A Few Good Reis

Overview

Rei Ayanami has been brought to court-martial over the assault of a fellow member of NERV. The five judges of the tribunal have the power to declare her guilty, and with that comes punishments and retribution. The only thing standing between Rei and that verdict is Zhang Yanmei and her potential team of aides. Given only three days to prepare for a grueling seven-hour trial, Yanmei must find a way to convince the tribunal to spare Rei from punishment.

Participants

The participants for this scenario are as follows:
The defendant (Rei Ayanami)
The Defense (Zhang Yanmei and her team)
The Tribunal, made up of five Judges (one of which is the High Judge)
The Prosecution (Lucille Pettigrew)
The Officer Council (Alphonse Wellesley and others)

Objective

Yanmei's objective here is not to prove that Rei didn't beat up the technician. Not only did Rei actually beat him up, but there is copious evidence that proves it. Yanmei's objective is, instead, to argue and prove that Rei's actions were extremely unusual for her and, ultimately, excusable or forgivable given the circumstances. There is no jury in this court-martial. Instead, the five judges vote amongst themselves, voting either to convict or exonerate. A simple majority is needed for exoneration or condemnation.

Setup

The court-martial takes place over seven hours. In each hour, Yanmei (or her aides) may perform up to three actions. These actions can do many things, such as give Yanmei temporary bonuses or weaken the prosecution, but the main goal of the actions is to strengthen Yanmei's argument in one of three 'facets of argument'.

The Three Facets of Argument

There are three Facets of Argument. Each facet is different and requires different skills, abilities and planning, but ultimately presenting a balanced argument by doing well in all three is what will exonerate Rei. The main purpose of the Facets is to earn 'points' with the five judges. Each judge has a gauge of 10 points which represent how persuaded they are by Yanmei's argument. At the end of the seven hours, the judges will roll a 1d100, with the success threshold being equal to their gauge value*10. (eg, a judge with a gauge of 5 will roll a 1d100 vs 50). This means that a judge who has a gauge of 10 will always vote to exonerate, and a judge with a gauge of 0 will always vote to condemn.

However, each judge responds to each Facet differently. One judge will be swayed easily by an emotional argument, whilst another will not. Hence, a balanced argument is necessary to force a win.

The First Facet: Character and Emotion

This Facet deals with Rei's character and the general emotion of the judges. The judges are not unfeeling AI, and so this facet is important. Yanmei strengthens this facet by establishing Rei's character, highlighting her positive qualities (such as gentleness and kindness), her service record (such as her bravery and selflessness) and her reputation.

This Facet heavily relies on social skills, such as Charm or Deceive. Due to this, Yanmei needs relatively little preparation. Which is not to say she needs no preparation- an excellent way to prove Rei's character or influence the emotion of the judges is through character witnesses who can vouch for Rei's qualities.

Suggestions and examples for this Facet include highlighting Rei's lifestyle and philosophies, using character witnesses who could be seen as impartial (yet still positive towards Rei), or presenting petitions of support from sections of the NERV community. A huge coup for this facet would be to bring in the man Rei beat up and have him forgive her and admit to being in the wrong, but this would take a hell of a lot of effort…

The Second Facet: Context and Situation

This Facet deals with several things but ultimately boils down to Rei's history (both recent and distant) and the situation surrounding the incident itself. Yanmei strengthens this facet by weaving a story that ends with Rei's actions being excusable, understandable or justified.

This Facet relies mostly on intelligence skills, such as Logic, with some social skills capable of being used to assist. Yanmei needs some preparation for this, as she needs to be able to not only create an understandable and explainable story, but also one that has no gaps or logic holes and is actually convincing. For this, Yanmei will need some documents or evidence to prove her story. Despite the use of words such as 'story' or 'logic holes', the story does not need to be false and in fact is stronger if it is not. Simply put, this is more about constructing the facts of Rei's history and the context of the incident into a way that makes Rei look good.

