Roles

Roles

Below are the list of all the Roles that the PCs may take.

Each Role provides your character with one, two or three Advanced Aptitudes, which they possess for as long as they have the Role equipped. The Role also provides you with a 'Kit', a stable of standard equipment that you are assumed to have unlimited access to, as well as a handful of special abilities called 'Exemplaries' that can only be used when the Role is equipped.

Whenever you complete a Crisis, regardless of the actual outcome, you may select one Exemplary in your equipped Role and learn it, allowing you to equip the Exemplary in one of your four Personal Exemplary slots. You can swap the content of your slots out during Downtimes. You can stay in a Role for as long as you like, but you may change to a new Role at the end of a Downtime period.

Once you have learned all of the Exemplaries in a Role, you count as Mastering the Role, which grants you a one-off special benefit.

Most Roles have prerequisites that you must meet before you can take the Role.

All Roles are organised into a 'Role Path', which binds the Roles based on their purpose and theme. Paths don't have any mechanical effects; they're there to help with the decision-making process by giving players clear lines of Roles to focus on.

Finally, each player has four 'Exemplary' slots, which they can fill with any Exemplary from roles they've mastered. They can change the content of all of these slots during a Downtime. Note that no Exemplaries stack with each other- if you allocate one of your four personal Exemplary slots to an Exemplary belonging to the Role you currently have equipped, then you'll get no benefit from this.

All Evangelion pilots start with the 'Eva Pilot' Role mastered, and may then choose their starting role from any they meet the prerequisites for. They start with this Role mastered as well.

The Director instead starts with the 'Operations Captain' Role mastered, and may then choose their starting role from any they meet the prerequisites for. They start with this Role mastered as well.

In the entries below, equipment marked as '(S)' is Superior Quality equipment.

Melee Roles

Warrior

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Simple Adept You take a Bonus when making attacks with Simple weapons, either in E or P Scale.
Wolfpack You take a Bonus to all Martial tests, including Parries, so long as you are adjacent to an ally.

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Swordmaster

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Bloody Path Melee attacks that slay an enemy may always combo into a Charge attack, even if the attack type usually does not combo, or you've already used a Charge attack already in this combo chain.
First Strike You may reroll melee attack tests against targets whose Initiative is below your own.
Flowing Steel All Blade weapons you wield gain the Keen Feature.

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Executioner

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Cut to Size Whenever you inflict an Injury on a target, you reduce their Fear and Unnatural Toughness trait ranks by 1 until the start of the next Downtime or Crisis.
Run Down Chance Attacks on fleeing units, or attacks on enemies who are under the effects of Fear, always count as Charge attacks on top of anything else, gaining the associated bonuses.
Shock and Awe Your charge attacks gain the Fear trait, with ranks equal to the number of wounds you inflicted. Should your target fail their fear test, which they make regardless of whether or not they survived, you gain Unnatural Strength (+1) until the end of the Crisis. If the target is a Hero or Titanic-tier target, you gain Unnatural Strength (+2) instead until the end of the Crisis. These do not stack.

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Lancer

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Steadfast Example Every time you attack an enemy with the Fear trait, until the start of your next turn, for every injury you inflict, you and all allies gain one rank in the Fearless trait, and you can select which Fear triggers the trait covers.
Precise Impact Whenever you win a Charge attack with 3 or more DoS as a margin, you can also choose the struck body location. Whenever you Pass Off after a Charge attack, should the chosen ally attack your target, they strike the same body part you do.
Monster Hunter Charge and Heavy Attacks you make gain Felling (2).

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Assassin

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Commanding Grab All Small weapons you wield gain the Unavoidable (+1) Feature and double Small's bonus against grappled targets.
Wakeup Attack You can now combo off Chance Attacks triggered by an enemy rising from prone.
Two Blade Stance You take a Bonus with all Martial tests, so long as your off-hand is empty, or wielding a Small melee weapon.

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Defender

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Nutcracker On an attack that successfully applies the Armour Breaker feature to a target, you can sacrifice all wounds inflicted to change the effect- instead of depleting AP, the target's armour becomes Weak to a single element of your choice until the start of your next turn.
Shieldmaster So long as you are wielding a buckler or a shield, you and any adjacent allies gain +1 AP to all areas except the head. Furthermore, for you the Protect and Defend actions now become one action point (★) instead of two (★★).
Set Up Whenever you inflict the Exposed effect on a target, you can select one ally; their next attack against the target gains the Exploiting (Exposed) Feature.

