Ayanami Sho

Civilian Name: Ayanami Sho
Official Name: Ayanami Project Mass-Production Pilot 01 'SHO'
Position: Evangelion Pilot
Sex: Female
Age: One year old; Biological age 17
Nationality: Japanese
Place of Residence: Tokyo-2

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

Personal Details
"I like to play with fabric and make clothes. Little Princess wears them for me so I have the right proportions."

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.

Ayanami Sho- MP-Pilot 01- is genetically identical to her sisters. However, she, like all the others, has been given time to develop and enrich herself by finding hobbies or things of interest. A chance request one day that she stay behind and help clean clothes saw her speak with the cleaner, who had once owned a fashion shop. Hooked on this topic, Sho unleashed a blitz of information hunting as she extracted everything she could about fashion from anyone and anywhere- the internet, books, shops. So much so that she continually sinks her monthly allowance on fashion accessories, clothes and articles.

She's even started making her own clothes, using a fellow Ayanami- Ayanami Shi- as a test for Sho's garments. This odd sort of relationship turned into one of friendship, and after awhile started to allow Shi to seek her own identity.

Character Details

Character Details
Name Ayanami Sho Gender Female
Background Pointman Career Pointman/Dervish
XP Total 39500 Rank Elite

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Vital Statistics


Name Value Bonus Modifiers
Weapon Skill 65 6 Expert
Ballistic Skill 39 3 Intermediate
Strength 61 6 Expert
Toughness 63 6 Expert
Agility 63 6 Expert
Intelligence 37 3 -
Perception 41 4 Intermediate
Willpower 54 5 Expert
Fellowship 36 3 -
Synch Ratio 80 8 Expert

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Wounds: 28 Fate Total: 3
Insanity: 31/100 Ego Barrier: 89/100
WUP Pool: 16 Fatigue Threshold: 8

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Asset Effect
Egghead (SL Tactics) You gain the Scholastic Lore (Tactics) skill and Talented (SL Tactics).
Egghead (Trade: Tailor) You gain the Trade (Tailor) skill and Talented (Tailor).
Fast You increase your P-Scale speed by +1 AB.
Gifted (Strength) You reduce the XP cost of Strength upgrades by one step.
Team Leader You gain Talented (Command), and gain a conditional fate which may be spent when working with a subordinate Eva. You may grant this fate to said ally if desired.

Injuries and Complications

Injury Effect Cause Incident

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

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Proficiency Talents

Weapon Talents

Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X - -
- Prog X - -
Basic Bolt X - -
- Flame - - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt - - -
- Flame - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -
Pistol Bolt X - -
- Flame - - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

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Skill Talents

Name Sub-Class Effect
Talented Stealth Gain a +10 to tests made using this skill.
- Parry Gain a +10 to tests made using this skill.

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Combat Talents

Generic Combat Talents

Name Sub-Class Effect
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.

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Melee Talents

Name Sub-Class Effect
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Berserk Charge - Whenever you Charge an enemy, you gain an extra +10 bonus to charge, for a total bonus of +20.
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.
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.
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.
Swift Attack - This talent permits use of the Swift Attack Action.
Takedown - This talent permits use of the Takedown Action.
Thunder Charge - When making a Charge attack, you may expect a reaction to make a free Unarmed attack against every opponent you can reach at your end location. After that, make an Opposed Strength test against all hit targets; on a success, they are knocked prone and take a level of fatigue. You then make your normal Charge attack after this. Hordes also take extra magnitude loss equal to half your DoS on your charge attack test. May not be used in conjunction with another reaction-expending attack talent.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Wall of Steel - You gain an extra reaction per round which may only be used to make the Parry action.

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Ranged Talents

Name Sub-Class Effect
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.
Rapid Reload - Weapon reload times are reduced by a half action.

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General Pointman Talents

Name Sub-Class Effect
Dynamic Reaction - On successfully parrying an attack, in place of the standard melee attack granted by Counter Attack, you may choose to take instead any legal half action.
Guardian - You may expend a reaction to parry a melee attack aimed at an adjacent ally.
Intervention - When you successfully parry a melee attack from an enemy (aimed either at you or at an ally you defend with Guardian), you gain a +20 to any feint, grapple, or knockdown tests against that same enemy on your next action.
Sacrifice - You may declare that an attack aimed at you hits one of your arms instead. If your arm is destroyed, there is a 50% chance of the original location taking any excess damage (using the same penetration) after soak. Can use in conjunction with Guardian to cover ally.
Shield Specialist - Increase the AP bonus of Shields by +1, and increase the bonus to Parry from the Defensive quality to +20.
Spotter - As a Full Action you may designate one enemy. All allies treat that enemy as being one Distance step closer than they really are, to a minimum of Point Blank. This has no effect if the Distance is beyond an ally's maximum range.

