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Adeva Player Book 3.6

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18 views

Adeva Player Book 3.6

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 211

1

It has been 15 years since Second Impact.


An explosion in Antarctica vaporized the entire continent. The resulting tidal waves killed billions worldwide and flooded
coastal regions of every continent. Worse yet, the very axis of the Earth itself was permanently shifted, causing a global
climate change that devastated crops and added incredible strain to already decimated regions.
In the following devastation, many countries and governments collapsed entirely as the United Nations struggled to hold
humanity together. Rioting and war became common as vital resources disappeared virtually overnight. The months
following Second Impact left no one unscathed, and all told only half of the human race survived the disaster and following
wars.
It was years before the situation stabilized enough for the UN to mount an expedition to ground zero to investigate the
explosion. A report was published, proving that Second Impact was the result of a 4-inch meteorite traveling at 95% of the
speed of light, much too small and traveling far too quickly to have been detected before its devastating collision with the
Earth’s South Pole. To this day, all but the most well-informed of individuals believe this.
In truth, Second Impact was caused by the awakening and subsequent defeat of a powerful being since labeled “Adam”. A
being older than life on Earth, and of extraterrestrial origin.
Adam was the first. He was not the last. Humanity is under threat again, and if even a single battle is lost it could mean the
end of the entire human race.
That fate of the world is in your hands. Don’t fuck it up.

What am I looking at?


Adeptus Evangelion is a fan made Roleplaying Game ruleset geared for running games inspired by the world of Neon
Genesis Evangelion. Adeptus Evangelion, often shortened to AdEva, runs on a mostly d100 based system, while also using
d10s and d6s to supplement. It’s goal is to provide groups the tools to replicate much of the original Neon Genesis
Evangelion series, but enough additional material and options to not require you to stick so close to the source material if you
feel like choosing your own path and story.
The players take the role of the pilots of the Evangelions, colossal living chimeras of alien and human DNA, covered in
armor and bent to Humanity's will. It is a dangerous position, where death is difficult but trauma and tragedy comes all too
easily. Don’t expect to escape the war with the Angel’s unscathed. Your pilots will lose things in their fight against the
Angels, only some of them willingly. But with a lot of effort, and a little luck, you might just find victory or survival. Some
even get to have both.

Rebuild of Evangelion
The Rebuild of Evangelion (to be presented in a series of movies rather than a television series) represents a new, updated
take on the world of Evangelion. Given the currently incomplete nature of the Rebuild, Adeptus Evangelion uses the original
series as a base and will not take any special effort to represent Rebuild of Evangelion.
While Adeptus Evangelion will not reference the Rebuild of Evangelion, those movies may be used as inspiration and a
proof-of-concept when it comes to running alternative Evangelion campaigns seeking to branch from the main series.
Version 3 of Adeptus Evangelion (the version you are reading now, don’t check the cover) is specifically designed to be
modular and relatively easy to customize. If you find yourself lacking options you want to include, speak to your GM and see
if you can take advantage of that.

2
Chapter 1: The Second Impact World
The event known as Second Impact changed everything. There isn’t a person alive who didn’t lose someone during the event
or the chaos that followed it, and the planet itself was forever changed by the force of the explosion. This chapter will attempt
to provide a more comprehensive view of the effect of Second Impact on the world, and how the world of Evangelion differs
from our own.

THE SECOND IMPACT


The Second Impact was a cataclysm which followed the mysterious "contact experiment" conducted by the Katsuragi
Expedition in Antarctica on September 13, 2000. While the exact details of this experiment are unknown, the result was the
complete and utter destruction of the continent of Antarctica.
Massive tidal waves radiated out from the former continent of Antarctica, smashing entire cities to splinters and drowning
virtually everything in all but the highest or most secluded areas of South America, Africa and Australia. The tsunamis even
reached as far as the British Isles, and though significantly reduced by the intervening distance still caused massive
devastation. Many cities in the Northern Hemisphere (Such as virtually every city on the East Coast of North America)
experienced destructive flash flooding.
Even worse than the tidal waves was the shock to the planet from the explosion itself. The force of the blast shifted the Earth,
slightly changing its axis. While the environmental repercussions of this would not be felt for some time, the geological
consequences were almost immediate. Mere minutes after the instant of the explosion, the stress suddenly placed on the crust
and mantle from the South Pole caused Earthquakes across the globe, ranging from minor disturbances to massive
catastrophes. Even worse were the frequent volcanic eruptions both during the Impact and for some months afterward.
Special mention goes to the Yellowstone Caldera, which ejected some 47 cubic miles of rock and dust into the sky, which
would take almost an entire decade to settle fully and plunged North America into chaos. Optimistic geologists, however,
claim that the Second Impact spared the human race a cataclysmic repeat of the last time the Yellowstone Caldera erupted by
setting it off early. On its previous eruption 640,000 years previous, the Yellowstone super volcano spewed approximately
240 cubic miles of rock into the sky.

WAR
The sudden, unexpected and truly devastating nature of the Second Impact threw the world into chaos. Over two billion had
died in the first nineteen hours alone, and millions more were in need of crucial aid and supplies. However, the global
tectonic activity had crippled nearly every nation on Earth, and systems of government around the globe collapsed under the
strain.
While many records from this time were either lost, destroyed or based on inaccurate and inconsistent data, it is clear that
refugees from the worst afflicted areas fled to neighboring regions in untold numbers. For already barely stable countries, this
panicked human locust swarm was an obvious death sentence. Fighting broke out on the borders between various countries,
followed by full-fledged massacres.
Nowhere was this fighting more intense than on the India-Pakistan border. In an effort to force neighboring countries to
provide aid, extremist remains of the Indian government threatened the use of Nuclear Weapons. Thus provoked, Pakistan
launched its own Weapons of Mass Destruction in a pre-emptive strike. The resulting exchange, added on top of the previous
devastation, left the subcontinent in ruins and 15 years later still virtually uninhabited. This exchange triggered violent
interventions and the sparking of tensions across the world. While the former Cold War nations avoided mutually assured
destruction, several cities such as London and the original Tokyo (Tokyo-1) were destroyed within the first ten days after the
Second Impact.
Thankfully the use of weapons of mass destruction was curbed early on, but the planet was plunged into war for months to
come. The majority of these conflicts were a result of resource shortages and refugee crises, though pre-existing ethnic and
political tensions often provided the critical spark to conflict.
In the months of combat, the devastated continents of South America and Africa seemed determined to destroy themselves,
and the first world countries were scrambling to secure and protect as much as they could. China pushed forward its borders
in several directions and made key acquisitions, while the United States and Canada formed a desperate alliance. Russia
reclaimed several of its satellite nations from the Cold War, though not as much territory as it had hoped due to food
shortages at home that forced them to consolidate their enlarged territory rather than expand it.
In the end, the chaos seemed destined to continue and escalate back to the levels of Weapons of Mass Destruction within the
year. In a desperate attempt to curb this destruction, a coalition of several European nations (notably starting with England,

3
France and Germany) turned over their military forces to the United Nations. While only barely keeping lines of
communication open between nations prior to this, the sudden increase in its military power gave the UN the might required
to forcefully intervene in several out of control conflicts around the globe. Russia, having already stopped its territorial
expansion and after securing the UN’s guarantee that these new territories would not be touched, also joined this group. The
United States, while previously opposing UN intervention in South America for nationalistic reasons, eventually admitted
that with its own crises it lacked the resources to handle the South American problem on its own and joined as well.
The consolidation of these forces and others was finalized on February 14th, 2001 in the so-called Valentine Treaty. This
event represented an end to the general hostilities and war that defined the six months after Second Impact, though small
conflicts continued for some time and certain regional conflicts sparked during those months have continued unabated ever
since.

RECONSTRUCTION
However, this was not the end of the troubles caused by Second Impact. In the intervening fifteen years, only 22% of South
America, 49% of Africa, and 12% of Australia have undergone anything approaching reconstruction, mostly restricted to
basic humanitarian aid. India, Pakistan, and many previously civilized areas of the aforementioned continents are still all but
deserted, despite the general recession of the floods that originally devastated them. South America has permanently lost
large portions of Brazil and Chile to the Sea, and the nations of Paraguay and Uruguay are entirely submerged to this day.
In other parts of the world, the damage from flash flooding and Earthquakes is all but erased. Notable instances include the
reclamation of Boston, once completely flooded by the initial waves.
Unlike the flooding the volcanic activity has left lingering scars, especially in the United States Wyoming region.
However, the massive dust clouds that crippled plant growth in North America for years were only the tip of the iceberg of
climate related troubles. With the shift in the Earth’s axis, as well as the desalinization of the oceans resulting from the
instantaneous melting of the Antarctic continent, the Earth experienced a massive climate shift. Much of Asia, notably China
and Japan, has seen significant temperature increases, with Japan now appearing locked in what equated to its Pre-Impact
summer weather at all times of the year. Russia as well has seen an increase of temperatures, though oddly most of Europe
has seen heavier snowfall and a longer winter than normal. Large swathes of North America experience heavy rainfall almost
all year round, and Central America is quickly turning into a roasting desert.

4
A CLOSER LOOK

North American Union attempts to channel the industrial workers into other
fields. This blow to the United States economy has yet to
The North American Union is, technically speaking, still
balance itself out, and while the United States is still one
the two separate nations of the Unites States and Canada.
of the more powerful nations in the world its economy is
However, due to the events of Second Impact, these two
among the worst and is desperate for jobs.
countries have become so interdependent that neither is
capable of surviving without the other. This economic downturn was a major shock to the
Canadian economy as well. As a result of Second Impact
The United States was without a doubt the worst hit of the
flooding that never truly receded, as well as increased
two during Second Impact. With massive devastation to
rainfall, much of Canada has become wet marshland.
all of its coastal cities, as well as the catastrophic eruption
Prompting a major changeover to wetland crops, Canada
of the Yellowstone Caldera, the nation was suddenly
supported itself post-impact through massive food exports
thrust into dire straits. Worse yet, while the Head of State
to still-devastated regions of the world, though its primary
was safely evacuated prior to the tsunamis reaching
buyers was always the United States to the south (whose
Washington D.C., an undisclosed incident occurred not
own agricultural capability was dealt a massive blow by
long afterwards. Officially, Air Force One crashed as a
the Yellowstone ash cloud that marred the skies of the
result of aeronautical complications resulting from the
western United States for years). When the American
Second Impact, though the scientific basis for that claim
economy crashed, Canada desperately sought out other
has since been disproven by Russian scientists.
buyers. However, the UN’s tight control over both sea
Regardless, Martial Law was immediately declared within
and air travel made such exports prohibitively expensive.
the United States of America by the remaining Chiefs of
Staff as they scrambled to maintain control of the United
States military and industrial assets and quell rioting PRESENT DAY
across the nation. While intertwined, the United States and Canada provide
The situation only became more unstable as refugees from two very different halves of the North American Union.
central America flooded the United States, overwhelming The United States is known for is fantastically reclaimed
the border and spilling into the Western US. Forces were and rebuilt cities, especially on the East Coast. Rebuilt
deployed to the border with orders to shoot on sight, but almost from scratch with modern technology and
the sheer number of bodies proved too strong and the aesthetics, many of these cities are near representations of
refugees flooded the western United States. A great feat to certain “cities of the future” depicted by Pre-Impact
perform in the best of times, the US was in no position to visionaries. Only important landmarks of the various
deal with this sudden influx and was forced to settle for cities have been spared, instead being restored to
setting up large camps to house the refugees away from something approaching their original appearance when
American cities and towns for the sake of maintaining the possible. Despite rampant unemployment, the state has
peace. Meanwhile, Mexico itself collapsed into little more gone through great efforts to keep the streets of its great
than a coalition of militias. cities clean of unnecessary refuse, including the homeless.
After control was reestablished, the United States found However, the farther you travel from one of these cities
itself lacking the industrial support of its overseas allies, the more obvious the effect of the United States economic
and was on the very edge of collapse. Desperate to situation is. All of the homeless and poor that would be
become more self-sufficient as well as rebuild its ruined normally expected in the cities have been instead forcibly
cities, America experienced a heavy shift from a service removed to towns or camps on the edges of the suburbs.
based economy to an industrial one. Making use of the While encouraged by the government to form self-
sudden influx of cheap labor in the form of Mexican sufficient farming communities where possible, these
refugees, the United States set to work reclaiming and areas serve as a primary recruitment pool for government
rebuilding its coastal cities. As a result, for the next funded manual labor and its small but growing military
twelve years of heavy reconstruction the American force. The atmosphere of the United States is very much
economy boomed, to the point of allowing it to establish a one of enforced patriotism and optimism, though amounts
modest military of its own again while still supporting the of both decrease the farther you get from the pristine
forces that it had signed over to the UN. cities.
However, in 2012, the reconstruction finished. Suddenly Canada, on the other hand, adapted to the results of
the United States economy, which had built itself around Second Impact rather than recovered from it. Many
the rebuilding of its cities, plummeted into a massive Canadian cities have been reclaimed, but have been
recession as nearly 22% of its population found itself rebuilt piece by piece over time by the cheapest means
unemployed within the span of a few months despite available as opposed to the United States massive

5
reconstructive push. Both more rural and more liberal fulfill the responsibility that was currently only Russia’s
than the present-day United States, Canada has been by process of elimination.
forced recently to request that the United States tighten its
security on its northern border as poor Americans
PRESENT DAY
continue to flow into Canada looking for work. Canada is
unable to perform such an action itself, lacking any Quality of life in Russia has been improving slowly but
substantial military force of its own after the signing of steadily since the Valentine Treaty signing in 2001. With
the Valentine Treaty. It is likely that if Canada and the much of its own military power on loan to the UN, Russia
United States were not so co-dependent that Canadian was more than capable of redirecting its military funds to
resources would be under threat of seizure by force from the task of stabilizing both itself and the territory it
their southern neighbors. acquired after Second Impact.
While lacking the economic boom that defined the United
States, as well as the industrial powerhouse of the Chinese
Russia Federation to the south, Russia has remained
Due to the extreme distance in between itself and the economically stable over the past decade and continued to
devastating explosion in Antarctica, Russia was relatively benefit from its dealings with the United Nations.
unharmed by the Second Impact itself. While costal Much of these dealings are for food, as Russia’s weather
Russia did experience a shadow of the tidal waves the patterns have since changed dramatically. The southern
crippled much of the southern half of the world, the reaches of Russia often catch a mild version of the
damage was considerably less and the landlocked regions increasingly warm weather that plagues China. Despite
of Russia were troubled only by earthquakes, which while proximity to the Chinese border, these areas are pleasant
widespread were relatively minor. As a result, where most to live in.
other countries found themselves thrown into chaos
Russia found itself merely inconvenienced. However, farther north, the weather becomes erratic. In a
cycle that has yet to fully stabilize itself many areas of
With its military power intact, Russia took advantage of Russia will experience droughts lasting many months
the weakened United States and the overextension of followed by a wet and rainy season that quickly fills and
China to make large pushes into Kazakhstan and Eastern then overflows the previously dry rivers. Worse yet, this
Europe. Sadly, dramatic weather changes at home (a precipitation is almost always in the form of snow, as
result of the as-yet undiscovered shift in the Earth’s axis) regardless of the weather the climate itself seems to be
crippled Russian agriculture and lead to widespread growing colder almost in response to the increased
famines on the home front. With food supplies dwindling, temperatures to the south.
Russia was forced to halt its expansion and consolidate its
resources a mere 3 months after second Impact. However, These weather anomalies have only further weakened
this did not remove Russia from the wars that followed. Russian agriculture, and while artificial hydroponic farms
With the UN struggling to maintain lines of manage to alleviate it somewhat, Russia is still forced to
communication and the crippled United States turning buy much of its food from the United Nations to keep its
inward to focus on its own problems, Russia suddenly large populace consistently well fed. Much of this food
found itself the only one equipped to intervene in the likely comes from the UN work farms of Australia.
rising conflicts around the globe. In return for this food, Russia has combined the RKA and
While Russia had little interest in intervening in such the NSAU for a revitalized space program, which has
matters, threat of immediate joint nuclear retaliation from worked alongside Nerv in recent years to prepare for the
both the US and Russia was the primary deterrent to the defense of the planet. There has not been a UN rocket that
use of weapons of mass destruction which halted their use has reached orbit in the last nine years that was not built
following the initial nuclear exchanges Post-Impact. With in Russia.
the United States becoming more isolationist by the day,
it was unclear if they would hold to their threats, and as Chinese Federation
tensions continued to rise around the globe another
China’s territorial borders and sphere of influence grew
nuclear exchange on any front could spark a fire that
greatly before the Valentine Treaty, and has remained
would consume the globe.
stable ever since. While once plagued by overpopulation,
For months, Russian forces deployed alongside UN troops the mass devastation of Second Impact has left China
to stabilize Europe and certain regions of Asia, though it with a much more manageable population. Officially, all
is notable that Russian forces almost always deployed of the territory that China absorbed during those military
only in countries with weapons of mass destruction or campaigns were absorbed into China to form a power
regions that bordered them. This cooperation with the UN base of stability to benefit them all. As such, China claims
perhaps made Russia more pliable to the upcoming those nations still exist within the Chinese government,
Valentine Treaty, which also gave the UN the power to and call themselves the Chinese Federation.