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Ranged Roles

Gunner

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Standard Adept You take a Bonus when making attacks with Standard weapons, either in E or P Scale.
Firing Drill So long as you have a ranged weapon in your hand and an enemy is within Short Range of it, allies may count you towards calculating Outnumbering against that target. This also applies to allies making ranged attacks against your enemy.

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Pistolier

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Akimbo When making All Weapon attacks, you gain two bonuses so long as every weapon you are wielding in the attack is a pistol.
Desperado You may make one extra Special Reaction attack action per round, so long as it's with pistols (meaning Stand and Shoot, Return Fire, Point Defend and Chance Attacks).
Hip Shooting You gain the Superior Action (Pistol Attacks) trait.

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Sniper

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Firing Perch You count High Ground as being one level of Cover. Furthermore, your ranged attacks which benefit from High Ground ignore penalties due to cover or firing into melee.
Optimal Sight Lines During your turn, select one enemy that you can see; so long as they remain within your line of sight, your allies count as sharing your cover (if any) against that enemy's ranged attacks.
Headshot When making called with an accurate weapon, you gain +1 damage for each of the following advantages you have, to a max of +3: Focus, High Ground, Accurate.

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Shock Trooper

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Bullet Shade Whenever you target an enemy with a Burst attack, you may designate an ally, who gains the Fearless (any) trait against your target until the start of your next turn.
Dazing Assault When attacking an enemy at Close Range or closer with a Burst attack, you can sacrifice any of the following bonuses: Close Range, Point Blank, Spreadshot; in exchange, should your attack hit and wound, the target must test against becoming Dizzy, suffering a number of penalties equal to the number of bonuses you sacrificed past the first (so if you sacrificed three advantages, the target would suffer a 2 penalties (-20) to their test to resist Dizzy.)
Recoil is for Cowards You gain the Auto-Stabilised trait, allowing you to fire basic weapons one-handed without penalty.

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Grenadier

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Ballistic Calculation When making Grenade or Missile attacks, you can use your ranks in Intellect (Explosives) in place of your ranks in Ranged. When making an Indirect attack, you can reroll the scatter die and take your preferred result.
Controlled Blast You add Superior Anti-Eva Grenades to your kit. When making attacks with the Blast feature, you can reduce or increase the Blast value by 1. If this reduces the value to 0, then this allows the attack to hit locations besides the torso- i.e you can use them in Called Attacks.
Infrared Smoke You add Superior Smoke Grenades to your kit. Smoke you create with Smoke Grenades only penalises enemies, and provides any allies within the smoke with Partial Cover.

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Artillerist

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Siege Tactics So long as you are in cover you deal +1 damage per rank of cover to a max of +3 with Artillery weapons; and so long as you are in at least 2 ranks of cover, you may use the Return Fire action with Artillery Weapons without expending your Special Reaction once per round.
Friendliest Fire Blast, Aura and Wave attacks from you do not hit allies unless they are suffering a Physical or Mental Ailment, the effects of Fear, or are helpless.
Stunner Barrage Whenever you inflict an injury on a target with an Artillery Weapon, you can choose to give up all damage dealt to that target (including the injury point) to stun the target instead.

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Leadership Roles

Sergeant

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Overpowering Presence You can now use Command to order around any individual who isn't explicitly your superior. Doing so takes two penalties, and may have long-term repercussions, but on a success, targets will treat your orders as though they were your subordinates for a number of hours equal to your DoS, or until given reason to question you.
Regroup You may, as a two-point action (★★), declare a Group Action, including any allies you wish who are not inflicted by an ailment or fear. Everyone tests Authority (Command); on a success, all who participated in the action may either make a free move (which may be a Disengage), which cannot move them closer to enemies than they already are, or they may reload their weapons, assuming the wielder can reload the weapon in two points or less.
Lead by Example Allies who you target with the Rally Ally or Inspire actions may use your Fortitude ranks in place of their own for the tests outlined in the action, with durations as normal.

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Strategist

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Peak Coordination Whenever you declare a Group Action, so long as the best result is not an outright failure, the winning roll gains an extra DoS for every other member who also passed their test.
Art of War For Entrepreneurs You can use your Strategy focuses in place of your Academics (Society) focuses when calculating prerequisites and making Society tests. Furthermore, for you, the Strategy focus expands to cover business, economics and other spheres, and can be used to acquire resources or equipment in P-Scale.
Read the Battlefield At the start of each battle, make a Strategy or Navigation test. On a success, you may choose one of the following effects, which last for the entire crisis: All Cover provides an extra rank of cover; Harmful Terrain has its value reduced by 1 for your allies; Until the end of round 3, all allies may make an extra basic move per turn; allies traverse Routes between Zones instantaneously.

