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: None
Aptitudes: Melee, Defense
E-Scale Kit: All Purchased Simple Melee Weapons
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Melee skill, OR, you can add a single item from the kit and add it permanently to your personal kit
Exemplaries

Exemplary Effect
Simple Adept You take a Bonus when making attacks with Simple weapons, either in E or P Scale.
Vanguard Once per round, at any time as a Free Action, you can declare a Disengage action which resolves as normal. Any allies who attack targets you were engaged with still count you when calculating Outnumbering bonuses until the start of your next turn.
Wolfpack You take a Bonus to all Might tests, including Parries, so long as you are adjacent to an ally.

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Swordmaster

Prerequisites: Two Ranks in Melee Skill and Acrobatics with at least 45 in Might or Grace, OR: Hetairos Sub-Origin.
Aptitudes: Melee, Finesse
E-Scale Kit: Any purchased Melee weapon with the Balanced Feature, Mk2 Prog Knife (once unlocked with research); Sword (S), Mk1 Prog Knife (S)
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Melee skill, OR unlocks a Bonus Rank in Acrobatics skill, OR you can add a single item from the kit and add it permanently to your personal kit, OR gain Unnatural Grace (1)
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 Balanced melee weapons you wield gain the Keen Feature.
Sword Adept You take a Bonus when making attacks with weapons with the Balanced feature, either in E or P Scale.
Two Blade Stance You take a Bonus with all Might tests, so long as your off-hand is empty, or wielding a Small melee weapon.

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Executioner

Prerequisites: Three Ranks in Melee Skill with at least 45 in Might and Physique or just 60 in Might, OR Hetairos Sub-Origin
Aptitudes: Melee, Resolve
E-Scale Kit: Any purchased Melee weapon with the Cruel or Unwieldy Feature; Axe (S), Greatweapon (S)
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Melee skill, OR, you can add a single item from the kit and add it permanently to your personal kit, OR gain Unnatural Might (+1)
Exemplaries

Exemplary Effect
Axe Adept You take a Bonus when making attacks with weapons with the Cruel or Unwieldy feature, either in E or P Scale.
Angel Hunter Strong Attacks you make gain Felling (2).
Cut to Size Whenever you inflict an Injury on a target, you reduce their Fear and Unnatural Physique trait ranks by 1 until the start of the next Downtime or Crisis.
Guillotine Whenever you use a Heavy attack on a target, you can sacrifice the following Bonuses in exchange for +2 damage: Grappled Enemy, Prone (Melee). These stack.
Monstrous Strength You can wield Two-Handed Melee Weapons one-handed; however, whilst wielding them one-handed you can only make Strong Attacks with them. You can spend a point of Unnatural Might to remove this restriction until the start of the next Downtime.

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Lancer

Prerequisites: Two Ranks in Melee Skill, one rank in Fortitude, one rank in Acrobatics, At least one of the following Scores above 45: Might, Grace, Will, OR Hetairos or Diadochos sub-origin.
Aptitudes: Melee, Finesse, Resolve
E-Scale Kit: Any purchased Melee weapon with the Lance Feature, Spear (S)
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Melee skill, OR, you can add a single item from the kit and add it permanently to your personal kit, OR gain Fearless (+1)
Exemplaries

Exemplary Effect
Spear Adept You take a Bonus when making attacks with weapons with the Lance feature, either in E or P Scale.
Lead the Charge Every time you charge, until the start of your next turn, for every wound or 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, and ignore half the target's AP.
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 advantages.
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 Might (1) until the end of the Crisis. If the target has a Fate Point pool (even if empty), you gain Unnatural Might (2) until the end of the Crisis. These do not stack.

