Ikari Shinji
Shinji3_zpsa204f22a.png
Name: Ikari Shinji
Position: Pilot of Evangelion Unit 05
Sex: Male
Age: 16 (Born 2001)
Nationality: Japanese
Place of Residence: Tokyo-2

Physical Details
Hair colour: Dark brown
Eye colour: Blue
Height: 5'6"
Build: Wiry and tough

School Details
Average Grade: B+
Best Subject: Japanese (A-)
Worst Subject: Mathematics (B-)

Personal Details
"For… For Aline's sake, I… I mustn't run away from this… No matter how frightened I am…"

The young son of Ikari Gendo and Ikari Yui- the Director of NERV Japan and Head of NERV Japan's Technical Division respectively-, Shinji is a boy who, at first glance, seems to be difficult to compare to his parents. He lacks his mother's casual ease with social situations, just as he lacks his father's dominating personality. In short, first impressions of Shinji tend to see him as a shy, introverted boy who keeps to himself, avoids confrontation and rarely commits to social situations.

The truth is rather different. As Aline- his partner- has discovered, Shinji is a sensitive and kind boy, dedicated to those he loves. He is also lonely and longs for affection; yet at the same time panics and retreats from moments of social intimacy.

Shinji's life has taken a sharp turn for the worse, recently. The death of his younger sister in a horrific terrorist attack was bad enough- but a few weeks later, the second blow came when he was, seemingly out of nowhere, chosen to pilot the unstable and angry EVA-05- assigned to Tokyo-2. He was ordered to by his father- and though he has obeyed that command, it's obvious that he has no desire to pilot.

Shinji was abducted, along with his Evangelion, en route to Tokyo-2. There, he was imprinted with the personality of the dead Silas Caine. Leading a division of Solaces from the Plug of 05, he campaigned across Africa, before finally being stopped and retrieved in a cataclysmic battle in southern Algeria.

Personal Details

Name: Shinji Ikari
Background: Prodigy
Gender: Male
Career: Berserker/Pointman
Rank: Dreadnought/Exploiter
Experience: 29,200

Characteristics

Characteristic Rating Bonus Training/Bonuses
WS 57 5 Expert
BS 21 2 -
Strength 51 5 Expert
Toughness 56 5 Expert
Agility 45 4 Intermediate
Intelligence 34 3 -
Perception 24 2 -
Willpower 54 5 Expert
Fellowship 24 2 -
Synch Ratio 93 9 Expert, AT Sensitive, Bonded

Wounds: 20

Movement
AG Bonus Half Full Charge Run
4 4 8 12 24

Fate Points: 4/4
Berserk Points: 3/3
Insanity Pts: 68/100

Ego Barrier: 10%

Assets, Drawbacks, Traits, Coherencies, Instabilities and Disorders

Assets

Driven (Conditional Fate point against incredible odds)
Made for Each Other
Gifted (WP)
High Endurance

Drawbacks

Dependent
Depressive

Traits

Maternal Instinct (Spent Fate point, halve breach damage)
A10 Sensitive (+5 to Synch Ratio)
Civilian (-10 to all tests for a turn after collateral)
Untrained Eye (-3 to BS)

Coherencies

First Coherency: Passed (SR)
Second Coherency: Failed (WP)
Third Coherency: Passed (TO)

Instabilities

Fearful (-10 to Fear tests)
Eva Rejection (Roll trauma after every Eva battle)
Unnatural Bond: Aline (-10 to Int, Perception and WP if separated from bond object)
Stress (3 Insanity)
Withdrawn (-5 Fellowship)

Coherency

Eyes of the Soul (-3 Perc, -2 Fel)

Disorders

Shadows of Kaworu (Minor) (Whenever Shinji sees Aline being friendly or anything more than professional with a fellow male he must test Willpower+10 or suddenly vision Kaworu in the male's place, sending Shinji into a rage. He will attack the male with any available melee weapons (swords, axes, chairs, other people etc) or his fists if need be until the male is dead or incapacitated. This rage lasts for 3 rounds, +1 for every degree of failure on his Willpower test. Shinji's rage will also end if he takes critical damage.

