The Ayanami Project (The 'A-2' Project, being the 2nd Project starting with an A) was created with the intent to produce an Evangelion pilot designed to specifics. MP-Pilot 00 was the 'prototype' result, the first of twelve in a series. The series were grown beneath Tokyo-2 with the genetic material taken from Ikari Rei, the deceased daughter of the Ikaris. Ikari Rei herself was genetically enhanced by Yui in the womb, and if she'd lived to an older age would have matured into someone possessing the peak level of human capacity.
Full Bio to follow. Notes now:
Name |
Sub-Class |
Effect |
Basic Talents |
Jack of all Trades |
- |
You may take untrained Common Skill tests at a -10 penalty instead of -20. |
Talented |
Awareness, Deceive, Stealth |
Gain a +10 to tests made using this skill. |
Elite Talents |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Ambidextrous |
- |
Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10. |
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 |
Two Weapon Wielder |
Ballistic |
When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time. |
Two Weapon Wielder |
Melee |
When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Ranged) talent, lets you attack with a gun and a melee weapon at the same time. |
Elite Talents |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Berserk Charge |
- |
Whenever you Charge an enemy, you gain an extra +10 bonus to charge, for a total bonus of +20. |
Disarm |
- |
This talent permits use of the Disarm Action. |
Double Team |
- |
Increase Gang-Up bonus by +10. |
Furious Assault |
- |
All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent. |
Makeshift Murder |
- |
Your Improvised weapons count as 1d10+2 and do not count as Primitive. |
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. |
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. |
Blade Dancer |
- |
You reduce the penalty for dual-wielding Balanced melee weapons by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0. |
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. |
Counter-Attack |
- |
This talent permits use of the Counter-Attack Action. |
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. |
Sure Strike |
- |
You may reroll a single melee hit location roll per turn and take the preferred result. |
Unarmed Master |
- |
Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive. |
Vice Grip |
- |
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. |
Elite Talents |
Crushing Blow |
- |
You deal Extra melee damage equal to WSB/2. |
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. |
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. |
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 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 |
Crack Shot |
- |
You deal +2 critical damage with ranged attacks. |
Dual Shot |
- |
A Full Action made whilst dual-wielding ranged weapons. You make a single BS test- you do not suffer any penalties from dual-wielding. On a hit, you 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 dodge test will avoid both blows. |
Flush Out |
- |
When using the Suppressive Fire action, any enemies within your area of effect take a -10 penalty to evasion. Furthermore, enemies who are already pinned must take an immediate Willpower 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. |
Gunslinger |
- |
You reduce the penalty for dual-wielding Pistols or Carbines by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0. |
Heavy Suppression |
- |
Enemies hit by the Suppressive Fire action whilst this talent is in use take a -10 penalty to pass their Willpower test versus Pinning. |
Independent Targeting |
- |
When firing two ranged weapons at once, may may attack targets more than 1km apart. |
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. |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Chem Geld |
- |
Seduction attempts against you automatically fail, and Charm tests against you take a -10 penalty. |
Advanced Talents |
Elite 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. |
Foresight |
- |
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. |
Resistance |
(Cold, Fear, Heat, Poison, Mental) |
You gain a +10 to tests to resist the chosen object. |
Advanced Talents |
Fearless |
- |
You gain a +10 bonus against Fear, and ignore 1 rank of Fear. |
Nerves of Steel |
- |
You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. |
Paranoia |
- |
You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests. |
Unshakeable Faith |
- |
You may reroll failed Fear tests and take the preferred result. |
Elite Talents |
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. |
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 may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit. |
Drop Trained |
- |
Whenever you fall, you always land on your feet, and treat the distance as 1/3rd for the purpose of generating falling damage hits. |
Sound Constitution |
6 |
Increase your Wounds by 1 per purchase of this talent. |
