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