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Facilitator

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Friends Behind the Counter You gain Unnatural Skill (Peer (Nerv Logistics)), however, you can apply this to all manipulation and intimidation tests to anyone involved with Nerv or who might be impacted directly by the Nerv chain of supply. When navigating Nerv's byzantine bureaucracy, you get results one order of magnitude faster than others would (ie. A request that would usually take a week takes a day, and one that takes a day takes an hour). On the other hand, attempts by others to locate your Nerv activities, resource allocations (official or otherwise) or other actions, covert or overt, that take place through Nerv's political, logistical or staff systems, are much harder- you reroll tests and take the best to defend yourself against them, and when people attempt to investigate you, you have early warning.
Keep the Receipts Once per Crisis, you or an ally may, as a Flashback, swap out one requisitioned weapon or special biological or mechanical for another that would fill its slot, so long as the item has yet to be used.
The Usual Refinements At the start of each battle, make an Entice or Academics (Society) test; on a success, and for every 2 degrees of success, you or an ally may take an extra weapon upgrade.

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Champion

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Martial Paragon Once during a crisis, you can select either your Melee Skill or Ranged Skill. Until the start of the next crisis, all allied characters may choose to use your focuses in the chosen skill in place of their own when making the relevant tests, on a test-by-test basis.
Exploits of Legend So long as you were not defeated during an Angel Crisis, from the end of that crisis to the end of the next Angel crisis, you possess the Fearless (Any) trait and the Fear (+1) trait. Incidentally, characters are likely to exaggerate your exploits in battle, allowing you a bonus to any social tests (such as deceive or rumour) that build up or exaggerate your role in the battle, or tests that rely on impressing others with your exploits.
Into the Breach! Whenever you Pass Off to an ally, the ally counts as Fearless to all Fear triggers until the start of your next turn, and may make a free Movement action before or after their Pass Off action.

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Evangelion Pilot Roles

Eva Pilot

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Simple Field Tactics You gain a bonus to all AT Field skill tests so long as your AT Field pattern is on Basic Pattern.
Base Navigation Training You may reroll tests to navigate or locate yourself when travelling around the Base of Operations, including the surface environ and surroundings.
Manual Guidance You may reroll both the ejection test on defeat, and the scatter die result, and take the preferred result.

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Eva Ace

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Acceptable Losses Injuries to your Evangelion's arms no longer incur Surplus losses or Feedback.
Defender of Humanity To people not part of Nerv or one of its superior organisations, you count as having the Fear (2) trait toward them, and gain advantages to Authority and Manipulate skill tests toward them equal to your total Fear trait value.
Signature Equipment At any time during a Crisis, you may select a single piece of Evangelion equipment; for the rest of the Crisis, it counts as being part of your Kit.

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Eva Weapon Specialist

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Bleeding Edge Whenever you inflict an injury with a Progressive category weapon (even if it doesn't have the Progressive feature) it always inflict blood loss. Alternatively, if the enemy tried and failed to parry your attack, you can choose to destroy their parrying object/weapon instead (if it wasn't a natural one).
Magnetic Charge You treat all Voltaic Weapons as being Thrown (MB*2 em), except after throwing them, they return to your hand after use. If your target is Shocked, you can choose to make thrown attacks produce a shockwave, giving the attack Blast (3).
Fire Fighter Whenever you inflict an injury with a Thermic weapon, you automatically set the target on fire.
Bunker Buster Before making an attack with a Rail weapon, you can declare Bunker Buster. If you hit, you deal no wounds, but reduce the target's Unnatural Toughness score by 1 per damage in excess of defense, until the start of your next turn.
Positron Interceptor You can now use Positron weapons to point defend against hostile AT Field attacks as you would against grenade or missile attacks.
Electric Exposure After suffering a wound from one of your Electric weapons, the target must, until the start of your next turn, reroll tests to resist Physical and Mental Ailments and take the worse outcome.

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Berserker

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Devourer When berserk, all of your natural attacks gain the Absorbs Wounds feature. Whenever you are Berserk and use a melee attack to destroy a body part on a living, E-Scale entity such as an Angel or Evangelion, you can immediately choose to devour the body part, which heals an Injury Point.
Heel! Whenever you are faced with a Berserk test, you may choose one of the following benefits: reroll the test and take the preferred result; double the Evangelion's Amnesia time; grant your allies a Surprise Round against the Evangelion at a time of your choosing.
Reactive Mutation Whenever you berserk, you may select any one Quirk from the Evangelion list and apply it to your Evangelion until the end of the Crisis.