6
Initially devastated by the tidal waves, coordinated Valentine Treaty, faced by the UN’s combined military
Chinese action quickly managed to stabilize the country, might of the rest of the planet, China was forced to agree
or at least what passed for stability immediately after to certain reconstruction and quality of life goals for its
Second Impact. Perhaps unfortunately, much of the newly annexed territories in return for the UN supporting
Chinese military remained intact after the initial China’s claim to them and using UN forces to help put
destruction, and as many neighboring countries fell into down the remaining resisting elements, a brief
chaos it was a simple matter to ‘peaceably’ step in and foreshadowing of the UN counterinsurgency programs to
reestablish ‘order’. Successfully annexed territories come. While enormously expensive at the time, the
include North Korea and portions of South Korea, resulting stability in China and its annexed territory
southern reaches of Mongolia as well as Nepal, Vietnam, solidified its place as a global economic power, if several
Cambodia, Laos, Burma, Thailand and what remained of years behind the United States and Russia at the time.
the livable reaches of India (all of which bore the brunt of However, China’s luck ran low when the long term
the Second Impact tidal waves more than the Indonesian- effects of the Second Impact became more apparent. With
sheltered China and which were in no position to resist the shift in the Earth’s axis, the same temperature rise that
China’s strong military offensive). In the early days of the would lead to Japan’s notorious perpetual summer
war, when it became obvious that Japan intended to lend quickly began to cripple Chinese food production. Long-
support to nearby South Korea for use as a shield against term ecological projections indicated that within a matter
the Chinese, a Chinese nuclear weapon destroyed Tokyo. of years desertification would transform large swathes of
Combined with their own losses from the Second Impact Chinese Federation land into arid wasteland, devastating
waves, this rendered Japan all but neutralized for the the nation's agricultural capabilities and resulting in
remainder of the post-Impact wars. Historians often widespread famine..
speculate that Japan was only spared a Chinese
Desperate to prepare for this calamity, China appealed to
annexation attempt by the territorial disputes China and
the UN to sell China rights to the re-colonization of
Russia were engaged in at the time.
Australia. Under a number of restrictions and conditions
In any event, China provided a strong and powerful base, (some of which would not be apparent for years to come)
and was able to quickly win over many decimated regions the UN agreed.
through protection from armed bandit groups (some of
which, in retrospect, carried a suspiciously large number
of Chinese firearms) as well as aid and reconstruction of PRESENT DAY
devastated regions. Through these actions China managed Years after the signing of the Valentine Treaty, whether
to gain not only territory but the support of many who life in China has improved is very much dependent on
lived there. However, such widespread territorial where you look. On an individual scale, life in China is
expansion by its Generals in the field was very much marginally better than its pre-Impact days in most
unsupported by the remaining Chinese government, and regions; through many outlying towns still bear the marks
Chinese forces were spread very thin in an attempt to of Second Impact related disasters or the massacres that
keep these newly acquired regions under control. followed them. While UN intervention has brought
It was this unique combination of pro-democratic Chinese stability to the region, small resistance groups are still not
revolutionaries, resistance groups in the newly annexed uncommon even though open military action has become
territories and officers officially rebuked for their costly fairly rare in recent years. Even so, in the annexed
acquisitions that joined forces and toppled the Communist territories resentment of China is almost universal as a
Chinese government. Between the post-impact cultural element, though some hold fast to the idea that
devastation and the bulk of its defensive forces deployed China is truly a federation and that their countries are
along its border with Russia, the surviving government represented in its fledgling Republic.
was in no position to resist the uprising, though loyalist Despite certain social and cultural setbacks, the newly
military elements would plague the outskirts of China for formed Chinese Federation was quick to establish order
years to come. and put its newly acquired resources to good use. Initially
China, its back effectively broken, risked invasion by only invested in re-establishing its economic power, this
Russia that did not come only because of Russia’s own efficient workforce was later contracted by the UN as a
notorious famines at the time. However, immediately primary manufacturer for most goods, be they military or
after the fall of Communist China, many of the newly commercial in nature.
annexed territories attempted to break away which only As an extension of those contracts, while China receives
added to the problems caused by the remaining loyalist fairly limited information about the Evangelions
elements. By this time, what would later be finalized by themselves China is the primary manufacturer of nearly
the Valentine Treaty had already begun to form in the all Nerv commissioned Evangelion-scale weaponry. Nerv
UN, and one of the first exercises of its newfound military itself may research the technology and assemble the
power was to intervene in China. In the signing of the prototypes, but it is almost certain that the individual parts

7
were made in China and the ammunition comes from a This naval power also provides the UN with its primary
Chinese factory. As a result, China has access to much of means of dealing with dissenting elements: long range
the UN’s cutting edge research. While it may not seem it naval bombardment. When this proves ineffective, the
from the products commonly available to its citizens, now-iconic United Nations counterinsurgency teams are
China is the most technologically advanced of any deployed, an increasingly common sight in regions where
individual nation, technologically inferior to the UN and their presence is not strictly necessary.
Nerv only. In this new organization of the UN the United States,
Russia, and the Chinese Federation are all members,
United Nations though unlike the rest of the world they have the might
required to oppose the UN should they wish to. The rest
Previously a decision making body rather than a power in of the world is more or less subservient to the UNs
its own right, post-ratification of the Valentine Treaty the military might, and its control of the humanitarian aid and
United Nations of 2015 is unlike anything that could have resources that it provides them.
been expected before the traumas of Second Impact. With
Germany, Japan and France have risen to power within
the signing of the Valentine Treaty, the United Nations
the structure of the UN. Germany especially was
gained control of the major military assets of many of its
surprisingly quick to stabilize itself after Second Impact
member nations, including Russia, China and the United
and, while it did not increase its territory during the chaos
States. With this combined military power it was more
that followed it, gained an economic powerbase that has
than capable of establishing order in chaotic regions by
left it as arguably the most influential nation fully
force.
integrated into the UN.
However, who exactly has this power is a matter of some
Regions of note within the United Nations territories
debate. The United Nations Secretariat Building and the
include:
UN headquarters built around it were lost with the rest of
New York City during the Second Impact. Between this
critical loss and the ensuing wars that engulfed the planet, Japan
the decision making body that used to be the UN did not
With the Chinese annihilation of Tokyo (referred to
officially meet until the signing of the Valentine Treaty,
today as Tokyo-1), Japan itself fell into a state of
by which time the UN itself was already acting
indecision. Much of Japan’s resources were devoted to
independently. While the United Nations is undisputedly
trying to reestablish its government and repair the damage
still a multinational organization, exactly how it survived
done by the waves, and while economically stable it was
through Second Impact to achieve its current power is far
predicted that Japan would soon fall by the wayside and
from clear. Nevertheless, even armed with decade old
become little more than a footnote in global politics. This
weaponry from a dozen different countries, the United
made the UN decision to establish its new headquarters in
Nations still represents the dominant military and
Japan all the more surprising.
economic power in the post Second Impact world.
After the destruction of the United Nations Headquarters
In addition to this military power, the United Nations
complex in New York during Second Impact, the UN
maintains a stringent regulation of overseas transportation
required a new base of operations to re-solidify itself.
that adds to its influence and power. Post-Valentine
America assumed that it would again play the part of host
Treaty, the United Nations has the only official navy left
to the UN, and was shocked to hear that it would not have
on the planet, made up of ships forfeited by its member
the opportunity. Given its economic strength and its role
nations. While initially of little worth due to a lack of
in initiating what would become the Valentine Treaty,
standardized resources and ammunition, this previously
most assumed that Germany would be the location of the
engorged navy has since been reduced to a much more
new UN complex.
manageable size and its ammunitions requirements
standardized for better resource management. This navy The world’s surprise at the choice of location was even
leaves the United Nations the masters of the sea, and they greater when it was revealed that the UN planned to
may restrict its use as much as they wish. That said, many commission an entirely new city in Japan to house this
can and do travel outside the UN regulated waters, but at complex. Japanese plans for a Tokyo-2 had already
their own peril. With equally strict UN regulation of air existed, but were deemed too costly for immediate use.
travel, many previously flown resources are forced to The UN decision changed that, and Tokyo-2 was built to
travel by sea instead, which has resulted in an increase in house both the originally intended Japanese government
pirate activity. While the UN takes efforts to find and and the world order that the UN was swiftly becoming.
eliminate these pirate elements, they make use of them to To this day, what prompted the UN’s bizarre choice of
punctuate the importance of using UN regulated trade headquarters remains one of recent history’s greatest
lanes. mysteries.

8
Regardless of the motivation behind it, the focus of UN that Germany would be the focal point to oppose Russia if
attention and resources on Japan has left is much better the war had continued.
off than it would have been prior to the destruction of When Russia halted its expansion to deal with its own
Tokyo-1, and considerably better than most nations in the resource issues, the German-allied countries were
world. One of the many results of this additional funding surprised to find the German government so willing to
was Japan’s development of the world’s first Magi help stabilize the region and just as willing to withdraw its
supercomputer system, since loaned to Nerv HQ. troops when asked. While few forced the Germans to
leave (fearing what seemed an inevitable Russian
England resurgence) the offer alone helped strengthen the alliance
and many regions found themselves in Germany’s debt,
Post-Impact England is a case of efficiency rising from both economically and in goodwill.
tragedy. During the early days of the post-Impact resource
It was this goodwill that Germany later exploited to
wars, a nuclear weapon detonated beneath London
gather together the resources (both military and
without warning. There are many theories as to which
economic) to forfeit to the United Nations which would
side dealt this devastating blow, but in all the years since
eventually become the Valentine Treaty. As such a
no one has claimed responsibility. The royal family and
primary contributor so early on (and other reasons that
much of the government, including the prime minister,
can only be guessed at) Germany successfully created for
were killed in the attack. England found itself headless. In
itself an enviable position within the UN. While the
the ensuing chaos, an acting prime minister was appointed
United Nations as an organization is technically separate
who prepared the country for a massive war effort to
from any one country, anyone who cares to look will
retaliate against the European enemies he was sure were
notice that Germany has benefitted from UN resources on
responsible. One of his primary goals at the time was the
a scale rarely seen, and through use of such UN resources
reconstruction of the British navy, which had noticeably
has managed to cultivate a tremendous amount of power
either lost or lost track of its entire submarine fleet during
within Europe and, recursively, the United Nations as a
the Second Impact. While some ruined British submarines
whole.
have since been found by salvage teams, many more are
as-yet unaccounted for.
Despite the acting-Prime Minister’s initial plans, it soon France
became evident that the real culprit was unknown and that Another country to contribute to the Valentine Treaty
conflict in Europe and the rest of the world was already early on and benefit greatly from it, France has become
over abundant. While the exact draw for England is the single wealthiest country in Europe, bar none. While
unclear, it was a part of the initial transference of power Germany, England and others may have had more actual
to the United Nations that later culminated in the power (be it industrial or political in nature) France’s
Valentine Treaty. economic actions post Impact have left virtually no one
Modern England has benefitted greatly within the United without some debt to them, and they have since
Nations, and much of the trade that runs through Europe dominated trade within Europe.
makes a stop on the shores of England. The English By far the most recognizable expression of France’s
government itself has, in response to the loss of the Royal wealth was their purchase of Spain. Virtually ruined by
family, promoted a nationalistic England full of order and the tidal waves and further crippled by changing weather
working for the benefit of England first. This growing patterns, Spain was forced to borrow money from France
sense of manifest destiny would seem to put England at to such a degree that France was eventually able to simply
odds with the United Nations, but thus far their goals have purchase the land itself at only a minor inconvenience.
been concurrent rather than opposed. The Spanish government has since been downgraded and
absorbed into France, still semi-autonomous but only
Germany ruling the region in France’s stead. Needless to say, the
Spanish populace was far from pleased, and UN
Spared from the worst of the Second Impact’s tectonic intervention was required to quell the revolution before it
activity, Germany was almost untouched. At the time that could ignite a full blown civil war. To this day, the
other nations were just beginning to come to terms with Spanish are a prideful people quick to spit at the mention
the sudden tragedy, Germany was already stable and of France. But though are unlikely to admit it, quality of
diverting resources to outlying regions. When Russia life in Spain has increased since its purchase.
began to expand into Eastern Europe, Germany was
France also technically owns what remains of drowned
equally quick to respond and began to reinforce nearby
Portugal, which never recovered from the waves and is
countries to counter the upcoming Russian offensive. Due
mostly flooded and unpopulated. Unlike Spain, France
to its notorious famine, Russia never quite reached
simply claimed ownership of Portugal and was never
Germany, but military projections on both sides predicted
contested rather than any formal action. Left mostly to its

9
own devices, many anti-French revolutionaries that fled
Spain have since taken root in Portugal, but it will yet be Australia
some time before they are in a position to do anything
important. The continent of Australia was, without a doubt, the
hardest hit by the Second Impact save for Antarctica itself
(which vaporized). Being so far south, Australia caught
Tasmania the full force of the devastating tidal waves across its
The infamous UN stronghold Flammende Schwert, the southern edge, and in some areas the waves reached as far
entire island of Tasmania belongs to the United Nations as 14 kilometers inland, with the resulting waters flooding
for lack of anyone left on it to dispute the claim. Its shores considerably further in the aftermath. Even the coastal
lined with concrete bunkers and mounted guns, it is better regions in the lee of the waves were not unharmed,
defended than many post-Impact countries. While exactly stricken by flash flooding and turbulent waters. Even
what purpose it serves is unknown, it is also the UN’s those areas spared the initial waves were not left
southernmost naval facility, and any expedition to unscathed as the East Australia hotspot suddenly became
Antarctica inevitably is guided through Flammende dangerously active from the sheer tectonic stress of
Schwert first. Second Impact. Virtually the entire Newer Volcanics
Province experienced eruptions within mere hours after
the Second Impact. Worse yet, as typical of the East
The Middle East Australia hotspot, the majority of these eruptions were
A region of turmoil through most of human history, the Phreatomagmatic, massive underground explosions
nations of the Middle East brought resounding closure to caused by the interaction of lava and water which scarred
the region immediately after Second Impact. As the the landscape with colossal craters. Survivor’s accounts of
various powers of the world became involved in their own the Second Impact in Australia claim that on the day of
problems and campaigns, the nations of the Middle East the Impact, houses or windows (depending on location)
found foreign support and intervention suddenly scarce. were shattered by a tremendous thundering airburst from
Tensions rose and sporadic firefights turned into open war the south, and that the southern sky was lit by an ominous
almost as a matter of course. However, these were all glow for several nights before dimming. That said,
rendered insignificant when Iran decided to take this survivors were difficult to find as estimates place the
opportunity to destroy Israel once and for all. After the number of Australians killed within the first 24 hours post
first missiles launched from Pakistan, Iran chose this Impact at roughly 12 million, more than 60% of
moment to reveal its own stockpile of weapons of mass Australia’s total population at the time.
destruction, in this case chemical rather than nuclear in Worse affected were the many islands surrounding
nature. Israel did not survive, but that mattered little when Australia, on which there were few survivors. Lush New
Israel’s so-called “Samson Option” went into effect. A Zealand was survived only by a handful of high-altitude
second-strike full nuclear retaliation, Israel had never subsistence farmers, and the entire western half of
known which of its enemies would strike the final blow. Indonesia (lacking the protective cover of Australia) was
So it settled on aiming its weapons at all enemies within wiped clean, totaling in excess of 140 million dead from
range. The resulting bombardment killed millions, and the waves alone and leaving Indonesia unable to support
left the Middle East an irradiated wasteland populated by itself.
little more than traveling bands of survivors killing each In the coming weeks and months, great flotillas of rafts
other for resources and trying to avoid the fallout as they full of desperate island survivors stormed the Australian
make their way to more hospitable regions. Turkey, Egypt shores in hopes of finding food and aid. All told, Australia
and Saudi Arabia have all long since stopped accepting suddenly found itself with more than 40 million new
such refugees, and instead shoot them on sight as a residents in a very short span of time. The resulting
deterrent. This leads many to attempt travel to China territorial dispute was arguably the bloodiest war that
through India. Few survive the trip. occurred during the Second Impact as the remaining
Australians fought tooth and nail for every inch of land.
Central America The war was ended only by the Darwin Accords in 2003,
Little more than a series of United Nations naval bases which was one of the first major demonstrations of the
UN’s newfound power. Forcing both parties to comply
now, Central America was all but wiped clean by the
waves of Second Impact. While there were survivor via threat of nuclear attack on any region that refused to
agree to its terms, the United Nations granted the
groups on the mainland, the same could not be said for
Cuba, Haiti and the Dominican Republic. Other areas, Indonesians everything west of Darwin, with Darwin
itself and everything to its east remaining in the hands of
like the Caribbean islands, have permanently been
claimed by the sea, though they provide occasional Australia. However, their power thus demonstrated and
Australia itself critically depopulated by the war, the
remainders of their existence as shipping hazards.

