Zhang Yanmei

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Name: 张 艳美
Pinyin Romanisation: Zhāng Yànměi
Position: -
Sex: -
Age: - (Born -)
Nationality: -
Place of Residence: -

Physical Details
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Eye colour: -
Height: -
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Personal Details
Defining quote
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Bio details here.

Character Details
Name Zhang Yanmei Gender Female
Background Prodigy Career Dervish Skirmisher/Berserker
XP Total 39500 Rank Dervish Master/Ghoul

Vitals

Vitals
Wounds: 20 Fate Total: 6
Insanity: 38/100 Ego Barrier: 61/100
WUP Pool: 11

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Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 58 5 Expert
Ballistic Skill 49 4 Trained
Strength 40 4 -
Toughness 39 3 Simple
Agility 58 5 Trained
Intelligence 47 4 Simple
Perception 50 5 Simple
Willpower 42 3 Intermediate
Fellowship 59 5 Trained
Synch Ratio 77 7 Intermediate

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Assets

Assets
Asset Effect
Troublemaker Freebie Deceive/Concealment skill, -20 penalty to Command rolls used against her
Shrewd Gain +1 Conditional Fate point for negotiations/diplomacy situations only
Innovative Gain +1 Conditional Fate point when using skills in an unorthodox way or making a creative plan
Blood for the Blood God! Gain 1d10 Synch Ratio (rolled a 5). Should anyone else but Yanmei try to pilot 04, they must take a difficult (-20) Willpower test. On a failure, they take 1d5+5 insanity and cannot pilot the Eva. Furthermore, 04 now berserks on a berserk role of 8, 9 and 10.
Fluffy-Haired Cuddles Relationship fate point from Isaiah
Team Leader Gain a NERV officer uniform, standard sidearm, Command Skill, and a conditional fate point when working with pilots under your command. Conditional fate point can be spent or burned like a normal fate point, or can be 'given' to another pilot on the field to use as they wish. Captain: Yanmei's characteristic costs for Intelligence and Fellowship now use the Operations Director line. Furthermore, she can now purchase the Absolute Order, Tactical Genius, Contact, Remote Care, Precision Targeting and Talented (Charm) talents. However, Remote Care and Precision Targeting can only be used if EVA-04 is equipped with a Magi RMD wing.
Angelic War Veteran Gain Hatred (Angels), and a +10 to WP against Angelic mind-attacks.
Aspect of the Herald 1 Yanmei gains the Undeniable talent: she may, by spending fate, declare an attack to be immune to parries or dodges. She must declare this before the attack is rolled.
Conquerer's Warning May reroll 2 WS tests per session

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Drawbacks

Drawbacks
Drawback Effect
Shadow of Flame Yanmei's traumatic experience in the Qaphsiel battle has marred her psyche. Every time Yanmei is exposed to an energy weapon that affects her directly (either through damage or feedback fatigue), she must test fear at a -10 penalty or relive that horrible memory.
Duty of Care (Elizabeth Bellamy) Pass a (-10) difficult WP test or rush to your charge's aid if they're believed to be in direct or indirect danger. WP test automatically failed if they're confirmed to be in immediate danger, but a +20 bonus is gained for all rolls that aid in their rescue. Gain 1 insanity and 1 fatigue point from depression if they're harmed or 2d10+10 insanity if they're killed or taken away. Time management tests are no longer taken as routine (no +20 bonus).

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Traits

Traits
Trait Effect
A10 Sensitive Gain a +5 to Synch Ratio.
Synch Flux Whenever you roll for Synch Disruption, roll an extra 1d10.
Divine Libido Effect When you're within 10,000km of (Isaiah), you both take a +10 to all tests, and furthermore, you can divide any damage you take.
Cold Blooded (15) trait In every session, you have a 'bank' of 10 points that get spent when you take ego or insanity damage, before you lose insanity and ego.
True Empathy Link (Isaiah) Both of you know when the other is upset, emotionally hurt, etc. And you get more info from probing Isaiah's thoughts. Can also send mental images, word messages, etc. Mental attacks effect both of you, but you get +20 to resist
Untrained Eye Take a -3 to either WS or BS.
Open Mind Take a -10 to resist Feedback.