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Director Roles

Operations Captain

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
A10 Support All Evangelion pilots gain Unnatural AT Field (1).
Moving in Concert At the start of each battle, make a Strategy or Navigation test. On a success, you can choose any two allies, and change one or both of their initiatives to any number between their initiative values.
Squad Cohesion All members of your squad take a bonus to Fear, Ailment (of any kind) resistance tests and Group Action tests, so long as they are within a distance of two other squad members equal to your Will or Fellowship bonus (your preference) times five squares.

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Tech Division Overseer

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Prototype Once per Crisis, you can request a prototype weapon or upgrade be prepared for an Eva. The upgrade must be either researched but unable to be requisitioned, or only need one technology before it is researched. The item, however, is Poor Quality.
Embedded Tech Experts You gain +1 Insight.
Dissections and Autopsies Every time you end an Angel Battle where the Angel didn't explode and the body was generally recoverable, you can your choice of either +5 Surplus or an extra researched technology.

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Logistics Officer

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Bring it Back in One Piece After an Angel attack, if the total surplus deductions were less than your Fellowship Bonus/2, then at the end of the Crisis you may gain one of the following benefits: A single copy of any weapon available to Nerv, at Superior Quality; +2 to Forces for the next Angel crisis; or a single favour, that can be cashed in by any political, economic, or scientific figures based around the Angel attack- who exactly owes you this favour can be decided whenever you wish as a Flashback. If you wish, you may decide which of these three benefits you gain at Crisis start.
AI Predictive Supply Chains At the start of each Crisis, select a single Support Resource with a cost equal or less than your Insight value. Until the start of the next Crisis, using this Resource doesn't require nor deplete Support Resource points.
Army Surpluses If you end an Angel Crisis with unspent Support Resource points, they are converted into Surplus, to a max equal to your Insight value.

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Political Liaison

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Little Birds During each Downtime or Crisis, select one non-Angel target. You, the pilots and your subordinates receive a bonus to investigating or finding information out to them for every rank of Peer you have that overlaps, has reason to interact with or opposes the target.
Nuclear Insider You may use Insight to ask questions of political organisations or individuals just as you would an Angel (obviously with some adaptations for questions that wouldn't make sense). This pool of questions is separate to your stock of Angel questions and using one does not diminish the other.
Protection from Politics Whenever someone within your Peer focuses attempts to directly mess with the Pilots or with Nerv, you know about it. The pilots can apply your Peer focuses to Fortitude and Inquiry tests when appropriate.

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Military Commander

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Cameraderie Evangelion units gain a +1 to AP on all areas and an advantage to Physical and Mental ailments when adjacent to a Military Force (unless the force is suffering from Fear, a physical or mental ailment itself).
Information Warfare You gain extra points towards picking Military Forces equal to your Insight value.
FIRE EVERYTHING As a two-point action (★★), you may declare a Group Action attack with your Military Forces. Designate an attacker, who then chooses a weapon and an attack action. All other participating Military Forces may make their own attack action using their own weapon and skill, which takes up ammo as normal. This attack resolves as a group action as normal, with the designated attacker using the best result of all testers. The attack may combo as normal. This Group Action prevents any participants from attacking on their turns until the start of your next turn.

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AT Field User Roles

AT Tactician

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Reflexive Defenses You may now use the Amplified Defense power as a Special Reaction. However, the downsides of Surging last until the end of your next turn.
Synchronise AT Field As a two-point Augment action (★★), you may select any allies within ATF squares who possess AT Fields; your fields synchronise into a network, becoming one, which provide the following effects: firstly, all of you use the highest collective ATB for the purposes of breaching, both when attacking others and defending from being breached; secondly, whenever one of you Surges an AT Field power, the drawbacks (ie. losing your Field's defenses, etc) may be born by anyone within the network unless they are already suffering from the drawbacks of surging; thirdly, when surging a power, you gain an extra surge bonus if any of your allies have the same AT Field pattern as you active; and fourthly, any Psychic type effect that applies to one of you applies to all. Characters remain in the network until they leave your range, are defeated, or begin suffering from fear or any ailment.
Counter-Breaching Whenever you use the Neutralise power on a target, that target takes a -1 penalty to its natural Breaching value (weapons with the feature are unaffected). If you surge use Neutralise, then the penalty becomes -2 instead.