10
United Nations similarly forced through a number of While much of Africa was relatively unaffected by the
similar resolutions that leased huge swaths of land to the geological and ecological disturbances, the shifting
UN for an indefinite period of time in return for paltry political tensions and the loss of UN aid for several years
aid. Many of these regions would later become UN has led to the collapse of much of Africa, with a handful
outposts (such the famous fortress city of Tasmania), with of islands of stability still visible.
much of the remaining territory later being rented as For the most part, Africa has dissolved into two
farmland to the Chinese. psuedostates cut in half by the “Niger Line”, a poorly
defined border that stretches across Africa that is more or
South America less equivalent to the former northern Nigerian border.
These two psuedostates have no discernible government
The continent of South America lost much of its land to and the only significant unifying force among them is an
the sea and much of its population during what followed, inexplicable hatred for their counterparts across the Niger
but unlike Australia retained enough of a population so Line. While infighting is still common, these northern and
thoroughly engaged in fighting itself that the UN has been southern groups are known to band together to lead
both unwilling and unable to intervene. strikes across the line, though what they actually gain
Virtually all of Argentina, Chile, Paraguay and most of from this is often ill defined at best.
Uruguay sank beneath the Second Impact tidal waves and But not all of Africa has fallen into chaos. Despite their
never resurfaced. Brazil itself survived the waves, though previous territorial disputes, Libya and Egypt have made
its government and much of its population were not so an alliance of necessity which has managed to prevent
lucky and the remaining Brazilians quickly turned on each either of them from falling to the endless hungry mobs or
other in a desperate scramble to secure resources. This the warlords that arm them. Algeria stands alone, but on
conflict took years to resolve itself, and has reduced the brink of collapse and is not expected to last out the
Brazil to a pseudo state much like Africa but considerably year.
more peaceful. Bolivia, on the other hand, took the
Saudi Arabia, despite its losses, is nominally better off
opportunity to collapse into a civil war which has yet to
than it was pre-Impact as its oil resources have never been
resolve itself.
more valuable given the irradiation of the Middle East.
In one of history’s more surprising developments, South Wealthier than ever, Saudi Arabia maintains a relatively
American stability (such as it is) has been maintained by small but hyper-competent defensive force that has safely
Columbia in recent years. With the collapse of the global maintained its borders for years.
economy, the Cartels of Columbia realized that their
ability to sell their product was greatly diminished. Rather
than allow themselves to become powerless, they quickly PRESENT DAY
assumed control of the government and established a With the exception of the moderately stable Egypt and
dictatorial army which went on to conquer Venezuela and Libya and the effluent Saudi Arabia, Africa is a land
the ruined Ecuador. While these land grabs were not plagued by war, famine and disease. Attempts to map the
technically necessary, it gave the newly formed area are pointless, as many supposedly defined territories
Colombian army ample opportunity to establish a collapse within a matter of months, and many rarely last
reputation of merciless brutality that has kept the rest of more than 2-3 years. While technically inaccurate, many
South America wary for years. Colombian patrols wander still refer to regions of Africa by the pre-Impact countries,
freely through South America, and the justice they mete if only for the purposes of an internationally recognized
out is harsh, but effective at preventing the situation from key of locations.
destabilizing further. The United Nations delivers token aid to Africa each year,
Given the UN’s own lack of interest in South America, it and applies more than token force on a much more regular
is unsurprising that Colombian troops are often found basis. Unable to stabilize any region of Africa with troops
carrying United Nations commissioned firearms to for more than a short period of time, the UN has long
promote the stability of the region. since settled for identifying power blocks that either
continue to destabilize the region or threaten to unify it in
a way that opposes the United Nations and shell them
Africa with the UN’s considerable naval firepower. While not
It is no great secret that Africa was not in the best of pleased about Saudi Arabia’s well-funded military, the
situations prior to Second Impact, and the events resulting United Nations approves of its actions to hold Saudi
from the vaporization of Antarctica have hardly helped Arabia’s oil, a resource that the UN considers vital to
matters. The tidal waves alone were enough to deal South maintain.
Africa a crippling blow from which it never recovered,
and South Africa has long since been a failed state
dominated by its increasingly overenthusiastic military.

11
Nerv
Nerv is a paramilitary special agency nominally under the control of the United Nations. Nerv's official purpose is to lead the
defense of mankind against the Angels, to stop them from initiating a Third Impact after the destruction that was wrought by
Adam during Second Impact in 2000, through use of the Evangelions, which they constructed.
Officially, Nerv is a private organization under the direct supervision of the United Nations with limited authority over local
administration, and to an extent United Nations military forces. However, Nerv is essentially an independent organization
from the United Nations apart from matters of funding. As a result of conventional military forces' inability to defeat Angels,
the effort to defeat them is often left at the discretion of Nerv's highest ranking personnel without direct external interference.
Nerv is capable of guarding its own political position through whatever means necessary, including sabotaging a rival
defense contractor's prototype combat robot, "Jet Alone".
Nerv's origins lie in the research organization known as Gehirn, which was renamed and reorganized into "Nerv" in 2010
after its original headquarters and the Magi supercomputers were completed. Unlike Gehirn, whose existence was officially a
secret (with the UN Artificial Evolution Laboratory serving as a front), Nerv is semi-public.

Internal Organization
Nerv globally employs many thousands of people, including scientists, technicians, paramilitary security forces, and support
staff.
The standard uniform for Nerv personnel is a khaki uniform with triangular patches at the shoulders. Personnel in command
positions wear a monotone tunic. All Nerv personnel have a triangular clip over their uniform's left breast which denotes
rank.

Tactical
Headed by: Nerv Operations Director
The Tactical Operations branch is responsible for coordinating the Evangelions in actual combat, as well as directing Nerv's
conventional security forces and defense grid in battle against the Angels.
Nerv's internal security forces are tasked with defending the organization from terrorist attacks and other small-scale
conventional threats: Nerv was intended to fight the Angels, not other humans. As a result, Nerv is actually ill-equipped to
repulse a frontal assault by conventional human military forces. Security staff wear khaki uniforms like those of the operating
staff, as well as red berets. They normally carry either MP5 or Uzi submachine guns.

Technical
Headed by: Nerv Lead Science Director
The Technical division is Nerv's science branch, responsible for the research and development of the Evangelions, as well as
their maintenance and repair. It also analyzes scientific data obtained about the Angels, attempting to gain greater insight into
them to aid the Tactical division in defeating the Angels.
Each Nerv facility hosts a large corps of mechanics, electricians and other staff dedicated to maintenance, repair and
construction. The standard tech uniform consists of orange coveralls and a cap.
Those involved in actual research and development and Eva testing wear the standard khaki Nerv uniforms.

Other Divisions
Section-2 (Intelligence): Information collection and analysis are handled by the black-suited agents of the Nerv
Department of Security Intelligence, as are the surveillance and protection of key personnel. Those familiar with
them often simply call it Sec2, as opposed to it’s full name.
Public Relations: Nerv has its own PR subsection, which handles propaganda and media blackouts directed towards
the general public to control information about the Angels and Evangelions.

12
Chapter 2: The Basics

Tests and Target Numbers

Every RPG has a core resolution mechanic, the means by which success and failure are decided. For Adeptus Evangelion,
that mechanic is referred to as a Test. Tests consist of a roll of a d100, and are always associated with a particular Score of
the character, such as a skill.
In addition to the Score, certain modifiers can and will impact the success chance of the roll. Any Bonus to the Test (usually
between +10 and +30) is added onto the Score that is being tested before the roll is made for the purpose of the test. The
resulting value is known as the Target Number, or TN for short. For example: a Skill with a value of 35, rolled at a +10
Bonus, would have a Target Number of 45. Likewise that same skill, tested at a -20 penalty, would only have a TN of 15.
Determining success is then simple. Roll the d100, and then compare the result to the Target Number that results after all
modifiers have been applied. If the result is equal to, or lesser than, the Target Number you have a success. If the roll result is
above the TN, even by 1, then the Test has been failed.
In some cases, how well you succeeded or how badly you failed will also matter. In these cases, AdEva uses a Degree
mechanic.
To determine Degrees, compare your roll to the TN of the test. If you succeeded the test, count up just how much lower than
the target Number your roll was. For every 10 between the two values, you have achieved one Degree of Success. For
example: If you had a Target Number of 65 and rolled a 29, the difference between the two is 36. So you would have
achieved 3 Degrees of Success, the ‘left over’ 6 not benefiting you in any way.
Degrees of Failure are determined the same way when needed, instead counting how many 10s stand between the Target
Number and your roll on a failed test.

Experience

It is Experience. Goddamn xp. You already know how this works, don’t act like you don’t. Experience generally is used to
pay for things that change the mechanics of a character in a way that is relevant to combat, and is gained at regular intervals
throughout the campaign based on the expected length of the game. For more information on exactly how much XP to assign
each session, and how much Experience players should start the game with, GMs should see Scaling Your Campaign (GM
Book).

Enrichment

Not all forms of advancement for a character are created equal. Pilots are expected to perform their combat duties, but a
character is more than just a weapon (yes, even the Neo-Spartan). There are traits and skills for the character that are included
to round them out and bring them closer to what the player feels like they should be, which serve a roleplaying purpose more
than a combat optimization end. But in any system where both combat and roleplay options must draw from the same
common pool, it is easy for players to feel constrained by the combat portion of the game when they would much rather buy
something they feel suits their character as a character.
To this end, AdEva introduces a secondary resource that is separate from the normal pool of Experience. This new resource is
known as Enrichment, and it exists to be spent on things that affect how a pilot lives more than how they fight.
Enrichment is gained much in the same way that Experience is, assigned at the end of every session. For more information on
exactly how much E to assign each session, and how much Enrichment players should start the game with, GMs should see
Scaling Your Campaign (GM Book).
Enrichment can be spent much like Experience is on Talents. Unlike most Talents which list their cost as ‘xp’, Enrichment
costs are shown as a much smaller value of ‘E’.

13
Luck

Evangelion pilots are children thrust into a high stress situation facing impossible odds. The deck is pretty stacked against
them by the nature of the situation. If they want to come out the other side alive, sane, or victorious (pick two) they will need
a lot of Luck on their side.
In Adeptus Evangelion, in addition to the fickle will of the dice themselves, Luck is a mechanical resource available to
players. That distinction is important to the way luck is gained and used. By and large, Luck is not a resource available to the
character and is not used by the character for in-character actions. Instead Luck serves as a resource available to the player,
and its uses are largely of a metagame flavor.
Luck is granted to players in return for meeting roleplaying goals (such as roleplaying their Destrudo or Symptoms) or as a
reward.
However, there is a limit to how much Luck can be gained by a player at a time. Aspects generally limit the amount of Luck
they can produce per session to 1. On top of that, each Player has a hard limit to the amount of Luck that can be stored up at a
time. This Luck Pool begins play with a maximum size of 3, and stays that way for the early portion of the game. Players
eventually increase the maximum size of their Luck pool by 1 for each 100 experience that the character gains past 200
(having 4 Luck at 300 xp, 5 Luck at 400 xp, and so on).
Luck persists and remains available to the player until spent, regardless of the number of sessions since it was acquired. In
the event that Luck would be gained while the player’s Luck Pool is already at full capacity, that opportunity to gain Luck is
wasted and no Luck is gained.
Luck, once gained, can be spent to Defy Fate.

Defy Fate and Doom


Defying Fate uses Luck to alter the events of play, if only in minor ways. Defy Fate can be used to enforce a beneficial
coincidence or contrivance of plot, as well as save your character from Critical Injuries. While undeniably useful, using Defy
Fate is not always without consequence and some uses of it can even make it harder to save your character from Critical
Injury in the future. This is handed by the accumulation of Doom.
At the start of the campaign, each character begins with 0 Doom. As Doom is gained, the cost of certain uses of Defy Fate
(usually to save the character) become more expensive. See the Defy Fate Table for which uses of Defy Fate are affected by,
or increase the amount of, Doom.
Through this system, using Defy Fate to save a character might cost 1 Luck the first time, 2 Luck the second, etc. If the
player does not have enough Luck to meet the cost, they may not Defy Fate. This means that the more often that a player
generates Doom, the less likely they make it that they will have enough Luck on hand to Defy Fate when they need to in the
future.
Between the normal variances of the cost to Defy Fate and the escalation of Doom, players will likely have to wait for some
time before they can reasonably Defy Fate. Early in the game, players have a small Luck Pool size which makes it impossible
to do anything but the most basic functions of Defy Fate. But as the game proceeds, that Luck Pool grows and the player
unlocks both more powerful ways to Defy Fate and the ability to do it more often. At the start of a campaign the players may
be limited in their options and control of the narrative, but by the endgame the players should be in a much stronger position
to push events in a direction of their choosing.

14
Luck Cost Effect
1 ● Reroll a single Skill test that you have rolled, taking the reroll even if it is worse than the first.
● Reroll a single attack roll (Eva Martial or Eva Firearms) that you have rolled, taking the reroll
even if it is worse than the first.
● Reroll damage for a single attack you have made, taking the new damage even if it is worse
than the first.
● Fuel an Asset, Talent, Upgrade or other ability that requires 1 Luck to activate.
1+ Save your character from Critical Injury by an indirect or unobservable cause, at the cost of gaining 1
Doom Injury instead. Examples of this would be a Plug Breach that would kill a pilot, or that pilot being
caught in a collapsing building or car crash. The pilot emerges in one piece, but not unharmed and
perhaps in need of rescue.
Afterwards increase the Doom of the character by 1.
2 ● Change a minor feature of the environment to create an unreliable opportunity you can exploit
with the proper roll. This does not solve a problem for you, just gives you a chance to solve the
problem yourself. Examples include giving you a pipe that you can attempt to climb to escape a
dead-end alley, or a momentary distraction that lets you Palm or Sneak without being observed.
You can still fail, but you otherwise would not even have the chance to roll.
● Reroll a Hit Effect rolled against you, taking the new result even if it is worse than the previous
roll.
2+ Save your character from Critical Injury by an observable and direct source, such as being shot with a
Doom gun. In this case it is harder to say that the character escaped the attack should it hit, so the end result is
that whatever would have dealt serious trauma misses entirely, is interrupted, or otherwise somehow
fails.
Afterwards increase the Doom of the character by 1.
3 Influence an event to have a perfectly reasonable detail or outcome for the situation that happens to be
in your favor. This could be being dealt a winning hand in an important card game, establishing that
you conveniently have a useful item like a flashlight on your person that you did not mention having
before, or an altercation between you and a schoolyard bully being interrupted by an adult.
4 ● Influence an event so it has an outcome or detail that is technically possible, but a stunning
coincidence or contrivance. Examples include finding the password to a file system written
down in an easy to find place, or a door to a restricted area being left unlocked by an unknown
party, or a pair of guards being called away from their post.
● Turning an already-successful skill test into an extraordinary success. Examples include an Arts
test making a painting of great skill and detail, a Research test finding a treasure trove of
valuable information, or a televised Sway test influencing public opinion on a nationwide scale.
Such results are thematically appropriate for the skill to which they are associated, but
accomplish results above and beyond what Degrees of Success normally account for.
Afterwards increase the Doom of the character by 1.
5+ Influence and event or detail such that it contradicts or replaces an already established fact. Examples
Doom include a dead NPC being alive but badly injured, a room with no exits having a conveniently sized
vent, or losing pursuers that were previously hot on your trail.
Afterwards increase the Doom of the character by 1.

15
How NOT to Defy Fate
As a flexible mechanic, it is hard to specify the hard limits of Defy Fate. Instead, it is left up to the GM of the game to
arbitrate what is and is not an acceptable use of the ability, as well as the exact Luck cost is (and what the consequences are)
of a specific Defy Fate instance.
To that end, Defy Fate should be seen as a tool and not a heavy-handed solution. Spending Luck to simply declare
themselves victorious is a mechanic that won’t be fun for either the player or the GM, and certainly won’t be good for a
campaign.
Defy Fate cannot be used to assume control of a character other than your own. In a similar vein, GMs should feel free to
reserve the right to provide a degree of protection to important, named NPCs as well. This goes doubly true if the proposed
Defy Fate would contradict the motivations or backstory or such an NPC, or likewise reshape the state of the game world to
an unwarranted degree. The PCs are undeniably main characters in the story, but they are not the only main characters.
Players cannot use Defy Fate to influence or change that which they do not know to exist in-game. A genre savvy player
might see, for example, the existence of a shadowy organization pulling the strings and attempt to use Defy Fate to expose
them early. But unless such an organization has already been hinted at in game, it would be unwarranted to allow this
particular use of such a power as it replaces in-character exploration and action.
In a similar vein, Defy Fate should never be used in place of an already existing game mechanic. Allowing a player to use
Defy Fate to do something effortlessly that would normally be under the domain of a particular skill not only devalues that
skill, but spits in the face of any player that actually did invest in that skill. Given the mechanical density of combat, this
often means that Defy Fate has limited use in combat situations.
Most importantly, despite Luck being a meta-resource, all instances of Defy Fate have to make some kind of sense in-game.
They might be a stretch, or a ridiculous coincidence or even be something of a handwave explanation. But it should be clear
to all players how such an event could happen or that a reasonable excuse for it does exist. Defy Fate should never be treated
as a magic power, but rather as a narrative device benefiting the protagonists of the story that is the game.
If a proposed use of Defy Fate appears to be overstepping the bounds of the spirit of the ability, GMs have the right of
refusal. In such a case no Luck is spent and no Doom is gained.