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Coherencies

Coherencies
Coherency Effect Tested Characteristic Ego threshold
Synch Explosion Roll 5d10 for Synch Disruptions instead of 2d10 WP

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Instabilities

Instabilities
Instability Effect Ego threshold
Fearful ** -10 penalty on WP tests to resist Fear
**Hesitant -2 to initiative
Greater Synch Drop Permanently reduce your Synch Ratio by 1d10+5 (13)

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Disorders

Disorders
Disorder Effect Insanity threshold
Danger Lurks Everywhere! Prone to paranoia disputing the state of her own safety and Isaiah's safety. May be accompanied by hallucinations
Second Fiddle: Isaiah - Initiative reset to be immediately behind Isaiah's during combat, and she gains a -10 penalty on all rolls for 1 hour if he scorns her. His social rolls auto-succeed against her, and if he appears to be killed or turned into a mortal enemy, she takes 1d10+5 insanity and rolls on the mental trauma chart with -2 degrees of failure.

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Skills

Basic Skills

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

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore Chinese Federation Int X - - -
- Local News Int X - - -
- United Nations Int X X - -
Navigate - Int - - - -
- - Int - - - -
Operate Land Civilian Vehicle Agi X - - -
- - Agi - - - -
Scholastic Lore - Int - - - -
- - Int - - - -
Speak Language English Int X - - -
- Chinese Int X - - -
Trade - Int - - - -

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

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Talents

Proficiency and Skill Talents

Name Sub-Class Effect
Basic Weapons Mastery HE Bolt When wielding a Basic or Pistol Weapon of the sub-type, you gain a +10 to-hit bonus, and may spend Fate to remove all penalties from a single attack made with the weapon.
Basic Weapons Specialisation HE Bolt When wielding a Basic or Pistol Weapon of the sub-type, and the weapon has a net penalty, may reduce the penalty by 10.
Basic Weapons Training General May wield Basic Weapons of the designated type without a -20 nonproficient penalty.
Basic Weapons Training Maser May wield Basic Weapons of the designated type without a -20 nonproficient penalty.
Basic Weapons Training Positron May wield Basic Weapons of the designated type without a -20 nonproficient penalty.
Basic Weapons Training HE Bolt May wield Basic Weapons of the designated type without a -20 nonproficient penalty.
Melee Mastery - You cannot take any less than a -20 penalty to hit when wielding weapons of this type.
Melee Weapons Specialisation - When wielding a Melee Weapon, and the weapon has a net penalty, may reduce the penalty by 10.
Melee Weapons Training - May wield Melee Weapons without a -20 nonproficient penalty.
Pistol Weapons Training General May wield Pistol Weapons of the designated type without a -20 nonproficient penalty.
Pistol Weapons Training Fusion May wield Pistol Weapons of the designated type without a -20 nonproficient penalty.
Pistol Weapons Training HE Bolt May wield Pistol Weapons of the designated type without a -20 nonproficient penalty.
Prog Weapons Training - May wield Prog Weapons without risking breaking them.
Talented Acrobatics Gain a +10 to tests made using this skill.
Talented Charm Gain a +10 to tests made using this skill.
Talented Decieve Gain a +10 to tests made using this skill.

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Basic Combat Talents

Name Sub-Class Effect
Ambidextrous - Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10.
Angel Slayer - You gain a +10 to hit Distance Fighter Angels, and deal +2 damage upon a hit.
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
Quick Draw - Use the Ready action as a Free Action.
Two Weapon Wielder Ballistic When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Two Weapon Wielder Melee When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time.
Undeniable - Spend a fate and declare an attack to be immune to parries, deflects or dodges. She must declare this before the attack is rolled.

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Skill Talents

Talent Name Talent Sub-Title Effect
Skill Talent Explanation - This table is used to record Talents that are predominantly used to modify certain skills.

