Nightmare In The 8th Dimension

Nightmare in the Eighth Dimension

A Dirac Sea has swallowed up the Geofront. Systems are on emergency power, and all exits are sealed. A powerful Angel is attacking NERV HQ, and the chain of command is in total disarray. The pilots are cut off from command and from orders and must progress to their Evangelion cages. On the way, they will face dangers from terrifying shadows to strange spatial loops to areas where physics has not been broken, but actually inverted. It will be extremely dangerous, but it's the only way.

Nightmare involves two key features- the Progress Bar and the Danger Chart. The Progress Bar begins at 100, representing the start of the journey. As successes are made, the bar will deplete, but as it depletes the dangers faced grow and special events occur. However, as the Bar depletes, special resources and allies are also opened up.

The Danger Chart is a list of random dangers that can be inflicted on the players as they progress.

Progress Bar

Each success will result in the Players rolling a 1d5 or 1d10, usually with an additional modifier. Subtract the amount from the Progress Bar and then use the result of whatever it lands on. There are three Special Events that occur the moment the Bar passes 70, 40 and 10.

Amount Effects
100 The Start. Roll a 1d5 Progress Roll.
99-96 Skittering in the Walls. Every character rolls a Willpower test. Count the degrees of success total, then add (or subtract) from a 1d5 Progress Roll.
95-90 Danger! Roll on the Danger Chart and follow the instructions.
89-85 Armory. You stumble across a NERV armory armed with an unlimited amount of Railguns, Railpistols and ammo.
84-80 Danger! Roll on the Danger Chart and follow the instructions.
79-71 Ally. You encounter a helpful ally who can give you information or resources.
70 Special Event
69-60 Danger! Roll on the Danger Chart with a +10 modifier and follow the instructions.
59-55 Danger! Roll on the Danger Chart with a +20 Modifier and follow the instructions.
54-50 Supply Room. You stumble across a NERV Supply room with equipment such as torches or medical kits.
49-41 Danger! Roll on the Danger Chart with a +30 Modifier and follow the instructions.
40 Special Event
39-35 Ally. You encounter a helpful ally who can give you information or resources.
34-30 Danger! Roll on the Danger Chart with a +40 Modifier and follow the instructions.
29-20 Command Centre. You reach NERV's Command Centre, where all kinds of help may be gathered- or not, as may be the case.
19-11 Roll on the Danger Chart with a +50 Modifier and follow the instructions.
10 Special Event
9-0 Danger! Roll on the Danger Chart with a +100 modifier and follow the instructions.

Danger Chart

Roll Effect Description
1-5 Subspace Corridor The area here is suddenly subject to a subspace corridor. Although no one knows what this means, the long and short of it is that the room's space is bent in strange ways, meaning traveling one metre can actually move a person ten. All Characters test one of the following: Awareness, Logic, Search, Survival, Scrutiny and appropriate Lore skills. If the total pool of Degrees of Success equal 5 or more, the characters progress 1d10. If the degrees of success equal 1-5, they progress 1d5, and if the failures outnumber the successes they lose 1d5 progress.
6-10 Horrific Scene The area here has started creating obvious nightmare scenes, littering the ground with the bones of children, painting the walls with the blood of virgins- or something along those lines. The scene affects people deeper than just via senses, and for the next five Progress Rolls, roll twice and take the worst result. Progress 1d5 here.
11-20 Dichotomy Paradox No matter how fast you move or how hard you run, your destination seems to remain continually out of reach as time and space stretch their own definitions to the limit. By the time you arrive at your next destination, you're worn out and tired from sensory confusion. Everyone tests vs. Fatigue with a -10 penalty. Progress 1d5 here.
21-35 Psychosomaticus Something about the area… Triggers deep problems within your mind. Everyone must immediately test against all of their disorders at once. Progress 1d5 here.
36-50 Umbra Nigra The light begins to bend and flicker, causing confusion as to where the next step leads… And for some reason the shadows are no longer docile. As people step into them they rise up, lashing out with barbs and claws. Characters now face a gauntlet of 100 metres. Every round they move, they must test Agility, with a -10 penalty if they full moved, and a -30 if they ran, with a -50 if they sprinted. On a failure they take a 1d10+5 rending attack to the body that can be dodged with a -20 penalty. If they take more than five rounds to leave the area, they die. Progress 1d10+ Spare rounds here.
51-60 Timesplit A shadow passes through the air, blanking all vision. When it returns, a character chosen randomly has vanished. Progress 1d5. At the start of the next event (Danger, ally, place etc) they reappear, asleep, having traveled lost for hours- they are exhausted. Their fatigue is doubled, or increased by 2 if fatigue is zero.
61-69 Variable Gravity Space here has broken down physics, and gravity has changed as a result. Roll again on the Danger Chart and roll a 1d10 on the side. On a 1-5 the next event takes place in Low Gravity; on a 6-9 it takes place in Heavy, and on a 0, gravity vanishes.
70-80 Army of Shadows Shadowy entities emerge and begin attacking the party with AT Attacks. Progress 1d10+5, -1 per round of combat.
81-100 Blast Door A mundane problem faces you- a blast door. Opening it requires a Command Officer's ID card and a Tech Use test; otherwise it has 20 Wounds, AP 8 and is immune to anything that isn't a detonation charge. Progress 1d10 passed, but 1d5 regress if you cannot open it.
101-110 Hallway Collapse The roof falls in suddenly. Everyone must test Dodge or take 1d10+10 damage to the body. Unless you have explosives to clear the area, you must take 1d5 regress. Even with explosives, there's a 20% chance the roof caves in again. Progress 1d10 if passed.
111-130 Decompression Players open a door and find that a breach has ripped apart the area here. A chasm 30 metres across must be passed, all the while players suffer the effects of existing in a vacuum. They may give up and find another route for 1d10 regress. On passing, they progress 2d10.
131+ Shh! The walls creak and shake outside. The Angel is there, barely a wall between yourselves and death. You must pass 20 metres in silence, using Silent Move actions with a +20 bonus. Every round that passes deals 1d10 Ego damage, and should you fail your Silent Move test by 3 degrees of failure or more the Angel attacks, forcing everyone to take a Dodge test. On a failure, the person with the worst result (most degrees of failure) takes 1d100 E damage to the body. After that, the huge attack has caused a breach in the corridor, resulting in decompression as air is sucked away. Players must now run to the end of the hall and close the blast door there with a Tech Use test. However, the rushing air makes it hard; players must test Strength or Toughness with a +10 bonus just to move. Progress 2d10.
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