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Telekinetic

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Applied Physics You can use your Physical Science focuses in place of any other Focuses when using Momentum Pattern power tests. Furthermore, select a single Telekinetic power at the start of each Downtime, Break or Crisis; until the start of the next Downtime, Break or Crisis you gain an extra Surge bonus when activating that power.
Use the Force! Activating weapons with Telekinesis no longer carries a penalty; furthermore, the DoS threshold you need to meet to fire multiple weapons at once is reduced by 1 if you use Telekinesis. Furthermore, so long as you are in Momentum Pattern, all melee weapons you wield can be Thrown, with a range of ATB*5em; on being thrown they immediately fly back into your hand.
Unerring Reflexes So long as you are in Momentum Pattern, you may now use AT Field score in place of Melee when parrying attacks, and you can now parry ranged attacks with your weapons, so long as the weapon isn't an AoE. This can be used even if you are Breached.

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Photokinetic

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Electromagneto You can use your Electromagnetism focuses in place of any other Focuses when using Lightbending Pattern power tests. Furthermore, select a single Lightbending power at the start of each Downtime, Break or Crisis; until the start of the next Downtime, Break or Crisis you gain an extra Surge bonus when activating that power.
Holographic Misfiring So long as you are in Lightbending Pattern, Whenever a target aims an attack at you and fails to hit, you may redirect their attack to anywhere within ATB squares
Hard Light When using Light Decoy with the 'Enduring Decoy' surge bonus, the Decoy acts like a Minor-tier character completely under your control and sharing your actions; attacks from it work as normal. However, it is not clear which is the real you or which isn't, and when the decoy ceases to exist (or is killed) you can decide which is the real you. If you choose the one that was killed by an attack then you still suffer the damage.

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Thermoturge

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Lawyer of Thermodynamics You can use your Thermodynamics focuses in place of any other Focuses when using Thermal Pattern power tests. Furthermore, select a single Thermal power at the start of each Downtime, Break or Crisis; until the start of the next Downtime, Break or Crisis you gain an extra Surge bonus when activating that power.
Beams of War You can now use Energy Bolt as part of the Point Defend Special Reaction, but you can now target Energy Attacks of any type. If you win the test with a margin 3 DoS or more, it counts as a Return Fire action as well, blasting through the enemy's attack and striking them.
Elemental Resonance You are now immune to negative effects from harmful terrain based on intense heat or frozen surfaces (including from ice surfaces made by your Thermal Pattern, allowing you to run across them without problem!). Furthermore, when standing on Slippery Terrain of this nature you add the terrain value to your AB when determining movement; when standing on frozen or burning dangerous terrain, you add a bonus to Thermal Pattern AT Field power tests.

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Telepath

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Psychic Overlord You can use your Command or Psychology focuses in place of any other Focuses when using Psychic Pattern power tests. Furthermore, select a single Psychic power at the start of each Downtime, Break or Crisis; until the start of the next Downtime, Break or Crisis you gain an extra Surge bonus when activating that power.
Infuriate When using the Flare power on a target, you may surge it to apply this effect: if the target loses the opposed test they become Enraged. This may be used multiple times, but once used on a target, success or fail, you cannot target them until after the next Break or Downtime. This ignores an Angel's rule rendering them immune to mental ailments, and will properly enrage them.
Baring Fangs at God When your Psychic Pattern is spread, you double your ATB for the purposes of calculating your resistance to the Mental Communication with an Angel rule. Furthermore, when using the Telepathy power at Surge strength, you can force an opposed AT Control (Sensing) vs the target's Fortitude (Mental) or AT Control (Defense) scores; if they fail you may inflict on them the Confused or Hallucinated mental ailments- this ignores an Angel's protection against mental ailments- although you can only inflict this on an Angel once per Crisis. Against targets that treat you as being the Angel for the purposes of the 'Mental Communication with an Angel' rule, you can inflict any mental ailment you wish.

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Transmuter

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Philosopher's Stone You can use your Life Science focuses in place of any other Focuses when using Mutation Pattern power tests. Furthermore, select a single Mutation power at the start of each Downtime, Break or Crisis; until the start of the next Downtime, Break or Crisis you gain an extra Surge bonus when activating that power.
Duplicator En Masse You always count your Kit and your Requisitioned weapons as having been Projected for the purposes of the Projection power. Projected items last one turn longer than usual.
Reactive Mutation You can use the Refinement, Stitch or Shaping powers on yourself as a Special Reaction, although they cannot be Surged.

