Sera de Pteres

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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."

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


Character Details
Name Sera de Pteres Gender Male
Background Prodigy Career Pointman/AT Tactician
XP Total 21300 Rank
Kits: Technician

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Vital Statistics


Name Value Bonus Modifiers
Weapon Skill 60 6 4/4
Ballistic Skill 35 3 2/4, Trait -3, Geofront +5
Strength 45 4 2/4
Toughness 60 6 4/4
Agility 60 7 3/4, Background +5, Fast +1 AB
Intelligence 45 4 Unnatural*2, Disturbing +10, Geofront +5
Perception 40 4 3/4
Willpower 60 6 4/4
Fellowship 32 3 1/4, Geofront +5
Synch Ratio 95 9 4/4, Background +5, A10 Sensitive +10, Angelic +10, Season +5

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Wounds: 24 Fate Total: 5
Fatigue Threshold: 8 Conditional Fates: 1

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Asset Subname Effect
Fast - +1 AB in P-Scale
Quick Healer - Heal +1 Wounds
Troublemaker - Gain Security and Sleight of Hand. Authority takes -20 penalty to Charm and Command.
Catlike - Gain Stealth and Talented (Stealth).

Injuries and Complications

Injury Effect Cause Incident

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Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X Tal, Ex
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 Int - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel X - - -
Intimidate Str X X - -
Literacy Int X - - -
Logic Int X - - -
Medical Int X - - -
Parry WS X X X Talented
Scrutiny Per X - - -
Security Int X - - -
Sleight of Hand Agi X X - -
Stealth Agi X X X Talented
Survival Per X - - -
Tech Use Int X - - Talented

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Basic Skill Reference Cards

Skill Name Acrobatics
Characteristic Agility
Action Full Action unless otherwise noted
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
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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Proficiency Talents

Weapon Talents

Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Melee Training X May wield Melee Weapons without a -20 nonproficient penalty.
Pistol Training X May wield Pistol Weapons without a -20 nonproficient penalty.
Basic Training X May wield Basic Weapons without a -20 nonproficient penalty.
Heavy Training X May wield Heavy Weapons without a -20 nonproficient penalty.
Advanced Talents
Melee Specialisation X Reduce any net penalties when wielding a Melee Weapon by 10.
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.
Heavy Specialisation - Reduce any net penalties when wielding a Heavy Weapon by 10.
Elite Talents
Melee Mastery X Gain a +10 bonus to attacks made with a Melee Weapon. You may also spend Fate to remove any penalties applied to a Melee attack.
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.
Heavy Mastery - Gain a +10 bonus to attacks made with a Heavy Weapon. You may also spend Fate to remove any penalties applied to a Heavy attack.

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Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Infused Knowledge - You treat all Lore skills as though you were proficient in them. Basically, you know something about everything.
Talented Acrobatics, Parry, Stealth, Tech Use, 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 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
Skill Exemplar Acrobatics Every time you select this talent, select a different appropriate skill. 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.

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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 1 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.
Elite Talents
- - -

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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).
Disarm - This talent permits use of the Disarm Action.
Double Team - Increase Gang-Up bonus by +10.
Takedown - You gain a +10 bonus to Grapple tests, and deal +2 Penetration when using Unarmed attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone. Furthermore, this talent permits use of the Takedown Action.
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
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Combat Master - So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat. Furthermore, you reduce the Melee attack called shot penalty by 20.
Duelist - This talent permits use of the Counter-Attack Action. You take a +20 bonus to Disarm tests.
Gravity Kick - This is a special Charge attack that may only be used if you start the charge at a height higher than your enemy Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage plus another +1d10 damage. The attack has a Penetration value equal to 1 per KM of height. 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.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Wall of Steel - You gain an extra reaction per round which may only be used to make the Parry action.
Elite Talents
Crushing Blow - You deal Extra melee damage equal to WSB/2.
Whirlwind of Death - On dealing a melee attack against a Horde, if your attack deals damage after soak, 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. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage.

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Ranged Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Rapid Reload - Weapon reload times are reduced by a half action.
Advanced Talents
- - -
Elite Talents
- - -

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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.
Advanced Talents
Force Move - After succeeding with the Maneuver Action, you may activate the Float AT Field Power as a free action to send you and your target 1d3+2km in one direction of your choice; you may increase this amount by +2 per 4 ATP spent. Upon landing, the enemy is knocked Prone (and falls to Earth if knocked upwards without the ability to hover)
Tactical Blow - You gain a +10 to WS tests when using the Maneuver action. Furthermore, when armed with a an Impact damage-based melee weapon, you may test Strength whilst maneuvering an opponent. On a success, you may maneuver the enemy 1 extra km, with an extra 1km per 2 DoS you gained on the Strength test.
Spotter - As a Half Action you may designate one enemy. All allies treat that enemy as being one Distance step closer than they really are, to a minimum of Point Blank. This has no effect if the Distance is beyond an ally's maximum range.
Elite Talents
Dynamic Reaction - On successfully parrying an attack, you may choose to take instead any legal half action, including Counter-Attack. If you use the Knockdown or Takedown action, you take a +20 bonus to your test.
Shield Specialist - Increase the AP bonus of Shields by +1, and increase the bonus to Parry from the Defensive quality to +20.
Tactical N2 Punch - Your commander must spend a Fate Point and expend one N2 Strike talent. An N2 Warhead is deployed for you to equip with a hand, so long as there is a reasonable deployment spot nearby such as a supply port or an Eva Base or Assault Carrier. In place of a melee attack, you may make a Tactical N2 Punch: you must expend all of your ATP (minimum 6) to detonate the N2 Warhead at the enemy. The arm holding the Warhead is instantly destroyed (-10 Energy Critical Damage). You 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.

