Alter Chiisana

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Name: Chiisana Himesama
Position: Holy Empress
Sex: Female
Age: 226 (Created 2015; lived 223 years in alt-time)

Physical Details
Hair colour: Light blue
Eye colour: Red
Height: 5'3.5" (161.3cm)
Build: Slender

Personal Details
Defining quote
(Theme)

Bio details here.

Character Details
Name Ayanami Chiisana (Empress) Gender Female
Background Ayanami Career Holy Empress
XP Total - Rank Elite

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 65 6 -
Ballistic Skill 65 6 -
Strength 60 10 Unnatural Strength (+4)
Toughness 60 10 Unnatural Toughness (+4)
Agility 55 5 -
Intelligence 60 6 -
Perception 60 8 Unnatural Perception (+2)
Willpower 70 9 Unnatural Willpower (+2)
Fellowship 60 8 Unnatural Fellowship (+2)
Synch Ratio 250 25 -

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Vitals

Vitals
Wounds: 31 Fate Total: 2
Fatigue Threshold: 12 Conditional Fates: 1

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Traits

Asset Subname Effect
Driven - You gain a Fate Point that may only be spent facing huge odds or superior opponents.
Fast - You increase your P-Scale speed by +1 AB.
Sexy Voice - You take a +10 bonus to Fellowship tests with males.
Shrewd - You gain a Fate Point that may only be spent in social or negotiative situations.

Injuries and Complications

Injury Effect Cause Incident

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Skills

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

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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

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
Infused Knowledge - You treat all Lore skills as though you were proficient in them. Basically, you know something about everything.
Talented Acrobatics Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Charm Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Command Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Intimidate Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Logic Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Scrutiny Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Stealth Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.
- Tech Use 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.
Advanced Talents
Skill Reliant Intimidate Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result.
Elite Talents
Skill Exemplar Intimidate Every time you select this talent, select a different appropriate skill. You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.

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Combat Talents

Generic Combat Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20.
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.
Advanced Talents
Ambidextrous - You take no penalties for using your off-hand, and reduce the penalty for making Two Weapon Attacks by 10. Furthermore, you ignore the penalty to making a Two Weapon attack if the weapon is a pistol or Balanced or Fast weapon.
Armor Master - Your AP on all areas counts as 2 higher than it actually is. Furthermore, you reduce all penalties to agility due to armor (such as Heavy Armor or F-Type) by 10. You retain the Movement Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10.
Favoured Enemy Enemy Type Select one type of enemy (eg. Stormtroopers, Iron Guard, E-Destroyers). You take a +10 bonus to hit this type of enemy; you may make a Command test as a Free Action to spread this bonus to all allies within visual range.
Precision Attack - On purchasing this talent you gain access to the below effects. The effect may be applied to any Standard or Called Shot you make, but must be declared before you roll to hit. You may only apply a single Precision effect at any one time.
- Buster Reroll a single damage die on attacks against enemies of Size 6 or higher and take the preferred result.
- Cleaver The attack gains +2 Penetration.
- Crippler Should the attack deal Critical Damage, then it deals +1 Critical Damage.
- Overwhelm After Toughness, Armor, and any special ability that the target has that might reduce damage (but not any form of damage immunity) is applied, the attack deals a minimum of 2 wounds worth of damage.
- Touché Targets take a -20 penalty to dodge or parry this attack.
Elite Talents
Critical Strike - On an attack that both deals damage and is a confirmed Righteous Fury, you may spend fate; instead of gaining extra damage, you instantly deal 1d5 Critical Damage, which is not increased or decreased by talents; the effects of the critical damage are felt even if the target would ordinarily be immune to such effects.
Elite Precision - You may now apply two Precision effects to an attack instead of one.

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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).
Disarm - This talent permits use of the Disarm Action.
Double Team - Increase Gang-Up bonus by +10.
Takedown - You gain a +10 bonus to Grapple tests, and deal +2 Penetration when using Unarmed attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone. Furthermore, this talent permits use of the Takedown Action.
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.
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Crippling Strike - Deal +2 Critical Damage with Melee Weapons.
Combat Master - So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat. Furthermore, you reduce the Melee attack called shot penalty by 20.
Duelist - This talent permits use of the Counter-Attack Action. You take a +20 bonus to Disarm tests.
Dual Strike - A Full Action made whilst wielding two melee weapons. You make a single WS test- you do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single parry or dodge test will avoid both blows.
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.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Elite Talents
Assault Jump - Melee attacks made after a Boosted Jump count as a charge, and deal extra damage equal to your AB/2.
Crushing Blow - You deal Extra melee damage equal to WSB/2.
Flesh Render - +2 Damage with Tearing or Prog weapons. Grant Devastating (3) to melee attacks.
Irresistible Force - When making a Charge attack, you may expend a reaction to perform a Flurry attack in place of your Charge attack, gaining the to-hit modifiers for both. May not be used in conjunction with another reaction-expending attack talent.
Whirlwind of Death - On dealing a melee attack against a Horde, if your attack deals damage after soak, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage.