Suggestions and examples for this Facet include explaining the stresses of a pilot in Rei's situation- for example, having to deal with powerful enemies, stress, so on; highlighting specific examples from Rei's history of building stress or tension, such as Alphonse's capture or Akhraziel's attack; or presenting to the court-martial examples of how Rei's conduct is actually restrained, for example by bringing up Shinji's problems or almost anything to do with Leningrad.

The Third Facet: Technical Information

This Facet deals, basically, with hard facts and evidence. In this Facet, Yanmei has to present solid facts that persuade the court that Rei ought to be exonerated. Yanmei strengthens this Facet by bringing conclusive evidence that proves that Rei has reasons for acting as she did that she, strictly speaking, could not be expected to control or predict. This is an important facet, as all the judges find Technical Information very favorable.

This Facet is difficult. It relies less on skills than any other Facet. Instead, succeeding at Technical Information requires preparation and planning. Expert witnesses- such as scientists- will be needed to be persuaded beforehand, and hard evidence gathered and provided, such as documents, video tapes, recordings, and so on and so forth.

Suggestions and examples for this Facet include providing detailed data regarding the physical, mental and psychological capabilities of an Ayanami; brain scans of Rei to demonstrate her conditioning and mental changes; finding and declaring precedents that favour Rei; and Synch Ratio and MAGI data on battlefield effects on the mind of a pilot.

Court Actions

The following actions represent most of the things the defense can do during the court-martial. Most actions require a character, a skill test, and one 'Action Point', of which you only have 3 per hour. Some require more, however. Not all actions will advance a Facet, but all actions ostensibly have a benefit. Some actions also require prior preparation, such as a witness or evidence.

Do note that whilst the Prosecution is present, the Prosecution does not usually take actions. Instead the Prosecution is represented by all skill tests being initially set to Challenging (+0), and also acts as the target for some Opposed Skill Tests.

The Prosecution, however, does take one 'action': Call Witness. It will call three witnesses during the case, in which it is treated like the 'Call Witness' action's opposed skill check phase.

Legal Preparations (Yanmei Only)

Action Point cost: 0. Skill test: Scholastic Lore (Law)
This action takes place before the trial begins. Yanmei tests SL (Law), and on a success and for every degree of success, she earns a number of +10 bonuses which she may spend to improve the success rate of any test during the trial. She may not increase the success rate of a test in this manner past +30.

Opening Statement (Yanmei Only)

Action Point cost: 0. Skill test: Charm, Blather, Deceive, Logic, any appropriate Scholastic Lore skill
This action takes place before the trial begins. Yanmei makes a speech outlining the situation, her case and what she intends to prove and how she intends to prove it. She then tests one of the above Skill tests, with a modifier depending on the quality of her opening statement. If Yanmei passes her test, she and everyone else in her counsel gain a +10 when using that same skill for the rest of the trial.

Appeal

Action Point cost: 1. Skill Tests: Charm, Deceive Facet: Character and Emotion
A selected member of the defense hopes to sway the judges by appealing to their emotions, hoping to persuade them to feel sympathy for Rei. This action uses a Charm test.

The player makes a claim to the GM, who grants a bonus or penalty to the player's Charm test depending on the strength of the claim. The player then makes the test and if successful, counts up the number of degrees of success, and gain 1 approval point with any judges whose 'Character and Emotion' success thresholds are equal or lower the number of degrees of success. On a failure, count up the degrees of failure and lose 1 approval point with any judges whose 'Character and Emotion' failure thresholds are equal or lower the number of degrees of failure.
If you roll a 1, all judges automatically gain 1 approval point as you deliver a stirring, impassioned defense; on the other hand, if you roll a 100, all judges automatically lose 1 approval point.

You may also test Deceive, but not in place of Charm; you test Deceive before you test Charm, and if you succeed on your Deceive test, your Charm test gains a +10 bonus, with a +5 per degree of success. On a failed Deceive, your Charm test takes a -10 penalty, with a -5 per degree of success. If your Charm test then fails by 3 degrees or more, the Prosecution intercepts your blatant lies, and the person making the defense is found to be in contempt of court and is removed from play unless they spend a fate point.

