Akagi Tsubaki

TsubakiAkagi.png?t=1303537368
Name: Akagi Tsubaki
Position: Pilot of Evangelion Unit 03
Sex: Female
Age: 17 (Born 2001)
Nationality: Japanese
Place of Residence: Tokyo-2

Physical Details
Hair colour: White
Eye colour: Blue
Height: 5'2" (157.1cm)
Build: Thin

Personal Details
"Akagi Tsubaki. Pilot of Evangelion 03. It's blue."

The pilot of Evangelion Unit 03- which is blue-, Akagi Tsubaki is in the awkward position of being a semi-celebrity in her city, despite having no desire for celebrity or, indeed, the willingness or capacity to actually handle such a calling. Tsubaki rarely goes out of her way to talk to anyone, especially people she doesn't know.

To other people, Tsubaki often seems aloof. She comes off as languid and sleepy, permanently in need of a very deep, deep sleep. She rarely pays attention to her surroundings unless she's specifically told to or realises she has to- and conversations with her are victims of an incredibly wandering mind that freely spouts its random observations. All of this combines to make her feel, to the common person, more than a little unapproachable.

That said, Tsubaki, despite her sedative air, isn't emotionless; on the contrary, she is prone to heavy emotion and sudden mood shifts outside of her torpor. More than a few people have been surprised as one of their offhand comments provokes a gush of tears, or a careless gift suddenly sees them enveloped in grand affection. Such periods are very rare, however; that languid wall is hard to shatter.

Character Details

Character Details
Name Tsubaki Akagi Gender Female
Background NeoSpartan Career AT Tactician/Dervish
XP Total 20000 Rank Elite
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 65 6 Expert
Ballistic Skill 45 4 Trained
Strength 30 3
Toughness 35 3
Agility 55 5 Expert
Intelligence 60 6 Expert
Perception 45 4 Trained
Willpower 50 5 Expert
Fellowship 25 2
Synch Ratio 80 8 Expert

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Vitals

Vitals
Wounds: 19 Fate Total: 2
Fatigue Threshold: 3 Conditional Fates: 0

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Traits

Assets
Asset Subname Effect
Academic Philosophy, Japanese Literature, Fiction Gain 3 Lores and the Talented (Lore) talent.
Fearless Increase your Fearless trait by 1.
Thrill Seeker Whenever you spend a Fate Point in dangerous situtations where you are outmatched or performing an exceptionally brave feat, roll a 1d10. On a 9, the Fate is regained.

Injuries and Complications

Injuries
Injury Effect Cause Incident

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Skills

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

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Basic Skill Reference Cards

Skill Name Acrobatics
Characteristic Agility
Action Full Action unless otherwise noted
Description
Acrobatics is the skill of moving with agility, grace and balance. Balancing on a tight rope, understanding the best stance for a jump, or somersaulting away from an enemy- all of these are uses of Acrobatics. Use of Acrobatics include keeping your balance in unstable or uneven ground, jumping from a height and landing without harming yourself, or moving around enemies without slowing down.
Special Uses
Maneuvering You may make a Disengage action (normally a Full Action) as a Half Action, so long as you pass an Acrobatics +0 test first.
Contortionist As a Full Action, you may test Acrobatics to free yourself from bonds or restraints. This may only be tested once to escape restraints; if you fail the first time, then you are simply too tightly bound to wriggle free. This test may be modified depending on the quality of the bonds. You may also use Acrobatics to escape from a grapple in place of testing Strength or Agility.
Jumping When jumping or leaping, you may test Acrobatics in place of Agility and Strength tests.

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Specialist Skill Reference Cards

Skill Name Linguist
Characteristic Intelligence
Action Free Action
Specialist Examples English, French, Japanese, Russian
Description
Linguist represents the ability to speak and understand a language. Most of the time, there is no need to test Linguist in regular conversation. Tests may be needed for particularly difficult tasks, such as understanding an extremely thick accent or understanding a garbled radio message. However, this skill may also be tested when trying to decipher or understand a language you are not familiar with. Generally, even the most basic of sentences from another language requires a Linguist test to understand, with bonuses or penalties being applied depending on how close the language is to one of your own: for example, it is much easier for someone who speaks Spanish to understand Portuguese than it is for them to understand Chinese. Sometimes the necessary context is simply missing, and Linguist tests are impossible.

