Dysangelion Augustine

Characteristics (Normal)

Name Value Bonus Upgrade Modifiers
Weapon Skill 60 5 - Hatred: Evangelions, Mecha (70)
Ballistic Skill 55 6 - -
Strength 50 5 Advanced Biology, Upgrade 2 -
Toughness 50 10 Advanced Biology, Upgrade 2 S2 Organ
Agility 60 9 - Twitch Fibers III
Intelligence 60 6 - -
Perception 40 4 - -
Willpower 60 6 - -
Fellowship 30 3 - -
Synch Ratio 150 16 - -

Body Parts

Name Hit Chance AP Wounds
Head 1-10 8 20
Right Arm 11-20 8 22
Left Arm 21-30 8 22
Body 31-70 11 36
Right Leg 71-85 8 22
Left Leg 86-100 8 22

Movement

AB Half Full Charge Run
9 18 36 54 108

Loadout

Plugsuit
-
Armour Slot Loadout
Slot 1 Specialised Armour: Rending
Slot 2 Specialised Armour: Energy
Slot 3 Specialised Armour: Explosive
Slot 4 Fortified Armour
Right Wing Loadout Type Cargo
Lance Dock False Lance
Left Wing Loadout Type Cargo
Lance Dock False Lance
Hand Cargo Natural Weapons
- Claw
Hand Cargo Natural Weapons
- Claw

Features

Category Name Description
History Nemesis Hatred: Evangelions, Hatred: Mecha, treats other Evas as the enemy when berserked
Construction Lightweight Chassis/MSP Starting AP is -1, +10 Agility
Mutation Dysangelion AP starts at 4 on limbs, 7 on body, wounds start at TB+5 (head), TB+7 (Limbs), TB*2+10 (Body)
Soul Angelic -5 SR, +1 ATS, will be attacked by berserk Evas

Upgrades

Biological

Name Effect
Accelerated Mitosis Regeneration Quality
Adrenal Implants Can test toughness on defeat to last for another TB amount of rounds
Advanced Biology +10 to Strength and Toughness
Dermal Armour Reduce Critdam by 1
Fleshwarper Spend Full and Reaction to heal 1d5+TB Wounds
Redundant Organs V +5 to Wounds
True S2 Organ Unlimited Power, UT*2
Strength 1-2 +10 Strength
Toughness 1-2 +10 Toughness
Twitch Fibers III +3 to AB
Winged Form Flight, Hover, +20dm range to AT Powers, can augment
Winged Spine A-Type Jumps, Flight (10)

Natural Weapon

Weapon Upgrade Effect
Claws Hardened +4 Damage
Claws Sharpened I +4 Penetration
Claws Sharpened II +4 Penetration
Claws Tearing Tearing Quality
Claws Energy Field +2 Pen, Energy Damage, Power Field
Bite Serrated I +2 Damage, +2 Pen
Bite Serrated II +2 Damage, +2 Pen
Bite Serrated III +2 Damage, +2 Pen
Bite Corrosive If attack deals damage after AP and TB, deals extra +1d5. Damage type becomes E
Bite Tearing Tearing Quality

Structural

Name Effect
Ablative Carapace Absorbs attack to chest
Armor Enhancement V +5 AP
Autobalancer +10 to Acrobatics
Electrified Armour Enemies attacking in melee test Toughness or be stunned; +1 energy Critdam
Fortified Armour Immunity to Righteous Furies
Heavy Chassis +1 body Wound, allows for heavy equipment
Improved Plug +5 to WS/BS
Lance Dock*2 Creates large docks for Lances
Mesh Surovite Plating -1 AP, +10 Agility
Specialised Armour: Energy +4 AP vs. Energy Attacks
Specialised Armour: Explosive +4 AP vs. Explosive Attacks
Specialised Armour: Rending +4 AP vs. Rending Attacks

Talents

Berserker Talents

Name Effect
Absorb Berserk: As Cannibalize but gain +1 BUP instead
Advanced Berserk Use AT Powers during Berserk
Bestial (3) Upgrade three Natural Weapons
Breakthrough Berserk: Attack an enemy, reduce their ATS by an amount equal to your degrees of success for the purposes of Deflection
Brutality All Out Attacks have the Tearing quality
Cannibalize Berserk: Devour defeated enemy to heal 2d5 wounds
Eat and Run Berserk: Devour removed limb as a half to heal 1d5 wounds
Feast Berserk: As Cannibalize, but heal 1d10+TB instead
From the Grave Spend Fate if defeated, then roll Berserk. On success, Eva rises one round later and continues to fight, heals TB wounds to lethally wounded body part
I'll be Back Roll 1d10 when defeated. On roll of 8, 9 or 10, Eva rises one round later, heals TB on all critically damaged areas, and berserks. Does not stack with From the Grave
Rampage When making All Out attack, spend Reaction to penalise dodge/parry by 10 per degree of success on the hit
Rip and Tear Berserk: Make Called Shot on critically damaged enemy limb. On a success, opposed Strength vs. Toughness; on a pass, limb is automatically removed
The Dead Walk Berserk: Take 2 fewer Critical Damage when inflicted; minimum 1
Unstoppable Spend Fate when berserking to gain the Stuff of Nightmares trait

Weapon Proficiency Talents

Name Proficient Specialized Mastery
Melee General Yes Yes Yes
Melee Prog Yes Yes Yes
Basic Bolt Yes - -
Basic General Yes - -
Basic Maser Yes - -
Basic Positron Yes - -
Pistol Bolt Yes - -
Pistol General Yes - -
Pistol Maser Yes - -

Melee Talents

Name Effect
Assault Jump Treat attacks after A-Type/Float jump as charge
Assassin Strike Test Acrobatics to disengage after melee attack
Berserk Charge +10 bonus to charge, total +20
Double Team +20 for ganging up
Furious Assault Expend Reaction when making All-Out attack to deal a second attack
Gravity Kick Make a gravity kick
Swift Attack Attack twice
Unarmed Warrior Unarmed attacks do 1d10+SB-3 damage, and do not count as Unarmed
Unarmed Master Unarmed attacks do 1d10+SB, no longer Unarmed or Primitive

Weapons and Natural Attacks

Melee Attacks

Name Class Base Damage Real Damage Berserk Damage Base Pen Real Pen Berserk Pen Special
Claw Melee (Natural) 1d10+4E 1d10+12E 1d10+12E 10 10 10 Tearing, Power Field
Bite Melee (Natural) 1d10+6E 1d10+14E 1d10+14E 6 6 6 Tearing, Corrosive
False Lance (Great Weapon) Melee (2H) 2d10+3R 2d10+11R 2d10+11R 3 3 3 Unwieldy, Slow, Binary
False Lance (Lance) Melee (1H) 1d10+3 1d10+11R 1d10+11R 7 7 7 Throwing, Tearing, Lance*
  • Penetrates AT Fields below 1d5+7
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License