Character Creation

Starting Character

A starting character begins with 25 in all ten Characteristics except AT Field, which they start with 50 in. The breakdown of these is below:

Weapon Skill Determines your skill at hitting with melee weaponry, as well as parrying.
Ballistic Skill Determined your skill with ranged weaponry.
Strength Determines your physical strength, carrying capacity, and adds Strength Bonus to melee damage.
Toughness Determines your resilience, carrying capacity, and Toughness Bonus reduces damage.
Agility Determines your speed and grace, your initiative, and is used for many skills related to movement, carefulness and stealth.
Intelligence Determines your character's intellect and memory abilities, and is used for many skills related to knowledge and problem-solving.
Perception Determines your character's awareness and their sensory acuity, and is used for many skills related to extracting information from the environment.
Willpower Determines your character's ability to control their own actions, resist fear and compulsion, and manifest magical abilities.
Fellowship Determines your character's ability to interact with others, either as a leader or as an equal, and is used for many social skills.
AT Field Determines the strength of your character's AT Field; the light of their soul made manifest, with dominion over space and time.

From here, a Character then chooses an Origin, Combat Role and Civil Role. This determines a character's starting skills, talents, equipment, abilities and also provides characteristic modifiers. After that, a character then generates their characteristics, makes Experience purchases, then finally, settles on 2 Aspects and a name.

Origins, Combat Roles and Civil Roles

Choosing your Origin, Combat Role and Civil Role is the most important mechanical element of character generation, as it forms the meat of a character's skill set and determines how that character grows.

Note: If a Character gains the same Aptitude twice for any reason during this stage, they may replace the second Aptitude with any one of the ten Characteristic Aptitudes.
Note: If a Character gains the same skill twice for any reason during this stage, they gain an extra rank in that skill.
Note: If a Character gains the same talent twice for any reason during this stage, they gain an extra rank in that talent, if it is a talent with multiple ranks; otherwise, they exchange it in for a talent of the same Tier.

Origins

Origins reflect the upbringing of your character.

All characters gain the skills Linguist (Twiceborn and one other) and Literacy, as well as the Talent 'Innate Basic' at this step.

Primogen

"It took me years to get used to everyone subconsciously knowing my name. You couldn't ever just say hello to a cashier anymore without having your eyes meet and realisingā€¦ I knew you once. Somewhere, we spoke, and we left on good terms. I don't think anyone before or after us can understand how utterly that permeated every facet of our lives."

A Primogen is the most accepted terminology used to refer to a human being who lived before the Gestalt- the great collective consciousness that saw all humans meet all humans. Generally, this means anyone born before December 1st, 2018. As a result, the youngest Primogen is barely 30, whilst the oldest might be more than a century old.

On average, a Primogen grew up in an era vastly different to this one. Theirs was an era of nationstates, of cold wars and hot wars, of petty hatreds made deep through generations of fostering, of great scarcity despite extreme wealth; an existence grasping for brief strands of comfort and safety. Many Primogens lived through the Impact years, when human society nearly collapsed and the Angels tried to finish the job. Many, however, died in Impact and were resurrected into the New World.

Primogens have usually had a good deal of time to know some of their own strengths and weaknesses. Some are naturally legends, having achieved fame and repute for their deeds. Many, of course, have lived normal lives, adapting as best they can to a strange new world.

Primogens have learned to live with others despite their differences. It has not always been an easy lesson, but the Gestalt made it a hard one to ignore; it is hard to deliver cruelty to a human being when you remember their kindness touching your very soul.

Aptitudes: Intelligence, Fellowship
Score Gains: +5 Intelligence, +5 Fellowship
Fate Points: 2
Wounds: 15+TB
Skills: Charm or Deceive, Lore (Old World)
Traits: AT Field, Peer (Primogens, 2)
Unique Traits
Name Subname Effect
Gestalt Memory - You possess foggy, subconscious memories of the Gestalt Consciousness, which can flare when lit with the spark of recognition. You can spend a Fate Point to learn about another Primogen, whether it be personality, family ties or so forth. Furthermore, if used on a Primogen you are currently meeting with, you gain a +20 bonus to all interaction tests with them.
Old Tricks - Experience from the old era can definitely come in handy. Choose one of the following traits below.
- Experienced You start with 5 extra points to spread into your scores, and are trained in three different basic skills of your choice.
- Noteworthy You start with one extra Fate Point as well as a third aspect, reflecting that you performed some deed or had some fame in the Old World.
- Survivor You start with +3 wounds, two levels in the Survival skill, and whenever you spend a Fate Point to add Degrees of Success, you may, once per roll, add one extra.

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Neogen

"Humanity freeā€¦ That was the dream that founded the Federation. And here we are today, free of the toxic traditions of old humanity, free of the dangers that kept them hungry and alone. Let us not waste these precious gifts."

A Neogen is the common Federation term for any human being born after the Gestalt. Generally, this means anyone born after December 1st, 2018. Thus, a Neogen is at oldest, 29 or so; and it would be highly unusual for a Neogen in Starfleet to be younger than 19.

Neogens are familiar with their bodies and their world in a way the Primogens cannot really grasp. In a world with a newly-structured economy and few limits to migration, many Neogens move around the Federation freely, and even by the mid-teens have experienced a kaleidoscope of diversity and wonder.

