Truestats

Personal Sheet

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Name: Aline Blanc
Position: Solomon Primarch
Sex: Female
Age: 18 (Born January 26th, 2000) - As a Solomon, witheringly young in physical terms.
Nationality: French
Place of Residence: Synfront

Physical Details
Hair colour: White
Eye colour: Blue
Height: 5'9"
Build: Slight

Personal Details
"I know it'd be easier to just be told, but life is complicated and I want you to grow up to be good people~" - Aline to her Phantoms

Primarch Aline's Theme (True Self)
Primarch Aline's Battle Theme (True Self)
Primarch Aline's Theme (Outward Self)
Primarch Aline's Battle Theme (Outward Self)

…And for fun, some bonus music from before all this.

Aline's Theme
Aline's Battle Theme

Battle With Padma (Raphael's Illusion World)
Aline's Death (Raphael's Illusion World)

Aline's Death (Synfront)

Aline, but not as one might remember her. Through manipulations of ludicrously extensive depth, an entirely new 'context' was generated, an Aline that had become surprisingly different, even if many details were the same. The things she holds true in this unreal history include that she had always fallen for William and not Shinji, that she gave up on her pilot solidarity project not because of a belief that she was being crass and manipulative (and could pursue solidarity more earnestly) but out of despair at the other pilots' failings, and one that - thus discouraged - looked inwards for power rather than gathering power from others. She was willing to take her clear mastery of AT Fields, and clearer possession of half of Lilith's soul, as an invitation to in her own right ascend. From there, manipulating what she knew about the FAR and their purpose, and how she found about it was enough that this hypothetical Aline made real, would side with Mary Caine.

In some ways like the Primes, Aline is not intrinsically suited to serving Mary Caine and internally blanches at some of her role. But the conditioning was /enough/. Aline cooperates both because she "knows" that in this case, wielding humanity as a weapon to defeat the Enemy Foretold To Return via Destiny is the right path, and that cooperating with Mary /now/ would better serve her interests. Whether it was knowingly allowed to grow or if Aline developed it on her own post-conditioning, the girl nonetheless secretly dreams of eventually upending the New World Army and, with herself at the head and the other Solomons as her aristocratic caste, lead Earth into a Golden Age. Like her 'true' incarnation, though, Aline is fundamentally kind and fair, even with so many changes and downfalls. She takes the human moral objection to her situation (where a number of Primes instead object on grounds of disgust at servitude to lilim), and at the very same instant as imperiously denying the relevance of weaker and lesser people caught in her path, Aline will also lament the harshness and cruelty inherent in much of how the NWA operates (The irony is, so far, lost on her.). Aline also knows that Mary's gone out of her way to ensure control is established over her and anyone below herself - it is only with the utmost caution and a strike at the most opportune moment, that Aline will achieve her desired ascendancy as Overlady of Lilith - and in so conquering the Seed, her Lilim.

But that golden moment, Third Impact, won't be able to start remotely on her terms until that pesky United Earth Federation and its woefully broken leader are soundly defeated…

Character Details

Character Details
Name Aline Blanc Gender Female
Background Primarch Career AT Tactician/Berserker (Sniper Secondary)
XP Total 30000 Rank
Kit:

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 60 6 Intermediate
Ballistic Skill 70 7 Expert
Strength 40 9 Unnatural
Toughness 60 11 Expert, Unnatural
Agility 65 9 Expert, Unnatural
Intelligence 70 7 Expert
Perception 55 10 Trained, Unnatural
Willpower 70 7 Expert
Fellowship 40 4 -
Synch Ratio 100 20 Expert, Unnatural

