Ikari Shinji

Ikari%20Shinji.png?raw=1Vercingetorix.png?raw=1
Name: Ikari Shinji
Position: Vercingetorix
Sex: Male
Age: 17 (Born 2001)
Nationality: Japanese
Place of Residence: Tokyo-2

Physical Details
Hair colour: Dark brown
Eye colour: Blue
Height: 5'9"
Build: Wiry and tough

Personal Details
"Numbness is not a strength."

Character Details

Character Details
Name Shinji Ikari Gender Male
Background Civilian Career Berserker/AT Tac
XP Total 36400 Rank 6
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 59 5 Expert
Ballistic Skill 42 4 Intermediate
Strength 58 5 Expert
Toughness 56 5 Expert
Agility 55 5 Expert
Intelligence 45 4 Intermediate
Perception 60 6 Expert
Willpower 67 6 Expert
Fellowship 34 3 -
Light of the Soul 100 10 Hand of God

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Vitals

Vitals
Wounds: 32 Fate Total: 4
Insanity: 50/100 Ego Barrier: 100/100

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Traits

Assets

Assets
Asset Effect
Driven Gain one conditional Fate Point to be used when facing a superior for or exceptionally bad odds.
Gifted (Agility) Choose a characteristic. This characteristic advances by one category faster than before. Characteristics with advancement progressions that start at 500XP instead start at 250XP, and progressions that start at 250XP now start at 100XP. Characteristic advancement progressions that start at 100XP are unaffected by this asset.
Mad Skill If you incur Insanity, you may spend a Fate Point. For the next 5 rounds, you add half your Insanity Score to all tests dependent on a single characteristic, chosen when the Fate is spent. At the end of the 5 rounds, roll on the Trauma table with a bonus equal to half your Insanity.
Military Nut Gain Common Lore (War) and Scholastic Lore (Tactics) skills. Gain Talented in both.
Platonic Gain the Chem Geld talent.
Resilient Mind Whenever you take Insanity Points, you reduce the amount taken by 1, to a minimum of 1. You may spend a Fate Point to automatically pass a Trauma test.

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Drawbacks

Drawbacks
Drawback Effect
Dark Secret (Adam's Cradle) You possess a dark secret. If someone else discovers this secret, they react in an appropriate way.
Depressive At the start of each campaign turn, make a WP test. On a failure, you gain a level of fatigue that may not be removed until the start of the next campaign turn.
Ego Disconnect Whenever you take Ego damage, you take one point extra for every dice rolled.

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Traits

Traits
Trait Subname Effect
Cautious - You may disengage from melee as a half action. If you use Acrobatics to disengage, then it may become a Free instead.
Iron Within - You ignore the five 5 Insanity or Ego damage you take per campaign turn.
Iron Without - You may spend a Fate Point as a Free. Until the start of your next turn, you increase your TB by your WPB for the purpose of reducing damage.
Natural Ability Willpower You increase your Willpower by +5.
Civilian - After any mission which witnesses a Horde casualty rate of 50% (that is, if out of the total magnitude present at the start of the battle, more than 50% has been removed due to damage), you take 1d10 insanity. If the amount of insanity is greater than your Willpower bonus you instantly roll on the Trauma table.
Untrained Eye - You reduce your BS by -3.
Hand of God Absolute Power, Beastly Form, Becoming the Beast Possessing Adam's Cradle in his hand has granted Shinji many strange powers, but also terrible burdens. See below:
- Absolute Power You gain 100 LS and the ability to use your AT Field at P-Scale. Every campaign turn, you take 2d5 ego damage.
- Beastly Form Spend a Fate Point as a Free. For the rest of the mission, you gain the Angel trait (although you still take insanity and ego, all effects are delayed until after the mission), your LS increases by 110, you count as Berserk (in P-Scale!) for the purposes of your talents and you may use all of your Angelic Weapons. At the end of the mission, you take 10 Ego Damage; you may reduce this amount by devouring enemies with active AT Fields (1 reduction per 5 ATS), but you can never reduce it below 5.
- Becoming the Beast You begin with an Angelic Weapon in P-Scale, although it may only be used when you activate Beastly Form. For every 20 Ego you lose, you may either gain another Angelic Weapon or an Eva Bio-Upgrade worth 5 BUP, but in any case these upgrades only apply when you use Beastly Form.