Finally, every time you use Appeal, you gain a -10 penalty to all further uses of the Appeal action. This is a stacking penalty.

Call Witness

Action Point cost: 1 Skill Tests: Charm, Scrutiny, Inquiry, Interrogation, Scholastic Law (Lore) Facet: Any
A selected member of the defense calls a witness to the stand.

The player selects a witness and calls them to the stand. The player then outlines the basic questions they intend to ask the witness and what facet they want to focus on- although depending on the witness, more than one Facet can be chosen at the same time. The GM then tells the player whether the witness is Forthcoming or Hostile, and by how much. Forthcoming witnesses can be tested with the Charm and Inquiry skills, typically with a bonus. If the witness is Hostile, then the use of any skill requires an opposed test versus an appropriate characteristic. In the situation of a Hostile witness, Interrogation gains a +20 bonus and can be used with intelligence or fellowship.

On a successful test with the witness, count up the number of degrees of success and gain 1 approval point with any judges' appropriate success thresholds that are equal or lower to the number of degrees of success. There is no penalty for failure, so long as the witness is considered Forthcoming, there is no penalty, but if the witness is Hostile then count up the number of degrees of failure and lose 1 approval point with any judges' appropriate failure thresholds that are equal or lower to the number of degrees of success.

Once you are done, the prosecutor then cross-examines the witness. The player and the prosecutor then make an opposed test, using whatever skill the player used above, against its natural opposed skill or characteristic. Forthright witnesses add their bonus to your opposed test, whilst Hostile ones add their penalty to the prosecutor's opposed test as a bonus. On a success, nothing happens as the prosecutor is stymied. If you manage to gain 4 degrees of success or more than the prosecutor, however, then the witness proves to be a key turning point in the trial. From now on, you take a +10 bonus to all tests made to improve the Facet that the witness was used for.

On a failure, however, something bad happens:

If you succeeded in your initial questioning of the witness, subtract the degrees of failure with the prosecutor from the degrees of success of the questioning test, and change the judges' approval accordingly.

If you failed in your initial questioning of the witness, then add the degrees of failure with the prosecutor to the degrees of failure of the questioning test, and change the judges' approval accordingly.

If you somehow fail in your opposed test with the prosecutor gaining 4 or more degrees of success than you did, not only do you suffer the above penalties, but the prosecutor, in a stunning display of confidence, completely discredits your witness, which instantly loses any gains made from that witness, and then slaps you with a -10 penalty to all attempts to improve that witness's Facet for the rest of the trial.

Before the Opposed Test, however, you may make a Scholastic Lore (Law) test. On a success, you gain a +10 bonus to your opposed test; with a success of 3 degrees or more, you catch the Prosecution out crossing the line in their cross-examination, and their objection stymies their cross-examination, slamming the Prosecution with a -10 penalty to their test, and then a -10 to all tests for their next hour, which stacks with the Discredit action.

Finally, the quality of witnesses is not assured. Tenuous witnesses, or witnesses with dubious or untrustworthy links (ie. Suzanne Sartre) might produce little benefit, whilst other witnesses will be able to earn the defense 2 or 3 or more approval points in one fell swoop.

You may only call one witness an hour.

Explain Evidence

Action Point cost: 1. Skill Tests: Logic, Scholastic Lore (Law) Facet: Technical Information
A selected member of the defense presents evidence to the court.

The player selects a piece of evidence then explains it in-character. There is no skill test associated with this unless the evidence is tenuously linked, or the link is exceptionally complicated, in which case Logic or Scholastic Lore (Law) is used. If the player's explanation and evidence is proved to be valid and sound, all Judges gain 1 approval point. If the player's explanation and evidence is proved to be invalid or unsound, all Judges lose 1 approval point and the evidence is removed from play.

Discredit

Action Point cost: 1. Skill Tests: Blather, Scrutiny Facet: None
A selected member of the defense decides that the Prosecution is being a little too on-the-ball and decides to show them up.