SIDEBAR - On Rerolls
There are multiple abilities in Adeptus Evangelion allow the player to reroll one of their rolls. By far the most common of
these is the use of Luck, but Talents and Upgrades can allow for circumstantial or specific rerolls when prompted. In the case
of more than one Reroll being capable of being applied to a single roll, the player must choose one of them and accept its
results. For example, a Player could use the Double Barreled upgrade to reroll their Eva Firearms test once, but in doing so
they give up the right to spend Luck to reroll that roll, even if their second roll is no better than the first.

16
Stamina

The Evangelions are nearly as fast as they are powerful, but even they have a limit as to what they can accomplish in a short
time. This limitation is often the fault of the pilot within. Piloting an Evangelion is physically and mentally exhausting, due to
the nature of the synchronization link and the Pilot feeling the body of the Evangelion as if it were their own.
At the start of each new Round, even before the player gets their Turn, each player gains 3 Stamina to spend how they see
fit. Stamina can be spent on Actions (which can only be used during their Turn) or Reactions (which can be used when it is
not their Turn, either before or after) with the Stamina cost of the (re)action directly relating to its complexity or difficulty.
Stamina does not need to all be spent on your turn, and indeed some actions (known as Reaction Actions) require you to
leave Stamina unspent so that the Reaction can be activated when it is not your turn. However, any unspent Stamina you have
is wasted and removed whenever the current Round ends and the next Round begins.
In addition, there are multiple classes of Action which divide available actions into easily reference-able categories. The
action classes are Attack, Movement, Reaction, and Other.

Attack: Actions that allow the player to attack the enemy, or modify how they attack the enemy, are known as Attack
Actions. While not listed here, the use of many Offensive AT Powers or Talents also count as Attack Actions.
Movement: Actions that require the player to move a significant distance, even if the movement itself is not the goal in and
of itself, are known as Movement Actions.
Reaction: Actions that can be used by players with leftover Stamina after their turn has ended are known as Reaction
Actions.
Other: Many actions do not cleanly sort into one of the above classes, and are simply of class Other.
For more information on Actions, see the Combat section.

AT Potential

AT Potential is a resource that can be used to fuel special AT based defenses, as well as increase the effectiveness of certain
powers. Evangelions store Potential in a pool, which has a maximum size based on your Synch Ratio (see table).
Evangelions begin each battle with their pool of ATP already full. As AT Potential is spent, their pool drains down to zero.
At the start of each Round, each player gains 2 more Potential, but cannot gain ATP that would give them more Potential
than their pool can hold. Such extra ATP is wasted.
Fluctuations in SR can result in changes to the maximum size of your AT Potential pool. An increase in pool size must still
be filled at the normal refresh rate, but should your ATP pool size decrease, any Potential that no longer has room in the pool
is wasted, and has no chance to be used.
There are two primary ways that AT Potential can be spent: to fuel Spread Patterns and to augment AT Powers.
For more information on AT Potential amounts and uses, se the AT section.

17
Requisition

In the fight against the Angels, nothing short of the survival of the human race is at stake. To this end, there is no cost, no
amount of resources that would be considered too high to devote to the cause of Nerv and the Evangelions. Even so,
resources are limited by what can be produced. While it has resulted in the economic collapse of more than one country,
China’s production capacity has been utilized by the UN to produce virtually all of the weapons for the Evangelion program
in state of the art, modular factories designed to produce many different kinds of E-Scale firearms with only a few days
needed to modify the equipment between production runs, often saving resources further by cannibalizing old, discarded
weapons. Given this sort of backing, each pilot’s access to these resources has been abstracted into a pool called Requisition
(Req).

Each player has access to a limited amount of Requisition, gained through their chosen Evangelion career. This requisition is
spent at the beginning of each new Angel attack to buy the weapons they will be using for that battle. At the end of each
battle, players have the option of re-spending their requisition as they see fit, but it is important to note that weapons
purchased by requisition are on-loan only. If the player does not re-spend the necessary requisition for the weapon at the start
of their next mission, they no longer have that weapon available until such a time until they DO allocate their Requisition to
use it again. Regardless of Req costs, one may not have more than 2 of any given weapon at a time.

Not all weapons require a Requisition investment, though. As the party chooses technologies at the beginning of the
campaign, every player receives for free 1 of every piece of Starting Equipment they have unlocked through choosing those
technologies. Additional equipment, even a copy of an item they received for free, costs Requisition as normal.

Example: If a party selected Superconductive and Maser Technologies at the start of play, all players would automatically
have access to 1 Pallet Gun and 1 Combat Knife (both from General), 1 Superconductive Baton (from Superconductive) and
1 Microwave Gun (from Maser). If a player wanted a second Superconductive Baton, or any other Starting Equipment, they
would have to buy it normally with Requisition.

Time
Time in an AdEva game is measured in many different ways. Some rules elements may refer to different portions, so for the
sake of clarity, these have been defined below.

Act: An Act is a collection of Sessions centered around the conflict with a specific Angel or Angels. A typical Act consists of
three to five Sessions and ends when its associated Angels are defeated.
(Angel) Battle: When the rules refer to an Angel Battle or simply a Battle, they are talking about a confrontation with an
Angel using the Evangelions. An Angel Battle ends when either all Evangelions are defeated, the Angel is defeated, or it is
impossible to continue combat for some other reason. Time in an Angel Battle is further broken up into Rounds, Turns, and
Intervals.
Calendar Time: Hours, days, weeks, and so on. Rules elements that refer to this time are talking about time that passes in
the game world—not the real one.
Interval: An Interval is the unit of time in which an Angel acts during Battle. An Angel's Interval occurs after each of the
Evangelion Pilot's Turns.
Round: A Round is the unit of time in Battle that contains all the Evangelion's Turns and the Angel's Intervals. It begins with
the first Evangelion's Turn and ends with the Angel's last Interval. Rounds continue until the Battle ends.
Session: This is the time spent actually playing AdEva. It begins when the game starts and ends when you call it quits for the
day.
Turn: A Turn is the unit of time in Battle where an Evangelion acts. Each Evangelion takes one Turn per Round.

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Chapter 3: Skills
Skills represent the character's ability to perform specific tasks, organized by general fields. Important terminology for skills
include:
Skill Groups: Each character begins play with access to what are known as Skill Groups: broad fields of ability each based
around a specific theme. Every Skill Group will have a value associated with it, representing the character’s level of natural
talent with those skills. These values are, by default, equal to the value of the Defining Score of that Skill Group. This value
can be increased through modifiers or the Group Advancement talent.

Defining Score: The Defining Score of a Skill Group is the Personal Score upon which that Skill Group is based. In some
cases, the Skill Group lists multiple Personal Scores as its Defining Score. In such a case, the player is required to choose one
Personal Score from the presented options to be the Defining Score for that Skill Group for their character. Once character
creation is complete, the choice cannot be changed.

Target Number: The Target Number for a Skill roll is the value that you must roll equal to or less than in order for the roll
to succeed.

Skill: A Skill exists as a subset of the more open Skill Groups, and represents a more narrow application of that ability. For
example, Sprinting and Jumping would both be separate Skills of the widely defined Sports Skill Group. While example
Skills are defined for each Skill Group, these do not represent the sum total of all Skills. Players are encouraged to work with
their GMs to come up with Skills that fit their character, however GMs are likewise encouraged to deny any Skill which
would perform the same function as an already existing Skill, any Skills which does not fit the theme of its proposed Skill
Group, or any Skill that is so vaguely defined that it actually encompasses what should be multiple Skills under a single
Group.

Proficiency: A player may invest Enrichment to become Proficient in a Skill, opening the door for the Character to use that
skill more competently and later gain Training Bonuses or even Mastery in it. A character may only gain Proficiency in a
Skill of a Skill Group, or a specific Restricted Skill, but never a Skill Group itself. Becoming Proficient in a Restricted Skill
is significantly more difficult than a normal Skill. See the Restricted Skills section for more details.

Prepared Tests: A Prepared Test represents the character taking extra time to apply their superior skill to a task, as opposed
to rushing it or fumbling to do something under pressure. A Prepared Test can only be undertaken if the character has ample
time and energy to devote to the task at hand and the character has Proficiency in the relevant Skill.
A Prepared Test differs from a normal Skill Test in that you may, after rolling the d100, choose to reverse the digits if doing
so would give you a better result. For example, a roll of 61 could be reversed to result in a 16 on a Prepared Test, granting
better odds of success.

Training: Training represents the incremental advances in a skill that the character achieves by increased practice and study.
Buying Skill Training Talents increases the Target Number for a chosen Skill in increments of +5 (to a maximum bonus of
+25) making rolls for that Skill more likely to succeed. This value, and any other modifiers relevant to that Skill, are added
on top of the value of the Skill Group to determine your Target Number for that Skill. Training may only be purchased for
skills you are Proficient in, and do not affect Skill Groups themselves.

Mastery: Mastery represents achieving such ability in a given Skill that you can perform them even under great stress or in
other extraordinary circumstances. When prompted to roll a Skill Test for a Skill in which they have Mastery, the player may
choose to instead spend 1 Luck to automatically succeed on that roll as if they had rolls exactly half of their Target Number
(rounding up when necessary). A character which had a Target Number of 45 for a Skill would, on a use of their Mastery, be
treated as if they had rolled 23.

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Degrees of Success and Failure
In some situations, flat success or failure of a roll is not enough. While success or failure is still key, just how much you
succeed or fail by also counts. In such cases, take the difference between what you rolled and what number you were trying
to roll beneath. The 10s place of this number is known as your Degrees of Success.
For example, a Notice test with a Target Number of 55 rolls a 19. This makes the difference between what they rolled and the
number they were trying to roll beneath 36. This means that they have 3 Degrees of Success, with the 6 left over being
useless. Similarly, if they had instead rolled a 66 they would have rolled 11 above their target number, having a single Degree
of Failure.
If the Target Number is 55 and a 50 is rolled, the test succeeds as normal. However, because it did not roll well enough, no
degrees of success result.

Skill Resolution
Most of the time, using a skill is a simple as rolling and comparing it to your relevant Target Number to determine success or
failure. When Proficiency (or some other modifier, positive or negative) for that Skill exists, use that resulting Target
Number. If no Skill has been invested in for the character, use the Skill Group it would belong to instead.
When attempting difficult and extended activities, or working against an opposing person, things can become more
complicated rather quickly. For these the GM must decide whether to expand the test into an extended Skill Challenge, or
some form of opposed roll. The three different ways to use skills are Standard, Simple Opposed and Challenges.

Standard
Standard skill tests are the most basic form, used in situations where only your own level of skill is what matters, often
impacted by the difficulty of the task you have chosen. It is neither competing against another PC or NPC, nor is it expected
to be a rigorous task with multiple chances for failure. Examples include throwing a ball accurately with Sports, painting a
simple picture with Arts or remembering a useful fact with Common Knowledge.
In order to determine success or failure of a Standard Skill test, roll 1d100 and compare the result to the relevant Target
Number. If the result is equal to or lower than the Target Number, the character has succeeded. If it is greater, then they fail.
Standard Skill Tests apply Circumstance modifiers as normal.

Example:
A pilot tests Inference to figure out a simple puzzle. Their Logic Skill Group (based on their Intelligence) is 27, and they
have a Training bonus of 5 by having invested Skill Training in it. Their Target Number is thus 32, and the GM has ruled that
the simple nature of the puzzle gives them a +10 bonus, allowing them to roll against an effective 42. The pilot rolls 1d100
and gets a 31, succeeding at the test by 1 Degrees of Success.

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Simple Opposed
In a Simple Opposed test, the player is in competition with another party. This can be a PC or NPC, so long as whether or not
you succeed in your task is determined as much by the skills of an opposing person as your own talent. In general Simple
Opposed tests include quick instances such as testing Sports against an NPC to beat them in a footrace, or testing Sneak
against the Notice of a guard. What is important here is that the situation recognizes that the abilities of your opponent impact
your chances for success.
A Simple Opposed test is handled in much the same way as a Standard skill test, with a slight modification. In addition, the
normal Circumstance modifiers that might be involved in the roll, the player takes a penalty to their roll equal to (the 10’s
digit of the Skill being used to oppose them - 3) * 10. In this way, an opposing person who is only average at their skill does
not impact your roll, though an expert at it can significantly reduce your chance of success.

Example:
A Sneak test against a guard with a Notice of 55 would take a penalty of -20 (5 – 3 = 2 * 10). This additional penalty, applied
after Circumstance modifiers have already been factored in, represents the opposing skill of the other party lowering your
own chances of success.

Challenges
Challenges are extended or difficult tasks undertaken by the player where they cannot hope to get what they want from a
single roll. To overcome the challenge, the player must make multiple rolls, where total success or failure has to be built up
over time. Examples of Challenges include building something complex over time, attempting to climb a mountain, or
attempting to hack a well-defended mainframe.
Challenges begin by presenting a situation that needs to be overcome, the GM setting a Difficulty for the Challenge, and the
Primary Skill is declared.
Challenges are different than normal Tests in several ways.
• The player must generate a number of Degrees of Success greater or equal to the Difficulty in order to beat the
Challenge.
• The player may make a number of rolls equal to the 10s digit of their Primary Skill.
• Both the first and last roll must be made with the Primary Skill.
• Unlike a normal Test, any successful Challenge Test generates at least 1 Degree of Success.
• Degrees of Failure subtract from any accumulated Degrees of Success, to a minimum of 0 Degrees of Success.
• Multiple characters may participate in a Challenge, however only one player may make each Challenge Test.
• Other characters who are not making the Challenge Test may instead Test the Primary Skill or another Skill
approved by the GM to grant the character making the Challenge Test a +5 bonus to their roll. This stacks with
itself.

Example:
Tim needs to climb a mountain to get back to Nerv after a Plug Ejection. Both Tim and the GM agree that Climb is the most
appropriate Skill for this, and Climb becomes the Primary skill. The GM sets the difficulty of the task at 5, and Tim has a
Climb of 40, giving him 4 rolls to succeed at the Challenge. Tim must start with a Climb test that he succeeds at by 16, but
that generates only 1 Degree of Success. Since Climb is not Tim’s best skill, the player tries to use Common Knowledge to
make well informed rock climbing choices that bring him closer to success. The GM tells him that is bullshit, so Tim decides
to use his keen awareness to spot the best path forward instead, rolling Notice and succeeding by more than 40. Even though
Tim has not moved forward physically as a result of his Notice, the roll has made him much more likely to meet his goal. At
this point, Tim has achieved the 5 Degrees of Success he needs to beat the Challenge, but he is still required to make his
Primary Skill his last roll, testing Climb one more time. This time, Tim fails by 12, reducing his accumulated Degrees of
Success from 5 to 4. Tim no longer has the Degrees of Success required to beat the challenge, and must test again. Tim, on
his last roll before failing the Challenge, rolls Climb one last time and succeeds with 2 degrees, ending with his Primary Skill
being both the first and the last roll, as well as having more accumulated Degrees of Success than the Difficulty of the
challenge. Despite his mediocre climbing skills, he has successfully climbed the mountain, though with some setbacks along
the way.

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Circumstance Modifiers
Especially challenging situations, or advantageous situations, may apply temporary modifiers to the Target Number in the
form of penalties or bonuses to a given roll. Such modifiers treat the Target Number as if it was higher or lower (increasing
or lowering the chance of rolling under it) for the purpose of the single roll.

Modifier Description
+30 Very easy.
+20 Easy.
+10 Not difficult.
+0 Average.
-10 Challenging.
-20 Very Difficult.
-30 Nearly Impossible.

When bonuses and penalties are in effect, treat the Target Number as if it had been altered by that amount, and then roll
1d100 in the hopes of rolling under this new, modified value.

Skill Groups
Skill Groups are fields of ability under which other, more specific skills are sorted. Until Proficiency or some other modifier
is applied to a Skill, that Skill is not mechanically distinct from the Skill Group it belongs to, and does not need to be
recorded separately on your sheet.
Some Skill Groups have one or more Skills listed as being a [Restricted Skill]. Like the name says, a Restricted Skill is not
as easy to gain as a normal Skill. Indeed, Restricted Skills cannot be tested without Proficiency (not even by testing the Skill
Group it belongs to, like testing other Skills without proficiency) and instead of being gained by the Skill Proficiency talent,
Restricted Skills can only be unlocked by purchasing rare Restricted Skill or Paragon talents.
The list of Skill Groups is as follows:

Arts (Empathy)
The Arts Skill Group represents the creative talents and artistic knowledge of a character. How well they can make something
look pretty, but also their knowledge of iconography art history. Such creative concerns may be a just a hobby for the
character, or much more.
A poor Arts suggests an uncultured lout lacking inspiration. A high Arts suggests an expert at some creative task like music,
writing or painting, or at least well read in them.
Possible Skills of Arts include:
Symbolism: When confronted with the lyrics to an obscure or bewildering text, you can use Symbolism to parse the
metaphor and figure out what the text is truly saying. This also can help in recalling the meaning of unfamiliar icons or
visual symbols as well.
Creative Activity: A Creative Activity is simply a form of hobby that the character is invested in learning, such as
playing an instrument or learning to write or paint. A character may specialize in multiple Creative Activities, each one
dedicated to a specific instrument or art form.
Innuendo: The art of Innuendo is the ability to strongly hint or imply something without outright saying it. While
stereotypically used to deliver scathing insults, this skill can also be used to pass along information to a compatriot in
mixed company without others overhearing understanding the message, the meaning hidden behind clever wordplay. A
failure usually means being too blunt, and giving your secret away… but unless your compatriot is also proficient in
Innuendo you can just as easily be misunderstood. Those trying to intercept such secret messages, be it verbal or written
form, usually must use Innuendo themselves to Oppose it.