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Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
- - -
Advanced Talents
- - -
Elite Talents
- - -

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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.
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
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus, taking the preferred result. Furthermore, whenever you take Insanity, you may test Willpower. On a success, the amount taken is reduced by 1, +1 per 3 degrees of success.
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack.
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.
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, Mental) You gain a +10 to tests to resist the chosen object.
Sound Constitution 5 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).
Iron Jaw - You increase your Fatigue Threshold by 2. Furthermore, when you become Stunned, you may test Toughness to shrug off the effect. This is in conjunction with any other test you may be permitted.
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
Extreme Resilience - You may declare Extreme Endurance once per session. For a number of hours equal to your TB, you gain the Stuff of Nightmares trait, you roll Toughness tests with a +20 bonus, and may reroll every Toughness test and take the preferred 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.
Last Man Standing - You cannot be pinned by pistols or basic weapons, and you increase your AP by 2 so long as you are in cover.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

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Specialist Talents

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
- - -

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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
Absorbtion Specialist - You gain the following AT Field powers: Negate Blow; Containment
Dirac Specialist - You gain the following AT Field powers: Dimension Breach, Dirac Jaunt; Lock Zone
Kinetic Specialist - You gain the following AT Field powers: Accelerator; Forceful Surge, Friction Flood
Elite Talents
- - -

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AT Field Talents

Talent Name Talent Sub-Title Effect
Basic Talents
AT Reserve - Your Eva is always treated as having an ATS of 1, even if all ATP have been spent.
Disruption Pattern - On purchasing this talent you gain access to the below effects. You may only apply a single Disruption Pattern effect at any one time.
- Broadcast As long as you spend 5 ATS, you can reduce the range of your Neutralize Power by one step, but may apply the effects to any and all opponents within range.
- 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 target is unable to use that power.
- Dissonance As long as you spend 4 ATS, the target loses the Angelic Senses trait and takes a -10 non-stacking penalty to all tests so long as they are neutralised.
Advanced Talents
Champion - On purchasing this talent you gain access to the below effects.
- Protector Select one Arm. For as long as the Bunker Field Pattern spread, that arm is considered to possess the Unnatural Toughness (+4) trait. It can be used to parry both melee and ranged attacks.
AT Extension - You can use the Massive Momentum, Focused Sleeve and Negate Blow powers on allies within 3km.
Elite Talents
- - -

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AT Field Powers

Spread Patterns

Name: Accelerator
Deflection per ATS: 10% Action: Half Action, Maintain Free
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)
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.
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)
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.
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
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.
Per 2 ATP: Selectively choose what is absorbed
Per 4 ATP: Blast (+1)

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Utility Powers

Name: Anti-AT Field
ATP: 20 ATP Action: 1 Full, Maintain Half
Range Medium Range (6km)
You rewrite reality around you and may cause any single effect so long as it does not extend beyond the range of this power, is not effectively 'instantly destroy this foe', and has GM approval. If it would do damage, the most it may do is either replicate an attack with another weapon or A.T. Power, an N2 Mine (with you at the epicenter) or deal 2d10 damage that ignores AT Fields, Armor and TB to a location of the user's choice against a single target. Similarly, no Characteristic of an enemy with an active A.T. Field may be reduced by this Power below half its value. The effects of the Anti-A.T. Field last for as long as it is maintained, but it may only produce the original single effect and repeated use (such as if used to deal damage) requires multiple different activations. For every turn the Anti-AT Field is active, the user and everyone within range must test Willpower or take 1d5 Ego damage. People without the protection of a powerful AT Field such as an Evangelion instantly fail their Willpower test and multiply their Ego damage by ten.
Common Uses
Anti-AT Blast: Fire a single attack that instantly hits and deals 2d10 damage to a single enemy within range that ignores AT Fields, AP and TB to a location of the user's choice.
Anti-AT Barrage: Fire five attacks that instantly hit and deal 1d5 damage, allocated amongst available targets within range, that ignores AT Fields, AP and TB to a location of the user's choice.
Remove Deflection: Remove all Deflection from all units within range.
Halve Characteristic: Halve one Characteristic of a single target within range.
Suppression: Single target loses the ability to use all AT Field powers.
Per 10 ATP: Increase range by one step, +1d10 damage cap