The player tests either Blather or Scrutiny, opposed by the Prosecutor's Scrutiny (if Blather) or Logic (if Scrutiny). On a success, the prosecution suffers a setback, and for the rest of the hour, all tests are made with a +10 bonus as the prosecutor fails to provide a consistent attack. If you succeed and have three degrees or more than them, this bonus carries over to the next hour as well.

For obvious reasons you can only use Discredit once per hour.

Justification

Action Point cost: 1. Skill Tests: Charm, Deceive, Logic Facet: Context and Situation
A selected member of the defense elaborates on Rei's reasons for her actions. This action uses a Logic test.

The player makes a claim to the GM, who grants a bonus or penalty to the player's Logic test depending on the strength of the claim. The player then makes the test and if successful, counts up the number of degrees of success, and gain 1 approval point with any judges whose 'Context and Situation' success thresholds are equal or lower the number of degrees of success. On a failure, count up the degrees of failure and lose 1 approval point with any judges whose 'Context and Situation' failure thresholds are equal or lower the number of degrees of failure.
If you roll a 1, all judges automatically gain 1 approval point as you create a perfect story; on the other hand, if you roll a 100, all judges automatically lose 1 approval point.

You may also test Deceive, but not in place of Logic; you test Deceive before you test Logic, and if you succeed on your Deceive test, your Logic test gains a +10 bonus, with a +5 per degree of success. On a failed Deceive, your Logic test takes a -10 penalty, with a -5 per degree of success. If your Logic test then fails by 3 degrees or more, the Prosecution intercepts your blatant lies, and the person making the defense is found to be in contempt of court and is removed from play unless they spend a fate point.

In place of Deceive, you may also test Charm, but not in place of Logic; you test Charm before you test Logic, and if you succeed on your Charm test, your Logic test gains a +10 bonus, with a +5 per degree of success. On a failed Charm test, your Logic test takes a -10 penalty, with a -5 per degree of success. If your Logic test then fails by 3 degrees or more, your speech ends up coming off like a poorly-written glurge letter, and any further tests involving Charm from that character take a -20 penalty for the rest of the trial.

Finally, every time you use Justify, you gain a -10 penalty to all further uses of the Justify action. This is a stacking penalty.

Closing Statement (Yanmei only)

Action Point cost: 0. Skill test: Charm, Blather, Deceive, Logic, any appropriate Scholastic Lore skill
This action takes place at the very end of the trial, as the last action. Yanmei makes a speech concluding her argument. She then tests one of the above Skill tests, with a modifier depending on the quality of her closing statement. If Yanmei passes her test, each judge gains an approval point.

Special Actions

These actions have special rules, such as being able to only be used once or requiring a high cost.

Calling Rei to the Stand

Action Point cost:1 Skill test: Charm, Scrutiny, Inquiry, Interrogation, Scholastic Law (Lore)
A selected member of the defense team calls a witness to the stand- only, that witness is Rei herself!

Treat this as a normal Call Witness action, with the following caveats: Rei does not count against the normal 'list' of witnesses, and Yanmei receives special bonuses if she is the one to examine Rei.

Lucky Break (Yanmei Only)

Action Point cost: 0 Skill test: None
The stars are on Yanmei's side. The prosecutor trips up, or one of the judges finds an argument hitting close to home, or the prosecution finds that their evidence is, in fact, worthless.

Before an action is declared, Yanmei may spend a fate point and declare that the next action will benefit from Lucky Break. During that action and that action only, the defense has a +30 bonus to all rolls.

This action may only be used once.

Ploy

Action Point cost: ??? Skill test: ???
Ploys are unorthodox actions that may bend the rules, break the rules, or just be very odd ways of proving a point. They can be elaborate schemes set up three days in advance, an innovative demonstration, or off-the-cuff desperate grabs.

Ultimately, ploys require creativity on the part of the defense team, and GM permission. Once approved, the GM outlines a number of skill tests, with appropriate modifiers. Success can have large benefits, and failure can have massive repercussions, depending on the scheme in question.