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Injuries

Injuries
Injury Effect Cause Incident

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Decoherencies

Decoherencies
Decoherency Effect Tested Characteristic Ego Threshold
-

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Instabilities

Instabilities
Instability Effect Ego Threshold
-

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Disorders

Disorders
Disorders Effect Insanity Threshold
Mind of Iron (Minor) You have goals and will devote your energies towards achieving them. Should anything or anyone get in your way, you will try to take any reasonable means to bypass your obstacle; if these fail you must make a WP+10 test. On a failure you will instead try to achieve your goal by any means necessary, even if it means violating a cultural or moral standard. This includes killing or acts of mass destruction. 40 Insanity

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Skills

Basic Skills

SKILL LIST
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 - -
Chem Use Int - - - -
Command Fel - - - -
Commerce Int - - - -
Deceive Fel X X - -
Demolitions Int - - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel - - - -
Intimidate Str X X X -
Literacy Int X - - -
Logic Int X X X -
Medicae Int - - - -
Parry WS X X X -
Scrutiny Per X X X -
Security Int - - - -
Sleight of Hand Agi - - - -
Stealth Agi X X X -
Survival Per - - - -
Tech Use Int - - - -

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore History Int X - - -
- Japan Int X - - -
- Music Int X - - -
- War Int X - - Talented
Navigate - Int - - - -
- - Int - - - -
Operate - Agi - - - -
- - Agi - - - -
Scholastic Lore Angels Int X X - -
- AT Fields Int X X - -
- Classical Music Int X - - -
- Tactics Int X - - Talented
- Third Impact Int X X X -
Speak Language English Int X - - -
- French Int X - - -
- Japanese Int X - - -
Trade Performer Fel X X - -

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Talents

Weapon Proficiencies

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

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Basic Combat Talents

Name Sub-Class Effect

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Proficiency and Skill Talents

Name Sub-Class Effect

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Berserk Talents

Name Sub-Class Effect
Absorb - As Cannibalise, but instead of healing, add 1 BUP to your Biological Upgrade pool. May not be used with Feast.
Advanced Berserk - Whenever your Eva berserks, it may use AT Field powers as normal. Furthermore, if it does not already possess them, for the duration of berserk it gains the Cross Blast, AT Wave and Bunker Field Powers.
Allied Eva - Your Berserk Eva will never willingly attack an allied Evangelion. This does not include enemy Evangelions or Evas under control of an enemy (through mind powers etc).
Berserker Vitality - You permanently recalculate your Evangelion's wound pools using your Berserk Toughness Bonus instead of your regular TB.
Beyond your Means - When Berserk, your Eva increases its Unnatural Strength value by +2.
Breakthrough - When Berserk, your Eva's Natural Weapons gain the Positron Quality, and furthermore negate an extra 10% of Deflection per 2 DoS on attack tests.
Cannibalize - If your Eva is Berserk, and there is a dead enemy on the field with Angelic properties (an Angel, Dysangelion etc) that has not self-destructed or otherwise been vaporised, you may spend a Full Action to devour the target, gaining 2d5 wounds in the process to be applied wherever you like. If the target is an Eva that still has its Entry Plug inside it, then the Pilot instantly burns fate or dies.
Carnage - You now consume enemies with merely a touch, reducing the Action required for the Absorb, Cannibalize, Eat and Run and Feast talents by Half. Furthermore, you gain a special attack.
- Special Attack When your Eva is berserk, you may spend a Fate Point once per battle. One of your arms becomes distended and gooey, losing all AP attached to the arm. You may then strike an Angel or Eva with that arm as a normal attack; you and the target then make an Opposed Toughness test. If successful, your arm merges with the target before being ripped back, dealing (SB*2) damage to the target that is not reduced by AP or TB. You instantly gain 1d10 wounds to be divided up amongst your body locations as you like, as well as gaining 1 BUP instantly. If either the WS test or the Toughness Test is a failure, you regain your lost Fate, but your arm's AP remains at 0.
Cruel Angel Immortal Juggernaut Choose one ability from the following list:
- Immortal Juggernaut When Berserk, your Evangelion increases its Unnatural Toughness value by +2, and may regenerate a number of wounds at the start of every round equal to its TB as a Free Action. Whenever this happens, however, the pilot takes 2d5 insanity points.
Disturbing Anatomy - If your Eva has Natural Weapons of the Arm Blade, Claw, Tail, Talon or Tentacle type, they now gain a melee range of 10dm and the Flexible quality.
Eat and Run - As Rip and Tear. However, if you have successfully removed a limb, you may devour it as a half action to regain 1d5 wounds, which may be spread amongst your body locations as you like.
Feast - As Cannibalise, but you heal 1d10+TB wounds instead of 2d5.
From the Grave - If your Eva has been defeated, you may spend a Fate Point to roll for Berserk as normal. If your Eva successfully Berserks, it rises up one round later and continues to fight, having regenerated TB wounds and removed all Critical Damage from the body part that was critically damaged to the point of death. The pilot must pass a Willpower test or take 1d10 insanity; even on a success they still take 1d5.
Ghost in the Machine - If your Eva is ever defeated, you may burn a Fate Point. Instead of being defeated, your Eva reactivates and instantly berserks. All body parts have their wounds reset to maximum, even if this means regrowing limbs. All Critical Damage effects are removed from the Eva. All of your remaining Fate Points default to unspent. After using this talent, you may not be forced to burn fate again to survive during the battle barring exceptional circumstances. Finally, if you're forced to burn fate to survive during a battle, then this talent may be activated at the same time off the same burned fate.
I'll be Back - If your Eva takes enough damage to be considered defeated, roll a 1d10. On a result of 8, 9 or 10 you rise up one turn later, having healed TB wounds and removing all Critical Damage from critically damages areas. It then berserks.
Loose Control - You may test Berserk if you are ever stunned.
Lucid Eva - Whenever your SR drops due to a negative synch disruption, your Eva tests for Berserk. Furthermore, you reduce the Berserk Test SR Penalty to +0.
Rampage - Whenever you are Frenzied or Berserk and make an All Out Attack, you may sacrifice your own reaction. In exchange, your target suffers a -10 penalty to evading the attack, plus an extra -10 per 2 DoS on your attack test.
Ravenous - Whenever you use the Cannibalise talent, you may now use both the Absorb and Feast effects for it.
Restraint - You automatically succeed on your Berserk Eva's Dormant Test so long as there are no circumstances that force you to attack an ally (such as an Eva having the Angelic Soul Feature). If such circumstances exist, you instead gain a +10 bonus to your Dormancy test.
Rip and Tear - Whenever you deal Critical Damage to an enemy limb in melee, you may make a Strength Test, Opposed by the target's Toughness. If you succeed, the limb in question is automatically removed, the target suffering the maximum Rending Critical Effect (plus your WSB if applicable) for that body location.
Self Preservation - You may test Berserk if you ever lose a limb.
The Beast Within 3 You gain a number of conditional Fate Points equal to X that you may only use when you Berserk. Whenever you purchase this talent, increase X by 1.
The Dead Walk - When Berserk, you reduce the amount of Critical Damage you take by -2, to a minimum of 1.
Undying - When Berserk, your Eva increases its Unnatural Toughness value by +2.
Unleash the Beast - You reduce the Berserk Test SR Penalty to -20 instead of -30. Before rolling a Berserk test, you may spend a Fate Point. If successful, you automatically pass your Berserk test.
Unstoppable - On passing a Berserk test, you may spend a Fate Point. For the rest of the battle, your Eva has the Stuff of Nightmares trait.