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Awareness (Intelligence or Empathy)
The Awareness Skill Group represents the your ability to find what you are looking for and your ability to pick out important
details. Good eyesight is a key part of Awareness, but the other senses are represented by this as well.
A poor Awareness suggests that the character either has trouble with their sight or hearing, or is simply bad at paying
attention. A high Awareness suggests a sharp eye and mastery of crossword puzzles.
Possible Skills of Awareness include:
Notice: The ability spot something significant without preparation, Notice is a skill often rolled to see or hear something
where you have a brief window of opportunity to do so. Failure means the character remains blissfully unaware of the
detail, or even that such a detail exists. Notice is often used to Oppose the Sneak or Palm skills.
Read Person: The ability to pick up useful hints about a person from subtle cues or details falls under the Read skill.
These clues are rarely so direct as to tell you exactly what a person is thinking or feeling, but rather manifest in the form
of impressions such as “you think she is trying to hide something” or “he seems like he is under a great deal of stress”. It
is good practice for GMs to award no fewer than 1 such clue for every 2 degrees of Success on the roll. Read Person can
be opposed Composure or Persona.
Search: In cases where you know what you want, but not where exactly it is, a Search roll can help you find it. Unlike
Notice, Search presumes that the character is using the skill intentionally, and often with at least some time to perform the
task, such as looking through a drawer full of files for a specific name, or scanning the ground for a lost coin. If the object
has been deliberately hidden, your Search test may be Opposed by a Stash skill.

Finesse (Physique)
The Finesse Skill Group represents the physical deftness and agility of a character. Any situation where nimbleness, reflexes
or being surefooted would be key falls under this Skill Group. A poor Finesse suggests that the character is uncommonly
clumsy or slow of body. A high Finesse suggests easy grace and expert control.
Possible Skills of Finesse include:
Balance: On an inclined plane, or when something actively attempts to disturb the pilot’s balance, they may test Balance
to keep their feet and avoid becoming prone. Bonuses and penalties will vary greatly depending on the situation, and will
often be up to GM discretion.
Tumble: The ability to roll and cartwheel from one place to another, Tumble can be used for simple acrobatic displays or
as a part of life-saving dives and maneuvers on the battlefield.
Sneak: Sometimes, you just do not want to be caught. At times like this, a high Sneak skill is invaluable. Use of the
Sneak skill obviously includes the act of trying to move past a guard without gaining their attention, but also includes
other acts of avoiding attention, such as blending into a crowd. Sneak is Opposed by Notice.
Palm: While named after the act of stealing a small item, the Palm skill can be used for any action of quickly hiding
something small (but presumably important) from others on your person, either secreted away to a convenient pocket or
simply held behind your back nonchalantly. Palm can be Opposed be either Notice or Search, depending on the
determination of the other party.
[Restricted Skill] Combat: The combat skill represents lethal combat training, and does not make a distinction between
close quarters or ranged in that respect. Outside of an Evangelion, Combat covers knives and firearms equally. The GM
should tell you if Combat will appear in your game.
Testing Combat under any circumstances first requires that the player obtain a lethal weapon of some kind. Without a
lethal weapon (whether it be a gun, a knife or a length of pipe) this skill is totally nonfunctional.
Combat resolves like Brawl (See below), save that failure on Tests constitutes an Injury rather than Fatigue.
[Restricted Skill] Drive: Characters proficient in the Drive skill will rarely need to test it. Simply driving a vehicle from
on location to another would not provoke a Drive test under normal circumstances. However, during dangerous and high
stress situations (such as a high speed car chase, or attempting to avoid crashing into an obstacle that was not there a
moment ago) Drive should be tested, with penalties and a punishment for failure that should be obvious depending on the
situation.

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Knowledge (Intelligence)
The Knowledge Skill Group represents the character’s ability to remember useful information, but also their investment in
seeking out and learning that information in the first place. Any time it is uncertain whether or not a character would know of
a specific fact or event, this Skill Group will likely come into play.
A low Knowledge suggests that the character is not well read, or simply has poor memory. A high Knowledge suggests
someone who puts their intelligence to good use and always seems to know something about the topic at hand.
Possible Skills of Knowledge include:
Common Knowledge: A lot of information is available to nearly everyone in an age where literacy is high and media is
everywhere. Not all of it is true, but it does establish a certain grounding in current events and popular conceptions of
science and history. Common Knowledge is useful for settling whether a character knows something they could
reasonably have seen on the news or in a magazine. Success means they know of it, and at least some detail about that
tidbit. Failure means they know nothing about it. Given the nature of this Skill, Common Knowledge generally cannot be
tried again at a later date in the event of a failure: you either know it or you don’t.
Topic: Not all fields of knowledge are equal, and everyone has things that interest them more others. Topic is a Skill
devoted to the character’s knowledge about a specific thing, such as Baseball or World War II. Players are free to come
up with the subjects of their own Topics, and can Specialize in multiple Topics should they wish to do so. However,
Topics do have a limit. A character with ‘Topic(Robotics)’ would know a lot about the history and current state of
robotics, as well as an understanding of how robots work. They may even be able to make simple repairs to common
robots, or build something akin to a science fair project. That doesn’t necessarily mean they have the skills to build or
reprogram an android or security drone. Have reasonable expectations.
Given the nature of this Skill, Topic generally cannot be tried again at a later date in the event of a failure: you either
know the relevant fact or you don’t
Recall: Not everything that happens to a character is something that the player is going to remember, especially when
game sessions are spaced out between weeks and months. However, that doesn’t mean the character has to be so
forgetful. Recall represents the character’s ability to remember past events that have happened to them personally, giving
a chance for the player to be reminded about something useful that might not have made an impression on them at the
time.
Research: No one knows everything. We write things down so we don’t have to keep it all in our heads, and that
provides resources that a character can use if they are looking for specific information. The Research skill allows a
character with sufficient time (often hours, sometimes days) to track down information about a specific person, item, or
event. The character has to have a pretty good idea of what sort of information they are looking for to embark upon this
task, as well as access to a source of information. Not all sources of information are equal in this regard, as a character
cannot successfully Research something that would not reasonably be held in the texts available. A Library is useful for
things that are publicly available, but you won’t find the truth about Second Impact there. That would require a much
more confidential source of information. How you get to those secret archives or secure file systems is in your hands,
Research only lets you peruse them while you have access and time.
[Restricted Skill] Medic: The Medic skill does not represent advanced surgery or pharmaceutical techniques. Rather, it
represents the level of training required to perform basic first aid in the field, and little more than that. Specific uses
include diagnosing an injury or affliction and basic treatment or life-extending measures.
By testing the Medic skill to apply first aid, you may remove 1 Fatigue from someone else over the course of a minute of
treatment. In certain situations where another person has been grievously injured and you can get to them quickly, you
may test Medic at a -20 penalty to reduce their effective Doom by 1 for the purposes of them Defying Fate to survive
their injuries. Either of the above First Aid options can only be successfully used once for a given ally in a single session.

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Logic (Intelligence)
The Logic Skill Group represents the character’s aptitude for reasoning, puzzle solving, and math. Situations where reasoning
and simple deduction likely fall under Logic, though a player cannot rely on this skill group to make smart decisions for
them. Sound logic based on faulty assumptions or false information still leads to a bad end. Simple use of logic machines like
A low Logic suggests someone who is bad at games and generally does not think things through. A high Logic suggests
someone who is good at math and generally makes sound decisions, if not always right ones.
Possible Skills of Logic include:
Inference: When it comes to analyzing a set of information, whether it be a simple puzzle or a complex pattern, test
Inference. Inference includes figuring out the implications of a specific clue, or taking a series of events and trying to find
the common thread. You are never told to make an Inference Test, you must always ask.
A successful Inference roll usually results in connections and conclusions that might not have seemed obvious at first
glance, or revealing crucial gaps in your information that you should seek out to solve the puzzle before you. In addition,
Inference may be used to Oppose other skills such as Deceive, Persona or Persuade for the purpose of Simple Opposed
tests.
Convince: The Convince skill allows the character to influence another individual or group, either by speech or written
word, using facts and a logical argument in an attempt to overcome already present modes of thought. The Convince skill
is applicable in such situations as exposing a malign conspiracy to those not in the know, or making a deluded individual
see reason and abandon their actions.
Any use of the Convince skill that is intentionally based on false information and lies requires the player to additionally
roll Deceive. If either the Convince or Deceive roll is failed, they both fail. Convince is most often Opposed by the
Resolve skill, though it can also be Opposed by the Inference skill in an attempt to expose weaknesses in your argument.
[Restricted Skill] Cybersecurity: Often, a character will want to gain access to files he isn't allowed to have access to.
While under most circumstances this will be a test with the difficulty determined by the computer's security, there may be
some active opponent (like a system administrator or a cybersecurity team) or the computer may be active enough to
counter-hack (like a MAGI) - in these cases, the roll may be a Simple Opposed test.
For Cybersecurity to be tested in the first place, the pilot must already have access to a computer capable of interacting
with the desired systems. Not all computers are equal in this regard, and even something as simple as an unknown
password can prevent the character from making use of the computer.
There are other things a character might be able to do depending on the computer system they are accessing, such as
unlock electronic locks, search an area with security cameras, or cutting off the access of others. These tests may require
the use of other skills in addition to or instead of Cybersecurity. The GM will determine the necessary Skill Tests required
for a particular task. The Cybersecurity skill is best Opposed by itself.

Might (Physique)
The Might Skill Group represents the physical power of the character, as well as their ability to utilize that strength.
A low Might suggests someone who is week and feeble or has trouble opening jars. A high Might suggests someone who can
easily lift great weights or overpower others.
Possible Skills of Might include:
Lift: The ability to carry objects of significant weight, either for short or long periods. This could be lifting a heavy piece
of rubble just long enough to get it off of an ally, or carrying something as heavy as another person for an hour or more.
The heavier the load, and the longer you have to bare it, the more difficult the test. Some things in the world are too heavy
to lift no matter how well you roll, though it should usually be obvious when this is the case.
Climb: The ability to get over physical obstacles with your bare hands, scale a wall, or other forms of vertical ascension
covered under Climb. Success means getting to where you are trying to go, and failure often means falling.
Brawl: Fighting another person with your fists and nearby nonlethal objects. This skill covers an entire fight, not any
given punch. This skill may not be used with lethal weapons. Brawls are resolved as a Challenge, with the Difficulty
being the 10s digit of the opponents Brawl (use the highest available if there is a group). The Difficulty may increase if
you are significantly outnumbered. Success on this Challenge knocks the opponent(s) out. Unlike a normal Challenge,
Degrees of Failure do not subtract Degrees of Success and the Challenge continues until you win, pass out or stop.
Instead, each failed roll inflicts 1 Fatigue upon yourself; this is the opponent fighting back. If you are proficient, use of a
brawling aid like a baseball bat or brass knuckles allows you to make this Challenge as a Prepared Test. Genuine fights
between PCs are resolved as Simple Opposed Tests, with a successful test inflicting 1 Fatigue on the opponent.

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Speech (Empathy)
The Speech Skill Group represents the character’s social graces and ability to use their words to get what they want. Speech
often means that you are good at making friends, but an antisocial user of Speech is no less skilled, only less popular.
A low Speech suggests someone who always fumbles for the right words, and lacks presentation. A high Speech suggests
someone who is well spoken and convincing, at home in any debate or dialog.
Possible Skills of Speech include:
Charm: Charm represents the character’s ability to ingratiate themselves with others casually. Charm is useful in
basically any social function. It may not be used for complex diplomacy, but it can be used to improve someone’s opinion
of you for a short while. The effects of Charm can be Opposed by Composure, though that is rarely necessary.
Persuade: The Persuade skill allows the character to influence another individual, either by speech or written word, using
emotional manipulation or sincerity. The Persuade skill is applicable in such situations as convincing an enraged person
to calm down, or to try and use emotional blackmail to put them in a disadvantageous position.
The Persuade skill may not force another individual to take actions against their will, only cause them to strongly feel the
intended emotional response. What the target does as a result of this powerful emotion is ultimately up to them.
Any use of the Persuade skill that is intentionally based on false information and lies requires the player to additionally
roll Deceive. If either the Persuade or Deceive roll is failed, they both fail.
Persuade is Opposed by Composure for Simple Opposed tests.
Sway: Talking to a crowd is more difficult than an individual. You have to keep your arguments general, your talking
points less personal. At the same time, humans are social creatures which can pushed as a group in the right direction if
you can tap into the mob mentality. Where Persuade allows you to emotionally manipulate a person, Sway is intended to
allow you to bring a small crowd around to some action or opinion you are trying to plant.
Sway can only be used on a crowd that is already listening to you long enough to hear what you have to say, attempting to
Sway someone already determined to detain, ignore or harm you is a waste of time. Likewise, even on a successful Sway
you cannot say for sure who among the crowd now agrees with your intended message, just that the crowd as a whole
now leans in that direction. The effects of Sway are often fleeting, however. Once the crowd disperses your message
could flourish, or the time for second thoughts could lead it to wither and die. Sway is best capitalized on sooner rather
than later.
[Restricted Skill] Negotiation: A person can use facts, emotional blackmail, lies or good favor to maneuver someone
into being more likely to do what they want, but the most straightforward way to get what you want out of someone is to
simply ask them. But no one does anything for free. If you want someone else to smuggle a package for you, spill a
secret, or perform some other service you are going to need to make it worth their while. This can be giving them
information in return, handing over a valuable object, or agreeing to do them a similar favor. When negotiating, you work
to make what you are offering seem worth the service or favor you are asking for in return. If they are so convinced, they
will agree to the deal.
The most common Circumstantial Modifiers in play in a Negotiation are based around the danger or difficulty of what is
being asked for, and the value of what is being offered. Just as an extremely valuable offer can give you a bonus, a pitiful
token offer not worth what is being asked will certainly give you a penalty.
Negotiation can be Opposed by various skills based on the means and motivation of doing so. It may be Opposed by Read
Person or Negotiation itself to get the upper hand in deal, Opposed by Resolve to resist temptation, or even Opposed by
Deceive if they mean to cheat you entirely!

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Sports (Physique)
The Sports Skill Group represents the character’s physical athleticism, as well as the many natural talents that can cover.
Rather than being divided into categories based on specific sports, which often have overlap between them as to the skills
involved, the Sports skill group is divided up by the specific elements of those activities.
A low Sports suggests someone who has poor hand/eye coordination, or is out of shape. A high Sports suggests someone who
is physically fast and fit.
Possible Skills of Sports include:
Jump: The ability to leap over a physical obstacle, be it an obstruction like a chair or a hazard like a pit or a tripwire. A
running jump can grant you more distance, but generally a character cannot jump more than a few feet.
Throw: Usually used in simple games like baseball or darts, Throw allows you to toss small objects accurately through
the air. Throw does not include special weaponized applications of this skill such as knife throwing, though throwing a
rock is simple enough.
Sprint: The ability to cross distances on foot at great speed. Exhausting and only really useful in short bursts, you usually
Sprint to a location in an attempt to get there before some other condition (such as beating another sprinter or getting out
of a building before it collapses).