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Melee Talents

Name Sub-Class Effect
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, may freely move Half Move.
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.
Counterattack - Counter on a parry once per round at -20 penalty
Crushing Blow - Extra melee damage equal to WSB/2.
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.
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.
Heroic Assault - Charge. Lets you perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. May use All Out Attack-enhancing talents.
Irresistible Force - Charge. Expend a reaction to perform a Swift or Lightning Attack when making a Charge attack. May not be used in conjunction with another reaction-expending attack talent.
Killing Strike - All Out Attack. Expend a reaction to make a single All Out Attack that cannot be parried or dodged. May not be used in conjunction with another reaction-expending attack talent.
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.
Precise Blow - Reduce Melee attack called shot penalty by 20.
Precision Melee Touché, Fast, Cleaving, Crippling, Overwhelm, Finesse Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Melee effect at any one time.
- Fast Standard or Called Shot Melee attack. Target takes a -20 penalty to Dodge against this attack.
Storm Strike - Charge. Expend a reaction when Charging to make a free Semi or Full auto attack with a Semi/Full compatible Ranged Weapon. This is in conjunction with your normal Melee attack. May not be used in conjunction with another reaction-expending attack talent.
Street Fighting - +2 Critical Damage with a knife or unarmed attack.
Sure Strike - Do not have to reverse to-hit rolls to determine location of damage.
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.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer Primitive.
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
Crack Shot +2 to damage result with critical ranged attacks
Gun Drill Bolter, Fusion, General, Maser, Positron Whenever you select this talent, choose one of the abilities below. Weapons must have a Semi/Full function for the talents to apply.
- Bolter Drill +1 to max Semi/Full auto hits with Bolt Weapons.
Hip Shooter - May move Full Move or Run and fire single shot with one Pistol or Carbine. However, apply -20 Penalty to BS if firing as part of a Run action, -40 if used with Sprint.
Rapid Reload - Weapon reload times are reduced by half.

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Physical Talents

Name Sub-Class Effect
Avoidance - Spend reaction to reduce damage from a Horde by AB
Drop Trained - Always land on your feet, taking 1/3 normal damage, if you fall +10dm
Dual Shot - Full. Dual-Wielding Ranged. Make a single BS test- do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single dodge test will avoid both blows.
Leap Up - You may stand up from the Prone position as a Free Action.
Lightning Reflexes - Double your AB when rolling Initiative.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
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.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.

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Mental Talents

Name Sub-Class Effect
Battle Rage May Parry when Frenzied.
Frenzy Full Action. At the start of your next round you Frenzy, gaining +10 WS, Strength, Toughness and Willpower, but a -20 penalty to BS, Intelligence, and Fellowship tests. You must attack the nearest enemy in melee combat if possible, although avoiding obviously suicidal actions (eg. jumping off a bridge). You are immune to Fear, Pinning, Stunning and Fatigue, and may not Parry, retreat or flee. You may not use AT Field Powers. You remain Frenzied for the duration of the combat.
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.
Resistance (Cold, Fear, Heat, Poison, Mental) +10 to tests to resist the chosen object.

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Interpersonal Talents

Name Sub-Class Effect
Air of Authority When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. You gain a +10 to Command tests in Social Conflicts. Your Followers also have +10 Loyalty when in your presence.
Contact - Grants you a contact to use for information and aid. Colonel Maximilian von Leitzkau, UN European Peacekeeping Forces
Contact - Grants you a contact to use for information and aid. Leon Freeman, US Diplomatic Attache
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers. This applies to Social Conflicts.
Demagogue When in a social conflict with multiple opponents, including crowds, you 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill Test.
Eloquent In a Social Conflict, if you use Charm or Inquiry in the Opposed Test, and then pass the test, then half the Vigour spent that turn is placed back into their reserve. You do not need to win the Opposed Test, merely manage to pass.
Inspirational When using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success. Furthermore, in Social Conflicts, any fellow allies participating in the Conflict increase their Vigour by +10.
IOU Political You are owed a single favour from a specific group.
IOU Military You are owed a single favour from a specific group.
Famous Assumed that even strangers know of you
Master Orator - When using the Charm or Intimidate action, you may affect a number of people equal to 100 times your Fellowship Bonus. When in a Social Conflict with multiple opponents, including crowds, you sap 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill Test. Such is your charisma that all Followers gain a permanent +10 to Loyalty.
Peer UEF You gain a +10 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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AT Field Talents