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Assassin

Prerequisites: Two ranks in Melee Skill, one rank in Acrobatics, one rank in Subterfuge with at least 45 in Might or Grace, OR: Hetairos or Lictor Sub-Origins.
Aptitudes: Melee, Finesse
E-Scale Kit: Any purchased Melee weapon with the Small Feature, Armoured Knuckles (S), Mk 1 Prog Knife (S)
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Melee skill, OR unlocks a Bonus Rank in Subterfuge skill, OR you can add a single item from the kit and add it permanently to your personal kit, OR gain Unnatural Grace (+1)
Exemplaries

Exemplary Effect
Small Adept You take a Bonus when making attacks with either the Unarmed or Small feature, either in E or P Scale.
Backstab Whenever you use a Fast attack or Called attack on a target, you can sacrifice the following Bonuses in exchange for +2 damage: Outnumbering (including from traits/talents), Attacking a Prone target, Attacking a target with an ailment, combo advantage. These stack.
Commanding Grab All Small weapons you wield gain the Grasping and Unavoidable (+1) Features.
Ride Along Whenever you successfully Push a target, you can follow up with a free move that will move you adjacent to the pushed target. One ally engaged with the same target may also move with you, crossing the shortest possible distance needed to make them still be adjacent to the target's new position.
Wakeup Attack You can now combo off Chance Attacks triggered by an enemy rising from prone.

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Defender

Prerequisites: Two ranks in Endurance, one rank in Melee, one rank in Awareness, with at least 45 in Physique or Senses, OR Biosynthetic Origin OR Hetairos Sub-Origin
Aptitudes: Defense, Fieldcraft
E-Scale Kit: Any purchased Melee weapon with the Exposing or Armour Breaker Features, Shield (S), Hammer (S), Great Hammer (S)
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Endurance skill, OR unlocks a Bonus Rank in Awareness skill, OR you can add a single item from the kit and add it permanently to your personal kit, OR gain Unnatural Physique (+1)
Exemplaries

Exemplary Effect
Club Adept You take a Bonus when making attacks with either of the Exposing or Armour Breaker Features, either in E or P Scale.
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 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 (★★).
Look Out! You can now use the Protect action on any ally within a basic move distance, and should you pass the action, you move adjacent to them. Furthermore, if you are struck by an AoE attack whilst using the Defend or Protect action, if you pass your evasion test, you can choose to push all allies out of the AoE area, although you take the hit and suffer damage as though you'd rolled 0 DoS.
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: None
Aptitudes: Ranged, Finesse
E-Scale Kit: All Purchased Simple Ranged Weapons
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Ranged skill, OR you can add a single item from the kit and add it permanently to your personal kit
Exemplaries

Exemplary Effect
Standard Adept You take a Bonus when making attacks with Standard weapons, either in E or P Scale.
Friendliest Fire So long as your ranged attack against the target is the first ranged attack against it in the round, you ignore the 'shooting into Melee' penalty. Furthermore, allies take two advantages to evade your AoE attacks.
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: Two ranks in Ranged Skill, two in Acrobatics, +45 in either Senses or Finesse OR Hetairos Sub-Origin
Aptitudes: Ranged, Finesse
E-Scale Kit: Any purchased Pistol weapon, Eva Handgun (S), Laser Pistol (S)
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Ranged skill, OR unlocks a Bonus Rank in Acrobatics OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Skill (Ranged, Pistols) trait.
Exemplaries

Exemplary Effect
Pistol Adept You take a Bonus when making attacks with Pistol weapons, either in E or P Scale.
Akimbo When making All Weapon attacks, you gain two advantages so long as every weapon you are wielding in the attack is a pistol.
Desperado You may make one extra Chance Attack per round, so long as it's with pistols. Furthermore, Chance Attacks used via the Quickdraw talent ignore cover.
Hip Shooting You gain the Superior Action (Pistol Attacks) trait.
Trick Shooter When making a Called Attack or Counter Attack with a pistol, you can choose to forego damage and wounding. If you win the test, you knock a weapon that is held or floating away a number of squares equal to your DoS.