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Neutralisation Powers

Name: Neutralise
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Neutralises 15% of target's deflection.
Per 1 ATP: +15% Neutralisation

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Melee Weapons

Name Class Range Damage Penetration Upgrades Total Qualities
Weapon (Base) Melee, Technique - 1d10 I 0 - -
Weapon (Current) Melee, Technique - 1d10+2 I 0 - -
- - - - - - -

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Ranged Weapons

Name Class Range Rate of Fire Damage Penetration Clip Size Reload Upgrades Total Qualities
Weapon (Base) Ranged, Bow Medium (60m) S/-/- 1d10+1 R 0 1 Half Action - -
Weapon (Current) Ranged, Bow Medium (60m) S/2/- 1d10+1 R 0 1 Free Action - -

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Name Weapon Qty
Ammunition Weapon 20

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Name Body Arm Leg Head Special
Armour 2 2 (WS1) 2 (WS1) 2 (WS1) Light

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Income Expenditure Reason Remaining Total Expenditure
21300 Balance (As of Turn 8) 21300 0
200 Proficiencies: Basic, Heavy 21100 200
200 Specialisations: Melee 20900 400
300 Masteries: Melee 20600 700
1200 Basic Skill Talents: Awareness*3, Dodge*3, Parry*3, Talented (Parry, Acrobatics) 19400 1900
300 Basic Combat Talents: Arms Master, Commission*1, Quick Draw 19100 2200
700 Basic Melee Talents: Furious Charge, Disarm, Double Team, Takedown, Street Fighting, Swift Attack, Unarmed Warrior 18400 2900
100 Basic Ranged Talent: Rapid Reload 18300 3000
200 Basic Pointman Talents: Guardian, Halt Advance 18100 3200
400 Basic Mental Talents: Blind Fighting, Hotblooded, Indomitable, Jaded 17700 3600
1000 Basic Physical Talents: Bulging Biceps, Catfall, Hardy, Resistance (Fear, Mental), Sound Constitution*5 16700 4600
500 Basic AT Field Disciplines: Absorbtion Proficient, Dirac Proficient, Kinetic Proficient, Psychic Proficient, Thermal Proficient 16200 5100
100 Basic AT Field Talents: Disruption Pattern 16100 5200
200 Advanced Skill Talents: Skill Reliant (Lore) 15900 5400
200 Advanced Combat Talents: Armour Master 15700 5600
1200 Advanced Melee Talents: Battlemaster, Combat Master, Duelist, Gravity Kick, Lightning Attack, Wall of Steel 14500 6800
600 Advanced Pointman Talents: Force Move, Tactical Blow, Spotter 13900 7400
600 Advanced Mental Talents: Fearless, Nerves of Steel, Unshakeable Faith 13300 8000
1200 Advanced Physical Talents: Hard Target, Iron Jaw, Leap Up, Lightning Reflexes, Rapid Reaction, Sprint 12100 9200
600 Advanced AT Field Disciplines: Absorbtion Specialist, Dirac Specialist, Kinetic Specialist 11500 9800
200 Advanced AT Field Talents: Champion (Protector) 11300 10000
300 Elite Skill Talents: Skill Exemplar (Acrobatics) 11000 10300
600 Elite Melee Talents: Crushing Blow, Whirlwind of Death 10400 10900
900 Elite Pointman Talents: Dynamic Reaction, Shield Specialist, Tactical N2 Punch 9500 11800
600 Elite Mental Talents: Mental Fortress, Strong Minded 8900 12400
600 Elite Physical Talents: Extreme Resilience, True Grit 8300 13000
4350 Advancements: Willpower Supreme 4/4, WS Superior 4/4, Toughness Superior 4/4, Synch Ratio Superior 4/4, Perception Superior 3/4, Agility Adept 3/4, BS Adept 2/4, Strength Adept 2/4, Fellowship Adept 1/4 3950 17350
1900 Skills: Acrobatics*2, Athletics*1, Carouse*1, Charm*1, Chem Use*1, Deceive*2, Inquiry*1, Intimidate*2, Logic*1, Medicae*1, Scrutiny*1, Sleight of Hand*1, Stealth*2, Survival*1, Tech Use*1 2050 19250
500 Lore (Angels), Lore (AT Fields), Lore (AT Fields) +10, Lore (Universal Law), Lore (Bioexotics) 1550 19750
100 ATT: Basic Skill Talents: Talented (Lore) 1450 19850
200 ATT: Advanced AT Field Talents: AT Reserve 1250 20050
300 Elite Physical Talent: Last Man Standing 950 20350
200 Advanced AT Field Talent: AT Extension 750 20550
300 Basic Technician Talents: Careful That's Dangerous, Percussive Maintenance, Temporary Reinforcement 450 21250
400 Advanced Technician Talents: Applied Engineering, Jury-Rig 50 21250
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