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Vitals

Vitals
Wounds: 28 Fate Total: 3
Fatigue Threshold: 4 Conditional Fates: 1

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Traits

Assets

Assets
Asset Effect
Academic - Gain 3 Lores and the Talented (Lore) talent.
Innovative - Gain one conditional Fate Point to be used when attempting a creative plan or unorthodox use of a skill.
Egghead Demolition Gain an Intelligence-based skill and the Talented talent for it.
AT Mentality At the start of every battle, Aline may decide to store an amount of ATP equal to her max ATS/2, that may be used at any time for augments or power uses. Alternatively, she may choose to spend all of these points on giving her an ever-present AT Deflection, equal to 5% per point.
I Am The Splendour Whenever Aline spends a fate point, she may activate an AT Power as a free action.
Aspect of the Seer 1 May spend 1 fate point at the start of the round to gain a temporary 'Celerity' that round. Limit an amount of times equal to her normal fate point total, in case of other sources of fate.
Aspect of the Seer 2 Gains the Forewarning AT Field ability as long as she has at least 1 ATS.
Seer Council As Synchronise Group. However, the shared ATS can be accessed by the whole group, and everyone can use the shared ATS for their Deflection rating. Any member of the Group may treat another member as themselves for the purposes of power targets (ie. massive momentum).

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Drawbacks

Drawbacks
Drawback Effect
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.

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Traits

Traits
Trait Effect
Unnatural Characteristic Strength (5) Increases stat bonus by that amount, also grants +1 DoS for each 2 points.
Unnatural Characteristic Toughness (5) Increases stat bonus by that amount, also grants +1 DoS for each 2 points.
Unnatural Characteristic Agility (5) Increases stat bonus by that amount, also grants +1 DoS for each 2 points.
Unnatural Characteristic Perception (5) Increases stat bonus by that amount, also grants +1 DoS for each 2 points.
Unnatural Characteristic SR (10) Increases stat bonus by that amount, also grants +1 DoS for each 2 points.
Fear 4 This creature forces enemies within X*2km to make Fear tests; furthermore, they take a -10 penalty for every rank of Fear past 1.
Fearless 2 You ignore one rank of the Fear trait when exposed to it; if this reduces the trait to 0 or below, then you do not test Fear.
From Beyond - This creature is immune to Fear, Pinning, Insanity or mental attacks designed to control or trick it.
Regeneration 4 This creature regenerates or has a self-repair function. It may test Toughness as a free once per round to heal a number of wounds equal to X.
Stuff of Nightmares - This creature possesses the Undying trait, and is immune to blood loss and environmental hazards. They also ignore any Critical Effect apart from one that would remove a limb or kill (or Disable, for Angels) them.
Destiny High Full Action, Opposed Willpower, range of 3km. May affect a number of Hordes equal to WPB, or a number of individual characters equal to WPB. Roll WP once. On a success, you may force the target to do something. This can be a single action (attack this target; commit suicide) or it can be a long term thing (commit suicide in a week; become my fanatical followers until you die). A-Types, E-Types, anyone in an Evangelion or an Angelic soul are automatically immune, as is anyone with the Soul Bound trait or the Aegis of Azariah.
Destiny Low Full Action, Sustain Free, range of 3km. You take control of probability itself. You may inflict Curse Points on a number of targets equal to your WPB which remain until you stop sustaining them. You may also add +20 to all tests made by all allies within range. This ability may be used in other ways to make something that could happen, happen (eg. using it to make someone trip, have a heart attack etc but not to cause someone to grow wings). In this case, you test Willpower. You may not make any changes that would affect the internal bodies of any A-Types, E-Types, anyone in an Eva or with an Angelic Soul, or anyone with the Soul Bound trait or the Aegis of Azariah- so no instant heart attacks. Curse points and tripping etc. still work, however.
Matriarch of the Bioexotics - You gain the Peer 2 (Bioexotics) trait.
Solomon Primarch Divine Spirit You gain a P-Scale AT Field with an ATS as normal. Furthermore you gain the Dirac Mastery and Light of the Soul.
Solomon Primarch Perpetual Do not burn fate when killed; instead, naturally regenerate with in 1d7 days. Ignore any kill result on Critical Damage that is not a head or body kill result.
Vessel of Lilith - Once per 3 Campaign turns, you may burn a fate to activate Vessel of Lilith. EVA-00 berserks, and you gain the Celerity and Superior Action abilities. After the battle is ended, you take 20 insanity and Ego damage, automatically failing any trauma, distortion or fluctuation tests.
Vestige of a Past Life - No matter how intensive the mind-work on Aline, the fact remains that when you augment someone's AT Field so strongly it becomes much easier for their 'true' memories to be felt, even if they don't actively remember them. This manifests in involuntary hesitance, reluctance and the like. You take a -30 penalty to attacks against people with whom you had a special connection in your past life unless you spend one of your own Fate Points during the battle. furthermore, if you injure or kill one of these people, you may be forced to take insanity or some other drawback.
Dirac Mastery - This creature professes an unnatural mastery of the mind-bending powers of the Dirac Sea. All Dirac Powers reduce their ATP cost by 2, to a minimum of 1 ATP. Its Jaunts are perfectly accurate and do not require SR tests. Furthermore, the cost of all of its non-Dirac Powers are reduced by 4 ATP if you are using them in a Dirac Sea (but not if the target or the origin point is outside a Sea).
Light of the Soul - This creature reduces the total (base+Augmentation) ATP cost of all powers by its WPB/2 or SRB/2.
Forewarning You gain an extra Reaction per round, and gain a +20 to evasion tests.