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Sniper

Prerequisites: Two ranks in Ranged Skill, two in Awareness, Senses 50 or higher OR Hetairos or Lictor Sub-Origins
Aptitudes: Ranged, Fieldcraft
E-Scale Kit: Any purchased Ranged weapon with the Accurate feature, Battle Rifle (S), Laser Rifle (S)
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Ranged skill, OR unlocks a Bonus Rank in Acrobatics OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Senses (+1) trait.
Exemplaries

Exemplary Effect
Sniper Adept You take a Bonus when making attacks with weapons with the Accurate feature, either in E or P Scale.
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 Shots with an accurate weapon, you can sacrifice the following Bonuses in exchange for +2 damage: Focus, High Ground, Accurate. These stack.
Sow Chaos When making attacks with an Accurate weapon whilst in Stealth, enemies you attack treat you as a Fear trigger. If you kill an enemy doing this, then all who witness it treat that death as the same Fear trigger. If the target is immune to fear, then they instead become Confused, with a DoF equal to 0 (ie. they do nothing).

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Shock Trooper

Prerequisites: Two ranks in Ranged Skill, two in Fortitude, +45 in either Senses or Will OR Hetairos or Transhuman Sub-Origin
Aptitudes: Ranged, Resolve
E-Scale Kit: Any purchased Ranged weapon with the Burst or Spreadshot features, Pallet Rifle (S), Laser Rifle (S), Shotgun (S)
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Ranged skill, OR unlocks a Bonus Rank in Fortitude OR you can add a single item from the kit and add it permanently to your personal kit OR Fear (+1) trait.
Exemplaries

Exemplary Effect
Assault Adept You take a Bonus when making attacks with weapons with the Burst or Spreadshot features, either in E or P Scale.
Pin Down Overwatch now costs one action point (★) instead of two (★★). At your discretion, enemies who move through your Overwatch kill zone must pass a Fear test; if they fail, you can choose to either stop them at the edge of it, or force them to move into any piece of cover that is both within their movement distance and within the kill zone.
Bullet Shade Whenever you target an enemy with a Burst attack or Covering Fire, you may designate an ally, who gains the Fearless (+1) trait against your target until the start of your next turn.
Dazing Assault When attacking an enemy at Close Range or closer with a Spreadshot or Burst weapon, you can sacrifice any of the following advantages: Close Range, Point Blank, Spreadshot; in exchange, should your attack hit and wound, the target must test against becoming Dizzy, suffering a number of disadvantages equal to the number of advantages you sacrificed past the first (so if you sacrificed three advantages, the target would suffer a -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, and letting you move before or after using the Heavy Weapon Attack action. Furthermore, when using Heavy Weapons with the Burst feature, you can use the default 'Burst Attack' action instead of using Heavy Weapon Attack with them, which costs one action (★) instead of two (★★).

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Grenadier

Prerequisites: Two ranks in Ranged Skill, One Skill Focus in Technology (Explosives), +45 in either Senses or Intellect OR Hetairos or Genius Sub-Origin
Aptitudes: Ranged, Knowledge
E-Scale Kit: Any purchased Grenade or Missile weapon, Grenade Launcher (S), Rocket Launcher
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Ranged skill, OR unlocks a Bonus Rank in Technology skill OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Skill (Explosives) trait.
Exemplaries

Exemplary Effect
Explosives Adept You take a Bonus when making attacks with Grenade or Missile weapons, either in E or P Scale.
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.
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.
Make a Breach You add Superior Frag Grenades to your kit. When making attacks with the Blast Feature, they ignore cover and anything hit by them does not benefit from cover until they move to a piece of cover outside of the blast radius of your attack.