Trickery (Intelligence or Empathy)


The Trickery Skill Group represents the character’s knack for deception and misdirection, the cleverness of their scams as
well as their ability to pull them off under pressure. When trying to bend or break the truth to your advantage, Trickery is
skill of choice.
A low Trickery suggests someone who is a bad liar and too honest for their own good. A high Trickery suggests someone for
whom elaborate practical jokes and boldfaced lies come naturally.
Possible Skills of Trickery include:
Deceive: This skill is used to convince another person that something which is false is true. This skill may not force
anyone to take an action against their will, just cause them to believe that what the character says is true, or at least might
be true. What the target does with the new information is ultimately up to them.
At the time that this skill is rolled, the player must be very clear as to what they are trying to make the target believe. On a
failure, the target does not believe them, and likely knows that they have intentionally tried to mislead him.
This skill may not be used to support things which are obviously false. Attempting to convince a man that he was shot by
someone else while you gently set down the smoking gun is an automatic failure. Deceive is Opposed by either Inference
or Read Person for Simple Opposed tests.
Distract: The Distract skill represents the character’s ability to willfully attract and hold the attention of others. The
Distract skill is useful in such situations as providing cover for a friend to sneak by a guard, or sabotaging the
concentration of a rival during a crucial moment. In either case, the goal of Distract is to impose a mechanical penalty (-
10 on a normal success, or -20 if three or more Degrees of Success) on a specific Skill Group for a short period of time.
Distract can be Opposed by Composure or Notice, depending on the nature of the distraction.
Persona: The ability to pass yourself off as someone you are not, Persona is similar to method acting. The goal is to,
rather than to recite lines to a crowd, believably fill the role of someone you are not in a way that is unlikely to be
questioned. A child could never realistically pretend to be an adult in person, but they might be able to fake it over the
phone with a successful Persona. The key to Persona is being able to fill the role so completely that you can adapt to the
situation on the fly and maintain your cover. Person can be opposed by the Inference or Read Person skills.
Stash: Sometimes you need something to stay hidden, but on your person would be too obvious or risky. In these rare
occasions, the Stash skill can be used to hide something you care about in a place where you think no one will find it. On
a success, casual observation of the area will not reveal your stashed object(s), only a prolonged and detailed Search by
someone clever enough to not be outwitted. Stash is Opposed by the Search skill.
[Restricted Skill] Open Lock: There are all sorts of reasons why a character may want to get past a locked door, or into
a locked container. Regardless of why, the Open Lock skill is what you roll if you want something that is currently locked
to stop it. This applies to simple mechanical locks, combination locks, and electronic locks of various kinds. Obviously,
not every lock is equal, and GMs are free to impose penalties as they see fit depending on the quality of the lock. If the
character has specialized lock picking tools, they gain a +10 to their roll. However, such tools are almost certainly illegal,
and they should avoid being caught with them.

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Will (Intelligence or Empathy)
The Will Skill Group represents the character’s self-control, and the ability to resist outside influences. When a character is
torn between what they know they should do and what they want to do instead, some variant of Will is usually the deciding
vote.
A low Will suggests someone who is impulsive and ruled by fleeting emotions, easily influenced. A high Will suggests
someone who is stoic and hard to read, unflinching.
Possible Skills of Will include:
Bravery: When confronted by something dangerous and terrible, Fear is the natural response. Bravery is the skill to
overcome that Fear and not be ruled by it in the heat of the moment.
Composure: The ability to keep a level head in mundane, but nevertheless stressful, situations is known as Composure.
Not rising to the bait of a bully, not being swayed by a jovial flatterer or not crying at the end of Old Yeller are all acts of
Composure. Composure can be used to Oppose the Read Person or Persuade skills, as well as resist certain attacks against
your mind.
Resolve: The determination to stand by your position, even in the face or something that would rattle you, is covered by
Resolve. Whether or not you believe the new information is true, Resolve lets you stick to your guns and not back down
or despair. Whether or not that is a good thing in the long run, only time will tell. Resolve can be used to Oppose the
Convince skill, as well as resist certain attacks against your mind.

SIDEBAR - Losing Control: PCs and Social Skills


How, or even if, Social Skills in RPGs should influence player characters is a hotly debated topic that usually must be
resolved on a group by group basis. Some consider the PCs to be just as vulnerable as NPCs to the common skill roll, while
others find the very idea of that to be a repulsive invasion. By default, Adeptus Evangelion considers the players to be valid
targets for the various interaction skills (such as Persuade, Deceive or Negotiation). This carries a less harsh impact than most
systems, as the social interaction skills available do not take direct control over the target, but rather influence them in some
specific way and leave the actual reaction up to the target. As an example, Persuade can be used to make a target be
overwhelmed by their anger as an emotional response, but exactly what they do as a result of their anger is predominantly
still up to the target.
This works fine against NPCs, but players are a more unpredictable bunch. Given that many players may not feel they should
be valid targets for these skills in the first place, it is not unexpected that some players will do everything in their power to
take advantage of the flexibility in their reaction provided by the skill system to ignore the successful skill roll against them
as much as possible.
Exactly how this is handled on a group by group basis is the domain of the GM, but Adeptus Evangelion recommends that
the GM recognize how hard it is for a given player to give up control of their character in this fashion. Rather than punishing
a refusal to cooperate (which will cause more problems in the group dynamic than it is likely to fix) Adeptus Evangelion
encourages GMs to reward players that willingly play ball with the effects of the social skill use against them by awarding
them Luck. Preventing this form of Luck acquisition from being abused by the players is the responsibility of the GM.

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Appendix: Skills and their Oppositions
Skill Skill Group Opposes Opposed By
Innuendo Arts Innuendo Innuendo
Notice Awareness Sneak, Palm, Distraction
Read Person Awareness Persona, Deceive Composure, Deceive
Search Awareness Stash
Palm Finesse Notice, Search
Sneak Finesse Notice
Convince Logic --- Resolve, Inference
Inference Logic Deceive, Persona, Persuade ---
Charm Speech --- Composure
Persuade Speech --- Composure, Inference
Sprint Sports Sprint Sprint
Deceive Trickery --- Inference, Read Person
Distraction Trickery --- Composure, Notice
Persona Trickery --- Inference, Read Person
Stash Trickery --- Search
Composure Will Read Person, Persuade ---
Resolve Will Convince, Negotiation ---
Cybersecurity Restricted Cybersecurity Cybersecurity
Negotiation Restricted Negotiation Read Person, Resolve,
Negotiation, Deceive

29
Chapter 4: Character Creation
In Adeptus Evangelion, you take the role of one of the few Pilots of the monstrous Evangelion war machines. Given the
nature of the battle system described later, it is important for GMs and players alike to note that this system plays best with a
number of pilots between 2-4.

Character Creation
Building your character is accomplished in the following steps. Keep in mind that what is presented here is a brief overview
and reminder of each step, and cannot wholly condense all relevant information presented in the rest of the book. Reading up
on each section in turn is recommended.

1. Root
The Root of your character represents how they came to be an Eva pilot, where they come from, and their natural ability.
Do they have a genetic disposition for it that has only recently been discovered, or have they been training for this their
whole life? Perhaps it is a position they were made for, literally. Did they grow up in the loving care of a first world
family, the inside of a Nerv training facility, or on the streets of a city that never recovered from the Second Impact? In
any case, each Root has its own strengths and weaknesses. The available Roots are Athlete, Challenged, Derelict, Impact
Baby, Manufactured, NeoSpartan, Nerd, Poster Child and Visionary.

2. Personal Scores
Once you have chosen your Root, you may roll your Personal Scores which are Physique, Intelligence, Empathy and
Synch Ratio. To do this, roll 2d6 6 separate times, and write down the resulting numbers. Reroll any one single set of
2d6 as you see fit, and assign the results to your Personal Scores as you see fit using the Personal Score Generation
Table. While most Personal Scores only accept one set of numbers, Synch Ratio requires two. Your Root will impose
modifiers to various characteristics, so be sure to take that into account. If the sum total of all of your sets of 2d6 is equal
to 30 or less, the player has the right to discard the entire array of rolled numbers and start again from scratch.

3. Drawbacks, Assets and Destrudo


Each character is required to have 5 Depth worth of Drawbacks and may choose to have more. Taking Drawbacks
provides Depth that may be spent on Assets before the game begins. You may have, in total, 15 Depth worth of
Drawbacks.
Depth not spent before the end of Character Creation is lost forever. Once you have selected your Drawbacks, and spent
the resulting Depth on Assets, you create a Destrudo and Symptoms, character flaws of the pilot, to help your character
generate Luck over the course of the campaign.

4. Ripple Effects
Now that your Personal Scores are set, they impact many of your other Character Creation options. First, calculate your
starting Stress pool. Then you must populate your Skills. Each Skill Group is based on a single Personal Score, known
as the Defining Score of that Skill, representing the character’s natural ability in that area. While many only have a single
Defining Score as an option, some Skills Groups allow the player to choose their Defining Score between two options.
All skills must have their Defining Scores chosen at Character Creation, and they may not be changed later.
The Strain Threshold of the character, used for withstanding the pain of damage taken by their Evangelion, is equal to
the 10’s digit of their Physique Score, modified by their placement on the Synch Ratio table.

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5. Evangelion
Each Evangelion starts with a profile determined by their Evangelion Type. Each Evangelion Type represents a distinct
model of Evangelion, with its own specific design goals, strengths and weaknesses. Each Evangelion Type provides
basic modifiers, lists available Distinguishing Features, and roughly 500 xp worth of purchasable Upgrades. To
determine Distinguishing Features, roll 1d100 for each Distinguishing Feature available. You may then assign the
resulting rolls as you see fit to each of the available Distinguishing Features charts, not using any roll more than once
and applying only one roll per chart. In this way, the pool of options that you have for Distinguishing Features is
random, but you may pick from those options as you like.
The available Evangelion Types are Assault Type, Reactor Unit, Production Type, Prototype, Provisional Unit, Sniper
Type and Test Type

6. Tree of Life
The character advancement system used in Adeptus Evangelion is known as the ‘Tree of Life’. Each player starts with
access to a single pool of options known as the ‘Trunk’. As they gain Experience or Enrichment, they may spend those
resources to unlock access to new pools of options built around a specific specialization of theme, known as ‘Branches’.
By purchasing Branches, the character expands their options and constructs the pool of abilities they want their character
to have. At any time, the player can instead spend experience to purchase Upgrades from their selected Evangelion Type.
As such, the options available to a player to spend experience on are always the Trunk + their Eva Type + any Branches
they have unlocked.
Players will have a starting pool of Experience based on the expected length of the campaign chosen by the GM (GM’s
should see the GM’s Book for further details) as well as Enrichment.
All Characters begin play with access to the Basic Field and Neutralize AT Powers (as described at the start of the
Trunk) as well as having unlocked the Branch that shares the same name as their selected Root.

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Roots
The first step to creating your character is to decide on their Root. Roots represent the origins of a character, and what innate
strengths they have. Each Root has its own unique flavor, and provides modifications to the character’s Personal Scores.
Roots also affect what Assets and Drawbacks are available to the character, and some may even require a character to begin
play with an extra Drawback of a particular type, for which they gain no Depth.
Finally, each Root has a list of Potential Skills associated with it. When making a character of that Root, choose any four
skills from the associated list, and begin the game Proficient in those skills.

Athlete Derelict
Like many other pilot candidates, you were discovered by Even over a decade later, the wound left by Second
Nerv’s general public testing. While your Synch Ratio is Impact is fresh. Around the world, cities and towns still
merely average, you happen to be in excellent physical lie in ruins. Often, these are no longer counted officially
condition. You are healthy and strong, and display as population centers. But there are many who still live
endurance and pain tolerance well above normal. You are there, lacking the resources to move or live elsewhere. It
expected to handle the physical rigors of the is a poor, nearly lawless way to live. You grew up on the
synchronization connection very well. streets of such a city, very likely an orphan. Whether your
Effect: +5 Physique, -3 Intelligence. potential was discovered at a Nerv-sponsored soup
kitchen or they somehow tracked you down by name is
Potential Skills: Common Knowledge, Climb, Jump,
unclear, but you have been plucked from this chaotic
Lift, Search, Stash, Sprint
lifestyle to serve as an Eva pilot.
Effect: +3 Physique, +3 Empathy. The character must
Challenged have at least one ‘Other’ drawback. 5 of the depth
Not all pilot candidates are alike, or of equal use. Some generated by this Drawback does not count toward assets,
are great fighters but lack the connection with the Eva to the maximum depth cap, or contribute to the minimum of
make good pilots. Some have the connection, but no will 5 required by all characters.
to fight. You have a decent enough connection to the Eva Potential Skills: Balance, Climb, Sneak, Palm, Search,
to pilot, but also suffer from some physical flaw. While Stash, Sprint
this disadvantage might have disqualified you under other
circumstances, you also seem to possess a keen mind and
an emotional state that marks you as capable of handling Impact Baby
the mental and psychological stressors of the position. The Second Impact was a hectic time which much of
One can only hope that your body can keep up… humanity failed to survive. It was not a particularly good
Effect: +3 Int, +3 Empathy. The character must have at time for infants either. As a result, those children born or
least one ‘Physical’ drawback. 5 of the depth generated by conceived in the year surrounding Second Impact are
this Drawback does not count toward assets, the fairly rare; many of them perished during the tsunamis,
maximum depth cap, or contribute to the minimum of 5 wars, and plagues that followed. You are one of the few
required by all characters. exceptions that did survive, and the circumstances of your
birth seem to have given you a unique connection to
Potential Skills: Common Knowledge, Composure,
things of an Angelic nature, including the Evangelions
Notice, Read Person, Resolve, Research, Symbolism
themselves.
Effect: +5 SR, -3 Physique.
Potential Skills: Charm, Common Knowledge, Creative
Activity, Distract, Sneak, Sprint, Topic

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Manufactured Poster Child
After it became obvious that Evangelions wouldn’t Your pilot status is not a result of your natural
synchronize with just anyone, many different solutions Synchronization Ratio, or even your combat ability, but
were investigated. You are the result of one such solution: rather as a public relations move. You may have been
a genetically engineered human specifically designed to sponsored as a pilot candidate by some powerful
be an Evangelion pilot. Your Synch Ratio and combat organization or individual. Perhaps you proved to be
potential are both above that of the average natural incredibly charming in the qualification interview, or you
human, but the unnaturalness of your development has are simply photogenic. Whatever the case, your Synch
left their mind somewhat twisted. Ratio is actually somewhat below the average of those
Effect: +3 SR, +3 Physique. The character must have at considered to be pilot quality. It remains to be seen
least one ‘Mental’ drawback. 5 of the depth generated by whether you have what it takes to perform the task now
this Drawback does not count toward assets, the assigned to you…
maximum depth cap, or contribute to the minimum of 5 Effect: +5 Empathy, -3 SR.
required by all characters. Potential Skills: Charm, Composure, Creative Activity,
Potential Skills: Bravery, Composure, Convince, Persona, Persuade, Read Person, Sway
Deceive, Inference, Topic, Sprint

Visionary
Neo-Spartan Discovered by Nerv, you are a strange sort of child. Your
While still a child, one of many powerful organizations connection to the inhuman Evangelion is slightly above
selected you as one of humanity’s future saviors. Since that of other pilots, and you are intelligent for your age as
then, your life has been orchestrated to prepare you for well. But how that intelligence expresses itself is just as
that role. Hours of training in simulations has made you a unorthodox as everything else you do. Where others
superior pilot and fighter in virtually all forms. But the might be the masters of facts and knowledge, you instead
loss of a normal childhood is not without its own scars… have a head for complex and abstract systems. You run on
Effect: +5 Physique, -3 Empathy. your own kind of logic that sets you apart from others, but
Potential Skills: Balance, Bravery, Read Person, gives you an affinity with the bizarre workings of the AT
Resolve, Throw, Topic, Tumble Field.
Effect: +3 SR, +3 Int. The character must have at least
one ‘Social’ drawback. 5 of the depth generated by this
Nerd Drawback does not count toward assets, the maximum
You were discovered by Nerv during general populations depth cap, or contribute to the minimum of 5 required by
testing where you displayed suitable Synchronization all characters.
Ratio to become a pilot. In addition, you scored well Potential Skills: Creative Activity, Innuendo, Inference,
above average for your age group (and above even some Notice, Recall, Symbolism, Topic
adults) in terms of mathematics, logic, and problem
solving.
Effect: +5 Int, -3 Physique.
Potential Skills: Common Knowledge, Convince,
Inference, Recall, Research, Topic, Symbolism

33
Personal Scores
Pilot characters operate in two different scales of play: spending time both as a person in a post-impact world and as the
controller for a 40 meter tall war-machine. Personal Scores are characteristics belonging to the character himself, independent
of the Evangelion or any other form of equipment, which represent the character's own physical and mental capabilities.
Many abilities and skills, which will be described later, reference these Personal Scores. The scores themselves, and the
general fields that they cover, are listed below.

Physique – The Physique score represents the prowess of the character's physical form. It stands in for strength, endurance,
flexibility and all other physical forms of prowess. Any action that requires strength or physical skill relies on Physique.
Intelligence – The Intelligence score represents the character's logical and analytical talent, as well as memory. Mental
actions that rely on calling upon and processing complex information utilize Intelligence. If a character’s Intelligence is
reduced to 0, that character becomes unable to act, think or speak.
Empathy – The Empathy score represents the character's ability to understand and interact with the people around them in a
social way. Actions that rely on interaction with others and feelings or emotions depend on Empathy. If a character’s
Empathy is reduced to 0, that character becomes unable to act or speak.
Synch Ratio - Synch Ratio represents the strength of the connection between a pilot and their Evangelion. A low SR may
render the pilot unable to move the war machine entirely, while a high SR may grant the pilot bonuses, but threaten their
mental and physical stability.
Each Personal Score has a corresponding Bonus equal to the tens place of the relevant score. For example, a Physique Score
of 34 would result in a Physique Bonus of 3.