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Injuries and Complications

Injuries
Injury Effect Cause Incident

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Skills

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

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Basic Skill Reference Cards

Skill Name Acrobatics
Characteristic Agility
Action Full Action unless otherwise noted
Description
Acrobatics is the skill of moving with agility, grace and balance. Balancing on a tight rope, understanding the best stance for a jump, or somersaulting away from an enemy- all of these are uses of Acrobatics. Use of Acrobatics include keeping your balance in unstable or uneven ground, jumping from a height and landing without harming yourself, or moving around enemies without slowing down.
Special Uses
Maneuvering You may make a Disengage action (normally a Full Action) as a Half Action, so long as you pass an Acrobatics +0 test first.
Contortionist As a Full Action, you may test Acrobatics to free yourself from bonds or restraints. This may only be tested once to escape restraints; if you fail the first time, then you are simply too tightly bound to wriggle free. This test may be modified depending on the quality of the bonds. You may also use Acrobatics to escape from a grapple in place of testing Strength or Agility.
Jumping When jumping or leaping, you may test Acrobatics in place of Agility and Strength tests.

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Specialist Skill Reference Cards

Skill Name Linguist
Characteristic Intelligence
Action Free Action
Specialist Examples English, French, Japanese, Russian
Description
Linguist represents the ability to speak and understand a language. Most of the time, there is no need to test Linguist in regular conversation. Tests may be needed for particularly difficult tasks, such as understanding an extremely thick accent or understanding a garbled radio message. However, this skill may also be tested when trying to decipher or understand a language you are not familiar with. Generally, even the most basic of sentences from another language requires a Linguist test to understand, with bonuses or penalties being applied depending on how close the language is to one of your own: for example, it is much easier for someone who speaks Spanish to understand Portuguese than it is for them to understand Chinese. Sometimes the necessary context is simply missing, and Linguist tests are impossible.

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Talents

Proficiency Talents

Weapon Talents

Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Melee Training - May wield Melee Weapons without a -20 nonproficient penalty.
Pistol Training - May wield Pistol Weapons without a -20 nonproficient penalty.
Basic Training - May wield Basic Weapons without a -20 nonproficient penalty.
Heavy Training - May wield Heavy Weapons without a -20 nonproficient penalty.

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Skill Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Talented Chosen Skill Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations.