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Ranged Talents

Talent Name Talent Sub-Title Effect
Basic Talents
CQC Gunplay - When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.
Deadeye Shot - You reduce the penalty to called shots and for shooting at long or extreme range by -10.
Hip Shooter - You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint.
Rapid Reload - Weapon reload times are reduced by a half action.
Advanced Talents
Cleanse and Purify - Enemies take a -20 penalty to dodge attempts when avoiding attacks from you made with a Spray weapon.
Crack Shot - You deal +2 critical damage with ranged attacks.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 1km apart.
Sharpshooter - You reduce the penalty to called shots by -20. Once per Round, you may reroll a Standard or Called Shot attack test made with a ranged weapon and take the preferred result.
Elite Talents
Assault Shooter - You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus.
Mighty Shot - You add half of BSB to ranged weapon damage, rounding down.
Stable Shooter - You gain the Auto-Stabilised Trait.
Storm of Iron - Enemies take a -10 to dodge Burst attacks from you. Furthermore, when attacking Hordes with a ranged attack, so long as you deal damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn.

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Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. Your Followers also have +10 Loyalty when in your presence, and your subordinates may reroll any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them.
Beyond Reproach - When interacting with others, you may spend a Fate Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the encounter.
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers.
Disturbing Voice - You count as having Fear (1) for the purpose of Intimidate tests and the "Terrify" use of the Command skill.
Eloquent - You may reroll Charm, Inquiry and Deceive tests and take the preferred result.
Mimic '- Given about an hour of study, you may mimic the voice of another. It takes a -10 Scrutiny test to figure out it's a faked voice (or +0 if you weren't able to converse with the person face-to-face). Of course, if the listener knows the appearance of the mimicked voice's owner, and it's clear to them that the user doesn't look like them, then the deception fails. In Social Conflicts, if you use this talent to mimic, mock and disparage the opponent, then the opponent loses 1d10 Willpower on a loss, not 1d5.
Veiled Threats - You use Fellowship in place of Strength for the purposes of Intimidate tests.
Advanced Talents
Devoted - Your Followers take a +20 bonus when using the 'Protect Ally' Dodge Action on you.
Elite Agent - Whenever you select this talent, choose one of your Followers or Entourages. They gain 10 Marks which may be spent to improve themselves. This upgrade may be purchased multiple times, but no Follower or Entourage may increase a Characteristic above 60.
Follower - You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it.
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all allies within FB km. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests. Finally, any allies within range of you suffering from Mental effects already (Break, Fear, Pinning, Frenzy and others) may make an immediate free WP test to shake off the effects, with a +5 bonus per DoS on your Terrify test.
Inspirational - All allies within 2km of you take a +10 to tests to resist Break, Fear, Pinning or Intimidation. Furthermore, when using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success.
Inspire Emotion - On purchasing this talent you gain access to the below effects.
- Courage Your rhetoric grants you a +20 to Interaction Tests when inspiring bravery in the face of fear- which grants them a +10 bonus against fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected.
- Fear Your rhetoric grants you a +20 to Interaction Tests when whipping up a person- or persons'- fears, granting them a -10 penalty versus fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected. Furthermore, it allows the Intimidation skill to, should your degrees of success exceed that of your target's Willpower Bonus, force them to take a fear test immediately.
- Friendship Your rhetoric grants you a +20 to Interaction Tests when inspiring cooperation or promoting mediation. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected.
- Wrath Your rhetoric grants you +20 to Interaction Tests when inspiring hatred or anger. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority Master Orator to further increase the number of listeners affected.
Master Orator - You gain a +10 bonus to Fellowship and Fellowship skill tests against crowds; when using the Charm or Intimidate action, you may affect a number of people equal to 1,000 times your Fellowship Bonus. Such is your charisma that all Followers gain a permanent +10 to Loyalty.
Networking - At the start of each Campaign Turn, you may, for the duration of that turn, gain FB/2 ranks in the Peer trait, distributed as you like.
Polyglot - You may treat the Speak Language skill as a Basic Skill, meaning you can make untrained skill tests in it. This gives you simple understanding of most languages, but you have to pass a Speak Language skill test to achieve more than just the most basic exchange of information or ideas.
Elite Talents
Charm Offensive - Select a number between 1 and your Fellowship Bonus. For a number of minutes equal to ten times your FB, you are treated as having Unnatural Fellowship (X), where X is the number you chose. At the end of the allotted time period, however, you take levels of fatigue equal to X.
Double Agent - With the GM's permission, once per Campaign Turn, you may, as a Free Action spend Fate when dealing with an NPC. That NPC is revealed to have been your ally; you instantly gain +30 to all Interaction tests with them, and if this NPC is part of a group, you gain a +10 to all social and investigative tests associated with that group until the end of the Turn. Note that it is unlikely that this Talent will be permitted against NPCs with 2 or more Fates, or NPCs with the Soul-Bound trait.
Into the Jaws of Hell - Your Followers, subordinates and any attached Hordes take a +20 to their Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them.
IOU Princes of the Flow You are owed a single favour from a specific group.