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Dimensionist

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Dirac Reckoning You can use your Metaphysics or Quantum Physics focuses in place of any other Focuses when using Dirac Pattern power tests. Furthermore, select a single Dirac power at the start of each Downtime, Break or Crisis; until the start of the next Downtime, Break or Crisis you gain an extra Surge bonus when activating that power.
Shunt So long as you are in Dirac pattern, you may use Shunt to dump an entity within AT Field em into an emergency and unstable pocket dimension. The target vanishes for up to ATB/2 rounds, your choice of how many, and whilst they may take actions they cannot move or act on the outside world. The timer ticks down at the start of their turn and when it hits 0, they reappear. You may not use this ability again until after the next Break or Downtime.
Gravity Net Your first use of Bend Projectile per turn doesn't take up a Special Reaction. Furthermore, when using the Bend Back surge effect, if you succeed by 3 DoS you can instead choose to store the attack in your Dirac Sea. You can release this attack as a Free Action at any time during your turn, and it does not count toward your action limit, although it is lost if not used by the start of the next Downtime.

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AT Master

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Dual Field You may have two AT Field patterns spread at once. When you change patterns you may change both at no extra action cost. You may choose to activate the same pattern twice; this gives you no extra defensive benefit but you do gain an extra surge bonus to all powers activated.
Cruel AT Field's Thesis Select a single power at the start of each Crisis. Until the start of the next Break or Downtime, you may activate that power regardless of whether you have that Pattern spread or not. You can change which power this immediately by spending a Fate Point.
Soul Burning Bright You gain the Light of the Soul trait.

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Civil Roles

Athlete

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Physical Conditioning Whenever you suffer a point of stress, you can make a Endurance (Injury) test. If you pass, you reduce the stress you take by 1, to a minimum of 0.
Showboat You gain a bonus to Fellowship and Will tests against targets whose Toughness Bonus is lower than yours. If you have at least 3 ranks in Athletics or in Endurance, you gain two bonuses instead.
Perfect Form So long as your stress is at zero, you and your Evangelion gain Unnatural Skill (Athletics and Endurance +1) and may reroll all Athletics tests.

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Artisan

Prerequisites:
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E-Scale Kit:
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Exemplaries

Exemplary Effect
Masterpiece All items you craft (ie. Acquire through or with the help of trade skills) are always Superior Quality, without being harder to manufacture.
Custom Fitted You take a bonus to all tests made using an item that you yourself have made. If you have made this item specifically for another person, then they receive this benefit instead of you.
Project Coordinator Project Group Actions you're a part of gain 1 bonus to the tests of all participants.

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Civilian

Prerequisites:
Aptitudes:
E-Scale Kit:
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Mastery Reward:
Exemplaries

Exemplary Effect
Hobby At the end of each Crisis, you lose an extra point of Stress and Trauma, and increase your Ego Fracture grace period by one. You may reroll all Trade tests and take the preferred result.
General Knowledge You gain Unnatural Skill (1) in a single Academics focus. You can change this at the start of each Crisis or Downtime.
Defending a Home Whenever collateral damage is incurred due to valuable location damage, you gain Unnatural Strength and Will (+1, to a max of 3) until the start of the next Downtime.

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Counsellor

Prerequisites:
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E-Scale Kit:
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Mastery Reward:
Exemplaries

Exemplary Effect
Talk them Up You can add your Social Sciences focuses to your Inspire and Rally Ally action tests. Furthermore, when using those, for every 3 DoS you earn, they gain a bonus to their test(s).
Reverse Psychology Whenever anyone attempts to inflict a mental ailment on you, so long as you can return communication in the same way they can (verbally, or if done by psychic means having the Psychic Field spead), if your resistance test wins, and your DoS margin is 3 DoS or more, you reflect the mental ailment back onto them. They may not roll to resist this.
Mental Conditioning When you use the Counsel action, you remove an extra point of Trauma. Furthermore, whenever you suffer a point of trauma, you can make a Fortitude (Mental Ailments) test. If you pass, you reduce the trauma you take by 1, to a minimum of 0.