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Combat Talents

Generic Combat Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Commission 2 Everytime you take this talent, you gain an extra equipment slot, which may contain any weapon. Furthermore, you can take one Commission upgrade. This applies to both P and E-Scale.
Quick Draw - Use the Ready action as a Free Action.
Advanced Talents
Precision Attack - On purchasing this talent you gain access to the below effects. The effect may be applied to any Standard or Called Shot you make, but must be declared before you roll to hit. You may only apply a single Precision effect at any one time.
- Buster Reroll a single damage die on attacks against enemies of Size 6 or higher and take the preferred result.
- Cleaver The attack gains +2 Penetration.
- Crippler Should the attack deal Critical Damage, then it deals +1 Critical Damage.
- Overwhelm After Toughness, Armor, and any special ability that the target has that might reduce damage (but not any form of damage immunity) is applied, the attack deals a minimum of 2 wounds worth of damage.
- Touché Targets take a -20 penalty to dodge or parry this attack.

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Melee Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Furious Charge - You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent).
Double Team - Increase Gang-Up bonus by +10.
Street Fighting - +2 Critical Damage with a knife, Natural or unarmed attack.
Swift Attack - This talent permits use of the Swift Attack Action.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive.
Advanced Talents
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, you may make a free Half Move action.
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result.
Crippling Strike - Deal +2 Critical Damage with Melee Weapons.
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.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive.
Elite Talents
Killing Strike - When making an All Out Attack, you may elect to perform 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.

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Ranged Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Deadeye Shot - You reduce the penalty to called shots and for shooting at long or extreme range by -10.
Rapid Reload - Weapon reload times are reduced by a half action.
Advanced Talents
Barrage - You may reroll a single Burst ranged attack per round and take the preferred result, and you increase your maximum hits when making a ranged Burst attack by one.
Cleanse and Purify - Enemies take a -20 penalty to dodge attempts when avoiding attacks from you made with a Spray weapon.
Crack Shot - You deal +2 critical damage with ranged attacks.
Sharpshooter - You reduce the penalty to called shots by -20. Once per Round, you may reroll a Standard or Called Shot attack test made with a ranged weapon and take the preferred result.

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Personal Talents

Mental Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Blind Fighting - You take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail.
Brilliance - Once per day, you may test Intelligence In place of another Characteristic for any test. Furthermore, you may spend 10 minutes in contemplation to add +10 to a single Intelligence test.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Advanced Talents
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep.
Elite Talents
Just as Planned - Reduce Brilliance's requirement time to 1 Full Action. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.

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Physical Talents

Talent Name Talent Sub-Title Effect
Advanced Talents
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Leap Up - You may stand up from the Prone position as a Free Action.
Lightning Reflexes - You double your AB when rolling Initiative. So long as you are not stunned, helpless or otherwise immobile, Enemy Hordes take a -20 penalty to hit you with ranged attacks.
Rapid Reaction - You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests. Furthermore, when surprised or ambushed, you may pass an Agility test to act normally.
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.
Elite Talents
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1.

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Metaphysical Talents

AT Disciplines

Talent Name Talent Sub-Title Effect
Basic Talents
Innate Proficient - You gain the following AT Field powers: Deflective Field; AT Bolt; Neutralise.
Absorbtion Proficient - You gain the following AT Field powers: Bunker Field, Layered Field; Barrier
Dirac Proficient - You gain the following AT Field powers: Inverted Field; Abduction, Pocket Cache
Kinetic Proficient - You gain the following AT Field powers: Force Ram, Kinetic Wave; Focused Sleeve, Massive Momentum; Float, Telekinesis
Psychic Proficient - You gain the following AT Field powers: Beacon; AT Flare, AT Ping; Drive Sense, Psychaudience (Passive), Telepathy
Thermal Proficient - You gain the following AT Field powers: Radiant Cross; Thermal Amp, Thermal Negation.
Advanced Talents
Innate Specialist - You gain the following AT Field powers: Defensive Field, Offensive Field; Reality Reinforcement
Absorbtion Specialist - You gain the following AT Field powers: Negate Blow; Containment
Biology Specialist - You gain the following AT Field powers: Flesh Stitch
Dirac Specialist - You gain the following AT Field powers: Dimension Breach, Dirac Jaunt; Lock Zone
Kinetic Specialist - You gain the following AT Field powers: Accelerator; Forceful Surge, Friction Flood
Luminous Specialist - You gain the following AT Field powers: Light Appendage, Mirror Image, Project Object
Psychic Specialist - You gain the following AT Field powers: Mind Shield; Nightmare Fray; Guidance, Shroud; Psychaudience (Focused)
Thermal Specialist - You gain the following AT Field powers: Blast Field; Inferno, Rising Crucifix
Elite Talents
Innate Master - You gain the following AT Field powers: Reflective Field; Disruptor Bomb
Absolute Master - You gain the following AT Field powers: Anti-AT Field
Biology Master - You gain the following AT Field powers: From Restoration, Sculpt Form
Dirac Master - You gain the following AT Field powers: Chaotic Field, Chaotic Jaunt
Gravity Master - You gain the following AT Field powers: Grav Field, Maelstrom
Kinetic Master - You gain the following AT Field powers: Wrap Projectile
Luminous Master - You gain the following AT Field powers: Invisibility Field
Psychic Master - You gain the following AT Field powers: Mental Cleansing, Seed of Control, Suggestion
Thermal Master - You gain the following AT Field powers: Bright Beam