Some example ploys include:

Bribing or blackmailing a judge (Risk: High, Complexity: Simple). Offer a judge money or favours in return for a favorable outcome, or threaten to reveal to the world that thing they did in 2005 with that guy behind the Arby's. Simple and desperate. The chance of it working is rather low, but the rewards can be high. However, if found out, the repercussions can be massive.

Researching a judge's background and then designing an Appeal action subtly focused on that Judges' heartstrings (Risk: Low, Complexity: Moderate). Requires some fairly important research beforehand, but has nothing but the usual risks of Appeal.

Making an argument as usual but using someone with an amazing singing voice to bring tears to the Judges (Risk: Low, Complexity: Simple). Blatant emotional manipulation that has a fairly good chance of having the instigator smacked down, but the rewards can be worth it if it gives you that little push.

Having Aline actually sit in EVA-00 and telepathically beam thoughts into the Judges' heads (Risk: High, Complexity: Moderate). If found out, Aline is likely to be punished with her own court-martial for appropriating an Eva for personal use and obstructing justice, but the rewards could be pretty high if done right.

Quietly set incendiary devices around the courtroom before the hearing begins and, when the going is getting tough, set them off, thus setting the courtroom on fire, making it look like an accident, coincidentally trapping a judge or two in the conflagration, who Rei then bravely rescues (Risk: High, Complexity: Way High). Pretty much the most desperate thing a person can do. Success will almost certainly see Rei exonerated, and failure will see her and everyone else in the defense team convicted and probably imprisoned the moment the war is over.

Judges

The court-martial is presided over by five judges, each of whom has their own Approval gauges, their own attitudes towards each Facet, and their own personalities and background that might become useful to the Defense. Each Judge has one vote, and a simple majority is all that is needed to exonerate Rei.

One of the judges is a High Judge. The High Judge has one vote, just like the others, but it is the High Judge who decides to (for example) sustain an objection or reject evidence.

High Judge John Twycross

Sex: Male
Age: 67
Nationality: British
Place of Residence: Battleship Dorian Lachapelle
Background Info:

  • Ex-Lawyer, very by-the-book. (Source: Sophie Gagnier)
  • Suspicious and cynical. (Source: Sophie Gagnier)
  • Has close ties with the British intelligence services. (Source: Sophie Gagnier)

Character and Emotion Success/Failure Threshold: 5 Degrees of Success/2 Degrees of Failure
Context and Situation Success/Failure Threshold: 3 Degrees of Success/3 Degrees of Failure
Technical Information Success/Failure Threshold: 2 Degrees of Success/4 Degrees of Failure

Judge Maria Murtas

Sex: Female
Age: 55
Nationality: Italian
Place of Residence: Battleship Dorian Lachapelle
Background Info:

  • Certified psychologist. (Source: Sophie Gagnier)
  • Castillo-Delgado's protege. (Source: Sophie Gagnier)
  • Swayed by arguments regarding defendant's situation. (Source: James Riel)

Character and Emotion Success/Failure Threshold: 3 Degrees of Success/3 Degrees of Failure
Context and Situation Success/Failure Threshold: 1 Degree of Success/5 Degrees of Failure
Technical Information Success/Failure Threshold: 2 Degrees of Success/4 Degrees of Failure

Judge Rin Yukimura

Sex: Female
Age: 49
Nationality: Japanese
Place of Residence: Battleship Dorian Lachapelle
Background Info:

  • Fervent Japanese nationalist (Source: James Riel)
  • Arranged marriage with three children. Eldest is a girl, 15, second eldest is a boy, 10, youngest is a boy, 4. (Source: Sophie Gagnier)
  • Husband is cheating on her with a Chinese spy (Source: Sophie Gagnier)

Character and Emotion Success/Failure Threshold: 2 Degrees of Success/4 Degrees of Failure
Context and Situation Success/Failure Threshold: 5 Degree of Success/1 Degree of Failure
Technical Information Success/Failure Threshold: 2 Degrees of Success/4 Degrees of Failure

Judge Mikhail Polzin

Sex: Male
Age: 72
Nationality: Russian
Place of Residence: Battleship Dorian Lachapelle
Background Info:

