Angelic Weapons Creation

Introduction

Angelic Weapons are powerful, unique new attacks available for both Angels and Evangelions. Generating your Angelic Weapon follows the steps outlined below.

All Angels begin with a single Angelic Weapon of their choice. Evangelions can gain an Angelic Weapon by purchasing the 'Angelic Weapon' S2 Upgrade.

The general principles of generating Angelic Weapons are this: you are granted EP (evolution points) at the start of generation, which will be spent throughout generation. Evas gain 5 EP, whilst Angels gain EP equal to their Rank*2.

There are four steps to generating an Angelic Weapon:

Weapon Location: Where on your s body the weapon is located.
Weapon Type: The weapon's fundamental template, which grants it its basic statline.
Weapon Effect: Every Angelic Weapon has at least one special secondary effect which modifies how it acts.
Boons and Banes: Every Angelic Weapon can further be modified through Boons and Banes. Boons apply extra positive modifiers, whilst Banes apply negative modifiers but grant you extra EP.

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Weapon Location

In this step, you choose where on your body the weapon is located. This may alter how the Weapon behaves and exactly what type of weapon can be used.
Location Effect Permitted Melee Attacks Permitted Ranged Attacks EP Cost
Arms The weapon is incorporated into your arms. If your arms are disabled or removed, the weapon may not be used. Bone Ram, Contact, Lash/Whip, Natural Weapon Burst Shot, Rapid Fire, Spine Barrage 0 EP
Body The weapon is incorporated into your torso. Contact, Lash/Whip, Natural Weapon, Sanguine Beam Array, Burst Shot, Large Beam, Rapid Fire, Spine Barrage 0 EP
Head The weapon is incorporated into your head. If your are blinded, the weapon may not be used. Lash/Whip, Natural Weapon Beam Array, Burst Shot, Large Beam, Precise Beam, Rapid Fire 0 EP
Field The weapon is incorporated into your AT Field, and may be used freely. Contact, Field, Sanguine Area of Effect, Beam Array, Large Beam, Localised Effect 1 EP

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Weapon Type

"In this step, you choose your Weapon's Type, which determines its range, damage code, qualities and what Weapon Effects it may take. Weapons are divided into Melee and Ranged Weapons.

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Evangelions may select a Natural Weapon during this process. If so, you must also choose the body part where this weapon is located. Angels who choose this option may now generate a Natural Weapon, using the Eva rules, treating themselves as though they had Rank BUP to spend on upgrades (which does not need to be spent on buying the 'Natural Weapon' upgrade itself).

Melee Attacks

Weapon Damage Penetration Qualities Permitted Effects EP Cost
Bone Ram 1d10+SB/2 I/R/E SB/2 Angelic Annihilation, Sanction 2 EP
Contact - - Angelic, Contact Sanction, Revelation 2 EP
Field - - Angelic, Field Sanction, Revelation 2 EP
Lash/Whip 1d10 I/R/E SB Angelic, Flexible, Lash Annihilation, Sanction 2 EP
Natural Weapon As Weapon As Weapon Angelic, As Weapon Annihilation, Sanction 1 EP
Sanguine - - Angelic, Sanguine Sanction, Revelation 2 EP

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Ranged Attacks

Weapon Range Rate of Fire Damage Penetration Qualities Permitted Effects EP Cost
Area of Effect Close (3km) S/-/- - - Angelic, Area of Effect Condemnation, Sanction, Revelation 2 EP
Beam Array Long (10km) S/3/6 1d10+4 I/R/E/X 4 Angelic, Array Condemnation, Sanction 1 EP
Burst Shot Medium (6km) S/-/- 2d10+PB/2 I/R/E/X 5 Angelic, Blast 3 Condemnation, Sanction 1 EP
Large Beam Long (10km) S/-/- 3d10 I/R/E/X 10 Angelic, Line Condemnation, Sanction 2 EP
Localised Effect Very Long (15km) S/-/- - - Angelic, Localised Effect Sanction, Revelation 2 EP
Precise Beam Long (10km) S/-/- 1d10+PB I/R/E/X PB Angelic, Accurate Condemnation, Sanction 2 EP
Rapid Fire Long (10km) S/5/10 1d10+4 I/R/E/X PB/2 Angelic, Rapid Fire Condemnation, Sanction 1 EP
Spine Barrage Close (3km) S/2/3 1d10+TB I/R/E/X TB Angelic, Scatter Condemnation, Sanction 1 EP

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Unique Angelic Weapon Qualities

Unique Angelic Weapon Qualities
Area of Effect You choose a point within range. Everything within 1km must pass an Agility test or suffer the Weapon's effect.
Array Whenever you attack with this weapon as a Full Auto, you may instead attack every enemy in range once.
Contact This Weapon's Effect triggers whenever you touch or are touched by a target. They must pass a Toughness test to resist its effect. Prolongued Contact (grapples etc) require the target to test every round.
Field You may activate this Weapon at the start of your turn as a Free Action; all enemies within 20dm must pass a SR or Willpower test or suffer the weapon's Effect.
Localised Effect Half Action. Choose one enemy. They suffer the weapon's effect, no test required.
Sanguine Whenever your take damage, all enemies within Melee Range must pass an Agility test or suffer the Weapon's Effect.