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Diplomat

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Diplomatic Immunity You project a field of authority that makes the uncautious or timid assume you're supposed to be doing whatever you're doing. And more specifically, whenever anyone (who isn't your superior officers) tries to rebuke you for a non-violent act, they must pass a Fortitude (Courage) test, opposed by your Authority; on a failure their courage falters and they choose to ignore you instead.
Private Language You gain the Language trait in a coded language, made up of sounds, subtle gestures or specific words that mean different things to those in the know. In essence, you can speak this language whilst speaking another language to say secret things to your allies. All of your allies know this language, although outside of the mian party and Nerv, the ally has to be a Bond or someone you've been able to coach for at least a week previously.
Sanctions Through methods subtle or overt you may spend an action to target a character and erode their authority in the moment. Make a Manipulation or Authority test, using whichever focus lends itself to your method, opposed by their Authority (Any focus). On a success, so long as you are present, every Authority test the target takes is opposed by you with the same skill you used to target them in the first place. This lasts until the start of the next Downtime.

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Engineer

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Rugged Architecture Buildings or other sizeable constructs designed by you are more durable and strong than they otherwise would be. Furthermore, during battle, you can take an action to improve adjacent cover (once per piece of cover)- Until the start of the next Break or Downtime, it provides an rank of Cover.
Overclock When using vehicles, technological tools or weapons, you can choose to push them beyond their specs. You may add half your Intellect Bonus in DoS to tests made with the item- but weapons gain the Unreliable feature (or, if they already have it, lose a level of Quality), vehicles spin out of control should the test fail, and other tools or items break should the test fail.
More Power! When designing or constructing vehicles, weapons, or other technological items, you may freely ask for them to have stronger core features (more damage, higher speed, more defense for example) without making the test harder, although asking multiple times will incur such a penalty.

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Entertainer

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Rising Star When you use the Amuse action, you remove an extra point of Stress. Furthermore, whenever you gain an advance associated with the Fellowship or Social aptitudes, your Fate pool temporarily increases by 1 until the start of the next Downtime, and you may reroll a single Fellowship test per turn.
Eyes on Me! As an action, you can put on a distracting performance, testing Manipulation (Entice or Deceive), Authority (Demagogy) or a relevant Trade skill. All in the area who aren't in on your plan and aren't openly hostile are distracted, and reroll tests to detect, interfere with or pursue your companions. Any attacks against the distracted count as Surprise Attacks.
Adoring Fans Demagogy tests against members of your Group Bond automatically succeed, no matter how outlandish. Furthermore, at the start of each Investigation in which you're using a Group Bond, make a Demagogy test; if you succeed, the Group members all take bonuses to all of their tests for the duration of the investigation.

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Medic

Prerequisites:
Aptitudes:
E-Scale Kit:
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Mastery Reward:
Exemplaries

Exemplary Effect
Doctor You may add your Life Science focuses to your First Aid, Extended Care, Vetinary and Diagnosis tests. Furthermore, you reroll Heal and Heal Other tests in Downtimes.
How Many Fingers? You can now use the Rally Ally action on adjacent allies to remove physical ailments. Make a First Aid test; on a success, they may make an immediate shake-off test for their physical ailment, adding +1 advantage for every 3 DoS on your test.
Anatomic Exploits As an action, you can make a Life Science or Diagnosis test on a target, suffering three penalties if the target is an Angel. On a success, if your next attack against that target deals any wounds, then the target suffers a single outcome of your choice: they are immediately stunned, immediately suffer blood loss, are knocked down, or go blind for one round. You can do this as many times as you like per crisis, but not twice to the same target.

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Ranger

Prerequisites:
Aptitudes:
E-Scale Kit:
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Mastery Reward:
Exemplaries

Exemplary Effect
Animal Whisperer You may add your Survival (Animals), Medicine (Vetinary) and Academics (Life Science) focuses together when making any of those tests, so long as they pertain to an animal.
Always Be Prepared You gain the Natural Habitat trait in any habitat, and may change which habitat it is at the start of the crisis. Furthermore, in your Natural Habitats, you reroll Stealth and Awareness tests.
Hunter Traps you set are well hidden- characters take an extra disadvantage to detect and disarm them. Furthermore, in your Natural Habitat, you can automatically detect footprints and other subtle markings of passage.

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Scientist

Prerequisites:
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Exemplaries

Exemplary Effect
MAGI Backdoor So long as you have access to a networked computer, including a smartphone, you can assume to have access to the MAGI (and it can access you). So long as you do, you gain bonuses to all Intellect tests equal to the Insight value.
Comprehending It Whenever you gain an advance associated with the Intellect, Knowledge or Fieldcraft aptitudes, you lose 1 Trauma and gain Unnatural Intellect (+1) until the start of the next downtime. Furthermore, your Research focuses also count as secondary Academics focuses; you may change which at the start of each Downtime.
Thesis Field When you make a test in an Academics or Logic skill focus that you have multiple ranks in (for example, 2 ranks in the Logic (Reasoning) focus), you may reroll and take the preferred result.