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AT Field Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Assault Pattern - On purchasing this talent you gain access to the below effects. You may only apply a single Assault Pattern effect to a Melee Weapon at any one time, and must be declared before you roll to hit.
- Harvest Blade By spending 6 ATP on Massive Momentum, the amount of magnitude damage you deal against Hordes increases; you gain an extra point of magnitude damage with a melee weapon for every degree of success instead of every second degree. If you spend 10 ATP, you may apply this benefit to a Swift or Lightning Attack or a Furious Assault.
- Murderstroke By spending 8 ATP on Massive Momentum, you apply the Vengeful (-1) Quality to your melee attack.
- Shieldbreaker By spending 4 ATP on Massive Momentum, you may treat your weapon as having the Felling (1) Quality. For every extra 4 ATP the amount increases by 1.
AT Extension - You can use the Massive Momentum, Focused Sleeve and Negate Blow powers on allies within 3km.
AT Focus - Designate a single AT Power; you bank a number of ATP up to your IB, reducing your current ATS by that amount. At the start of your next turn, 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).
AT Reserve - Your Eva is always treated as having an ATS of 1, even if all ATP have been spent.
Barrage Pattern - On purchasing this talent you gain access to the below effects. You may only apply a single Barrage Pattern effect to a Ranged Weapon at any one time, and must be declared before you roll to hit.
- Focused Funnel When you spend 8 ATP on Massive Momentum, you increase the range of the weapon by another step, to a maximum of Very Long. Weapons with Longshot may be made Orbital.
- Angelic Artillery You may apply the Blast (+1) quality to every Massive Momentum-enhanced attack you make. For every extra 4 ATP you spend on Massive Momentum, you may increase the blast value by 1.
- Shatter When you spend 8 ATP on Massive Momentum, you apply the Positron Quality to your weapon for the purposes of AT penetration. If your weapon already possesses the Positron quality, then it gains the Disrupt (Pen/2) Quality instead.
- Sniper Shot When you spend 8 ATP on Massive Momentum, you apply the Accurate Quality to your weapon. If your weapon already possesses the Accurate quality, then you may reroll all damage and take the best result, stacking with Tearing etc.
Causality Control - On purchasing this talent you gain access to the below effects.
- Breaching Strike Whenever you use one either Massive Momentum to enhance an attack, enemies testing Deflection must reroll and take the worse result.
- Displacement Enemies take a -20 penalty to Parry or Dodge Tests when reacting to an attack enhanced by Massive Momentum.
- Flux You may spend a reaction to modify a single test result within 4km of you. You modify this result by an amount equal to your Synch Ratio bonus.
- Shunt When retrieving an item from a Pocket Cache, you may have it appear at any spot you can see within 5km.
- Newtonian Flip Using an equal yet opposite reaction, the pilot may choose one object or willing target within range of their Float distance. Both lift into the air and switch places.
Disruption Pattern - On purchasing this talent you gain access to the below effects. 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 4 ATS, the target loses the Angelic Senses trait and takes a -10 non-stacking penalty to all tests so long as they are neutralised.
Scan Field - You may make an Awareness test when using the AT Ping power to discern the ATS of another AT Field. Furthermore, on a success and for each DoS, you may discern 1 AT Power the target knows.