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Melee Talents

Name Sub-Class Effect
Battlemaster - Once per Round. Reroll attack made with melee weapon.
Berserk Charge - Charge. +10 bonus to charge, total +20.
Blood Frenzy - Once per combat you may use Blood Frenzy. You may reroll damage dice with melee weapons (weapons with multiple dice must reroll all dice), your melee Penetration value is increased by +3 and you gain the Vengeful (-2) Quality. This lasts for a number of rounds equal to your WPB/2.
Brutality - Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they gain the Vengeful (-1) Quality.
Crushing Blow - Extra melee damage equal to WSB/2.
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 - Charge, made from height. Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage, +1d10 damage. The attack has a Penetration value equal to 1 per 5dm fallen (or 2 per 1km in Strategic Mode). 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.
Heroic Assault - Charge. Lets you perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. May use All Out Attack-enhancing talents.
Killing Strike - All Out Attack. Expend a reaction to make a single All Out Attack that cannot be parried or dodged. May not be used in conjunction with another reaction-expending attack talent.
Street Fighting - +2 Critical Damage with a knife or unarmed attack.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer Primitive.

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Ranged Talents

Name Sub-Class Effect
Deadeye Shot - Reduce penalty to called shots by -10.

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Physical Talents

Name Sub-Class Effect
Drop Trained - Falling, 10dm or above. Always land on your feet, and treat distance as 1/3rd for purpose of falling damage.
Feat of Strength - Once per session. You gain Unnatural Strength (+4) for a number of rounds equal to your pre-Feat of Strength SB/2.
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 Increase your Fatigue Threshold by 2.
Iron Jaw - When you become Stunned, you may test Toughness to shrug off the effects.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
True Grit - Halve Critical Damage taken, rounding down, to a minimum of 1.

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Mental Talents

Name Sub-Class Effect
Battle Rage - May Parry when Frenzied.
Blind Fighting - Take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Fearless - +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
Frenzy - Full Action. At the start of your next round you Frenzy. You remain Frenzied for the duration of the combat.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Resistance Fear +10 to tests to resist the chosen object.
Sanity Grip - Spend a Fate to ignore a single source of Insanity Points for 1 round.

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Interpersonal Talents

Name Sub-Class Effect
Chem Geld - Seduction attempts against you automatically fail, and Charm tests against you take a -10 penalty. This applied to Social Conflicts. You take 1 Insanity on gaining this talent.