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Melee Pointman Talents

Name Sub-Class Effect
Force Move - After succeeding with the Maneuver Action, you may activate the Float AT Field Power as a free action to send you and your target 1d3+2km in one direction of your choice; you may increase this amount by +2 per 4 ATP spent. Upon landing, the enemy is knocked Prone (and falls to Earth if knocked upwards without the ability to hover)
Halt Advance - This is a Half Action. You make an opposed WS test with an enemy you threaten. On a success, the enemy is unable to move from that spot unless you are first defeated, stunned, knocked prone, incapacitated or pushed out of melee range. If you succeed with 3+ DoS, you may maneuver the enemy as per the action for free.
Maneuver Mastery - You gain a +10 to WS tests when using the Maneuver action.
Tactical Blow - When armed with a an Impact damage-based melee weapon, you may test Strength whilst maneuvering an opponent. On a success, you may maneuver the enemy 1 extra km, with an extra 1km per 2 DoS you gained on the Strength test.
Tactical N2 Punch - Your commander must spend a Fate Point and expend one N2 Strike talent. An N2 Warhead is deployed for you to equip with a hand, so long as there is a reasonable deployment spot nearby such as a supply port or an Eva Base or Assault Carrier. In place of a melee attack, you may make a Tactical N2 Punch: you must expend all of your ATP (minimum 6) to detonate the N2 Warhead at the enemy. The arm holding the Warhead is instantly destroyed (-10 Energy Critical Damage). You must then test SR. On a success, the enemy takes damage as though struck by an N2 Warhead. Reduce the enemy's ATS for the purpose of Deflection (and thus resisting the attack) by the amount of ATP expended. If this reduces the enemy's ATS to 0 or below, they take +2 damage per negative ATS. On a failure, the N2 Warhead explodes as normal, affecting everything in range.

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Ranged Pointman Talents

Name Sub-Class Effect
Maser Overload - On a successful attack with a Maser weapon, you may choose not to roll for damage and instead cause the target to suffer a -10 penalty to all tests for a number of rounds equal to the number of shots that hit the target. Multiple uses of this talent do not increase the penalty but do add to its duration.
Obscuring Barrage - You must wield a full auto weapon. Declare Obscuring Barrage, then make a Full Auto attack on a target; on a successful test that breaches enemy AT Field, the enemy makes a Perception test, -5 penalty per hit; on a failure they take no damage but are blinded for 1 round.
Positron Burrow - Make a Standard Attack with a Positron Weapon against a target; you take a -20 penalty. Instead of rolling for damage, you may instead reduce the target's Deflection by 15% per point of Penetration on your. This persists until the start of your next turn. Multiple Burrows do not stack.
Shell Shock - After a successful hit with a Bolt weapon, you may choose to, Instead of rolling for damage, reduce the target's TB by X, where X is the amount of Penetration your weapon possesses, to a maximum of half the enemy's total TB. This persists until the start of your next turn. This effect does not stack, and the entire attack must be sacrificed, including extra hits from full autos.

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Personal Talents

Mental Talents

Name Sub-Class Effect
Fearless - You gain a +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
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.
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. This applies to Social Conflicts.
Resistance Cold +10 to tests to resist the cold.
- Fear +10 to tests to resist fear.
- Heat +10 to tests to resist the heat.
- Poison +10 to tests to resist poisons and toxins.
- Mental +10 to tests to resist mental attack.
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack.
Unshakeable Faith - You may reroll failed Fear tests and take the preferred result.