Neogens have grown up in a society that is, in many many ways, greater than all societies before it: no one starves, few die of sickness and all are encouraged to reach their full potential. The Neogen stereotype is young, sometimes brash, but full of determination, talent and raw potential.

Aptitudes: Agility, Willpower
Score Gains: +5 Agility, +5 Willpower
Fate Points: 2
Wounds: 11+TB
Skills: Athletics, Lore (New World)
Traits: AT Field, Peer (Neogens, 1)
Unique Traits
Name Subname Effect
New World Style - You have been raised in the New World and all that entails. You can move normally in zero gravity even without the aid of AT Fields or tools, and when assisting others, you provide an extra +10 bonus.
Youthful Energy - The children of the New World possess a potential and brilliance that is the envy of past generations. Choose one of the following traits below.
- Boldly Going You gain the Fearless (3) trait, and gain a +10 bonus to interaction tests with aliens and xenofauna.
- Determination You gain a conditional Fate Point, which may be spent in situations where you are at major risk, or the odds are dire and the situation is grim. Whenever you spend a Fate Point to reroll or improve a test, you add +10 extra to the test.
- Prodigy You replace one of your Neogen Aptitudes with any Aptitude of your choice, gain a skill belonging to that aptitude, and gain an extra +5 points to spend on scores. You gain a third aspect to reflect your prodigious nature.

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Ayanami

"The way my mother tells it, we were a science experiment. A project designed to create a passive, disposable doll that would take orders and fight without any concern for itself. Instead we're free, influential and living the lives we choose. I can't think of anything more New World than that."

An Ayanami is the blanket term given to the twelve original Ayanami sisters and their descendants. The Ayanami sisters were twelve clones, infused with genetic enhancements and Angelic DNA. With their souls permanently tied to Evangelions, they were amongst the first humans to wield the AT Field on a personal level. Of the twelve, ten remain, and of those ten, seven have had children. Some have had small families, others have had very large ones. It is unlikely that a second-generation Ayanami would be any older than 26.

Genetically, an Ayanami is no longer any different to your typical human being. They tend to inherit phenotypical traits from their mother- who are Japanese, very fair-skinned, with unusually coloured hair and generally considered beautiful- but not always, and the close relations between their mothers tends to ensure they were raised around family that looked every bit as distinctive as they did. Their mothers' histories mean that many have grown up exposed to some small measure of fame at least.

They do, however, possess slightly stronger AT Fields on average. Whilst some wonder whether this is an unexpected genetic trait, many theorise that it's merely a result of being raised around mothers who've been using AT Fields in their day-to-day longer than anyone else.

Aptitudes: AT Field
Score Gains: +10 AT Field
Fate Points: 2
Wounds: 13+TB
Skills: Fortitude, Lore (New World)
Traits: AT Field, Peer (Ayanamis, 3)
Unique Traits
Name Subtype Effect
Family Ties - You are an Ayanami, the child of one of the famous Ayanami Sisters. Of the ten remaining, seven have had children; choose one of the following Ayanamis below to be your mother. You gain a third aspect to represent your upbringing.
- Rei Ayanami-Wellesley The 'eldest sister', Federation Minister for Justice and Reconciliation, and has blue hair. She has seven children, all with Solar Admiral Alphonse Wellesley, commander of the Home Systems Fleet. Your parents are warm, attentive, clever and highly social, and you never wanted for affection; you also, by consequence, grew up constantly in the circles of power. You gain the Social aptitude and two ranks in the Charm skill.
- Ni Ayanami The third-eldest sister, and one of the five Councillors of the Society of Guardians; has light red hair. She has two children, both with Keita Ayanami (nee Asari). Ni and Keita are extreme perfectionists and expect the best from their children, but nonetheless worry greatly about them. You gain the Finesse aptitude and the Parry and Endurance skills.
- San Ayanami The fourth-eldest sister, and owner of mass media empire New Century Publishing; she has green hair. You are an only child, and your other parent is Minerva Linden, first President of the New United States. Your parents are not together. However, they both love you very much and are always happy to help you. You gain the Perception aptitude and the Inquiry and Awareness skills.
- Chiisana Ayanami-Hyuga The fifth-eldest sister, and an Evangelion that works closely with the intelligence community; she has blue hair. You are one of four children, and your father is Makoto Hyuga, Director of Starfleet Intelligence. Chiisana has a powerful personality, and your father is resourceful, and they naturally both love you but are often away from home on work they can't talk about. You gain the Willpower or Fieldcraft aptitude, and gain the Fortitude and Scrutiny skills.
- Go Ayanami-Rustami The sixth-eldest sister, and a legendary playwright and movie director whose movies are wildly popular with the Defectors, for reasons no one really understands; she has grey hair. You are one of nine children, and your father is Kourosh Rustami, Prime Minister of the Federation. You have the single most embarrassing parents in the galaxy, and every single one of you and your siblings has terrible stories to tell about your incredibly smart, socially idiosyncratic, unbearably sweet parents. You were likely raised as a Zoroastrian due to your father. You gain the Intelligence aptitude, and gain the Logic and Lore (one of the following: Tactics, Government, Culture) skills.
- Roku Ayanami The seventh-eldest sister, who has spent her life working for the betterment of refugees and orphans; now that that is complete, she runs an extremely popular family restaurant in Berlin; she has burgundy hair. You are one of three children, and your father is Aksel Heiden, who used to be a Solomon Knight; he now works at the same restaurant. Both of your parents are members of the Society of Guardians, and take missions a few times a year. This is a very warm household, and Roku and Aksel cherish you and probably worry about you more than is necessary. You gain the Ballistic Skill aptitude, the Point Defense and Dodge skills, and finally the skill Trade (Cook) at Master level.
- Julianna Ayanami The twelfth and youngest sister, who is Systems Governor for the Seven Sisters star system; she has vivid green hair. You are one of three children, and your parents live in a three-way polyfidelious relationship, with two 'fathers': Remy Fabien-Awala, head of the Department of Xenozoology at the prestigious University of Kinshasa; and Eskender Tadesse Ayanami, a starship designer for the Starfleet, who usually works at the Mombasa Fleet Yards. Your mother is doting, ambitious and quick-witted; Remy is smart, utterly fearless and in love with reality; and Eskender is a practical man prone to flashes of brilliance, who is also sensitive and something of a gentle introvert. You gain the Agility or Resolution aptitudes, and the Survival and Tech Use skills.
Honed Abilities - The Ayanamis are blessed with natural talents and the knowledge of how to hone them; you have grown up with access to some of the great teachers of the age. You gain an extra +10 points to spend on your Scores.