Synch Group - Full Action. Your AT Field merges with the AT Fields of allies within 3km 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.
Advanced Talents
Assault Adept - You may apply two Assault Pattern effects at once.
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.
Barrage Adept You may apply two Barrage Pattern effects at once.
Disruption Adept - You may apply two Disruption Pattern effects at once.
Metakinesis - You may test Synch Ratio when making Acrobatics or Athletics tests.
Metasense - You may test Synch Ratio when making Awareness tests.
Mimic Field - You may test Synch Ratio as a Full Action to 'learn' an AT Power used by another. On a success, you learn the power and retain it for a number of rounds equal to your IB. If the power power is a unique Angel power without an ATP cost, then the ATP cost is equal to the Angel's WPB*2.
Offensive Mastery - On purchasing this talent you gain access to the below effects.
- Focused Strike You may test Synch Ratio to attack a specific limb when using Rising Crucifix, with the usual penalties not mitigated by any talents. On a failure, attack defaults to limb.
- Incendiary Burst Enemies hit by at least one AT Bolt must test Agility or catch fire. Similarly, AT Bolt attacks now have the Blast (1) quality.
- Phantom Blades You now deal extra attacks to enemies hit with the Kinetic Wave attack, equal to +1 hit per 4 ATP spent on the power.
- Unstoppable Force When using Radiant Cross, select a number of hit opponents up to your WP Bonus. Test Synch Ratio, opposed by each target's toughness. If you succeed, the targets are knocked Prone as well as take damage.
Self Dilation - You may spend Ego Barrier to increase your ATS, at a rate of 5:1 to a max of +10 ATS until the start of your next turn.
Spark of Genius - You may spend a 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.
Spread Mastery - On purchasing this talent you gain access to the below effects.
- Alacrity of Thought When Accelerator is spread, you gain an extra Half Action or Reaction that may only be used to activate AT Field Powers.
- Defensive Magnetism When using the Layered Field Pattern, you gain an extra Reaction that can only be used to parry. This parry can be used on most projectile attacks, excluding cone, flame and blast attacks.
- Psychic Sanctuary When using the Mind Shield Pattern, all allies within 3km now benefit from your Spread Pattern as though it were their own.
Reinforce Ego - You may spend fate to become immune to ego damage until the end of your next turn. May only be used once per session.
Synch 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 test before you may make a 2nd reroll.
Elite Talents
Angelic Senses - So long as your SR is above 80 and your AT Field is spread, you possess the Angelic Senses trait.
Assault Master - You may apply three Assault Pattern effects at once.
Barrage Master You may apply three Barrage Pattern effects at once.
Disruption Master - You may apply three Disruption Pattern effects at once.
Feedback Field - Your AT Field is charged to aggressively repel those who would mentally attack you. Whenever you are subject to a mental attack, you force the attacker to roll Willpower. On a failure, the enemy takes 1d5 damage to the head, bypassing toughness and AP, and their ATS decreases for 1 round by an amount equal to your Willpower Bonus -1.
Heavenly Smite - When attacking an enemy within Close Range (3km) 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. This increases to Medium Range (6km) if you possess Angelic Senses.
Oscillating Field - You may choose to have the effect of any two Spread Patterns, using the lowest Deflection of the two. You are treated as having both spread patterns active for any and all relevant abilities.