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Talents

Proficiency Talents

Weapon Talents

Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Melee Training - May wield Melee Weapons without a -20 nonproficient penalty.
Pistol Training - May wield Pistol Weapons without a -20 nonproficient penalty.
Basic Training - May wield Basic Weapons without a -20 nonproficient penalty.
Heavy Training - May wield Heavy Weapons without a -20 nonproficient penalty.

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Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Talented Logic Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Lore Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.

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Combat Talents

Generic Combat Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Commission 2 Everytime you take this talent, you gain an extra equipment slot, which may contain any weapon. Furthermore, you can take one Commission upgrade. This applies to both P and E-Scale.
Quick Draw - Use the Ready action as a Free Action.

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Melee Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Furious Charge - You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).
Double Team - Increase Gang-Up bonus by +10.
Street Fighting - +2 Critical Damage with a knife, Natural or unarmed attack.
Swift Attack - This talent permits use of the Swift Attack Action.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive.
Advanced Talents
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, you may make a free Half Move action.
Gravity Kick - This is a special Charge attack that may only be used if you start the charge at a height higher than your enemy Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage plus another +1d10 damage. The attack has a Penetration value equal to 1 per KM of height. This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.

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Ranged Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Covering Fire - Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and BS so long as they are within the field of fire and Suppressive Fire is sustained.
Rapid Reload - Weapon reload times are reduced by a half action.
Advanced Talents
Flush Out - When using the Suppressive Fire action, any enemies within your area of effect take a -10 penalty to evasion and to Pinning tests. Furthermore, enemies who are already pinned must take an immediate Pinning test. On a failure, they will spend their actions trying to move to different cover, preferably heading in a direction that cannot be affected by the Suppressive Fire.

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Personal Talents

Mental Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Blind Fighting - You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Brilliance - Once per day, you may test Intelligence In place of another Characteristic for any test. Furthermore, you may spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Heightened Senses Sight You take a +10 to Perception tests when using the chosen Sense.
Hotblooded - You take a +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Jaded - You are unaffected by mundane horrors such as death, violence or the sight of blood. Furthermore, you roll twice on the trauma table and take the preferred result.

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Physical Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Bulging Biceps - You may fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, you take a +20 Bonus when testing Athletics to increase your carrying capacity.
Catfall - Whenever you fall, you always land on your feet, and you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit.
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds. Furthermore, you may reroll toughness tests to resist Blood Loss's effects and take the preferred result.
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object.
Sound Constitution 3 Increase your Wounds by 2 per purchase of this talent.

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Metaphysical Talents

AT Disciplines

Talent Name Talent Sub-Title Effect
Basic Talents
Innate Proficient - You gain the following AT Field powers: Deflective Field; AT Bolt; Neutralise.
Absorbtion Proficient - You gain the following AT Field powers: Bunker Field, Layered Field; Barrier
Dirac Proficient - You gain the following AT Field powers: Inverted Field; Abduction, Pocket Cache
Kinetic Proficient - You gain the following AT Field powers: Force Ram, Kinetic Wave; Focused Sleeve, Massive Momentum; Float, Telekinesis
Psychic Proficient - You gain the following AT Field powers: Beacon; AT Flare, AT Ping; Drive Sense, Psychaudience (Passive), Telepathy
Thermal Proficient - You gain the following AT Field powers: Radiant Cross; Thermal Amp, Thermal Negation.
Advanced Talents
Innate Specialist - You gain the following AT Field powers: Defensive Field, Offensive Field; Reality Reinforcement
Absorbtion Specialist - You gain the following AT Field powers: Negate Blow; Containment
Biology Specialist - You gain the following AT Field powers: Flesh Stitch
Dirac Specialist - You gain the following AT Field powers: Dimension Breach, Dirac Jaunt; Lock Zone
Kinetic Specialist - You gain the following AT Field powers: Accelerator; Forceful Surge, Friction Flood
Luminous Specialist - You gain the following AT Field powers: Light Appendage, Mirror Image, Project Object
Psychic Specialist - You gain the following AT Field powers: Mind Shield; Nightmare Fray; Guidance, Shroud; Psychaudience (Focused)
Thermal Specialist - You gain the following AT Field powers: Blast Field; Inferno, Rising Crucifix
Elite Talents
Innate Master - You gain the following AT Field powers: Reflective Field; Disruptor Bomb
Absolute Master - You gain the following AT Field powers: Anti-AT Field
Dirac Master - You gain the following AT Field powers: Chaotic Field, Chaotic Jaunt
Gravity Master - You gain the following AT Field powers: Grav Field, Maelstrom
Kinetic Master - You gain the following AT Field powers: Wrap Projectile
Psychic Master - You gain the following AT Field powers: Mental Cleansing, Seed of Control, Suggestion
Thermal Master - You gain the following AT Field powers: Bright Beam

