal +2 damage when using Grapple attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone.
Wall of Steel - May make one extra Parry action per round.
Whirlwind of Death - On dealing a melee attack against a Horde that deals damage, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Full Action: Make a single melee attack against all adjacent enemies, up to an amount equal to your WSB.

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Ranged Talents

Name Sub-Class Effect
Shell Shock - After a successful hit with a Bolt weapon, you may choose to, instead of rolling for damage, reduce the target's TB by X, where X is the amount of Penetration your weapon possesses, to a maximum of half the enemy's total TB. This persists until the start of your next turn. This effect does not stack, and the entire attack must be sacrificed, including extra hits from full autos.
Spotter - Full Action: Designate ally. Ally modifies any BS rolls to hit any given target based off your distance to said target

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Physical Talents

Name Sub-Class Effect
Catfall - Whenever you fall, test Agility or Acrobatics as a Free. On a success, and for every DoS, you reduce the distance fallen by an amount equal to your AB for the purposes of determining falling damage.
Drop Trained - Falling, 10dm or above. Always land on your feet, and treat distance as 1/3rd for purpose of falling damage.
Extreme Endurance - You may declare Extreme Endurance once per session. For a number of hours equal to your TB, you roll Toughness checks with a +20 bonus, and may reroll every Toughness test and take the better result. So long as Extreme Endurance is active, when taking fatigue, you may test Toughness. On a success, you reduce the amount of Fatigue taken by 1.
Extreme Resilience - You ignore the effects of critical damage (bar the sort that kills or dismembers you) and fatigue until the end of the battle.
Feat of Strength - Once per session. You gain Unnatural Strength (4) for WPB/2 Rounds.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds.
I Cannot be Defeated Increase your Fatigue Threshold by 2.
Iron Jaw - When you become Stunned, you may test Toughness to shrug off the effects.
Leap Up - You may stand up from the Prone position as a Free Action.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
Second Wind - This ability triggers the first time during an encounter you take Critical Damage or you spend your last fate point, whichever comes first. On being triggered, you gain a +1 to Toughness, a +10 to Toughness tests, and instantly heal 1d5 wounds, plus an extra equal to your natural TB. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once a day.
Sound Constitution*10 - Gain an additional Wound.
Sprint - +AB to movement distance when full moving, double movement distance when running. You gain a level of Fatigue if you use this talent two turns in a row.
Stalwart Defense - You may spend a fate point as a Full Action to root yourself to a location. You may not move and you may not dodge, but you can make a parry reaction against any and all successful melee strikes against you. All damage you suffer is reduced by 2, and enemies gain no bonuses for outnumbering you in close combat. This state continues until you are incapacitated or you choose it to end.
True Grit - Halve Critical Damage taken, rounding down. Minimum of 1 Critical Damage taken.

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Mental Talents

Name Sub-Class Effect
Hotblooded - +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 - Unaffected by mundane horrors such as death, violence or the sight of blood.
Nerves of Steel - Reroll WP tests to resist or recover from Pinning. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts.
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack.
Total Recall - -

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Interpersonal Talents

Name Sub-Class Effect
>implying - -

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Technician talents

Name Sub-Class Effect
Applied Engineering - As a Half Action you may modify any weapon within reach to do one of the following: Calibrations: Reroll the weapon's next to-hit roll and take the preferred result. Higher Output: If the weapon's next to-hit roll is a success, the attack may reroll all of its damage and take the best result. Hits Home: If the weapon's next to-hit roll is a success, add your IB/2 to it in Degrees of Success. 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.
Careful, That's Dangerous - When a weapon wielded by an ally within IB m/dm (Adjacent 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 weapon within reach automatically as a half action.

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AT Field Talents

Name Sub-Class Effect
Advanced Berserk - Whenever your Eva berserks, it may use AT Field powers as normal. Furthermore, if it does not already possess them, for the duration of berserk it gains the Cross Blast, AT Wave and Bunker Field Powers.
AT Focus - Designate a single AT Power, and bank ATP up to IB, reducing your current ATS by that amount. Next turn, test Synch Ratio. On a pass, you gain an extra amount of ATP equal to the amount banked, but may only be spent on the designated power (either activating it or augmenting it or both). On a failure, the ATP is los and, the pilot tests Feedback. If the pilot is unable to activate the declared power, treat it as a failure.
AT Maneuver Quick Draw Use the Ready action as a Free Action.
AT Maneuver Inertia Boost You increase your Agility Bonus by 1.
AT Maneuver Flux You may spend a reaction to modify a single test result within 20dm of you. You modify this result by an amount equal to your Synch Ratio bonus.
AT Reserve - Your Eva is always treated as having an ATS of 1, even if all ATP have been spent.
Causality Control Displacement For as long as Massive Momentum is activated, the pilot may give their Evangelion‘s melee attacks a reach equal to the ATP used to augment Massive Momentum.
Champion Protector Select one Arm. For as long as the Bunker Field Pattern spread, that arm is considered to possess the Unnatural Toughness (x2) trait. It can be used to parry both melee and ranged attacks.
Disruption Pattern Broadcast As long as you spend 5 ATS, you can reduce the range of your Neutralize Power to 10dm, but may apply the effects to any and all opponents within range.
Disruption Pattern Counter Choose a single AT Power when using Neutralize. So long as the ATS spent on Neutralize matches the cost required to use the chosen power, the Angel is unable to use that power.
Mimic Field - You may test Synch Ratio to 'learn' an AT Power used by another. Power is available for a number of rounds equal to Int Bonus. If power is unique Angel power, ATP cost is Angel's unmodified ATS, 2.
Quick Spread - Spread full as a half. May spread as a free, gaining ATS equal to your WPB.
Scan Field - Roll Perception test when within 20dm of target to gauge strength of their ATS. Success of 3 DoS or more tells you exact ATS.

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AT Field Powers

Equipment

Experience Table


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Starting Stats & TM


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