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Immortal

"Once, we were brutal warriors, glorying in bloodshed and great deeds. Now we have learned, through great personal effort, to love not war, but rather what war protects."

An Immortal is the term given to humans who have undergone a series of genetic and cybernetic enhancements granting them rapid regeneration and immense physical strength and durability. Once known as Iron Guard and bred for war by the Liberated Nations, the Immortals returned as normal human beings after the Gestalt, but many of them yearned to become Immortals once again. With a newly perfected process, they returned to their grand forms. However, although physically restored, culturally the Immortals struggled to fit into normal human society, as they had fully embraced a vicious warrior ethos that made them awkward fits in the New World.

As a result, most Immortals were organised into the 'clan'-based system that had originated in the rogue Iron Guard warbands in Australia. Then each clan was granted a world of their own to colonise. These worlds, as a rule, are exceptionally harsh and barely habitable, sometimes teeming with vicious native xenofauna. The Immortals prefer it that way, honing their skills and slowly etching iron discipline into ther souls.

Aptitudes: Strength, Toughness
Score Gains: +5 Strength, +5 Toughness
Fate Points: 1
Wounds: 18+TB
Skills: Athletics, Dodge, Intimidate, Survival
Traits: Peer (Immortal, 1), Immortal Trooper
Unique Traits
Name Subtype Effect
Warrior Band - All Immortals belong to one of a handful of clans, each of which has its own planet to use as a training ground. Choose one of the following traits below; you gain a third aspect to represent your membership to this clan.
- Iron Spiders The Iron Spiders are all iron-fist-in-a-silk-glove, being trained to be well-spoken, mercantile and treacherous. You gain the Deceive skill and +5 Fellowship.
- Great Eagles The Great Eagles value speed, flexibility and air power in their combat styles. You gain the Acrobatics skill and increase your AB whilst flying by +1.
- Cassowary The Cassowaries embrace close-range savagery. You gain +10 Weapon Skill.
- Echidna The Echidnas are the masters of defense. You gain +5 Toughness, and whenever you regain a wound to yourself (not a Construct) you regain one extra.
- Night Witches The Night Witches are a secretive, clandestine clan that are designed to act as spies, saboteurs, assassins and anti-morale. They lose the Toughness Aptitude and gain the Agility Aptitude instead, gain +5 Agility, and the Stealth skill. They can spend a Fate Point to gain the Fear (WPB) trait for 3 rounds.
- Platypus The Platypus Clan are masters of the AT Field; however, they also possess a bizarre trait by which others forget they are there, completely. They gain +5 AT Field and gain the Unremarkable talent; not only that, but in a non-combat situation, they count as having the Demivisibility trait.

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Awkward Dancer

"We have never truly fitted into Defector society, despite our best efforts. But the Federation is different. Here we find belonging. In some ways, the Federation is more our home than the Fleet ever was."

Aptitudes: Fellowship or Intelligence, AT Field
Score Gains: +10 AT Field, +5 Fellowship, +5 Intelligence, -5 Strength, -5 Toughness, -5 Perception
Fate Points: 1
Wounds: 10+TB
Skills: Charm, Inquiry, Lore (Defectors or New World)
Traits: Multiple Arms (1), AT Field
P-Scale Equipment: Defector Mask
Unique Traits
Name Subtype Effect
Good Speakers - All Defectors possess an innate ability to comprehend and understand language. On hearing a language you have never heard before, you may test Intelligence or Fellowship. On a success, you can communicate in that language for the rest of the encounter. On a success of 3 DoS or more, you permanently learn the Linguist specialisation skill for that language. You can only try once per turn.
Circle of Learning - Defector children are, from early ages, tested by their parents for aptitudes and talent. On showing talent and interest, that skill will be honed by the appropriate parent, giving the Defector a great deal of opportunity. You may choose a third Aptitude of your choice.
Metabolic Needs - Defectors require huge amounts of food to power their AT Fields. If you go for more than 8 hours without eating a large meal (equivalent to 1,800 calories), your AT Field bonus is halved. If you go for more than 24 hours without eating that amount, your Field fails completely.