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AT Field Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Assault Pattern - On purchasing this talent you gain access to the below effects. You may only apply a single Assault Pattern effect to a Melee Weapon at any one time, and must be declared before you roll to hit.
- Harvest Blade By spending 6 ATP on Massive Momentum, the amount of magnitude damage you deal against Hordes increases; you gain an extra point of magnitude damage with a melee weapon for every degree of success instead of every second degree. If you spend 10 ATP, you may apply this benefit to a Swift or Lightning Attack or a Furious Assault.
- Murderstroke By spending 8 ATP on Massive Momentum, you apply the Vengeful (-1) Quality to your melee attack.
- Shieldbreaker By spending 4 ATP on Massive Momentum, you may treat your weapon as having the Felling (1) Quality. For every extra 4 ATP the amount increases by 1.
AT Extension - You can use the Massive Momentum, Focused Sleeve and Negate Blow powers on allies within 3km.
AT Focus - Designate a single AT Power; you bank a number of ATP up to your IB, reducing your current ATS by that amount. At the start of your next turn, you gain an extra amount of ATP equal to the amount banked, but may only be spent on the designated power (either activating it or augmenting it or both).
AT Reserve - Your Eva is always treated as having an ATS of 1, even if all ATP have been spent.
Barrage Pattern - On purchasing this talent you gain access to the below effects. You may only apply a single Barrage Pattern effect to a Ranged Weapon at any one time, and must be declared before you roll to hit.
- Focused Funnel When you spend 8 ATP on Massive Momentum, you increase the range of the weapon by another step, to a maximum of Very Long. Weapons with Longshot may be made Orbital.
- Angelic Artillery You may apply the Blast (+1) quality to every Massive Momentum-enhanced attack you make. For every extra 4 ATP you spend on Massive Momentum, you may increase the blast value by 1.
- Shatter When you spend 8 ATP on Massive Momentum, you apply the Positron Quality to your weapon for the purposes of AT penetration. If your weapon already possesses the Positron quality, then it gains the Disrupt (Pen/2) Quality instead.
- Sniper Shot When you spend 8 ATP on Massive Momentum, you apply the Accurate Quality to your weapon. If your weapon already possesses the Accurate quality, then you may reroll all damage and take the best result, stacking with Tearing etc.
Causality Control - On purchasing this talent you gain access to the below effects.
- Breaching Strike Whenever you use one either Massive Momentum to enhance an attack, enemies testing Deflection must reroll and take the worse result.
- Displacement Enemies take a -20 penalty to Parry or Dodge Tests when reacting to an attack enhanced by Massive Momentum.
- Flux You may spend a reaction to modify a single test result within 4km of you. You modify this result by an amount equal to your Synch Ratio bonus.
- Shunt When retrieving an item from a Pocket Cache, you may have it appear at any spot you can see within 5km.
- Newtonian Flip Using an equal yet opposite reaction, the pilot may choose one object or willing target within range of their Float distance. Both lift into the air and switch places.
Disruption Pattern - On purchasing this talent you gain access to the below effects. You may only apply a single Disruption Pattern effect at any one time.
- Broadcast As long as you spend 5 ATS, you can reduce the range of your Neutralize Power by one step, but may apply the effects to any and all opponents within range.
- Counter Choose a single AT Power when using Neutralize. So long as the ATS spent on Neutralize matches the cost required to use the chosen power, the target is unable to use that power.
- Dissonance As long as you spend 4 ATS, the target loses the Angelic Senses trait and takes a -10 non-stacking penalty to all tests so long as they are neutralised.
Scan Field - You may make an Awareness test when using the AT Ping power to discern the ATS of another AT Field. Furthermore, on a success and for each DoS, you may discern 1 AT Power the target knows.