==Career==
Prodigy Berserker

Starting Skills: Speak Language (English), Speak Language (Japanese), Literacy, Performer (Cello), CL Music, CL Japan, SL Classical Music
Starting Talents: Neutralise, Deflective Field, Melee (General), BUP, WUP

Skills

Basic

Awareness+20
Climb+10
CL Japan
CL Music+20
Deceive
Dodge+10
Inquiry
Intimidate
Logic+20
Scrutiny+10
Search+10
Swim+10

Advanced

Acrobatics+20
Literacy
Medicae
Performer (Cello)+20
SL Classical Music+20
SL Tactics+10
Speak Language (English)
Speak Language (French)
Speak Language (Japanese)
Tech-Use+10

Talents

Weapon Proficiency Talents

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

Generic Combat Talents

Berserk Talents

Name Effect
Allied Eva Do not attack allied Eva units when Berserk
Advanced Berserk Use AT Powers during Berserk
Berserker Vitality Calculate Eva wounds using Berserker TB
Bestial*2 Upgrade 2 Natural Weapons
Beyond your Means Berserk: +2 SB
Breakthrough Berserk: Attack an enemy, reduce their ATS by an amount equal to your degrees of success for the purposes of Deflection
Cannibalize Berserk Eva can devour defeated enemy, regenerate 2d5 wounds
Cruel Angel: Immortal Juggernaut +40 Toughness instead of +20 on Berserk, regen TB amount of wounds per round, but pilot takes 2d5 insanity on every regeneration
From the Grave Spend Fate when defeated to roll berserk. On a successful berserk, rise up one round later and continues to fight regenerating a number of wounds equal to TB on body part crit-damaged to death. Pilot takes 1d10 insanity, or 1d5 on successful Willpower test
Ghost in the Machine Reroll failed Berserk
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
Loose Control Roll Berserk if pilot is stunned
Lucid Eva Automatically succeed on Berserk rolls. Eva berserks in the case of negative synch disruption
Restraint Reduced chance to attack allies
Self-Preservation Roll Berserk if Eva loses a limb and the pilot fails feedback
Stirring Beast Berserks on a Berserk roll of 8, 9 or 0
The Beast Within (3) Gain 3 Fates upon berserk
The Dead Walk Berserk: Take 2 fewer Critical Damage when inflicted; minimum 1
Unleash the Beast Spend Fate to automatically pass a Berserk roll
Unstoppable Spend Fate when berserking to gain the Stuff of Nightmares trait

Melee Talents

Name Effect
Berserk Charge +20 to Charge attacks, not +10
Furious Assault Spend Reaction to add a second attack to All Out Attack
Street Fighting +2 Critical Damage with a knife or unarmed
Heroic Assault Combine Furious Assault and Berserk Charge
Unarmed Warrior Unarmed attacks do 1d10+SB-3 damage, and do not count as Unarmed
Unarmed Master Unarmed attacks do 1d10+SB damage and do not count as Primitive

Ranged Talents

Physical Talents

Name Effect
Drop Trained Reduce Falling Damage above 10dm
Iron Jaw Test Toughness to ignore Stun
Feat of Strength Unnatural Strength*3 once per day for WP/2 rounds
True Grit Halve Critical Damage taken

Mental/Fortitude Talents

Name Effect
Battle Rage Can parry when Frenzied
Blood Frenzy Can trigger once per combat. Reroll all damage, gain +4 Pen to all attacks and fury on a 8, 9 or 10. Lasts for WP Bonus worth of rounds
Extreme Endurance Once per session, reroll Toughness tests with a +20 bonus. Lasts for hours equal to rank.
Extreme Resilience Ignore the effects of critical damage (bar the sort that kills or dismembers you) and fatigue until the end of the battle
Frenzy Can spend Full Action to trigger Frenzy.
Indomitable Reduce Ego damage taken by 1 to a minimum of 1
Renewed Vigour One per session, restore wounds equal to TB
Resistance (Fear) +10 bonus vs. Fear tests

AT Field Talents

Name Effect
Quick Spread Spread AT Field as a half

AT Field Powers

AT Spreads

Accelerated Territory
Barrier Field
Bunker Field
Deflection Field

Offensive Powers

Blast
Cross blast
Wave

Enhancement Powers

Massive Momentum

Neutralization Powers

Neutralize

Utility Powers

Float
Pull
Push

Starting Abilities

Starting Characteristics

Characteristic Rating Bonus Training/Bonuses
WS 37 3 -
BS 24 2 -
Strength 31 3 -
Toughness 36 3 -
Agility 35 3 -
Intelligence 34 3 -
Perception 27 2 -
Willpower 34 3 -
Fellowship 31 3 -
Synch Ratio 65 6 -

Wounds: 12

Movement
AG Bonus Half Full Charge Run
4 4 8 12 24

Fate Points: 2/2
Insanity Pts: 0/100

Ego Barrier: 100%

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