Each character begins play with randomly generated Personal Scores based on their Root, which may be modified by Assets,
Drawbacks, or other character creation options. Once the character has been initially created, however, increasing any of their
Personal Scores is both costly and limited.
To determine a character's Personal Scores, roll 6 sets of 2d6, of which you will use only 5. Afterward, apply each roll of 2d6
to any single Personal Score, regardless of the order they were rolled in, adding the relevant modifier for each Personal Score
as determined by Root. Synch Ratio gains two sets of 2d6 of your choice, instead of just one. The last set (presumably the
lowest result) is left unused and discarded.
If the sum total of all of your sets of 2d6 is equal to 30 or less, the player has the right to discard the entire array of rolled
numbers and start again from scratch.
The below table already includes all relevant Root-based modifiers. Modifiers to Personal Scores from Roots need not to be
added on top of what is provided here, though the same cannot be said for modifiers from other sources (such as the Assets or
Drawbacks in the following section).

Personal Score Generation


Physique (Phy) Intelligence (Int) Empathy (Emp) Synch Ratio (SR)
Root 2d6 2d6 2d6 2d6+2d6
+ + + +
Neo-Spartan 25 20 17 30

Nerd 17 25 20 30

Poster Child 20 20 25 27

Impact Baby 17 20 20 35

Athlete 25 17 20 30

Manufactured 23 20 20 33

Derelict 23 20 23 30

Visionary 20 23 20 33

Challenged 20 23 23 30

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Starting Stress
At character creation, your Stress pool is as good it will ever be. Your Stress Pool is equal to your choice of Intelligence or
Empathy, rounded up to the nearest multiple of 5. In the event that a Score is already at a unit of 5, rounding up or down
simply leaves it as it already is. As an example, if your Stress pool is based on an Empathy score of 27, you copy down that
value and round 27 up to 30 in order to create your Stress Pool. Unless otherwise stated, characters begin play with 0 Stress.
This would be written in the format of 0/30 Stress, to reference the previous example.
After that step is completed, the Stress Pool size is finalized. The pool may degrade, but increases to Intelligence or Empathy
after character creation have no impact on Stress whatsoever.

Drawbacks and Assets


At Character Creation, all players are required to select Drawbacks for their characters which represent the flawed nature of
every pilot ever seen entering an Evangelion in the series. However, in return for Drawbacks, the character gains a form of
credit known as ‘Depth.’
The more inconvenient the Drawback, the more Depth is received in return to spend on Assets, which are much like Talents.
What makes Assets special is that they may be selected by any character, but only at character creation. At no time afterward
may new Assets be gained even if Depth is left unspent.
You are required to choose 5 Depth worth of Drawbacks by default. You may spend these points on Assets as normal, but
you cannot choose to start with no Depth at all. In addition, you may choose to take additional depth worth of Drawbacks to
gain more points to spend on Assets. You may have, in total, 15 Depth worth of Drawbacks.
It is important to note that some Assets have corresponding Drawbacks which cannot be taken together, such as Fearless and
Coward. Similarly some Assets and Drawbacks are either only available to, or forbidden by, certain Roots.
No Asset or Drawback may be taken multiple times unless noted.

Aspects
Some Drawbacks may grant other pilots access to Aspects. Aspects are a special kind of resource given to other players in
order to incentivize certain kinds of roleplaying. You may Trigger an Aspect, as long as you meet its requirements, in place
of your Destrudo or one of your Symptoms in order to gain Luck. This counts both as Triggering the Destrudo or Symptom
and the Aspect for the purposes of session limits. A character may only benefit from one Aspect per session, no matter how
many Aspects they may have.

35
DRAWBACKS
Good characters are defined by their faults as much as their strengths. Drawbacks represent the weak points in a character
chosen at character creation.

Artificial Ego Civilian


Mental Other
Depth Value: 5 Depth Value: 5
Effect: The compressed development time for Effect: Some are little prepared for the carnage and
Manufactured can occasionally impact negatively on the destruction left behind after a battle and the images of the
growth of something far more important than the body. horror never leave them. In the aftermath of each battle,
The character’s Stress pool starts at 5 less than normal. the pilot gains 2 Stress if the Collateral was Mild, 4 Stress
Special: This Drawback may only be taken by the if the Collateral was Moderate, 6 Stress if the Collateral
Manufactured Root. You may not take this Drawback if it was Heavy or 8 Stress if the Collateral was Devastating.
would reduce your stress pool to less than 20.
Condescending
Awkward Social
Social Depth Value: 10
Depth Value: 10 Effect: You have a tendency to come off as a total prick
Effect: The pilot’s Empathy score is treated as half of its to people that can’t follow along with your intellectual
actual value for the purpose of skills. conversations. You take a -10 Penalty to any Empathy
based skills directed against someone with an Intelligence
Score lower than your own.
Bull Special: This Drawback may only be taken by the Nerd
Other Root.
Depth Value: 10
Effect: You tend not to take into account your own ability
when acting. Due to your strength, this means you tend to
break things through your own carelessness. This same Conduit
recklessness tends to keep you from staying in bed when Other
you really need it, and it takes you 2 weeks instead of 1 to Depth Value: 5
recover from 1 Injury. Effect: The character suffers from a sensitivity to all
Special: This Drawback may only be taken by the Athlete things abnormal. This is what grants them their high
Root. Synchronization Ratio, but also leaves them vulnerable to
other forces.
Chronic Pain Whenever the character suffers Synch Disruption, the
gain 1 Stress as well. In addition, at the GMs discretion,
Physical
this sensitivity may result in the character having some
Depth Value: 10 strange insight to the Angels themselves.
Effect: The character suffered a serious injury in the past, Special: This Drawback may only be taken by the Impact
and ever since then has been plagued by the wound. Baby Root.
Whenever the character gains Fatigue for the first time in
a session, they immediately gain one extra.
Special: This Drawback may not be taken with the “High Coward
Endurance” Asset. Other
Depth Value: 5
Effect: The character shies away from danger and avoids
harm. He has a natural -20 penalty to the Bravery skill.
Special: This Drawback may not be taken with the
“Fearless” Asset.

36
Damaged Goods Duty of Care
Mental Other
Depth value: 5 Depth Value: 15
Effect: The pilot has already suffered a traumatic and Effect: Sometimes, surviving is its own punishment.
bloody tragedy that has left them deeply scarred. Begin There is someone, possibly a relative or friend, who has
play with 15 Stress in your Stress pool. no one else to care for them, and is incapable of caring for
themselves. Either as a result of obligation or compassion,
the pilot’s attachment to this ward is a defining aspect of
Dependent their person.
Social
This ward, the reason for their helplessness, and the
Depth Value: 5 pilot’s connection should be defined through discussion
Effect: The pilot’s sense of self-worth is overly with the GM.
influenced by the opinions of others. Choose one person If the pilot ever believes this person to be in danger (be it
to become emotionally dependent on. They seek that direct or indirect) they must pass a -10 Resolve test or
person’s approval whenever possible, and if that person rush to their aid. If they have confirmed that their ward is
ever openly scorns the pilot, they gain 1d6 Stress and in immediate danger, they automatically fail the Resolve
must choose a new person to become emotionally test, though in their frenzy to help their charge they gain a
dependent on by the start of the next session. If another +20 to all tests directly related to aiding the ward.
pilot is chosen for this Drawback, they find the
Should the person ever be harmed, the pilot takes 1d6
Dependent’s neediness to be grating. They gain the
Stress. If the ward ever dies or is taken away from the
“Emotionally Burdened” Aspect, and may Trigger it by
pilot permanently, the pilot immediately gains 2d10+10
openly scorning or rejecting the Dependent.
Stress as well as 2 Doom.
Special: You must get permission from the pilot’s player
Special: This Drawback requires special permission from
before choosing them for this Drawback.
the GM, and any GM unwilling to give the player time to
interact with their ward in character is recommended to
Depressive not allow its use.
Mental
Depth Value: 10 Dumbass
Effect: The character is prone to dark moods. At the Mental
beginning of each session, they must roll a Resolve test. If Depth Value: 10
this test is failed, the character begins the session with one
Effect: The pilot’s Intelligence score is treated as half its
level of fatigue that persists for a number of hours equal
actual bonus for the purpose of skills.
to 1d6+the number of degrees of failure. No ability may
remove this level of fatigue until that time is up.
Every Man for Himself
Other
Depth value: 5
Effect: The character suffers from an incredible lack of
trust in his fellow man, one which is not entirely
undeserved. Whenever they are presented with an
opportunity where they must trust someone else with
something they feel is important, they are required to bet
1 Luck. If no Luck is bet, they must decline to trust that
person at this time and refuse to cooperate with them on
this matter. If the Luck is bet, and the trust is not
betrayed, the Luck returns to this player’s control. If,
however, the character’s trust in another appears to have
been betrayed the Luck is lost. If a pilot has been trusted,
the trusted pilot gains the “Fragile Trust” Aspect. The
pilot may willingly betray the trust in order to Trigger this
Aspect. Until the matter of trust has been resolved, the
Luck is unusable.
Special: This Drawback may only be taken by the
Derelict Root.

37
Fanatical High Strung
Other Mental
Depth Value: 10 Depth Value: 10
Effect: Choose an organization, cause, or moral code. Effect: You have always been a little tightly wound,
The character will follow the tenants of that code (or prone to dramatic breakdowns whenever the situation gets
orders handed down by important officials of that out of control. Whenever you would gain a random
organization) even if it means danger or death. Breaking amount of Stress, roll twice and take the higher amount.
from this tradition willingly requires the expenditure of 1
Luck. If a total of three Luck have been spent to Hoarder
accomplish this, regardless of the length of time in Other
between them, the player immediately gains 1 Doom and
Depth Value: 5
this Drawback is erased from their character sheet.
Effect: In a post-Impact world, resources are often scarce.
Either because their caretakers never provided it, or
Foe
because their family never had much to go around, the
Other pilot is used to having only as much as they could gather
Depth Value: 5 and keep to themselves. Even now, these old habits have a
Effect: Someone, for real or imagined reasons, hates the firm hold on them, and they have a tendency to collect
pilot and seeks to ruin him. This person may be a superior and store things “just in case.” In addition, sharing is
officer, news reporter, or even a humble yet resourceful against their nature and, unless someone uses Convince or
member of the janitorial staff. The foe should be a Persuade to coerce them, the character must test Resolve
constant interference in the pilot’s life, either as a nagging when prompted to let something leave their possession.
nuisance or legitimate threat. The GM and player should On a failure, they refuse to let it go, no matter how much
discuss who this person is and why the situation exists. someone else might want or need it. Obviously harmful
Whenever the Foe goes out of their way to cause the objects, such as a live grenade, do not apply.
character distress, the character gains Stress. The amount
of Stress is relative to how the player responds. If the Honor Before Reason
character clearly shows their distress at the time, they gain Other
only 1 Stress, or 1d6 in the case of extreme acts on the
Depth Value: 5
part of the Foe. If the character attempts to repress or
otherwise ignore their situation, it deals more harm than Effect: The character is simply too honest to pull the
good in the long run, ranging from 1d6 to 1d10 Stress wool over the eyes of others, either by will and by choice
depending on the extent of their suffering. or by simply being a terrible liar who has no aptitude for
deception. The character suffers a -5 penalty to the
Trickery Skill group.
Frail
Physical
Depth Value: 15
Effect: The character’s health is easily set off balance.
Even a relatively minor accident, which might quickly
heal in a healthier child, can set off a chain reaction of
weakness, infection and failure that can even prove to be
life-threatening. Whenever this character gains Injury,
they always gain 1 extra.
Special: This Drawback may only be taken by the
Challenged Root.

Gullible
Social
Depth Value: 10
Effect: The character is especially vulnerable to the
ulterior motives of others. Convince, Persuade and
Deceive skills rolled against this character get a +20
bonus.

38
Idolatry Letdown
Social Mental
Depth Value: 15 Depth Value: 10
Effect: The pilot has an unhealthy and obsessive Effect: You are well aware that people don’t think you
attachment to one of their fellow pilots. However, this are going to be as good as the other pilots, and you hate to
isn’t genuine affection or respect; they worship a perfect, prove them right. Whenever your Evangelion is defeated,
ideal image of their teammate that was invented to fulfill or you are otherwise removed from an Angel fight for the
their own emotional needs. The pilot must choose one of rest of its duration, gain 1d10 Stress from the shame.
the other pilots to be their idol. They need not choose Special: This Drawback may only be taken by the Poster
their idol immediately, but it must be selected by the end Child Root.
of the second session.
The pilot overly values their idol’s words and opinions,
and is easily manipulated by them. The pilot will carry
Life Support
out most of their idol’s requests without question. If the Physical
pilot wishes to decline their idol’s request, they must Depth Value: 15
spend a point of Luck. Spending Luck allows the pilot to Effect: The character has a chronic and severe health
decline that particular request for the remainder of the condition. Mere medication is often not enough, as they
session. require health monitoring equipment that makes their
The idol also gains a Aspect called “Letting (You) room resemble a hospital room much more than any
Down”, which they may trigger for Luck by roleplaying child’s bedroom. You always require plenty of rest, and
how they have failed to meet the pilot’s unrealistic on any night that you do not spend asleep in your room
expectations in order to benefit. When the idol takes (or in some location with similar health equipment) you
advantage of this Aspect, the pilot gains 1d10 Stress as must test Physique. On a success, you begin the next day
they struggle to reconcile reality and fantasy. If the idol with 1 Fatigue. On a failure, you begin the next day with
ever dies or is taken away from the pilot permanently, the 1 Injury. You do not recover from Fatigue and Injury
pilot immediately gains 2d10+10 Stress as well as 2 without your medical equipment. Prolonged periods of
Doom. time away from such medical care will almost certainly
Special: You must get permission from the pilot’s player prove disastrous within a matter of days.
before choosing them for this Drawback. Special: This Drawback may only be taken by the
Challenged Root. This Drawback may not be taken with
the “High Endurance” Asset.
Inflexible Mind
Mental
Lonely
Depth Value: 5
Social
Effect: The character is trained to look at problems in a
Depth Value: 5
single, certain way. Reduce both Intelligence and
Empathy by 2. Effect: The pilot doesn’t handle being by themselves very
well. All Standard Luck uses cost twice as many Luck
when the character is isolated with no other people
Know Your Place around. Being alone in a space would only count if they
Mental were not in contact with other people at the time; as such
Depth Value: 10 this does not apply to being in the entry plug during a
Effect: All insubordination and cleverness when reporting battle where the constant contact with Nerv’s support staff
to superiors was slowly beaten out of most Neo-Spartans. and other pilots provides plenty of emotional
Whenever a Nerv-based authority figure gives the Neo- reinforcement.
Spartan a command, the character must Test Composure
or follow it without question. In addition, the character
may not roll Empathy based skills directed at superior
officers and authority figures.
Special: This Drawback may only be taken by the Neo-
Spartan Root.

39
Loveshy Medicated
Social Physical
Depth Value: 10 Depth Value: 5
Effect: The character is both starved for romantic Effect: Choose any one Personal Score. The pilot has a
attention and deathly afraid of it. They are unable to chronic condition that threatens that Personal Score and
communicate or reciprocate the desire for intimacy must take Medication to treat it. Each week the pilot takes
because of their crippling fear of rejection and deep- their medication, roll 1d10 and compare it to the chart
seated feelings of inadequacy. They may only use half below for Side Effects for the week. At the end of the
their Empathy score for skills when interacting with the week, the Side Effects go away. In any week in which
opposite sex, as per Repellent. they do not take medication for their condition, they
In addition, close-proximity or provocative encounters reduce that Personal Score by 1d10 until they do receive
with the opposite sex causes them great distress, as does their medication and get some rest. However, even then,
reminders of their own (real or imagined) failures at their chosen Personal Score is not restored to full as they
intimacy. In such situations, the character gains 1d6 Stress permanently lose 1 point in the Personal Score per week
and 1 temporary Fatigue. This Fatigue lasts until the they went without medication.
stimulation has passed, plus an additional 1d10 minutes Roll Side Effect
(or Intervals). This Fatigue, for as long as it lasts, 1 The medication fails to work properly.
penalizes the character as normal, and can even cause -3 to the chosen Personal Score
them to faint. If the character would be subject to this 2-9 The usual side effects.
Drawback a second time during their rolled duration, they -3 to any other Personal Score (your choice).
roll for additional duration but do not gain additional 10 The medication causes vivid nightmares.
Fatigue. 2 Stress.
Pilots of the appropriate sex also gain a “Cruel
Temptation” Aspect, so long as they do not possess the
Repellent Drawback. The pilots must roleplay out how
their actions, intentional or not, trigger the Loveshy Meek
character's discomfort in order to benefit. If the Loveshy Social
character ever willingly participates in a meaningful act of Depth Value: 5
intimacy, they increase their Doom by 2 and this Effect: The character cannot present themselves with
Drawback is erased from their character sheet. conviction or confidence, either to an individual or a
crowd. This could be the result of an obvious impairment
Low Pain Threshold such as a stutter or simply low self-esteem. They suffer a -
5 penalty to the Speech skill group.
Physical
Depth Value: 10
Effect: The character takes a -15 Penalty to Physique
Memento
from Fatigue instead of the normal -10. This applies to Other
Injury as well. Depth Value: 5
Special: This Drawback may not be taken with the “High Effect: The character has, in their possession, one small
Endurance” Asset. This applies to the pilot, not their item that they consider irreplaceable and of immense
Evangelion. value. This item cannot be a weapon or other restricted
item. If taken or lost, the character must try everything
they can to retrieve it and suffer a -10 to all tests until
they have it back in their possession. If lost permanently,
the -10 penalty persists until the character opts to take 20
Stress, at which point the penalty is removed.