Name Sub-Class Effect
Assault Pattern Harvest Blade, Murderstroke, Shieldbreaker Whenever you select this talent, choose one of the abilities below. You may only apply a single Assault Pattern effect at any one time.
- Harvest Blade By spending 6 ATP on Massive Momentum, the amount of attacks you deal against Hordes increase; you gain an extra attack with a melee weapon for every degree of success instead of every second degree. If you spend 10 ATP, you may apply this benefit to a Swift or Lightning Attack or a Furious Assault.
- Murderstroke By spending 10 ATP on Massive Momentum, you enable the use of Murder Stroke. If you perform an All Out Attack and sacrifice all bonus damage and penetration, you may expend a reaction to use Murder Stroke. Murder Stroke treats your melee attack as a Full Auto burst, with a Rate of Fire equal to your SB.
AT Rage - You can use your AT Powers normally when frenzied or Berserked.
Quick Spread - Spread full as a half. May spread as a free, gaining ATS equal to your WPB.

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Berserk Talents

Name Sub-Class Effect
Ghost in the machine Can reroll failed Berserk chance
Loose Control - Roll Berserk if the pilot is stunned
Unleash the Beast - Spend 1 fate point to auto-succeed in berserk roll

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OD Talents

Name Sub-Class Effect
Absolute Order - Half Action. Spend or Burn Fate to force subordinate to follow orders exactly. If the subordinate refuses, they lose a Fate and you have yours refunded. You may also use this to automatically force a Horde to rally.
Precision Targeting - Half Action. Select one allied unit. For their next attack, they add your Intelligence Bonus to their weapon's Penetration. When used with multiple-hit attacks, this bonus counts for all hits.
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 an Entry Plug and wearing a Plugsuit.

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Formations

Assault Coordination
Furious Charge
Lead by Example
Regroup
Reckless Advantage
Tank Buster
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AT Field Powers

Spread Patterns

Accelerated Territory Half, free to maintain Spread pattern boosting speed. +1 AG bonus per 2 AT2 spent. 5% deflection per ATS. Eva consumes battery power at twice the normal rate.
Bunker Field Half, free to maintain Can deflect attacks at 5% of available ATS from all directions, adds immunity to area effects, cones, and blasts if at least 4 ATS is available except for N2 mine, in which case the effect must be rolled as if it had gotten a 40 or lower
Deflective Field Half, free to maintain Deflects enemy attacks when field is spread (10% per ATS)
Massive momentum Half action WS damage and pen increased by 1 per 2 ATS spent.

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Offensive Powers

Blast Full action Costs 4 ATP. Energy attack, test BS to hit. Treat range as 40 dm. Can be deflected by AT field. Deals half of damage even if it breaches. 1d10 damage.
AT Repulsion Half action Everything w/in 20 dm circumference takes 1d10 impact damage and is pushed back 2d10 dm. Opposed STR test with +30 bonus to enemies with a higher ATS
AT Torpedo Half, free to maintain Charge a single ranged shot so that when it is deflected by an AT Field it reduces the deflection by 15%. Lasts for 1d4+1 rounds. Costs 1 ATP. Percentage increases by 15% for each additional ATP.
Cross Blast Full action Costs 8 ATP. Range 60dm, width 5dm, damage 1d10+8E. Deals 1d10 to anything in immediate 5 dm behind, to the left and to the right of target. Increases dam/pen by 1 for each additional ATP, and range increases by 5 for every 4 additional ATP.

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Utility Powers

Float Half action, reaction to maintain. Move up to running distance in one bound. Cost 4 ATP. Increase AGI by 1 per additional 4 ATP.
Ping Reaction Detect other AT Fields. Costs 1 ATP
Push Reaction Hurl an object 20 dm per 1 ATP spent. Increase thrown STR bonus by 1 for every 2 ATP
Pull Half action Costs 2. Pull small object within 40dm of you. 20dm/per round. Weapon damage+ST when hitting an enemy with this.

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Neutralisation Powers

Neutralise Half action Neutralise an enemy's AT Field. Costs 1 ATP

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Starting Stats

Characteristics


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Vitals


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Experience Table

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Misc. History

+5 Str for Banshee Gauntlet
+5 Int, Per, TO Castiel's Maze of Terror
+5 Per and Int, SL Government and International relations, Raphael's world
+5 AG and FEL, +50 ego, -25 Insanity, Adam battle

Yanmei New

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