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Artillerist

Prerequisites: Three Ranks in Ranged Skill with at least 45 in Senses and Physique or just 60 in Senses, OR Hetairos Sub-Origin
Aptitudes: Ranged, Fieldcraft
E-Scale Kit: Any purchased Missile weapon, Rocket Launcher, Gatling Gun (S), Laser Cannon (S)
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Ranged skill, OR you can add a single item from the kit and add it permanently to your personal kit OR You can add a single purchased Heavy Weapon item permanently to your personal kit OR Auto-Stabilised trait.
Exemplaries

Exemplary Effect
Heavy Adept You take a Bonus when making attacks with Heavy or Stationary weapons, either in E or P Scale.
Devastate Ranged Attacks made with Heavy Weapons always deplete Legions by 1, hit or miss. Blast, Wave or Aura attacks (of any class) deplete Legions by 2.
Siege Tactics You gain benefits to Heavy Weapons whilst in Partial or Full cover: so long as you are in Partial Cover you deal +2 damage and may use Overwatch actions with Heavy Weapons; and so long as you are in Full Cover, you gain an Advantage to Heavy Weapons attacks can make Covering Fire actions with Heavy Weapons.
Friendliest Fire Blast, Aura and Wave attacks from you do not hit allies unless they are suffering a Physical or Mental Ailment, or the effects of Fear.
Shell Shock Whenever you hit and wound targets with a Heavy Weapon, you can forego one wound for one of the following effects: Force the target to test against Fear, with 1 disadvantage per wound including the one you sacrificed; force the target to test against Stunned; or degrade the target's armour resistance against your weapon's element by one rank. If you inflict an Injury, you can select one of these options without sacrificing the wound. You may only select one option.

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Leadership Roles

Sergeant

Prerequisites: Two ranks in Authority and one Rank in Fortitude, with at least 45 in Fellowship or Will, OR Director Origin OR Diadochos Sub-Origin
Aptitudes: Resolve, Social
E-Scale Kit: None
P-Scale Kit: Foul Weather Gear (S), Set of Nerv Uniforms w/Rank Insignia (S), Handgun (S)
Mastery Reward: Unlocks a Bonus Rank in Authority skill, OR unlocks a bonus Rank in Fortitude skill, OR you can add a single item from the kit and add it permanently to your personal kit OR Superior Action (Authority Skill).
Exemplaries

Exemplary Effect
Lead by Example Whenever you declare a Group Action, so long as your test in the action is not an outright failure, all of your allies count as Fearless to all normal fear triggers for the duration of the Group Action.
Overpowering Presence You can now use Command to order around any individual who isn't explicitly your superior. Doing so takes two disadvantages, 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.
Snap Out of It As a two-point action (★★), you may select any allies suffering fear or mental ailments, and make a Command test, with 1 disadvantage per target. On a success, each target may make an instant shake-off test, and may substitute your ranks in Command in place of their own skill ranks (eg Courage, Mental Ailments) for this test.
Squad Cohesion All members of your squad take an Advantage 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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Strategist

Prerequisites: Two ranks in Academics, with at least one rank in 'Strategy' focus, and one Rank in Survival, with at least 45 in Intelligence or Senses, OR Director Origin OR Diadochos or Genius or Hybrid Sub-Origins
Aptitudes: Knowledge, Fieldcraft
E-Scale Kit: None
P-Scale Kit: Binoculars (S), Computer, Stabilisers, Tactical Headset
Mastery Reward: Unlocks a Bonus Rank in Academics skill, OR unlocks a bonus Rank in Awareness skill, OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Skill (Strategy+1).
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.
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.
Planned Assault As a two-point action (★★), you may declare a Group Action attack. Designate an attacker, who then chooses a weapon and an attack action. Everyone 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.
Read the Battlefield At the start of each battle, make a Trapping or Navigation test. On a success, you may choose one of the following effects, which last for the entire crisis: Full Cover provides an extra disadvantage to incoming attacks; all Harmful Terrain has its value reduced by 1 for your allies; Until the end of round 3, all allies may make two move actions a turn; allies traverse Routes between Zones instantaneously.