Synch Group - Full Action. Your AT Field merges with the AT Fields of allies within 3km of you. All pilots involved must test Synch Ratio, or spend a Reaction to automatically pass. If at least two pilots succeed (including yourself), Group Synchronization occurs. Any pilot who fails is not included in the Synchonization and must make a WP test or take 1d5 Ego damage. If you fail, then the entire group fails. In Group Synchronization, all Evas in the Sync lose their AT Fields, and you gain an AT Field with strength equal to your ATS, plus the highest ATS out of the rest of the Evas, then finally half of the ATS of every other member. At the start of every round after the first round in which Sync was formed, you must test SR or else the Sync fails. If an Eva other than you attempts to use an AT Field power during this, you must pass an SR test at -30 or else Sync fails, and all involved are Stunned for 1 round. Whilst Sync is in effect, any mental attack that affects one member affects all members, although they gain a +20 to any resistance tests.
Advanced Talents
AT Duelist - As long as you have an ATS of 1, reduce the augmentation of all AT Powers used against you by your WP Bonus.
Metakinesis - You may test Synch Ratio when making Acrobatics or Athletics tests.
Metasense - You may test Synch Ratio when making Awareness tests.
Mimic Field - You may test Synch Ratio as a Full Action to 'learn' an AT Power used by another. On a success, you learn the power and retain it for a number of rounds equal to your IB. If the power power is a unique Angel power without an ATP cost, then the ATP cost is equal to the Angel's WPB*2.
Offensive Mastery - On purchasing this talent you gain access to the below effects.
- Focused Strike You may test Synch Ratio to attack a specific limb when using Rising Crucifix, with the usual penalties not mitigated by any talents. On a failure, attack defaults to limb.
- Incendiary Burst Enemies hit by at least one AT Bolt must test Agility or catch fire. Similarly, AT Bolt attacks now have the Blast (1) quality.
- Phantom Blades You now deal extra attacks to enemies hit with the Kinetic Wave attack, equal to +1 hit per 4 ATP spent on the power.
- Unstoppable Force When using Radiant Cross, select a number of hit opponents up to your WP Bonus. Test Synch Ratio, opposed by each target's toughness. If you succeed, the targets are knocked Prone as well as take damage.
Reinforce Ego - You may spend fate to become immune to ego damage until the end of your next turn. May only be used once per session.
Self Dilation - You may spend Ego Barrier to increase your ATS, at a rate of 5:1 to a max of +10 ATS until the start of your next turn.
Spark of Genius - You may spend a Fate to gain AT power that you meet the prereqs for but do not have. You may use this power for 1d5 rounds, after which you must test SR at the start of every round or lose it.
Spread Mastery - On purchasing this talent you gain access to the below effects.
- Alacrity of Thought When Accelerator is spread, you gain an extra Half Action or Reaction that may only be used to activate AT Field Powers.
- Defensive Magnetism When using the Layered Field Pattern, you gain an extra Reaction that can only be used to parry. This parry can be used on most projectile attacks, excluding cone, flame and blast attacks.
- Psychic Sanctuary When using the Mind Shield Pattern, all allies within 3km now benefit from your Spread Pattern as though it were their own.
Synch Control - During Synch Disruption, you may reroll either of the following: 1d10 Roll to determine whether your Ratio increases or decreases. 2d10 Roll to determine by how much your Ratio increases or decreases. You may reroll both, but you must pass an Intelligence test before you may make a 2nd reroll.
Elite Talents
Angelic Senses - So long as your SR is above 80 and your AT Field is spread, you possess the Angelic Senses trait.
Heavenly Smite - When attacking an enemy within Close Range (3km) with an AT Power that requires you to roll WP or BS (such as AT Blast or AT Beam), you may instead roll against your Synch Ratio. This increases to Medium Range (6km) if you possess Angelic Senses.
Oscillating Field - You may choose to have the effect of any two Spread Patterns, using the lowest Deflection of the two. You are treated as having both spread patterns active for any and all relevant abilities.