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Combat Roles

The Combat Role determines the role your character has been trained in as part of a Federation Superheavy strike team. This step provides aptitudes, a small characteristic gain, some skills, some talents, a few unique talents and their starting equipment.

Ace

An 'ace' is an informal term used to refer to a Superheavy pilot whose main focus is on the offense. Aces typically have the freedom to specialise in their own weapon styles, such as close-combat, sniping from long range, artillery attack or even a mix. It is a technically intensive role, requiring skill, focus- and maybe a bit of reckless courage.

It isn't uncommon for strategies to be built around the Ace. After all, it's hard to win unless you can actually destroy the enemy.
Aptitudes: Weapon Skill or Ballistic Skill, Offense, Finesse
Score Gains: +5 to WS or BS
Skills: Parry or Dodge, Acrobatics
Talents: Melee Training, Ranged Training, Quick Draw
S-Scale Equipment: Two weapons of Value 3 or less
Construct Options: Jatayu, Skylord, Republic or Steelion
Unique Talents
Name Subname Effect XP Cost
Weapon Expertise Weapon class Select one class of weapon (Pistols, Basics, One Handed, etc). You gain +10 to hit with these weapons. You can take this talent three times, selecting a different weapon each time. 200
Weaponmaster - You may unjam guns as a Free Action, immediately succeeding without a test. You increase the Hit rating of Pistol, Basic and One-Handed weapons by 1. 400
Victory Lap - Whenever you defeat an enemy, you can choose one bonus that lasts until the end of your next turn: An extra reaction, an instant extra half action that ignores action type limits, rerolls on all damage, or +10 to all tests. 400

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Interdictor

An Interdictor is a pilot trained to 'interdict' enemies. Broadly, their role has two elements: keeping allies alive by negating the enemy's offense, and weakening enemies by opening up gaps in their own defense. The role is directly descended from the 'Pointman' role in the Angelic War, and many of the techniques were invented in that period.

An Interdictor usually wants to remain close to their allies, and possess a mix of close combat and ranged weaponry. Accuracy is not necessarily critical for an interdictor: they aren't there to kill enemies, but their ability to whittle back advantages makes them instrumental to a balanced strike force.
Aptitudes: Weapon Skill or Ballistic Skill, Toughness, Defense
Characteristic Gains: +5 to Weapon Skill or Ballistic Skill or Toughness
Skills: Parry or Point Defense, Endurance
Talents: Melee Training, Ranged Training, Guardian
S-Scale Equipment: One weapon of Value 3 or less, one upgrade of Value 3 or less
Construct Options: Jatayu or Jupiter
Unique Talents
Name Subname Effect XP Cost
Bodyguard - You count your AP as +2 higher when taking hits due to using the Sacrifice action. 200
Obscuring Barrage - After hitting an enemy with a Burst attack, you can choose to forego damage to instead apply a -5 penalty to the target's WS and BS tests until the start of your next turn. 200
Deflector Crash - After hitting an enemy with a Breaching attack and piercing their Deflection, you can choose to forego damage to instead apply the Disrupt Quality to the attack, with X equal to your weapon's Penetration. 200
Shell Shock - After hitting an enemy with an Explosive attack, you can choose to forego damage to instead reduce their Toughness Bonus by your weapon's Penetration value (maximum of half their TB) until the start of your next turn. 400

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Specialist

A Specialist is a pilot trained in a support utility role in combat. This often means providing basic support fire and enabling the rest of the team to fight at peak fitness. Typically, they're a mix of 'medic' and combat engineer, repairing damaged Superheavies and keeping the supplies flowing.

Specialists may not occupy a particularly glorious role, as they rarely can be found delivering damage. But in the right circumstances, a whole battle's outcome may hinge on the Specialist's ability to manipulate the circumstances of battle.
Aptitudes: Ballistic Skill, Perception, Fieldcraft
Score Gains: +5 to Ballistic Skill or Perception
Skills: Tech Use or Stealth, Awareness
Talents: Ranged Training, Combat Sense, Combat Formation
S-Scale Equipment: Two upgrades of Value 3 or less
Construct Options: Jatayu or Feranaea
Unique Talents
Name Subname Effect XP Cost
Able Assistant - When assisting another, you provide an extra +10 bonus, for a total of +20. 200
Low Profile - Enemies that wish to attack you when there is another target in range must pass an Awareness-20 test in order to do so, unless you have dealt damage to them since their last turn. 200
Reinforce - By using a Half Action, you can improve the AP of a Construct or a suit of armour by your PB bonus until the start of your next turn. A Construct/armour can only benefit from this once per battle. 200
Overclock - By using a Half Action, you can grant any weapon you are holding, or you are adjacent to, extra Penetration on its next hit equal to your PB. A weapon can only benefit from this once per battle. 400

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Adept

An Adept is a rare pilot focused on the use of the AT Field. Adepts are not new, as their uses in field missions are many, but until the invention of the Dominion Superwarper, Adepts have had no way of projecting their fields onto the battlefield meaningfully.

