Voriel
Voriel.png?t=1312681268
Codename: Voriel
ID: Tenth Angel
First Detected: Paris-2
Date of Attack: 5th of November, 2015
Status: Defeated…?
Damage Bill: $854 Million US Dollars
Casualties: 125 Military Casualties, 84 Civilian Casualties

Physical Details
Height/Length: 30-50 metres (morphic)
Mass: Unestimable
Maximum Speed: Not Enough Data

Personal Details

"MAJOR! AT FIELD DETECTED FROM THE SOUTH!" "WHAT?!" "I-It's a Pattern Blue! It's another Angel!"

Voriel appeared seemingly out of nowhere in southern Paris-2. Normally this would be a cause for alarm, but the situation was exacerbated by the fact that an Angel was already there.

A black morphic blob with a circular white face, Voriel was physically unimposing. But the moment it arrived, it shrouded Paris-2 in a thick AT fog, known as the Illusion Field. Within the field, nightmares became reality and the battlefield became Voriel's plaything.

Voriel's powers were exceptionally effective against the pilots themselves, causing de Pteres to see horrors, knocking Zhang into unconsciousness, and stunning Blanc with sensory overloads. Eventually, however, Voriel's attacks started to disrupt Jamaerah, which attempted to kill Voriel.

Voriel was eventually taken off-guard and shot to death by EVA-00… But a part of it lived on in Blanc's AT Field. This would have severe repercussions later on, as Blanc would be rendered unconscious later in a fight with EVA-05- allowing Voriel to temporarily take control of EVA-00.

Voriel, Battle 7

Difficulty: Medium
Role: Encroachment
Locomotion: Hovering, Teleport
Size: Scrawny

-Characteristics-
WS:   35 +3
BS:   35 +3
Str:  20 +2
Tou:  20 +2
Agi:  20 +2
Int:  40 +4
Per:  50 +5
Wil:  50 +5
Fel:  10 +1
SyR: 180 +18

-Body- (Artificial)
Location % to Hit AP Wounds
Body     1-100      2  21      

-Movement-
Hover
Half Full Charge Run
8    16   24     48

Teleport (8 round cooldown)
360dm

Standard Attacks

Name           Range  Damage  Pen  Special
Tendril        10dm   1d10+4e 0    Synchrotoxin

Name           Range  Damage  Pen  Special
Searing Blast  110dm  1d10+1e 1    -

1/1 Fate Points

-AT Powers-
Deflection Field
Bunker Field
Neutralise
AT Wave
AT Funnel
Float
Wrap Beam
Push
Pull
Kinetic Manipulation

-Unique AT Powers-
Illusion Field
AT Beacon

-Special Abilities-
Horrify
Hallucination Bolt
Charm
Sensory Overload
Dark Mirror
False Images

-Traits and Talents-
Unnatural Senses
The Stuff of Nightmares
Light of the Soul

-Ability Explanation-

Illusion Field
ATP Cost: None
Activation: Full or Half Spread, Maintain Free
You create a wide field, where everything within is obscured by trickster images, false sights and sensory lies. 
The field is equal to ATS*10 in range, and provides a 5% Deflection rating.
Within the Illusion Field, all enemies have their normal range reduced to 5dm and for movement purposes, are treated as if in deepest darkness. All enemies within the Field take
Perception Tests at -20, as well as a 10 to attacks that exceed 5dm in range. Enemies may try to see beyond 5dm, but requires a perception test. Communications beyond 20dm are
also suppressed by the Field.

Horrify
Select one enemy and test Willpower. On a success, the enemy takes a Fear Test at Fear (4). After snapping out of it, the target may not be affected by the attack again.

Hallucination Bolt
Select one enemy and test Willpower. On a success, the enemy takes a Willpower test- on a fail they suffer the effects of the Hallucinogen Grenade.

Charm
Select one enemy and test Willpower. On a success, the enemy takes a Willpower test- on a fail they are compelled to perform one half action for you. If the enemy fails their
test by 3 degrees or more, this becomes a full action.

Sensory Overload
Select one enemy and test Willpower. On a success, the enemy takes a Willpower test- on a fail they are stunned for one round and suffer one of the following side effects,
chosen by a d5:
1. Love Sensation
The Synch Connection is suddenly filled with an overwhelming sense of love and affection, bathing the pilot in feelings of belonging and heavenly love that ends all too soon.
The enemy gains 1d10 Synch Ratio for 1d5 rounds, after which they lose 1d10 synch ratio. The spends 1d7 days suffering from feelings of intense withdrawal and emotional detachment.

2. Pleasure Sensation
The Synch Connection is suddenly filled with an overwhelming sense of pleasure as skin tingles and endorphins fire. The pilot takes -10 to all Willpower tests for the rest of
the encounter, but 1 level of fatigue is erased.

3. Fear Sensation
The Synch Connection is suddenly filled with an overwhelming sense of fear as the pilot feels enemies behind his or her eyes and knifes in the Entry Plug. The pilot immediately
takes a Fear (2) test.

4. Anger Sensation
The Synch Connection is suddenly filled with an overwhelming sense of fury as the pilot feels the urge to wreck and ravage. The pilot immediately becomes Frenzied.

5. Shock Sensation
The Synch Connection is suddenly filled with an overwhelming sense of pure sensation, stunning the pilot completely. The pilot immediately falls unconscious for 1d3 rounds.

Dark Mirror
Select one enemy. You create a dark copy of the enemy with the same abilities and characteristics within 5 dm of you, with the following caveats: the shadow only has 1 wound,
acts on your initiative, and cannot be destroyed by anyone but the 'original'. Any AT powers used by the Mirror use your ATP pool. The copy may only attack its original; however,
it cannot cause wounds to the Evangelion. Instead, any damage it inflicts immediately becomes Ego Damage as the original is filled with doubt as to the validity of its own existence.
In the event that the Dark Mirror reduces the original to 0 Ego Barrier, it absorbs the original and becomes 'real', with all the Wounds, AT Powers and abilities, but starting with
50 Ego. 

False Images
This ability affects everything within 100dm. All enemies within the Field perceive allies as enemies and vice versa.

AT Beacon
ATP Cost: 5
Activation: Half Action
Maintain: Half
You strike an enemy within 20dm with a portion of your AT Field, which then 'sticks' to your enemy. The portion acts as a beacon; by having a part of 'you' on your opponent, 
you are capable of innately sensing the target. The enemy cannot hide from you, or obscure itself in anyway, and you gain +20 to all WS and BS attacks used against it. AT Attacks
used against the enemy are rolled at +30 instead.
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