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AT Field Talents

Name Sub-Class Effect
Analyze Field - As Scan Field, but if you pass test by 3 degrees or more, make Perception+10 test. For every degree of success, learn about what 1 AT Power does
Angelic Senses - So long as your SR is above 80 and your AT Field is spread, you have the Angelic Senses trait; you are innately aware of everything within a number of dm equal to your Perception. This benefit applies even if you are blinded, in a fog or darkness, or deaf, meaning you take no penalties to attack enemies within that area due to poor sight.
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.
AT Focus - Designate a single AT Power, and bank ATP up to IB, reducing your current ATS by that amount. Next turn, test Synch Ratio. On a pass, 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). On a failure, the ATP is los and, the pilot tests Feedback. If the pilot is unable to activate the declared power, treat it as a failure.
AT Reserve - Your Eva is always treated as having an ATS of 1, even if all ATP have been spent.
Heavenly Smite - When attacking an enemy within Close Range (30m/3dm) 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. Special: If you have the Angelic Senses talent, you may roll against Synch Ratio against any target within your Angelic Senses range.
Mimic Field - You may test Synch Ratio to 'learn' an AT Power used by another. Power is available for a number of rounds equal to Int Bonus. If power is unique Angel power, ATP cost is Angel's unmodified ATS, +2.
Synchronization 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 check before you may make a 2nd reroll. Finally, you gain a +20 to TM Synch Testing rolls.
Quick Spread - Spread full as a half. May spread as a free, gaining ATS equal to your WPB.
Reinforce Ego - You may spend fate to ignore one attack to ego barrier. May only be used once per session.
Scan Field - Roll Perception test when within 20dm of target to gauge strength of their ATS. Success of 3 DoS or more tells you exact ATS.
Spark of Genius - Spend 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.
Synchronize Group - Full Action. Your AT Field merges with the AT Fields of allies within 30dm 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.

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AT Field Powers

Spread Patterns

Accelerated Territory
Barrier Field
Bunker Field
Deflective Field
Inverted Field
Layered Field
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Offensive Powers

AT Beam
AT Blast
AT Bomb
AT Wave
Cross Blast
Repulsion
Rising Cross
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Enhancement Powers

AT Beacon
AT Funnel
AT Torpedo
Blast Fist
Massive Momentum
Restrict Shot
Wrap Beam
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Dirac Powers

Dirac Abduction
Dirac Breach
Dirac Cache
Dirac Jaunt
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Utility Powers

Anti AT-Field
AT Ping
Float
Inertia
Kinetic Manipulation
Lock Zone
Telepathy
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Neutralisation Powers

Destructive Interference
Neutralise
Reality Reinforcement
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Advanced AT Field Powers

Advanced Spread Patterns

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Kinetic-Based Powers

Compression Bolt
Kinetic Bolt
Kinetic Surge
Redirect Projectile
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Psychic-Based Powers

Drive Sense
Mind Bolt
Psychaudience (Passive)
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Natural Weapons

Angelic Weapons

Name Location Type Range Base Damage Real Damage Base Pen Real Pen Special
Hunger Blades Arms Bone Ram - 1d10R 1d10+12R 5 5 Biotoxin, Devouring

Equipment

Melee Weapons

Name Class Range Base Damage Real Damage Base Pen Real Pen Total Specials
One-Handed
Best Positron Claws Melee - 1d10+2E 1d10+11E 6 6 Best; Dread-Base, Positron; Power Field (35); Overheats. Power Surgepack
Two-Handed

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Ranged Weapons

Name Class Range Base RoF Real RoF Base Damage Real Damage Base Pen Real Pen Total Specials

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Ammo

Ranged Weapons

Name Weapon Clip Size Reload Time Qty

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Armour

Name Body Arm Leg Head Special
Vercingetorix Armour 9 9 (Weak Spot 2) 9 (Weak Spot 2) 9 (Weak Spot 2) Ablative (3), Auto-Doc (1), Dreadnought, Empowering (2), Intimidating, Recoilless, Sealed, Sentinel, Shadowline; Powered

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Starting Stats

Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 39 3 -
Ballistic Skill 32 3 -
Strength 38 3 -
Toughness 36 3 -
Agility 35 3 -
Intelligence 35 3 -
Perception 40 4 Prodigy (5)
Willpower 47 4 Prodigy (5), Natural Ability
Fellowship 34 3 -
Light of the Soul 100 10 -

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Vitals

Vitals
Wounds: 14 Fate Total: 3
Insanity: 0/100 Ego Barrier: 100/100

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Starting Skills and talents

From Background

Common Lore (History, Japan, Music)

From Assets

Common Lore (War, T)
Scholastic War (Tactics, T)

From Career

Literacy
Speak Language (English, French, Japanese)
SP: Scholastic Lore (Classical Music)
SP: Trade (Performer)

Starting Talents

Chem Geld
Deflective Field
Neutralize
Melee (General)

Experience Table


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