Adepts are flexible. Not particularly skilled at direct combat and starting with an unreliable Superheavy, they nevertheless show their worth as their mastery grows and reality bends ever more easily to their will.
Aptitudes: Ballistic Skill, AT Field, Willpower
Score Gains: +5 to AT Field or Willpower
Skills: Fortitude or Lore (Metaphysics), Awareness
Talents: Ranged Training, any two Tier 1 AT Field talents
S-Scale Equipment: One upgrade of Value 3 or less
Construct Options: Jatayu or Dominion
Unique Talents
Name Subname Effect XP Cost
Inner Will - Whenever you spend a Fate Point to reroll or improve the test of an AT Field power test, you improve the test's chances by an extra +10. 200
AT Flux - You may spend a Reaction to modify a test made by anyone within ATB squares by an amount, up or down, equal to your ATB. 200
Restraint - Whenever you use a power at Full Strength, and it doesn't work (either through a failed test or an evasion from an enemy) you can spend a Fate Point to undo the action, regaining your Spread Pattern and actions. You still cannot use another Full Strength power this turn. 200
Surge of Light - You can spend a Fate Point once per turn to grant yourself +4 ATB until the start of your next turn. 400

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Captain

A Captain is an officer charged with command of a starship. Although the actual rank can differ- from lieutenant to Solar Admiral- the commander of a Starship is, as a courtesy and tradition, always refered to as Captain by their crew.

A Captain commands a starship, making them a formidable force on the battlefield, but they also have a great deal of responsibility. In battle, they have to split their energies between ensuring the success of the Superheavy strike force whilst also finding the best time to commit their vessel's sheer firepower to the fight.

There can never be more than one Captain in a party.
Aptitudes: Ballistic Skill, Intelligence, Fellowship, Resolution
Score Gains: +5 to Ballistic Skill, +5 to Intelligence or Fellowship or Willpower
Skills: Awareness, Command, Charm, Lore (Tactics), Navigate (Void)
Talents: Ranged Training, Covering Fire, Combat Formation, Grounded Mind
S-Scale Equipment: One weapon of Value 3 or less, one upgrade of Value 3 or less
Construct Options: Minerva Assault Carrier
Unique Talents
Name Subname Effect XP Cost
Simurgh Analysis - So long as you are in your Starship, you can, as a Free Action at the start of your turn, select one enemy on the battlefield and test Awareness. On a success, you learn their Wounds, AP, and Characteristic scores, and know it for the rest of the battle. Free
Tactical Genius - You may spend a Fate Point to either allow a subordinate to reroll a test, taking their preferred result; or to add 1 degree of success to the test, although you can only do this once per test. 200
Plan B - Whenever you use Tactical Genius and the subordinate's test fails anyway, you regain your Fate Point. 200
Precision Targeting - So long as you are in your Starship, you can, as a Half Action, designate one enemy; all attacks against that enemy gain +1 Damage and Penetration until the start of your next turn. 200
Chain of Command - At the start of each Cycle, you can designate one Superheavy Pilot to be Squad Leader for that Cycle. Squad Leaders gain a conditional Fate Point, which may be granted to underlings just like Tactical Genius; they also may select one skill they know: all members of the squad are treated as being Known in it, or Trained (+10) if they're already Known in it. 200
Synchronised Plan - As a Free Action on your turn, you can permanently modify the initiative of a squad member by your IB/2, taking it no higher than 30 or lower than 1. This does not allow a squad member to act twice during a round. 200

Unique Mechanic: Crew
The Captain has a unique mechanic called the 'Crew'. This mechanic represents that they command a Starship with hundreds or thousands of people under their command, each with their own skills. There are five types of Crew, and the Captain can upgrade them by spending Experience. This permits the Captain access to talents and other bonuses that they would otherwise spend too much XP to gain, forcing them to spread themselves thin. The bonuses from Crew only apply when the Captain is commanding their Starship.