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Weapon Effects

The real key to Angelic Weapons, Weapon Effects define the Weapon through its special qualities. Weapon Effects are divided into three tiers, based on power. An Angelic Weapon may possess unlimited Tier 1 abilities, 2 Tier 2 abilities and 1 Tier 3 ability. All Effects are divided into four lists: Annihilation (Damage Melee), Condemnation (Damage Ranged), Sanction (Physical weakening) and Revelation (Mental attacks); all Weapon Types possess at least one of these lists in their 'Permitted Effects' field; a Weapon can only take Effects from this list.

Effect Description EP Cost
Tier 1
Concussive The attack gains the 'Concussive' Quality. 1 EP
Devouring The attack gains the 'Devouring' Quality. 1 EP
Disrupt The attack gains the 'Disrupt (PB)' Quality. 1 EP
Force The attack gains the 'Force' Quality. 1 EP
Heat The attack gains the 'Heat' Quality and becomes Energy type. 1 EP
Kinetic Jolt Struck targets pushed back 1d5 km, and must test Agility or be knocked prone and suffer appropriate falling damage. A target may only suffer this effect once per round. 1 EP
Nanoblade the attack gains the 'Nanoblade' Quality, although it never breaks. 1 EP
Pneumatic The attack gains the 'Pneumatic' Quality. 1 EP
Tearing The attack gains the 'Tearing' Quality. 1 EP
Tier 2
AT Surge The attack gains the 'AT Surge' Quality. 2 EP
Brutal The attack gains the 'Brutal' Quality. 2 EP
Cleaving The attack gains the 'Cleaving' Quality. 2 EP
Crippling The attack gains the 'Crippling' Quality. 2 EP
Hyper-Progressive The attack gains the 'Hyper-Progressive' Quality. 2 EP
Razor Sharp The attack gains the 'Razor Sharp' Quality. 2 EP
Storm The attack gains the 'Storm' Quality. 2 EP
Toxic The attack gains the 'Toxic (Strength/2)' Quality. 2 EP
Tier 3
Antimatter The attack gains the 'Antimatter' Quality. 3 EP
Crushing The attack deals an extra 2d10 damage, unless the target possesses an AT Field Deflection of 5% or higher. A target may only suffer this effect once per round. 3 EP
Graviton The attack gains the 'Graviton' Quality. 3 EP
Vengeful The attack gains the 'Vengeful (WSB/2)' Quality. 3 EP

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Boons and Banes

Boons

Boon Description EP Cost
Universal Weapon Boons
Devastating (X) Your The attack gains the Devastating (2) Quality. May be taken multiple times, increasing the value by +2 each time. 1 EP
Extended Duration If your Weapon inflicts a status effect with a limited duration, then you increase this amount by 1. May be taken multiple times. 2 EP
Powerful Weapon gains +1 Damage and Penetration. May be taken multiple times. 1 EP
Proven (X) The attack gains the Proven (2) Quality. May be taken multiple times, increasing the value by +2 each time. 1 EP
Scarred Mentality Whenever your weapon deals Insanity or Ego damage, you add 1 extra point per ongoing trauma and 3 extra points per rank of disorder. 2 EP
Melee Weapon Boons
Angelic Speed This weapon gains no penalties when used as part of a Flurry. 1 EP
Ranged Weapon Boons
Extend Range Weapon increases its range by one step, to a maximum of 'Longshot'. 1 EP

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Banes

Banes Description EP Gain
Universal Weapon Banes
AT Weak Enemy Deflection is doubled against this attack. 1 EP
Cumbersome The attack gains the 'Cumbersome' Quality. 1 EP
Exhausting Whenever this weapon is used, you gain 1 level of Fatigue. 1 EP
Fragile Whenever you suffer Critical Damage to the weapon's location, you lose the ability to use it. (If Field, disabled by Critical Damage to Body.) 1 EP
Inaccurate The attack gains the 'Inaccurate' Quality. Damage-dealing weapons only. 1 EP
Ponderous Weapon requires a Full Action to use, even for standard attacks. Weapons that require actions to use only. 1 EP
Recharge The attack gains the 'Recharge' Quality. 1 EP
Melee Weapon Banes
Clumsy Weapon cannot be used with the Swift or Lightning Attack talent. Bone Ram, Lash/Whip, Natural Weapon only. 1 EP
Unwieldy The attack gains the 'Unwieldy' Quality. Bone Ram, Lash/Whip, Natural Weapon only. 1 EP
Ranged Weapon Banes
Short Range Weapon reduces its range by one step, to a minimum of 'Assault'. 1 EP

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