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Berserk Talents

Talent Name Talent Sub-Title Effect
Basic Talents
Bestial - Your Natural Weapons may benefit from one extra Upgrade.
Beyond your Means - When Berserk, your Eva increases its Unnatural Strength value by +2.
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.
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.
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.
Advanced Talents
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.
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.
Rampage - Whenever you are Frenzied or Berserk and make an All Out Attack, you may sacrifice your own reaction. In exchange, your attack deals an extra +2 damage, plus another +1 per 2 DoS.
Self Preservation - You may test Berserk if you ever stunned or lose a limb.
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.
Elite Talents
Breakthrough - When Berserk, your Eva's Natural Weapons gain the Angelic Quality.
Cruel Angel - On purchasing this talent, choose one ability from the following list:
- Demon's Speed When Berserk, your Evangelion gains Unnatural Agility (+4) and gains an extra reaction every round. However, every time this reaction is used, the pilot takes 1d5 Impact damage that ignores AP/TB.
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.
Undying - When Berserk, you reduce the amount of Critical Damage you take by -2, to a minimum of 1 and your Eva increases its Unnatural Toughness value by +2.
Unstoppable - 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. On Berserking, you may spend a Fate Point. For the rest of the battle, your Eva has the Stuff of Nightmares trait.

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AT Field Powers

Spread Patterns

Name: Accelerator
Deflection per ATS: 10% Action: Half Action, Maintain Free
Effect
Your AB increases by 1 per 20% of Deflection for the purposes of movement.

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Offensive Powers

Name: AT Bolt
ATP: 2 ATP Action: Half
Damage: 1d10+1, Pen 1 Range: Medium Range (6km)
Effect
Single-target ranged attack that auto-hits, striking a random location and inflicting damage as above. Damage type may be chosen freely.
Special Notes and Effects
By expending a Reaction, you may select which body part is struck.
Augment
Per 2 ATP: +1 Damage, Penetration
Per 4 ATP: Increase Range by one step to maximum of Very Long
Per 6 ATP: Generate an extra attack, which may be directed against any enemy in range, has same damage as the first.

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Enhancement Powers

Name: Beacon
ATP: 5 ATP Action: Half, Maintain Half/Reaction
Damage Bonus: - Range: Close Range (3km)
Effect
Select one target within range. So long as the power is sustained, you are capable of innately sensing and knowing where the target is. Target may not hide from you, may not ambush you, and you may reroll attack tests against them and take the preferred result. This effect persists even if the enemy leaves the ability's range, although then the effect lasts for an extra 1d5 rounds before breaking, unless you spend a Full Action to maintain the power; the counter resets if they reenter range in that time.
Special Notes and Effects
The AT Beacon effect may be removed from yourself with the use of the Neutralisation power; any ATP will do.
If you are Blinded, then you may target Beacon-afflicted targets as though you were not, but sacrifice the to-hit bonuses from AT Beacon.
Augment
Per 5 ATP: Increase range by one step to maximum of Very Long; make Maintain Free.

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Dirac Powers

Name: Abduction
ATP: 3 ATP Action: 1 Full, Maintain Free
Range Self
Effect
From inside your Dirac Sea, you centre a Blast (3) effect on yourself, absorbing any caught within. Unwilling targets may test dodge as normal. The effect lasts until your Dirac Sea collapses, you cease to sustain it or you are defeated.
Special Notes and Effects
This power may only be used if you are using the Inverted Spread Pattern and would possess 5 or more ATS after the ATP cost of this power has been paid. If your ATS drops to 4 or lower, you are shunted back into realspace and stunned for 1 round.
Augment
Per 2 ATP: Selectively choose what is absorbed
Per 4 ATP: Blast (+1)