Each crew type has three tiers; all start at tier 1, and you must purchase tier 2 before purchasing tier 3.
Crew Name Subname Effect XP Cost
Evangelion - The Evangelion exists as the core of a Capital Starship, fuelling it with its S2 Organ and protecting it with its AT Field. The Eva also allows it to travel superluminally outside of the Celestial Way. The Eva's human form exists as a member of the crew and can be spoken to directly. They wear whatever they want, if anything. -
(tier 1) Ahura Class You know all Tier 1 AT Field talents, as well as Dirac Intermediate. Your Evangelion counts as having an AT Field score of 75, and Scores of 50 in everything else if needed. Free
(tier 2) Spenta Class You know all Tier 1 and 2 AT Field talents. Your Evangelion counts as having an AT Field score of 100, and Scores of 55 in everything else if needed. 400
(tier 3) Amesha Spenta Class You know all Tier 1, 2 and 3 AT Field talents. Your Evangelion counts as having an AT Field score of 140, and Scores of 60 in everything else if needed. 1000
Warfare - Warfare is the division in charge of the ship's weapons. They wear white uniforms. -
(tier 1) Basic Warfare You know all Tier 1 Ranged talents. You count as having Rank 2 in the Point Defense skill. Free
(tier 2) Drilled Veterans You know all Tier 1 and Tier 2 Ranged talents. You count as having Rank 3 in the Point Defense skill. 300
(tier 3) Gun Deck Masters You know all Tier 1 and Tier 2 Ranged talents, plus the Coordination and Mighty Shot talents. You count as having Rank 4 in the Point Defense skill. 700
Marines - Marines conduct fighting and provide security for away missions. They also take part in boarding attacks. They wear red uniforms. -
(tier 1) Starfleet Marines The Boarding action deals 1d10+2 Explosive damage, plus ship's Strength. Free
(tier 2) Mechanised Support You gain a +10 bonus to the Boarding and Repel Boarders actions, and the Boarding action deals 1d10+6 Explosive damage, plus ship's Strength. 300
(tier 3) Immortal Company You gain a +20 bonus to the Boarding and Repel Boarders actions, and the Boarding action deals 2d10+3 Explosive damage, plus ship's Strength. 600
Navigation - Navigation is the division in charge of piloting the vessel and maintaining stellar cartography. They wear yellow uniforms. -
(tier 1) Basic Navigation You can make a Half Move action as a Free Action at the start of your turn. Free
(tier 2) Pathfinders You can make a Full Move action as a Free Action at the start of your turn, and gain +10 to Dodge and Ram tests. Furthermore, you know the Sacrifice action. 300
(tier 3) Star Whisperers You can make a Full Move action as a Free Action at the start of your turn, and gain +20 to Dodge and Ram tests. Furthermore, you can expend a Half Action to grant yourself two extra Reactions this turn, which can only be used for the Sacrifice action. 500
Technical - Technical is the division in charge of the ship's engineering, repairs and computer systems. Most of the crew are in Technical. They wear green uniforms. -
(tier 1) Basic Technical No effect. Free
(tier 2) Maniacal Engineers +10 to Simurgh Analysis tests, and Simurgh Analysis now reveals data on enemy weapons. You count as having Rank 3 in the Tech Use skill, and can test it as a Full Action to restore 1 wound to all starship locations, +1 per 3 DoS. 300
(tier 3) Miracle Workers +20 to Simurgh Analysis tests, and Simurgh Analysis now reveals data on enemy traits. You count as having Rank 4 in the Tech Use skill, and can test it at a -30 penalty as a Full Action to grant your Construct Unnatural Characteristic (2) in everything until the end of your next turn. 600

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Civil Roles

Part of the reason that training to join the Superheavy Corps is so difficult is because a Superheavy Strike Team is more than just a combat asset; just like how the Starfleet's role is more than military, the Strike Team is also considered to be a starship's primary away team when dealing with specialised problems and the unknown. Thus, everyone who graduates the Academy as a Superheavy pilot is qualified both to fill a combat and a non-combat role.

The Civil Role determines the role your character has been trained in as part of a Federation Superheavy strike team. This step provides aptitudes, a small characteristic gain, some skills, some talents, a few unique talents and their starting equipment.

All characters gain the same starting P-Scale Equipment at this step: a full week's set of regular military clothes, ID tags, a dress uniform, a Holopad and one AC Suit of their choice.

They may also decide on their starting Construct, picking one from the options provided.

Counselor

A Counselor is trained in, essentially, communication and mediation. Whilst most counselors are charged with the mental wellbeing of the ship's crew, their other primary role is to take part in diplomatic engagements and advise the Captain on the psychology and expectations of those the Captain is engaging with, whether in a hostile or non-hostile manner.

To this end, Counselors are equipped with rare and expensive Defector Translation Bands, which fit around the throat like a choker and quickly translate languages into a form the Counselor can understand, and translate the Counselor's own speech. They can even decode unknown languages, albeit slowly. They are also traditionally given small jars of spice blends, each a mix of herbs and spices gathered from each world in the Federation. These serve as gifts (when appropriate), but also are a symbolic gift representing the weight of the peaceful diplomatic ideals the Counselor is supposed to embody.

Aptitudes: Fellowship, Social
Score Gains: +5 to Fellowship
Skills: Deceive or Inquiry, Charm
Talents: Eloquent
P-Scale Equipment: Defector Translation Band, Fine Spices
Unique Talents
Name Subname Effect XP Cost
Shrewdness - You gain a conditional Fate Point, which you can only spend in social interactions with another character, such as during a discussion or negotiation. 200
Counsel - This is a Cycle Action. For the duration of the Cycle, all party members gain a +10 bonus to tests to resist Fear and Mental attacks. If a character has a special condition requiring them to roll per Cycle to overcome or resist it, they may make a second roll now. 400
Mental Profile - You can test scrutiny against someone who isn't present, at a -30 penalty, to have a rough idea of what they might be doing at this time. This requires you to have some basic knowledge of that individual's movements within the last hour or day (the more information the better). 400

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Doctor

A Doctor is part medical expert, part general scientist. They are charged with tending to the wounds of the ship's crew, but are also expected to analyse and confront new scientific data, especially when it might pose a risk to the ship. Doctors can still be Superheavy pilots, and are not bound by their oaths so long as they are within the Superheavy; however on foot, and around those not actively attacking civilians or Federation citizens, a Doctor is expected to help whoever needs helping, or at least to do no harm.