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Facilitator

Prerequisites: Three ranks total in Academics and Manipulation, with at least one rank in each, with at least 45 in Intelligence or Fellowship, OR Director Origin OR Diadochos or Celebrity Sub-Origins
Aptitudes: Knowledge, Social
E-Scale Kit: None
P-Scale Kit: Fashionable Wear, Computer (S)
Mastery Reward: Unlocks a Bonus Rank in Academics skill, OR unlocks a bonus Rank in Manipulation skill, OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Intellect (+1) OR Unnatural Fellowship (+1) Or Language (Any) trait.
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.
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.
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.
Master of the Red Tape 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.
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 upgrade for any of their weapons.

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Champion

Prerequisites: Two Ranks in Authority, with at least one rank in Melee and Ranged, with at least 45 in either Melee or Ranged and 45 in Willpower or Fellowship, OR Diadochos OR Transhuman Sub-Origins
Aptitudes: Defense, Resolve
E-Scale Kit: None
P-Scale Kit: Battle Armour (S), Tactical Headset
Mastery Reward: Unlocks a Bonus Rank in Authority skill, OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Skill (Authority+1) OR Unnatural Will (+1).
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 (+1) trait and the Fear (+1) trait. Incidentally, characters are likely to exaggerate your exploits in battle, allowing you an advantage 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.
Heroic Spirit Once per round, whenever you inflict two wounds or more on an Angel in a single turn, you may generate a free Pass Off to be given to any ally immediately.
Cameraderie During crises, you and your allies gain a +1 to AP on all areas and an advantage to Physical and Mental ailments, which lasts until you are defeated or you fail a Fear test.

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Evangelion Pilot Roles

Eva Pilot

Prerequisites: Evangelion pilot only; all Eva Pilots begin with this role mastered
Aptitudes: Resolve
E-Scale Kit: None
P-Scale Kit: None
Mastery Reward: Basic Pattern Field Talent
Exemplaries

Exemplary Effect
Simple Field Tactics You gain an Advantage to all AT Field skill tests so long as your AT Field pattern is on Basic Pattern.
A10 Support You gain Unnatural AT Field (1).
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: Eva Pilot role mastered and Angel Warfare Tactics researched; OR Neospartan Origin OR Chosen One Sub-Origin OR Homonculus Sub-Origin
Aptitudes: Melee, Finesse, Resolve
E-Scale Kit: None
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Acrobatics skill, OR Fearless (+1) or Fear (+1)
Exemplaries

Exemplary Effect
Gravity Kick When using an Eva, you gain the Bounder trait. When charging, you may now use Leaps or controlled falls in place of Basic Moves. Finally, whenever you finish a Charge, for each band of altitude you travelled during the charge, you deal +1 Wound on the attack.
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: Eva Pilot role mastered and Angel Warfare Tactics researched; OR Neospartan Origin OR Chosen One Sub-Origin OR Homonculus Sub-Origin
Aptitudes: Melee, Ranged
E-Scale Kit: None
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in Melee or Ranged skill, OR when may select an extra weapon of any size when readying your Evangelion for E-Scale Combat
Exemplaries

Exemplary Effect
Bleeding Edge Whenever you deal at least two wounds with a Progressive-class weapon (including chain axes and chain great axes), you can choose to sacrifice those wounds to instead immediately apply Blood Loss to the target, or if the enemy tried and failed to parry your attack, destroy their weapon (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 deal a Savage Attack with a Thermic weapon, you automatically set the target on fire.
Shell Shock Before making an attack with a Rail weapon, you can declare Shell Shock. If you hit, you deal no wounds, but reduce the target's Unnatural Physique 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: Evangelion has gone berserk at least twice and Angel Warfare Tactics researched; OR Chosen One OR Homunculus
Aptitudes: Melee, Resolve
E-Scale Kit: None
P-Scale Kit: None
Mastery Reward: Unlocks a Bonus Rank in AT FIeld or Fortitude skill, OR Fear (+1) OR Unnatural Will (+1) OR Berserker (+1) trait.
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.
Dreadnought When berserk, your Evangelion gains Unnatural Physique (+2) and the Stuff of Nightmares trait.
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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Civil Roles