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AT Field Powers

Spread Patterns

Name: Accelerator
Deflection per ATS: 10% Action: Half Action, Maintain Free
Effect
Your AB increases by 1 per 20% of Deflection for the purposes of movement.

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Offensive Powers

Name: AT Bolt
ATP: 2 ATP Action: Half
Damage: 1d10+1, Pen 1 Range: Medium Range (6km)
Effect
Single-target ranged attack that auto-hits, striking a random location and inflicting damage as above. Damage type may be chosen freely.
Special Notes and Effects
By expending a Reaction, you may select which body part is struck.
Augment
Per 2 ATP: +1 Damage, Penetration
Per 4 ATP: Increase Range by one step to maximum of Very Long
Per 6 ATP: Generate an extra attack, which may be directed against any enemy in range, has same damage as the first.

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Enhancement Powers

Name: Beacon
ATP: 5 ATP Action: Half, Maintain Half/Reaction
Damage Bonus: - Range: Close Range (3km)
Effect
Select one target within range. So long as the power is sustained, you are capable of innately sensing and knowing where the target is. Target may not hide from you, may not ambush you, and you may reroll attack tests against them and take the preferred result. This effect persists even if the enemy leaves the ability's range, although then the effect lasts for an extra 1d5 rounds before breaking, unless you spend a Full Action to maintain the power; the counter resets if they reenter range in that time.
Special Notes and Effects
The AT Beacon effect may be removed from yourself with the use of the Neutralisation power; any ATP will do.
If you are Blinded, then you may target Beacon-afflicted targets as though you were not, but sacrifice the to-hit bonuses from AT Beacon.
Augment
Per 5 ATP: Increase range by one step to maximum of Very Long; make Maintain Free.

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Dirac Powers

Name: Abduction
ATP: 3 ATP Action: 1 Full, Maintain Free
Range Self
Effect
From inside your Dirac Sea, you centre a Blast (3) effect on yourself, absorbing any caught within. Unwilling targets may test dodge as normal. The effect lasts until your Dirac Sea collapses, you cease to sustain it or you are defeated.
Special Notes and Effects
This power may only be used if you are using the Inverted Spread Pattern and would possess 5 or more ATS after the ATP cost of this power has been paid. If your ATS drops to 4 or lower, you are shunted back into realspace and stunned for 1 round.
Augment
Per 2 ATP: Selectively choose what is absorbed
Per 4 ATP: Blast (+1)

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Utility Powers

Name: Anti-AT Field
ATP: 20 ATP Action: 1 Full, Maintain Half
Range Medium Range (6km)
Effect
You rewrite reality around you and may cause any single effect so long as it does not extend beyond the range of this power, is not effectively 'instantly destroy this foe', and has GM approval. If it would do damage, the most it may do is either replicate an attack with another weapon or A.T. Power, an N2 Mine (with you at the epicenter) or deal 2d10 damage that ignores AT Fields, Armor and TB to a location of the user's choice against a single target. Similarly, no Characteristic of an enemy with an active A.T. Field may be reduced by this Power below half its value. The effects of the Anti-A.T. Field last for as long as it is maintained, but it may only produce the original single effect and repeated use (such as if used to deal damage) requires multiple different activations. For every turn the Anti-AT Field is active, the user and everyone within range must test Willpower or take 1d5 Ego damage. People without the protection of a powerful AT Field such as an Evangelion instantly fail their Willpower test and multiply their Ego damage by ten.
Common Uses
Anti-AT Blast: Fire a single attack that instantly hits and deals 2d10 damage to a single enemy within range that ignores AT Fields, AP and TB to a location of the user's choice.
Anti-AT Barrage: Fire five attacks that instantly hit and deal 1d5 damage, allocated amongst available targets within range, that ignores AT Fields, AP and TB to a location of the user's choice.
Remove Deflection: Remove all Deflection from all units within range.
Halve Characteristic: Halve one Characteristic of a single target within range.
Suppression: Single target loses the ability to use all AT Field powers.
Augment
Per 10 ATP: Increase range by one step, +1d10 damage cap

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Neutralisation Powers

Name: Neutralise
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Effect
Neutralises 15% of target's deflection.
Augment
Per 1 ATP: +15% Neutralisation

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Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 45 4 NeoSpartan (+5)
Ballistic Skill 30 3 -
Strength 30 3 -
Toughness 35 3 NeoSpartan (+5)
Agility 35 3 NeoSpartan (+5)
Intelligence 40 4 -
Perception 30 3 -
Willpower 30 3 -
Fellowship 25 2 NeoSpartan (-5)
Synch Ratio 60 6 -

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Vitals

Vitals
Wounds: 13 Fate Total: 2
Fatigue Threshold: 3 Conditional Fates: 0

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Starting Skills and talents

From Background

Survival
Command
Literacy
Lore (War, Tactics)
Linguist (English, Japanese)

From Assets

Lore(T) (Philosophy, Japanese Literature, Fiction)

From Career

Logic (SP1)
Deceive (SP2)

Starting Talents

Melee Training
Pistol Training
Innate Proficient,
Kinetic Proficient
Talented (Lore)
Favoured Enemy (Angels, Evangelions)

Experience Table

Income Expenditure Reason Remaining Total Expenditure

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