  • Oldest and sternest judge. Did legal cases in the Old Soviet Union. (Source: James Riel)
  • Married with four children, all adults (Source: Sophie Gagnier)

Character and Emotion Success/Failure Threshold: 5 Degrees of Success/1 Degree of Failure
Context and Situation Success/Failure Threshold: 4 Degree of Success/2 Degrees of Failure
Technical Information Success/Failure Threshold: 1 Degrees of Success/5 Degrees of Failure

Judge Robert Hobart

Sex: Male
Age: 56
Nationality: American
Place of Residence: Battleship Dorian Lachapelle
Background Info:

  • Ex-US Congressman, tried to push through censorship and internet control laws. (Source: James Riel)
  • Born to wealthy, conservative American Virginian family, Harvard Law graduate. (Source: James Riel)
  • Married with two children, daughter of 28, son of 20. (Source: James Riel)
  • Patriotic American, with a weak spot for innocent-looking young girls. (Source: James Riel)
  • Confirmed alcoholic. (Source: James Riel)

Character and Emotion Success/Failure Threshold: 2 Degrees of Success/4 Degrees of Failure
Context and Situation Success/Failure Threshold: 4 Degree of Success/2 Degrees of Failure
Technical Information Success/Failure Threshold: 2 Degrees of Success/4 Degrees of Failure

Witnesses

Before the court-martial begins, Yanmei and her counsel have the opportunity to find and present a list of people who they consider to be valid witnesses. Although these people do not need to be persuaded, it is in Yanmei's best interests if she at least tries to speak to them and gain their consent, lest they become hostile to her.

A few outlines about witnesses:

1) Witnesses can be almost anyone, providing they can actually reach the battleship in three days or communicate via reliable long range (holograms etc)
2) There are several kinds of witnesses- character or reputation witnesses are called to testify about the defendant's character, expert witnesses are called to show expertise, usually scientific or the like, and eyewitnesses are those who saw the event in question occur
3) Although you can have, ostensibly, unlimited witnesses, the max amount you will ever be able to call is seven, so having ten is considered a polite max.

A list of witnesses will be placed here as they occur.

Witness Name Description
Devon Chambers A NERV Boston technician assigned to Evangelion maintenance. The man Rei beat with a chair.
Felix Castillo-Delgado Head of NERV Psychiatry Department.
Ikari Yui Head of NERV Japan's Technical Division. Creator and Project Director of Project A2.
Jeanne Simon Head of NERV Security and Intelligence.
Kenzo Tenma Provisional Head of NERV Medical Division. Cared for Rei when she was in hospital.
Matthias Holmstrom Varangian Guard Pilot. Callsign Timber Wolf. Witnessed the event.
Minerva Linden President of the United States.
Richard Launceston Director of NERV Boston.

Evidence

Before the court-martial begins, Yanmei and her counsel have the opportunity to research topics they believe will be of use to the case. There is more or less no limit on the amount of evidence that can be gathered- the risk comes in presenting poor evidence.

A list of evidence will be placed here as they occur.

Evidence Name Description
Project A2 Documentation regarding A2 Conditioning NERV Technical records regarding the mental conditioning placed upon the Ayanami Series, including the emotion-regulating Seal of Serenity. Taken from the Magi System. Provided by Doctor Ikari.
Rei's Medical Records Rei's Medical Records concerning her internment during the Geofront attack period, her physical and mental state at the time, her actions and escape attempts. Provided by Doctor Kenzo.
Rei's Psychological Profile Rei's official NERV psychological profile, provided by Doctor Castillo-Delgado. Contains detailed information on her mannerisms, habits, philosophies and any mental quirks. Provided by Doctor Castillo-Delgado.
Rei's Service Record Rei's official NERV service record, detailing her combat role, her history of service, and personal evaluation results. Provided by Director Launceston.

Officer's Council

The Officer's Council plays no major role in the court-martial. Any Officer present can be called as a witness, and the Judges are known to seek their opinion on some things.