Athlete

Prerequisites: Three ranks total across Athletics and Endurance, with at least 1 rank in each, and Physique 45 OR Celebrity OR Transhuman Sub-Origins.
Aptitudes: Defense, Fieldcraft
E-Scale Kit: None
P-Scale Kit: Climbing Harness (S), Foul Weather Gear
Mastery Reward: Unlock a Bonus Rank in Athletics or Endurance, OR you can add a single item from the kit and add it permanently to your personal kit OR increase stress threshold by 1 OR Unnatural Physique (+1) OR Fearless (Injury) OR Shrug Off (+2).
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.
Exercise High Whenever you gain an advance associated with the Physique, Finesse or Defense aptitudes, you lose 1 Stress.

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Artisan

Prerequisites: 3 ranks in Trade skill, OR Prodigy Origin OR Transhuman Sub-Origin.
Aptitudes: Finesse, Knowledge
E-Scale Kit: None
P-Scale Kit: Toolkit
Mastery Reward: Unlock a Bonus Rank in Trade, OR Unnatural Skill (Trade focus of your choice, +1)
Exemplaries

Exemplary Effect
Masterpiece All items you craft (ie. Acquire through trade skills) are always Superior Quality, without being harder to manufacture.
Appraising Eye When you appraise items with the Trade skill, it never takes longer than an Action. Appraisal tells you extra information about it, including its value, individuals who might especially value it, and any flaws or strengths it might have that can be exploited.

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Civilian

Prerequisites: Academics (Culture) focus, OR 1 rank in Manipulate, or 45 Fellowship, OR Prodigy Origin.
Aptitudes: Knowledge, Social
E-Scale Kit: None
P-Scale Kit: Computer
Mastery Reward: Unlocks a Bonus Rank in Academics, Manipulate or Peer OR you can add a single item from the kit and add it permanently to your personal kit OR increase stress or trauma threshold by 1.
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.
General Knowledge You gain Unnatural Skill (1) in a single Academics focus. You can change this at the start of each Crisis or Downtime.
Normal Life Goals You may reroll all Trade tests and take the preferred result.
Defending a Home Whenever collateral damage is incurred due to valuable location damage, you gain Unnatural Might and Will (+1, to a max of 3) until the start of the next Downtime.

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Counsellor

Prerequisites: 1 Rank Academics (Social Science) focus, Inquiry and Manipulation each, OR Celebrity or Diadochos Sub-Origin.
Aptitudes: Knowledge, Social
E-Scale Kit: None
P-Scale Kit: Portable Recording Device
Mastery Reward: Unlocks a Bonus Rank in Academics, Manipulate or Inquiry OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Fellowship (+1) OR increase Trauma threshold by 1.
Exemplaries

Exemplary Effect
Counsel During Downtimes, you can spend a Social Action on the 'Counsel' action. All allies now double the amount of total Trauma they lose for that Downtime.
Talk them Down As an action, you can select an ally suffering from a Mental Ailment and make a Social Science or Manipulation test; on a success, they may make an immediate shake-off test for their mental ailment, adding +1 advantage for every DoS on your test.
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 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: One rank in each of the following: Manipulation, Inquiry and Academics (Culture OR Society OR Social Science), plus at least 40 Fellowship OR Celebrity OR Diadochos Sub-Origins.
Aptitudes: Resolve, Social
E-Scale Kit: None
P-Scale Kit: Fashionable Wear (S), Amibiotic
Mastery Reward: Unlocks a bonus rank in Academics, Manipulation or Inquiry OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Skill (Any Manipulation, +1) OR Language (Any two)
Exemplaries

Exemplary Effect
Polyglot You gain the Language trait for any culture that matches one of your Academics (Culture) Focuses.
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 Courage test, opposed by your Authority; on a failure their courage falters and they choose to ignore you instead.