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Socialite

Prerequisites:
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E-Scale Kit:
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Mastery Reward:
Exemplaries

Exemplary Effect
Friends in High Places Once per Crisis or Downtime, you can select an NPC who falls under the purview of one of your Peer focuses. As a free Flashback, you can designate this NPC to be one of your contacts, a previous friend or even an agent of yours. Note that the GM might block this for certain NPCs- essentially any Hero-tier NPC as not permitted, as might some others.
Social Bomber When spreading rumours, it is much easier to spread them throughout your Peer groups than it otherwise would be; spreading rumours to all of your Peer groups never penalises you due to complexity or scope of your plans. If the target is a single individual, then you're also not penalised if the rumours are focused only on your peer groups… No matter how ridiculous or outlandish the rumour.
Spider in the Web When interacting with individuals within your Peer groups, you gain the Unnatural Skill (Entice, Deception, Rumour, Intimidate, Ask around and Scrutiny +1) traits.

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Operative Roles

Hacker

Prerequisites:
Aptitudes:
E-Scale Kit:
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Mastery Reward:
Exemplaries

Exemplary Effect
Type 666 Firewall During your Downtime, you may apply a special AI-firewall protection to a networked object. Attempts to hack this object are always opposed by you, even if you are dead or otherwise incapacitated. Furthermore, your tests take a bonus if the object in question is networked to other protected objects.
Electronic Revolving Door Security that you've successfully hacked in the past is permanently compromised, and you can re-hack into it without a test in the future, unless extreme changes have been placed, which still allows you a reroll. To remove your backdoors requires a complete top to bottom rebuilding of the security object in question.
Passive Data Harvesting Once per Investigation, you can plant a passive data harvester on an object, and may ask a single question on every consecutive Downtime relevant to that object or its database. Furthermore for each object you have compromised you gain a bonus to item acquisition tests as you inevitably plant cryptocurrency miners on whatever you hack like the trash you are. These harvesters may be removed in future downtimes, but are guaranteed to last for at least 3 downtimes.

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Infiltrator

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Master of Disguise Attempts to reveal your disguises reroll and take the worse result. Furthermore, so long as you are in disguise, you can use your Agility and Stealth focuses to make Manipulate tests.
Getaway Plan During investigations, you may decide that it is time to extract from the situation; declare that it is time for your Getaway Plan. Any test that relates to you escaping the investigation's situation takes 2 bonuses. Your GM should also permit you greater leeway with flashbacks as well.
Secret Identity So long as no one has been able to verify your location (through any means) for at least an hour, you can make a Stealth test with a penalty; if you pass, you may secretly declare to the GM that one Minor or Elite NPC in a scene is in fact you in disguise. The GM does not need to reveal this to anyone else.

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Saboteur

Prerequisites:
Aptitudes:
E-Scale Kit:
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Mastery Reward:
Exemplaries

Exemplary Effect
Trap Card For you, planting explosives as a Flashback Action is, at always 1 stress maximum.
Okay, Not the Red Wire When planting or defusing explosives, you can reroll a single failed test once per explosive. Furthermore, your explosives are harder to defuse by others, who take 3 penalties to doing so.
Sapper When attaching demolitions to walls, buildings or other structures or surfaces, or undermining structures, you add your Engineering Focuses to your Demolition Focuses (and vice versa). You can also use Demolition focuses to identify weaknesses in a building, and can do this so long as you have at least a visual on the building.

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Hustler

Prerequisites:
Aptitudes:
E-Scale Kit:
P-Scale Kit:
Mastery Reward:
Exemplaries

Exemplary Effect
Mithradates' Gambit You can use Fellowship and Entice focuses to resist the effects of alcohol and drugs. Furthermore, you can always use a flashback action at 0 stress to tamper with alcohol or drugs in your possession or that you would feasibly have had access to.
Smuggler You can tap any of your Asset Bonds once during Downtimes or Breaks without needing to spend any Social Actions. Furthermore, your acquisitions are nigh untraceable and anyone trying to trace them to you take 4 penalties.
Cold Reading You can add your Deception focuses to your Scrutiny or Identity focuses to detect lies or manipulation. Furthermore, you can add your Inquiry tests to your Deception focuses when trying to mislead, manipulate or hustle others

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