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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 All 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.
Advanced Talents
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, you take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill.
Unshakeable Faith - You may reroll failed Fear tests and take the preferred result.
Elite Talents
Just as Planned - Reduce Brilliance's requirement time to 1 Full Action. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus, taking the preferred result. Furthermore, whenever you take Insanity, you may test Willpower. On a success, the amount taken is reduced by 1, +1 per 3 degrees of success.
Sanity Grip - You may spend a Fate; until the start of your next turn, you take no Insanity Points and suppress all Disorders and ongoing Traumas.
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack.
Total Recall - You automatically remember most facts, even down to minute details. This allows you to ask the GM for details about an event in which you took part, and gain a detailed account. Furthermore, you may reroll every test with the Lore skill 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.
Decadence - You may ignore up to your TB*2's worth of intoxicants a day.
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.
Advanced Talents
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Iron Jaw - You increase your Fatigue Threshold by 2. Furthermore, when you become Stunned, you may test Toughness to shrug off the effect. This is in conjunction with any other test you may be permitted.
Leap Up - You may stand up from the Prone position as a Free Action.
Lightning Reflexes - You double your AB when rolling Initiative. So long as you are not stunned, helpless or otherwise immobile, Enemy Hordes take a -20 penalty to hit you with ranged attacks.
Rapid Reaction - You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests. Furthermore, when surprised or ambushed, you may pass an Agility test to act normally.
Sprint - When making a Movement Action, you may increase your AB by AB/2 for the purposes of movement. You gain a level of Fatigue if you use this talent two turns in a row.
Elite Talents
Burst of Speed - May be used once per session. On declaring Burst of Speed, you gain Unnatural Agility (4) and ignore Difficult Terrain for a number of rounds equal to your pre-Burst of Speed AB/2.
Last Man Standing - You cannot be pinned by pistols or basic weapons, and you increase your AP by 2 so long as you are in cover.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge.

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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: Luminous Limb, 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
Biology Master - You gain the following AT Field powers: From Restoration, Sculpt Form
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
Luminous Master - You gain the following AT Field powers: Invisibility Field
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
Assault Adept - You may apply two Assault Pattern effects at once.
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.
Barrage Adept You may apply two Barrage Pattern effects at once.
Champion - On purchasing this talent you gain access to the below effects.
- Protector Select one Arm. For as long as the Bunker Field Pattern spread, that arm is considered to possess the Unnatural Toughness (+4) trait. It can be used to parry both melee and ranged attacks.
- Sentinel So long as the Accelerator Pattern is spread, you extend a zone of control around you equal to your Half Move distance. As a reaction action you may immediately move to block any enemy moving through your zone, stopping their movement immediately and allowing you to attack them with an Attack of Opportunity. You gain a +10 bonus to the 'Protect Ally' use of the Dodge Skill, and can use this action against any ally within your Half Move distance.
- Warden So long as the Layered Field Pattern is spread, you are immune to the effects of fatigue, pinning, Stunning, may not be knocked Prone, may not be moved against your will and gain a +20 bonus to Grapple actions.
Disruption Adept - You may apply two Disruption Pattern effects at once.
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.
Assault Master - You may apply three Assault Pattern effects at once.
Barrage Master You may apply three Barrage Pattern effects at once.
Disruption Master - You may apply three Disruption Pattern effects at once.
Feedback Field - Your AT Field is charged to aggressively repel those who would mentally attack you. Whenever you are subject to a mental attack, you force the attacker to roll Willpower. On a failure, the enemy takes 1d5 damage to the head, bypassing toughness and AP, and their ATS decreases for 1 round by an amount equal to your Willpower Bonus -1.
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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