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Utility Powers

Name: Anti-AT Field
ATP: 20 ATP Action: 1 Full, Maintain Half
Range Medium Range (6km)
Effect
You rewrite reality around you and may cause any single effect so long as it does not extend beyond the range of this power, is not effectively 'instantly destroy this foe', and has GM approval. If it would do damage, the most it may do is either replicate an attack with another weapon or A.T. Power, an N2 Mine (with you at the epicenter) or deal 2d10 damage that ignores AT Fields, Armor and TB to a location of the user's choice against a single target. Similarly, no Characteristic of an enemy with an active A.T. Field may be reduced by this Power below half its value. The effects of the Anti-A.T. Field last for as long as it is maintained, but it may only produce the original single effect and repeated use (such as if used to deal damage) requires multiple different activations. For every turn the Anti-AT Field is active, the user and everyone within range must test Willpower or take 1d5 Ego damage. People without the protection of a powerful AT Field such as an Evangelion instantly fail their Willpower test and multiply their Ego damage by ten.
Common Uses
Anti-AT Blast: Fire a single attack that instantly hits and deals 2d10 damage to a single enemy within range that ignores AT Fields, AP and TB to a location of the user's choice.
Anti-AT Barrage: Fire five attacks that instantly hit and deal 1d5 damage, allocated amongst available targets within range, that ignores AT Fields, AP and TB to a location of the user's choice.
Remove Deflection: Remove all Deflection from all units within range.
Halve Characteristic: Halve one Characteristic of a single target within range.
Suppression: Single target loses the ability to use all AT Field powers.
Augment
Per 10 ATP: Increase range by one step, +1d10 damage cap

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Neutralisation Powers

Name: Neutralise
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Effect
Neutralises 15% of target's deflection.
Augment
Per 1 ATP: +15% Neutralisation

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Starting Stats

Characteristics

Vitals

Experience and SUP Tables

Experience History

Income Expenditure Reason Remaining Total Expenditure
30000 Balance (As of Turn 7) 30000 0
700 Expert SR 29300 700
200 Weapon Proficiencies (Basic, Heavy) 29100 900
300 Lore (AT Fields, Biology, Physics) +10 28800 1200
1500 AT Tac Basic Skills 28500 1500
1500 AT Tac Basic Skills 27000 3000
400 AT Tac Basic AT Disciplines (-one because of starting bonus) 26600 3400
900 AT Tac Basic AT Talents 25700 4300
1600 AT Tac Advanced AT Disciplines 24100 5900
2600 AT Tac Advanced AT Talents 21500 8500
2700 AT Tac Elite AT Disciplines (-Absorption Master) 18800 11200
2100 AT Tac Elite AT Talents 16700 13300
700 Berserker Basic Berserk Talents (-Cannibalize) 16000 14000
1200 Berserker Advanced Berserk Talents (-Carnage, -Feast, -Rip and Tear) 14800 15200
1500 Berserker Elite Berserk Talents (-Eat And Run) 13300 16700
300 AT Tac Basic Combat Talents 13000 17000
100 Rapid Reload 12900 17100
300 Trained Per 12600 17400
500 Expert BS 12100 17900
700 Expert WP 11400 18600
100 Brilliance 11300 18700
100 Indomitable 11200 18800
200 Light Sleeper 11000 19000
300 Just As Planned 10700 19300
1000 AT Tac Advanced Physical Talents 9700 20300
100 Talented (Dodge) 9600 20400
500 AT Tac Basic Melee Talents 9100 20900
600 AT Tac Advanced Melee Talents 8500 21500
300 Adept WS 8200 21800
200 Battlemaster 8000 22000
200 Lightning Attack 7800 22200
1600 Expert Tou 6200 23800
300 True Grit 5900 24100
100 Deadeye Shot 5800 24200
200 Cleanse and Purify 5600 24400
200 Crack Shot 5400 24600
200 Sharpshooter 5200 24800
200 Precision Attack 5000 25000
100 Blind Fighting 4900 25100
500 Skills (Deceive, Inquiry, Intimidate, Security, Stealth) 4400 25600
1300 Skills+10: Acrobatics, Demolitions, Logic, Security, Tech-Use, Lore (Evangelions, Lilith, Reincarnation, AT Fields, Angels, Physics, Biology, Bioexotics) 3100 26900
700 Skills+20: Demolitions, Logic, Tech-Use, Lore (Evangelions, Lilith, Reincarnation, Angels) 2400 27600
200 Crippling Strike 2200 27800
700 Expert Ag 1500 28500
300 Killing Strike 1200 28800
300 Intermediate WS 900 29100
700 Expert Int 200 29800
200 Barrage 0 30000

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[[/collapsible]]

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