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Physical Talents

Name Sub-Class Effect
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.
Extreme Endurance - You may declare Extreme Endurance once per session. For a number of hours equal to your TB, you roll Toughness tests with a +20 bonus, and may reroll every Toughness test and take the preferred result. So long as Extreme Endurance is active, when taking fatigue, you may test Toughness. On a success, you reduce the amount of Fatigue taken by 1.
Extreme Resilience - You ignore the effects of critical damage (bar the sort that kills, disables or dismembers you) until the end of the battle.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds.
I Cannot be Defeated You increase your Fatigue Threshold by 2.
Iron Jaw - 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.
Rapid Reaction - When surprised or ambushed, you may pass an Agility test to act normally.
Second Wind - This ability triggers the first time during an encounter you take Critical Damage or you spend your last fate point, whichever comes first. On being triggered, you gain Unnatural Toughness (+1), a +10 to Toughness tests, and instantly heal 1d5+TB wounds. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once per Campaign Turn.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
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.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

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Specialist Talents

Metaphysical Talents

AT Field Talents

Name Sub-Class Effect
Champion Protector, Sentinel, Warden Whenever you select this talent, choose one of the abilities below.
- 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 Accelerated Territory 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 Pattern Broadcast, Counter, Dissonance Whenever you select this talent, choose one of the abilities below. 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 8 ATS, the target loses the Angelic Senses trait.
Disruption Adept - You may apply two Disruption Pattern effects at once.
Disruption Master - You may apply three Disruption Pattern effects at once.
Quick Spread - The Spread (Full) action is now a Half. Also, you may now use the Spread (Half) as a Free Action.

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AT Field Powers

Spread Patterns

Name: Accelerated Territory
Deflection per ATS: 10% Action: Half/Full to Spread, Maintain Free
Your AB increases by 1 per 20% of Deflection for the purposes of movement.

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Offensive Powers

Name: AT Blast
ATP: 4 ATP Action: Half
Damage: 1d10+4E, Pen 2, AT Pen 2 Range: Medium Range (6km)
Single-target ranged attack, roll to hit with BS or WP, and inflict damage as above.
+1 damage and per 1 ATP, +1 Pen and AT Pen per 2 ATP. Increase Range by one step per 4 ATP, to a maximum of Very Long (15km). The attack gains Semi-Auto +1 per 6 ATP.

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Enhancement Powers

Name: Massive Momentum
ATP: 4 ATP Action: Half, Maintain Free
Damage Bonus: +2 Dam, Pen, AT Pen Range: Own weapon
Apply to a melee weapon you are currently wielding. Before making a melee damage roll, you may expend this power to add the above damage to the profile.
Special Notes and Effects
You may freely change the damage type of your melee weapon to another (Energy, Explosive, Impact, Rending) so long as this power is maintained. Effect expires when power is expended.
+1 Damage, Penetration and AT Penetration per 2 ATP.

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Dirac Powers

Name: Dirac Cache
ATP: 1 ATP Action: Half, Maintain No Action (can be maintained whilst stunned or asleep)
Range Self
Choose one weapon or smaller object. You create a small Dirac Sea and place the item inside. The object will remain there until the Sea is opened again, which may be done as a free whenever you chooses, or 1d5 rounds after you stop maintaining the power. Multiple items may be placed into the same Cache at no extra cost, but still require a half action.
Special Notes and Effects
When you have an item in a Dirac Cache, you may use the 'ready' action on it as a free action, essentially 'flashing' it into your hands or onto your body.

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Utility Powers

Name: AT Flare
ATP: 2 ATP Action: Free
Range Very Long (15km)
You spike your AT Field and spread it thin but widely, creating a very bright and noticeable AT Field signal. Any entity with an active AT Field within range automatically knows your location. Angels and Berserk Evas must test an Intelligence test. If this test is failed, the Angel or Berserk Eva considers the activator of the power a priority threat and target them specifically. The Angel or Berserk Eva automatically succeeds if it is already in combat with an opponent with a spread AT Field, or is being neutralised by someone else with an AT Field.
Special Notes and Effects
The target takes a +10 to the test if there is another Eva nearby with an unmodified spread ATS higher than the activator.
-10 penalty to Intel test per 2 ATP. Increase range by one step to a maximum of Orbital per 4 ATP.

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Neutralisation Powers

Name: Destructive Interference
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Neutralizes 15% of target's Deflection. If 5 ATP or more is spent on this power, then the target suffers a -10 non-stacking penalty to all tests so long as the power is maintained.
Special Notes and Effects
This power is likely to cause the target to aggressively attack the user.
Neutralizes 15% of Deflection per extra ATP.

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Melee Weapons

Ranged Weapons




Starting Stats


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Starting Skills and talents

From Background

Acrobatics, Stealth

From Assets

Scholastic Lore (Tactics)(T)
Trade (Tailor)(T)

From Career

Speak Language (English, Japanese)

Starting Talents

Experience Table

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