Helen Wright

Until I get the urge later what I have down on scratch sheet

Double check skills.

Name : Helen Wright
Race : Caucasian
Age : 15
Sex : F
History : Only child of Abe Wright and Sophie Wright(Maiden name brown, a minor NERV employee) both deceased in what has been determined a murder suicide when she was age 9. She was the first to discover the scene and went about continuing to go to school for at least a week before a teacher suspected neglect and Child services was sent to investigate. It is unknown if there was any abuse in the household before the incident but it is assumed. General trouble in adjusting to any foster care home she was assigned to. Has a history of getting into fights, breaking curfew, shoplifting, and trespassing.

name at max
Wounds 10 10
EGO 100 100
Fate 2 2
Insanity 14 100
Fatigue Level none
Name Rating Bonus
Weapon Skill 28-3 (25) 2
Ballistic Skill 31 3
Strength 26 2
Toughness 29 2
Agility 31 3
Intelligence 31+5 3
Perception 31 3
Willpower 34 3
Fellowship 33 3
Synch Ratio 63+5 6
Name Status Rating Bonus governing attribute
Awareness Basic 15 +0 Perception
Barter Basic ? +0 ?
Charm Trained 33 +0 Fellowship
Carouse Basic ? +0 ?
Climb Basic ? +0 ?
Concealment Basic 15 +0 Agility?
Contortionist Basic 15 +0 Agility?
Dodge Basic 15 +0 Agility
Deceive Trained 33 +0 Fellowship
Disguise Basic ? +0 ?
Evaluate Basic 15 +0 Perception
Gamble Basic ? +0 ?
Inquiry Basic 33 +0 Fellowship
Intimidate Basic ? +0 ?
Speak language (English) Trained 30 +0 Intelligence
Literacy Trained 30 +0 intelligence
Logic Basic 15 + 0 Intelligence
Lore (Pop) Trained 36 +0 intelligence
Lore (Local) Trained 36 +0 intelligence
Scrutiny Basic ? +0 Intelligence
Search Basic 14 +0 Perception?
Silent Move Basic 15 +0 Agility?
Swim Basic ? +0 ?
Positive traits
A10 sensitive +5 synch ratio
Synch Flux Whenever you roll for Synch Disruption, roll an extra 1d10. Unlike the normal Synch Disruption, you may choose whether this 1d10 in specific is positive or negative, and apply it to your Synch Ratio at the same time as the normal Synch Disruption.
Negative traits
Slow learner It cost double points for weapon proficiency
Untrained Eye You lack the combat training of your fellow Pilots, and miss openings in the enemy’s defense that are obvious to them. Take a -3 to either WS or BS. (WS taken)
Talent Name Cost Effect
Skill proficiency (Charm) N/A Proficient in Charm
Skill proficiency (Inqueiry) N/A Proficient in inquiry
Melee Weapon Training(general) N/A Proficient in general melee weapons
A.T. Power(Deflective Field) N/A Access to A.T.Power Deflective Field
A.T. Power(Neutralize) N/A Access to A.T. Power Neutralize
Biological Upgrade N/A one BU point
Troublemaker 200 See troublemaker Asset
Thrill Seeker 100 See Thrill Seeker Asset
Intelligence (simple) 100 +5 intelligence
Biological Upgrade 200 one BU point
A.T. Power (AT push) 100 Gain A.T. Power (AT Push)
A.T. Power (AT Wave) 100 EXP Gain A.T. Power (AT Push)
Basic Weapon Training (General) 400 EXP No penalties taken for basic weapons
Time management (BS) 1 of 3 N/A Allows raising of stats when number of successes is equal to the attribute Bonus
A.T.Power (Barrier field) 200 EXP Allows barrier field
Quick spread 100 EXP allows reduced time to spread AT field
Melee Weapon Training (Progressive) 200 EXP Allows use of progressive melee weapons without breaking chance
Weapon upgrade I 100 EXP (half off) +1 WU
Weapon upgrade II 100 EXP (half off) +1 WU
Weapon upgrade III 100 EXP (half off +1 WU
Tally 1500 EXP spent 2000 EXP total