Each Doctor is granted a Mediglove and Starfleet medkit.
Aptitudes: Knowledge or Intelligence, Fieldcraft
Characteristic Gains: +5 to Intelligence
Skills: Medical, Lore (Biology, Chemistry)
Talents: Brilliance
P-Scale Equipment: Mediglove, Starfleet Medkit
Unique Talents
Name Subname Effect XP Cost
Doctor's Eye - When using the Medical action for First Aid, you may take a free Intelligence test prior to making your test. If you pass the test, you may treat your patient as though they were Lightly Wounded for the purposes of modifiers. 200
Snap Out of It - You may use the Medical skill on a patient suffering from a physical effect with a round limit (eg. Stunned for 10 rounds). On a successful Medical test, you fore-go the healing of wounds and instead remove 1 round of duration from a single effect, plus another round for every 2 degrees of success on your test. This does not affect fear, pinning, enragement or other mental afflictions. 400
Hasty Aid - The character reduces the time needed for use of the Medical talent. First Aid is now a half action, and Extended Care now tests twice per Cycle. 400

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Engineer

Engineers are highly-trained professionals in practical sciences, namely engineering and demolitions. They are expected to help maintain and prepare the ship's systems as well as the Superheavies, and use their expertise to clear debris or reinforce structures on missions.

Engineers are given the highly useful combi-tool, as well as the powerful Servo-Arm as part of their kit.
Aptitudes: Knowledge, Fieldcraft
Characteristic Gains: +5 to Intelligence
Skills: Demolitions, Tech Use, Lore (Engineering)
Talents: -
P-Scale Equipment: Combi-Tool, Servo-Arm
Unique Talents
Name Subname Effect XP Cost
Demolitions Expert - You may reroll Demolition skill tests and take the preferred result. Free
Tuneup Mechs - This is a Cycle Action. For the duration of this Cycle, everyone treats Construct upgrades as though they were one Value less than usual for the purposes of Acquisitions. 400
Weapons Calibration - This is a Cycle Action. For the duration of this Cycle, everyone treats weapons as though they were one Value less than usual for the purposes of Acquisitions. 400

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Investigator

Investigators are akin to detectives, intended to perceive and study a situation, then come to a conclusion based on the evidence involved. They are also trained to anticipate threats, observe others, scrutinising them and being suspicious for treachery, deceit or lies.

Investigators come equipped with the sunglass-like Omniglasses, as well as the black Sci-Glove.
Aptitudes: Perception, Social
Characteristic Gains: +5 to Perception
Skills: Awareness, Scrutiny, Survival
Talents: Heightened Senses (Pick One)
P-Scale Equipment: Omniglasses, Sci-Glove
Unique Talents
Name Subname Effect XP Cost
Detective Instinct - You gain a conditional Fate Point, which you can only spend in Investigations, or when using the Awareness, Scrutiny and Survival skills. 200
Connect Leads - This is a Cycle Action. During one Investigation this Cycle, all participants gain an extra action, which they can use at any time in any round. 400
Uncanny Planning - During an Investigation, you can spend a Fate Point to gain an item (that you presumably had hidden away). This item cannot be any larger than 10 kgs, and cannot need more than one hand to use. 400

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Scout

Scouts are a mix of spy and state-sanctioned thief, intended to go without being seen and retrieve information, items and other things clandestinely. Some might frown on Starfleet possessing trained spies, but sometimes you simply need to break in and steal stuff.

Scouts come equipped with digital lockpicks, capable of picking any kind of Federation lock at least, and the Shimmer Cloak, which makes them hard to spot in cover.
Aptitudes: Agility, Finesse
Characteristic Gains: +5 to Agility
Skills: Security, Sleight of Hand, Stealth
Talents: Catfall
P-Scale Equipment: Digital Lockpicks, Shimmer Cloak
Unique Talents
Name Subname Effect XP Cost
Eye for Trouble - Three times per Cycle, you can ask the GM a direct ooc question where the answer would be something your character would conceivably know, such as "Is this a good idea?". The GM is required to answer you honestly, although they do not necessarily have to give you all the information. 200
Lightfoot - You gain no penalties to Stealth for running or for wearing heavy armour. 400
Burst of Speed - Once per cycle, you can use Burst of Speed, granting yourself AB/2 rounds of Unnatural Agility (2), and you also ignore Difficult Terrain. You take a rank of fatigue once Burst of Speed wears off. 400

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Generate Final Characteristics

At this stage, your characteristic line (which began at 25) will have been modified by the Characteristic gains from your Origin, Combat and Civil roles. Here, you finalise your character's starting characteristics.

You gain 60 points, which are spent to increase your Characteristics. You may not increase a Characteristic above 50 in this way except for AT Field, which can be increased to 70. Once all points are spent, you finalise your Characteristic line; this is the line you will be using at the start of the game.

At this stage, you should also record your wounds, fate points and Fatigue Threshold.

  • Your Wounds are generated as per your Origin. Wounds can be increased by purchasing 'Sound Constitution'. Do note, however, that since Wounds are always based on TB (including Unnatural Toughness), if your TB increases, your wounds do as well.
  • Your Fate Points are generated as per your Origin. Fate Points are gained as special rewards for astounding performance and inspired play, and can be burned (lost permanently) in order to save yourself from death.
  • Your Fatigue Threshold is always equal to your Toughness Bonus (inc. Unnatural TB), plus any bonuses from Talents.

Aptitudes and Experience

At this stage, all starting characters can purchase Advancements, which improves a facet of a character's abilities. Advancements are divided into Characteristic Advances, Skill Advances, Talent Advances and Spell Advances.

The cost of an Advance is determined by your Aptitudes. Each Advance has two Aptitudes, a Tier, and an XP cost. If you possess one Aptitude, you gain a discount to XP cost; if you possess two, you gain a larger discount. You can still purchase a talent if you possess no Aptitude for it, but the cost is likely to be very harsh.