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Engineer

Prerequisites: Two Ranks in Technology (Engineering), Intelligence 45+ OR Genius or Lictor Sub-Origins.
Aptitudes: Finesse, Knowledge
E-Scale Kit: None
P-Scale Kit: Combi Tool, Demolitions Kit
Mastery Reward: Unlocks a bonus rank in Technology OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Skill (Any Technology, +1) OR Unnatural Intelligence (+1)
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- Until the start of the next Break or Downtime, it provides an extra Cover disadvantage to attacks against you.
Sapper When attaching demolitions to walls, buildings or other structures or surfaces, you add your Engineering Focuses to your Demolition Focuses. You can also use Engineering focuses to identify weaknesses in a building, and can do this so long as you have at least a visual on the building.
Overclock When using vehicles, technological tools or weapons, you can choose to push them beyond their specs. You may add half your Intelligence 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: Three ranks across any of the following: Manipulation, Authority, Trade (entertainment or performance based) and Fellowship 45+ OR Celebrity Sub-Origin
Aptitudes: Resolve, Social
E-Scale Kit: None
P-Scale Kit: Fashionable Wear (S), Alcohol (S)
Mastery Reward: Unlocks a bonus rank in any Fellowship or Trade skill OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Skill (Any Fellowship, +1) OR Unnatural Fellowship (+1)
Exemplaries

Exemplary Effect
Amuse During Downtimes, you can spend a Social Action on the 'Amuse' action. All allies now double the amount of total Stress they lose for that Downtime.
Rising Star 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.
Distraction 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 beguiled count as Surprise Attacks.

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Medic

Prerequisites: Two ranks in Medicine, one rank in Academics (Life Science), Intelligence 45+ OR Genius Sub-Origin.
Aptitudes: Knowledge, Fieldcraft
E-Scale Kit: None
P-Scale Kit: First Aid Kit (S)
Mastery Reward: Unlock a Bonus Rank in Academics or Medicine OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Skill (Any Medicine +1) OR Fearless (Witness an Important Ally be defeated)
Exemplaries

Exemplary Effect
Doctor You may add your Life Science focuses to your First Aid, Extended Care, Vetinary and Diagnosis tests.
Nightingale During Downtimes, you can spend a Social Action on the 'Heal Others' action. Make an Extended Care test; on a success, you add your DoS to the DoS of any character making a Heal action test.
How Many Fingers? As an action, you can select an ally suffering from a Physical Ailment who is adjacent to you and 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 DoS on your test.
Anatomic Exploits As an action, you can make a Life Science or Diagnosis test on a target, suffering three disadvantages 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: Two ranks in Survival, Grace or Senses 40+ OR Transhuman OR Lictor sub-origins.
Aptitudes: Finesse, Fieldcraft
E-Scale Kit: None
P-Scale Kit: Foul Weather Gear (S), Binoculars (S), Climbing Harness (S), Survival Kit
Mastery Reward: Unlock a Bonus Rank in Subterfuge or Survival OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Skill (Any Survival +1) OR Fleet of Foot (+1) OR Natural Habitat (Any)
Exemplaries

Exemplary Effect
Animal Handling 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.

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Scientist

Prerequisites: Three ranks across Academics and Logic with one rank in both, 45 Intelligence, OR Genius or Hybrid sub-origins
Aptitudes: Knowledge, Fieldcraft
E-Scale Kit: None
P-Scale Kit: Computer (S), Smartphone (S)
Mastery Reward: Unlock a Bonus Rank in Academics OR you can add a single item from the kit and add it permanently to your personal kit OR Unnatural Skill (Any Intelligence skill +1) OR Unnatural Intelligence (+1) OR Superior Action (Intelligence Skill tests)
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 Advantages to all Intelligence tests equal to the Insight value.

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Socialite

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

Exemplary Effect

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