AT Powers

Name Value Effect
Troublemaker 200 Raised without proper discipline, you spent you younger years constantly getting in trouble. And you got good at it. Troublemakers gain the following: Street Skill: Become trained in any two of the following: Concealment, Deceive, Gamble, Silent Move or Sleight of Hand. Trouble with Authority: Anyone in a position of apparent authority over your character takes a -20 to their Command or Charm skill tests to coerce you in any way. Intimidate works just fine, though.(Deceive and slight of hand taken)
Thrill Seeker 100 Your character is undaunted in the face of danger and the unknown. Whenever you spend a Fate Point in situations where you are outmatched or performing some dangerous feat of exceptional bravery, roll a d10. On a roll of 9, the fate point is not spent. This applies to conditional Fate Points as well.
Name Value Effect
Quick spread 100 You may now Spread your A.T. Field as a free action, but this only grants you an ATS equal to your Willpower Bonus (with a corresponding number of ATP). To fully Spread your A.T. Field you need only spend a half action, at which point you may use a number of ATP equal to your full ATS. The activation times of all other powers remain unaffected.
Name Value Effect
Dependent 200 Your sense of self worth is overly influenced by the opinions of others. Choose one person. If their opinion of you is ever negative, take a -10 to all rolls for 1d5 hours and choose a new person to become dependent on.
Damaged Goods 100 Your character has suffered some sort of massive trauma in the past and never fully recovered. Begin play with 1d5+5 insanity points. ((11))
Short Fuse 100 Your Character has a hard time controlling himself when he gets angry. When confronted or otherwise stressed and agitated, you must pass a Willpower test or fly into a rage either yelling at the source of your anger or trashing the surrounding environment. Punching someone in the face might also be appropriate, if ill advised.
Designations and Design
Line Test type: Apostle
Number 01
Primary color Bright Black
Secondary color Dark Blue
Skill Rating Bonus
WS 15+25 (40) 4
BS 15+31 (46) 4
S 30 (30) 3
T 30+3+10 (43) 4
AG 0+31 (31) 3
name armor current armor max wounds current wounds max
Head 2 + 4(TB) 2 4 4
R.ARM 2 + 4(TB) 2 6 6
L.ARM 2 + 4(TB) 2 6 6
BODY 4 + 4(TB) 4 11 11
R.LEG 2 + 4(TB) 2 6 6
L.LEG 2 + 4(TB) 2 -12 6
Unique traits
Angelic The Eva's AT field pattern reads as Blue. Berserk Evas treat such an Eva as an Angel, and attack it whenever possible. While it’s Synch Ratio with its pilot is 1d5 less, it paradoxically has an ATS of 1 higher than normal. (2)
Photosynthetic The Evangelion takes in sunlight and converts it to energy, though all analysis seems to indicate a lack of chlorophyll. When fighting in appropriate levels of sunlight, the Eva’s operational time is 1 round longer.
Stabilizers The Evangelion gains the “Sturdy” Trait.
Haunted The rumor is that the first person to try piloting the Eva was absorbed into it. The pilot can always feel something watching them, giving them a -20 penalty to Perception Tests in the plug. However, when the Evangelion goes Berserk, it is 30% less likely to attack another Evangelion.
Biological Upgrades
Name Cost Effect
Toughness I 1 BU +5 Toughness
Toughness II 1 BU +5 Toughness
Structural upgrades
Name Cost Effect
Wing Loadout (Progression knife) [right] N/A Right wing may dock a progression knife
Ranged weapons
Name Class Range RoF Damage Penetration Clip Reload time Special WU Upgrades
Pallet Rifle Basic 30 1/-/3 1d10 I 0 6 1 full round Inacurate, unreliable Default(1) NONE
Battle Rifle Basic 30 1/2/6 1d10+2+2 I 2 18 1 full round NONE 2 Increase Damage
Melee Weapons
Name Class Damage Special WU Upgrades
Progressive Knife MK1 Melee, Progressive, Thrown 1d5+1 R Progressive Default(1) None
Weapon Upgrades
Name Cost
Increase damage (battle rifle) 1
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