All starting Characters begin with 800 XP with which to spend on Advancements.

Aptitudes

Here is a list of Aptitudes, with a small description of what they do.
Aptitude Name Description
General Advances with this Aptitude are simple or easy to learn, accessible to just about everyone. For this reason, everyone is treated as having the General Aptitude.
Characteristic Aptitudes These represent the ten Characteristics each Character possesses: Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception, Willpower, Fellowship and AT Field.
Offense This aptitude represents a focus on the attack and is often tied with brute force and superior force of arms. Characters with this aptitude often excel at dealing damage, particularly in melee.
Finesse This aptitude represents careful planning, use of sophisticated skills and precision. These kinds of characters excel with ranged weapons and agility.
Defense This aptitude represents a knowledge of how to keep oneself alive whilst in the swirling storm of brutal combat.
Knowledge This aptitude represents an ability to acquire knowledge, whether it be through the written word, through the stories of orators and storytellers, or through ancient fragments of lost civilizations.
Fieldcraft This aptitude represents the ability to survive in many types of environments or to perform behaviours that would assist in that.
Resolution This aptitude represents one's ability to lead their peers and steel their heart against challenges of mental or personal form.
Social This aptitude represents one's ability to understand and use the dangerous and subtle arts of social grace and knowledge to further their own gains.

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Characteristic Score Advances

Characteristics possess the following Aptitudes:
Characteristic Aptitude 1 Aptitude 2
Weapon Skill Weapon Skill General
Ballistic Skill Ballistic Skill General
Strength Strength Offense
Toughness Toughness Defense
Agility Agility Finesse
Intelligence Intelligence Knowledge
Perception Perception Fieldcraft
Willpower Willpower Resolution
Fellowship Fellowship Social
AT Field AT Field General
Characteristic Advances increase a Characteristic by +5 per purchase.
Matching Aptitudes Simple Intermediate Trained Proficient Master
Two 100 XP 250 XP 500 XP 750 XP 1,000 XP
One 250 XP 500 XP 750 XP 1,000 XP 1,500 XP
Zero 500 XP 750 XP 1,000 XP 1,500 XP 2,500 XP

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Talent Advances

Talents may be purchased as an Advance. Talents are divided into tiers, which determines how expensive they are.
Note that many Talents possess Prerequisites; these must be met before the Talent can be purchased.
Matching Aptitudes Tier One Tier Two Tier Three
Two 200 XP 300 XP 400 XP
One 300 XP 450 XP 600 XP
Zero 600 XP 900 XP 1200 XP

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Skill Advances

Skills come in four ranks- Known (1), Trained (2), Experienced (3) and Master (4).
Known allows you to test a Skill without taking a -20 penalty (note that a Specialist Skill may never be attempted without training)
Trained allows you to make that test with a +10 bonus.
Experienced allows you to make that test with a +20 bonus.
Master allows you to make that test with a +30 bonus.
Matching Aptitudes Known Trained Experienced Master
Two 100 XP 200 XP 300 XP 400 XP
One 200 XP 400 XP 600 XP 800 XP
Zero 300 XP 600 XP 900 XP 1200 XP

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Aspects

Aspects are a special element to a character that strongly reflects their personality, background, a belief, relationship or something similar to those. They are defined by you, the player, via working out with the GM (and other players!) what they are and what they mean.

All PCs begin with two Aspects and may gain more as time goes on. They may also change over time.

Aspects are more than character traits: they also inform a mechanic. During gameplay, a character may spend a Fate Point and invoke an aspect to gain a benefit from it, one stronger than a usual Fate Point use.

  • Example: Bill makes a character named Robert Ironsen, an Immortal Interdictor. As part of his backstory, Robert was chosen as the champion of the Cassowary clan; as a result, Robert has the Aspect "Faces Every Challenge", meaning he always tries to prove himself and doesn't back down in the face of grim odds. In an encounter, the ship is suddenly ambushed by an inexplicably hostile Great One that projects a fierce aura of terror. Bill can spend a Fate Point to invoke Oskar's "Face Every Challenge" aspect and hopes to gain a bonus to his Fortitude test. The GM agrees and lets Oskar automatically pass it.

Aspects can also be used to complicate a situation. For example, an aspect may lead a character into doing an action they might not want to do. This is called a 'compel'. Any players- including the GM, who has the last say- can call for a compel when a situation arises for a specific character. If the GM (and the player) agree, then a consequence falls on that character. In return, however, the character either regains a spent Fate Point, or if they have yet to spend any, gains an extra temporary Fate Point that lasts until the end of the Chapter.

  • Example: Robert and his comrades survive that encounter and continue their explorations. In the course of their adventures they run across a particularly nasty opponent: a highly accomplished Overseer Baron who has already slain Immortals in combat. The Baron does not confront the entire group, but instead throws down a challenge to one-on-one combat with Robert, taunting him about his 'weak' comrades. One of Bill's teammates, Tod, calls for a compel based on Robert's 'Faces Every Challenge' aspect. Since it does say 'every' challenge and not just the sensible ones, Bill agrees that the compel is valid. He gains an extra temporary Fate Point, which he'll desperately need since he's now facing an Overseer Baron at the height of his powers in single combat.

Aspects work best, then, when they have both positive and detrimental elements to them.
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