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). |
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. |
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 |
Step Aside |
- |
Gain an extra Reaction once per round, that may be used only to Dodge. |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Advanced Talents |
Like a Boss |
- |
Whenever you select this talent, choose one of the abilities below. |
- |
Take Charge |
Gain a +5 to Ag. Your initiative is always the highest (if another character has Take Charge, then highest agility wins), and whenever you must make an opposed agility test with another to see if your action resolves first, you automatically pass (if the other character also has Take Charge, roll as normal). |
Elite Talents |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Able Assistant |
- |
Whenever you use the 'Assist' action on another character making a skill test, they gain a +10 bonus to their attempt. This does not stack with itself (ie. If assisted by two people with Able Assistant, the total is +30, not +40). |
Combat Formation |
- |
When this character is present in a squad, the squad gains +1 Cohesion and all members of the squad gain a +1 to their Initiative rolls. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative. No one may benefit from more than one source of Combat Formation at the same time. |
Marker |
- |
You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy. Until the start of your next turn, all allies who open fire with a ranged weapon on that target take a +10 bonus to hit. You may only mark a single enemy in this manner, even if you hit multiple foes. |
Advanced Talents |
Hunker Down |
- |
As a free action, select a number of allies within audio and visual range up to your IB. All enemies firing at these allies from a position where the allies are treated as being in cover take a -10 penalty to hit. |
Lend a Hand |
- |
This character may spend a Full Action to grant an adjacent character a +10 to any actions that character takes until the start of the assisting character's next turn. This includes Reactions. |
Low Profile |
- |
Enemies tend to overlook you in the heat of battle. So long as an enemy has a valid target besides you, it will not attack the you. This talent does not apply if you inflicted the most damage to an enemy for that round, nor does it apply if you inflicted critical damage. |
Mass Marking |
- |
When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB. |
On the Ball |
- |
When Initiative is rolled, you may replace your result with the result of any ally, give or take an initiative point. |
Elite Talents |
Soak Fire |
- |
Allies benefiting from the Hunker Down action treat their AP as being higher by an amount equal to your IB/2. |
Wingman |
- |
The 'Lend a Hand' talent can be applied to any ally within both visual and audio range. Coordination Officers may use this on their CO's subordinates. |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Master Chirurgeon |
- |
+10 to Medicae. When using First Aid on Heavily or Critically injured patients, you ignore the Heavily Wounded penalty, and only take a maximum of -30 due to Critical Damage. Grant +20 bonus to allies' Toughness Test to avoid losing a limb. |
Medic's Eye |
- |
When using the Medicae action for First Aid, you may take a free Intelligence test prior to making your Medicae test. If you pass the test, you may treat your patient as though they were Lightly Wounded for the purposes of wound restoration. |
Relieving Touch |
- |
When using the Medicae action, in place of removing injuries you may reduce the patient's fatigue by 1 level, once per hour. |
Snap Out of It |
- |
You may use the Medicae skill on a patient suffering from a physical effect with a round limit (eg. Stunned for 10 rounds). On a successful Medicae test, you fore-go the healing of wounds and instead remove 1 round of duration from a single effect, plus another round for every 2 degrees of success on your test. This does not affect fear, pinning, frenzy or other mental afflictions. |
Advanced Talents |
Elite Talents |
Talent Name |
Talent Sub-Title |
Effect |
Basic Talents |
Quick Spread |
- |
The Spread (Full) action is now a Half. Also, you may now use the Spread (Half) as a Free Action. |
Scan Field |
- |
Roll Perception/Awareness test when within 60dm/6km of target to gauge strength of their ATS. Success of 3 DoS or more tells you exact ATS. |
Advanced Talents |
Self Dilation |
- |
You may spend Ego Barrier to increase your ATS, at a rate of 3:1 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. |
Characteristics |
Name |
Value |
Bonus |
Modifiers |
Weapon Skill |
40 |
4 |
Warrior Type (+5) |
Ballistic Skill |
30 |
3 |
- |
Strength |
40 |
4 |
Warrior Type (+5) |
Toughness |
40 |
4 |
Ayanami (+5) |
Agility |
40 |
4 |
Ayanami (+5) |
Intelligence |
30 |
3 |
- |
Perception |
35 |
3 |
- |
Willpower |
30 |
3 |
- |
Fellowship |
20 |
2 |
- |
Synch Ratio |
70 |
7 |
Ayanami (+5), Miracle Type (+10) |