Results

Although Rei needs only three calls for exoneration to pass, that doesn't mean the results are split evenly between 'exonerate' and 'convict'. Particularly spectacular victories will see rewards granted, whilst horrific defeats will see the punishment be even more severe.

Result Vote Count Effect
Unanimous Exoneration 5 Exonerate, 0 Convict Rei's actions are seen as entirely sympathetic. Not only is she declared innocent of fault, but both Rei and the defense counsel are applauded for their excellent defense. Rei and all members of the defense counsel earn the Peer (NERV) quality, unless they already have it, in which case they earn a conditional fate point that can be used when dealing with members of NERV or related organisations- or if Rei is nearby. They also earn the IOU (Legal Community) talent. The case sees Rei almost immediately promoted to First Lieutenant, and Yanmei earns a fate point for her masterful showing.
Solid Exoneration 4 Exonerate, 1 Convict Rei's actions are seen as sympathetic and is declared mostly innocent of fault. The defense counsel are applauded for a solid defense. Rei and all members of the defense counsel earn the Peer (NERV) quality and the IOU (Legal Community) talent.
Exoneration 3 Exonerate, 2 Convict Rei's actions are seen as mostly sympathetic and is declared generally innocent. However, the trial is enough for NERV to reject or at least delay Rei's promotion to Lieutenant.
Conviction 2 Exonerate, 3 Convict Rei's actions are seen as perhaps somewhat sympathetic but not enough for her to be declared innocent. Rei is demoted to Staff Sergeant, Isaiah replaces her as Boston's Team Leader, and Rei takes 1d5 insanity from the stress of the ruling.
Solid Conviction 1 Exonerate, 4 Convict Rei's actions are solidly condemned and attempts to portray her as sympathetic have failed. Rei is demoted, stripped of her monthly allowance, and is required to serve jail time the moment the war ends. Until that time, she is to be placed under constant escort. The poor showing sees the defense counsel take a -10 penalty to all social tests involving NERV for 1d6 months. Rei takes 1d10 insanity from the stress of the ruling, and the defense counsel take 1d5.
Unanimous Conviction 0 Exonerate, 5 Convict Rei's actions are seen as reprehensible, her history and background having only managed to magnify this act somehow. Rei is demoted, stripped of all NERV benefits even after she leaves, and is required to serve at least a decade of jail time the moment the war ends. Even until that time, she is to be placed under house arrest unless she is required to pilot. Finally, the Tribunal rule that her relationship with Alphonse is unhealthy, and bans them both from seeing each other in anything but an official capacity so long as they both work for NERV. The disastrous showing sees the defense counsel take a -20 penalty to all social tests involving NERV for 1d6 months, and they all gain the Enemy (NERV Technicians) talent. Rei takes 2d10+10 insanity from the horrific event and immediately rolls on the trauma table with a +100 penalty. The defense counsel take 1d10 insanity.

Action Log

Point Markers

Judges Points accrued
Twycross 8
Yukimura 8
Polzin 7
Murtas 10
Hobart 10

Hour 1

AP1: Witness (Launceston) +1 Yukimura, Murtas, Hobart
AP2: Evidence (Service Record) +1 All
AP3: Appeal (Yanmei) +1 Yukimura, Murtas, Hobart

Hour 2

AP1: Witness (Minerva Linden) +1 All
AP2: Appeal (Yanmei) +1 Yukimura, Murtas, Hobart
AP3: Justify (Aline)
PP1: Prosecution Witness (Alphonse Wellesley) -2 All

Hour 3

AP1: Evidence (Project A2 doc) +1 All
AP2: Witness (Yui Ikari) +1 All
AP3: Prepare +1 to Legal Prep pool

Hour 4

AP1: Evidence (Psych Profile) +1 All
AP2: Witness (Castillo Delgado) +1 Hobart/Polzin/Murtas/Twycross
AP3: Justification (Aline) +1 All, -1 to Legal Prep pool
PP2: Prosecution Witness (Thomas Williams) -1 Yukimura, -10 to Context improvement tests

Hour 5

AP1: Evidence (Medical Records) +1 All
AP2: Witness (Rei Ayanami) +1 All

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