40
Mental Conditioning Physically Challenged
Mental Physical
Depth Value: 10 Depth Value: 15
Effect: Various forms of subliminal messaging and Effect: The character has trouble moving due to some
indoctrination have been used to make Manufactured physical injury, deformity, or neurological condition. The
incredibly obedient resources for Nerv. To disobey a character may only crawl without the use of assisting
direct order given in combat by a member of the equipment (such as crutches or a wheelchair). Even with
organization that created them, they must pass a difficult such assisting equipment, their condition leaves them
(-10) Resolve Test. Outside of combat this control unable to succeed at any test of the Sports Skill Group, as
lessens, but is still present, requiring a normal Resolve well as suffering a -10 penalty to either the Might or
test to disobey. Finesse skill group (player’s choice). This applies only to
Special: This Drawback may only be taken by the when the pilot is outside of an Evangelion, which lacks
Manufactured Root. their shortcomings. This does not affect their Evangelion
or their actions within one.
Special: This Drawback may only be taken by the
Challenged Root.
Mildly Doomed
Other
Depth Value: 5 Pick Your Battles
Effect: Things are going to suck for you in the long run, Other
but only a little. You begin play with 1 Doom. Depth Value: 10
Effect: For some, no conflict is worth any pain to
themselves. When helping another person would put the
Pacifist character at risk, they must test Resolve. On a failure,
Social they decide not to. If helping them is absolutely crucial to
Depth Value: 5 the character’s own success or survival (such as having
Effect: The character is not a soldier. The taking of something they need and cannot get elsewhere), they get a
another human’s life is abominable to them. In order to +10 to their roll.
take any action that they know would harm another
person, they must first spend 1 Luck. After this
Poor Vision
expenditure, this trait may be ignored for the rest of the
confrontation, or session, whichever is shorter. Physical
Depth Value: 5
Effect: The character's eyesight is impaired, giving them
Phobia a -5 penalty to the Awareness Skill Group.
Mental
The exact cause of this impairment can range wildly, from
Depth Value: 5 partial blindness to an actual missing eye. However, no
Effect: The character has an irrational fear of some matter the reason, it is crucial that this cannot be
specific thing. When exposed to the thing that they fear, corrected. Saying that the character has poor eyesight, but
the character immediately gains 1d6 Stress and 1 then wears corrective lenses to negate it, would not be a
temporary Fatigue that lasts for as long as they are valid use of this Drawback.
confronted by their Phobia, as well as for 1d10 intervals
afterward. This Fatigue, for as long as it lasts, penalizes
the character as normal, and can even cause them to faint. Repellent
Special: This Drawback may not be taken with the Social
“Fearless” Asset. Depth Value: 5
Effect: The character is, simply put, ugly as sin. They
may only use half their Empathy score for skills when
interacting with the opposite sex.
Special: This Drawback may not be taken with the
“Fetching” Asset.

41
Significantly Doomed Synch Sickness
Other Physical
Depth Value: 10 Depth Value: 5
Effect: The gods hate you. You begin play with 3 Doom. Effect: Maybe you're allergic to the LCL, or it could be
exposure to AT Fields is bad for your constitution.
Whatever the case, everyone is surprised they chose you
Stalker to pilot. Whenever you synchronize with an Evangelion
Other for any reason roll a 1d10. On a 1 you immediately gain
Depth Value: 10 one level of Fatigue. On any other result you gain a level
Effect: The character has a self-proclaimed ‘#1 Fan’ that of Fatigue immediately after exiting the Evangelion, or if
is a little TOO into you. They don’t just follow the the Angel is defeated.
character’s exploits, they follow the character. Special: This Drawback may not be taken with the “High
Establish an NPC not entirely unlike if you had taken the Endurance” Asset. This Drawback may only be taken by
Foe talent. This NPC, rather than meaning you harm and the Challenged, Nerd, and Poster Child Roots.
ruin, simply wants to be near you and take pictures with
you (or of you) and collect things of yours. Like a piece
of trash you dropped, or an article of clothing, or a lock of There is Only War
your hair. Suffice to say that, regardless of their intentions Social
they come off as incredibly creepy. Prolonged exposure to Depth Value: 10
your Stalker incurs Stress depending on the situation (no Effect: The Neo-Spartan program is excellent at
less than 1, no more than 5 for a single scene). In producing child soldiers, and terrible at producing
addition, your Stalker can’t help but proclaim to the world children. This character treats the Read Person, Inference
whenever he accomplishes another one of his obsessive and Common Knowledge general skills as if they were
goals or adds to his ‘collection’, the fallout of which often Restricted Skills.
adding another 1d6 Stress. Special: This Drawback may only be taken by the Neo-
The Stalker’s emotional state is likely very unstable, and Spartan Root.
indulging them or outright rejecting them may provoke
more… extreme actions on the part of the Stalker.
Special: This Drawback may only be taken by the Poster Uneducated
Child Root. Other
Depth Value: 10
Stylized Eva Effect: Growing up in the conditions you did, it is no
surprise that your education is lacking. Begin play with a
Other
-10 penalty to the Knowledge skill group, and your
Depth Value: 5 Character are unable to read until such a time that they
Effect: Like you, your Evangelion was chosen for style become Proficient in the Common Knowledge skill.
over substance. It seemed only natural to put the machine Special: This Drawback may only be taken by the
in your care. Choose one non-Cosmetic Distinguishing Derelict Root.
Feature of your Evangelion, as dictated by your
Evangelion Type. Remove that, and instead roll an
additional Cosmetic Distinguishing Feature in its place. Untrained Eye
Special: This Drawback may only be taken by the Poster Mental
Child Root Depth Value: 5
Effect: Lacking the combat training of other Pilots, the
character lacks the skill to feel openings in enemy
defenses. They suffer a -3 miscellaneous penalty to both
Eva Firearms and Eva Martial.

42
Weak Heart Weak Willed
Physical Mental
Depth Value: 15 Depth Value: 5
Effect: This character has a serious heart condition, one Effect: The character has poor self-control in and out of
which may yet prove to be terminal. Whenever they gain the Eva. They take a -5 penalty to the Will skill group.
10 or more Stress from a single source, regardless of the
type, their heart is overwhelmed and threatens to go into
cardiac arrest. At such times, the character immediately
Weird-Looking
gains 1d6/2 Fatigue. However, if the character has 4 or Physical
more Doom, they must instead Test Physique. On a Depth Value: 5
success, they take the 1d6/2 Fatigue as before. On a Effect: Your artificial origins are plain as day to anyone
failure, they instead gain 1d6/2 Injury. who sees you. You might have an unnatural hair or eye
Special: This Drawback may only be taken by the color, be white as a sheet, or have even stranger physical
Challenged Root. features. In any event, you aren’t able to meaningfully
hide this feature and Notice attempts made against you
while outside your Eva have a +10 bonus.
Weakest Link Special: This Drawback may only be taken by the
Mental Manufactured Root.
Depth Value: 5
Effect: This character doesn't perform well under stress,
and is especially slow to adapt to the changing battlefield.
Wimp
When Surprised, this character is always Surprised for an Physical
additional 3 Intervals. Depth Value: 5
Effect: The pilot’s Physique score is treated as half its
actual bonus for the purpose of skills.

43
Assets

Adaptive Break In
Physical Other
Depth Value: 10 Depth Value: 5
Effect: The character is used to dealing with adverse Effect: So maybe it’s not exactly “legal”, but there is a lot
conditions almost every day, and can bounce back quickly you can learn from desperate criminals while living on the
from what would cripple others. Whenever the character street. The character begins play proficient in the Open
gains the Blind, Catatonic, Dazed, Helpless, Stunned, Lock restricted skill.
Surprised or Winded conditions for a set number of Special: This Asset may only be taken by the Derelict
Intervals, they may roll 1d6. They reduce the duration of Root.
that Condition by a number of Intervals equal to the rolled
amount, to a minimum of 1. In the event that the rolled
number is a 6, they may instead reduce to a minimum of 0 Combat Training
Intervals. Physical
This Asset may only be used by the character once per Depth Value: 10
round. Effect: All the other kids with the pumped up kicks better
Special: This Asset may only be taken by the Challenged outrun your gun. You begin Proficient in the Combat
Root. Restricted Skill.
Special: This Asset may only be taken by the Derelict,
Battle Scar Manufactured, and Neo-Spartan Roots.
Physical
Depth Value: 5 Complex Extension
Effect: Some of us get lucky and survive what should Mental
have been a fatal wound… but not without setbacks. Depth Value: 5
When Defying Fate to avoid Critical Injury (but not other Effect: It takes calculations that make your head spin, but
forms of Defy Fate) the player may choose to take an you can reach with your AT Field to give yourself an
additional Physical drawback in place of spending Luck edge over the enemy. The maximum amount of AT
OR in place of gaining Doom. Once used, this Asset is Potential you can spend to Augment a power is equal to
removed from the character sheet. your Intelligence Bonus rather than your ATS.
Special: This Asset may only be taken by the Athlete, Special: This Asset may only be taken by the Visionary
Derelict, Challenged or Neo Spartan Roots. Root.

Beginners Luck Creative


Other Mental
Depth Value: 10 Depth Value: 5
Effect: Whenever Luck is spent in order to gain a reroll, Effect: You show a natural talent for putting together new
gain a +10 bonus to that reroll. and unique pieces. Some useful, others not. You treat the
Arts skill group as if it was based on Intelligence rather
Bookworm than Empathy. In addition, gain a +5 Miscellaneous bonus
to both Symbolism and one Creative Activity Skill of
Mental
your choice.
Depth Value: 10
Special: This Asset may only be taken by the Visionary
Effect: Before joining Nerv, the character was sneaking Root.
books far above his age’s reading level from the local
library. Through this dedicated extracurricular studying
they have a basic understanding of a variety of topics,
some basic, some advanced. The character gains a +10
bonus to the Knowledge Skill Group.
Special: This Asset cannot be taken with the Uneducated
drawback.

44
Cynic Fearless
Social Mental
Depth Value: 5 Depth Value: 15
Effect: The character is less easily swayed by emotion Effect: Legendary courage or simply a special form of
and always reads between the lines, looking for the catch. insanity? Either way, the character is immune to the Fear
They begin play Proficient with the Read Person skill, and and Terror conditions.
furthermore gain a +10 situational bonus to Read Person Special: This Asset may not be taken with the “Coward”
when used to oppose Deceive, Persuade, or Convince. Drawback.

Evangelion Training Feedback Training


Other Mental
Depth value: 10 Depth Value: 5
Effect: The Neo-Spartan program has left you more than Effect: Nerv assumes the worst can, and will, happen to
equipped to handle the Evangelions as weapons of war. the pilots during their encounters with the Angels. The
You have spent years of training for nothing else. You steps taken to prepare their pilots for this are as inhumane
begin play with a +5 bonus to both Eva Martial and Eva as they are effective. The character begins play with a +1
Firearms. bonus to their Strain Threshold and a +5 miscellaneous
Special: This Asset may only be taken by the Neo- bonus to Resolve.
Spartan Root. Special: This Asset may only be taken by the Neo
Spartan Root.
Extra Special
Other Fetching
Depth Value: 5 Social
Effect: The Evangelion gains an additional History or Depth Value: 5
Experimental Distinguishing Feature, rolling on the Effect: Gain a permanent +10 to Empathy based skill
appropriate tables as normal. tests directed at those attracted to your character's gender.

Extrovert
Foresight
Social
Mental
Depth Value: 10
Depth Value: 5
Effect: The character increases their Speech skill group
Effect: The character has exceptional planning skills, and
by 10.
can avoid major pitfalls with a little extra thought. By
Special: This Asset cannot be taken with the Meek succeeding on an unmodified Intelligence Test a character
drawback. with this asset may, no more than once per session,
consult with the GM about a specific course of action.
First Response The GM is required to explain if and how the idea is
Mental inherently flawed but only in the context of information
the character can be expected to know. If the Intelligence
Depth Value: 10
Test fails, the use for that session is still used up.
Effect: Despite your age, you are enrolled in a medical
program and have a bright future in the field of medicine. High Endurance
Or you could have just been in the Boy Scouts. You begin
Proficient in the Medic Restricted Skill. Physical
Depth Value: 10
Effect: The first time that the character would take
Fatigue in a session, they take 1 less to a minimum of 0.
Special: This Asset may not be taken with the “Chronic
Pain” Drawback.

45
Implanted Memories Mr. Wizard
Mental Mental
Depth Value: 5 Depth Value: 10
Effect: Nerv can’t simply wait around for Manufactured Effect: Your intelligence has more practical applications
to learn naturally. So they did the next best thing: than just logic puzzles and remembering obscure facts.
implanting the memories of someone who did. Choose That same logical aptitude has made you a natural at
any two non-restricted Skills and gain a +5 Miscellaneous computer programming. You begin Proficient in the
Bonus to them. Cybersecurity Restricted Skill.
Special: This Asset may only be taken by the Special: This Asset may only be taken by the Nerd Root.
Manufactured Root.
Negotiator
Level Headed Social
Mental Depth Value: 5
Depth Value: 5 Effect: The character is used to being in a bargaining
Effect: The character possesses the mental fortitude to position as a result of the events that lead to them
stay functional even under extreme mental stress. They becoming a pilot for Nerv, and taking advantage of the
gain a +10 Misc bonus to Composure. status that an Eva Pilot allows. They begin play proficient
with the Negotiation restricted skill.
Made For Each Other Special: This Asset may only be taken by the Poster
Other Child Root.
Depth Value: 5
Effect: Your assignment to your Evangelion wasn’t Packrat
random. Either you were selected to pilot this Evangelion Other
because it was believed it suited your style, or the Depth Value: 5
Evangelion was built to incorporate some element to
better suit you. In either case, you have a greater level of Effect: The character can never afford to be caught
control over your Evangelion’s Distinguishing Features. without exactly what they need. They may spend 1 Luck
at any time to suddenly have on their person a single
Choose one Distinguishing Feature category of your Eva small item, even if they did not previously appear to have
Type that you would normally roll for, and select a single it. This item requires GM approval and may not be a
result of that table. Your Evangelion has this feature as if weapon.
you had rolled it.
For the remaining Distinguishing Features, you roll and
apply your results as normal. Pain is Power
Mental
Depth Value: 5
Mimic
Effect: Overcoming your physical disability to lead a
Social normal life is not the act of a man who takes things lying
Depth Value: 5 down. You gain a +10 miscellaneous bonus to Resolve.
Effect: Some people collect stamps, others collect voices. Special: This Asset may only be taken by the Challenged
Nothing strange about that. The character may test the Root.
Persona skill to disguise their voice and sound like
someone else. If they have spent several hours practicing,
they can mimic a specific voice with no penalty to the Prodigy
roll. Mental
Depth Value: 5
Effect: Your knack for AT Fields and their use is beyond
compare, allowing you to easily reach master proficiency.
All Empathy-based prerequisites for AT Powers you may
instead fulfill with an equal amount of Intelligence.
Special: This Asset may only be taken by the Visionary
Root.

46
Replaceable Second Wind
Other Physical
Depth Value: 10 Depth value: 10
Effect: Some Clone lines are considered genetically Effect: The character has a heroic stamina, and is able to
stable and important enough to be batch grown. go on well after others would have collapsed. They may
Whenever the character is required to Defy Fate to avoid spend 1 Luck once per session to immediately remove all
Critical Injury or otherwise stay in play, they may activate Fatigue they have gained. This ability can be used if they
this Asset to negate any increase to Doom. In truth, are already unconscious, but does not ever affect Injury.
whatever horrible fate does befall the pilot, but a clone in Special: This Asset may only be taken by the Athlete
perfect health (no Critical Injuries or other conditions) Root.
appears within 24 hours to take their place. This clone
has all of the pilot’s memories, Talents, Assets, and
Drawbacks. Once this Asset has been used 3 times, it is Sponsor
removed from the character sheet. Other
Special: This Asset may only be taken by the Depth Value: 10
Manufactured Root. Effect: The pilot is in a unique position where they and
their Evangelion are backed by a party outside of Nerv.
While this does mean that Nerv does not have to pay for
Resourceful
them, it also means that Nerv has less control over how
Other those resources are spent. This player does not contribute
Depth Value: 5 the normal +3 to the pool of Nerv Resources. Instead,
Effect: The character has learned to do a lot with very regardless of whose task it is to assign Nerv Resources for
little. The character may spend 1 Luck to add an this fight, this pilot gets a separate pool of Nerv
additional +10 bonus to their roll, before the roll is made. Resources equal to their Empathy Bonus + 1 which they
This may not increase the bonus to more than +30. may spend as they see fit to their benefit. Any additional
Nerv Resources that this player may generate (such as the
Comms Array Distinguishing Feature or the Form Up
Run Away talent) instead applies to their personal supply, not the
Mental normal group Nerv Resources pool.
Depth Value: 10 Any Nerv Resources option bought from this pool is only
Effect: Growing up in the hazardous environment of city available to the rest of the pilots if this player allows it.
slums has given you a very strong ‘fight or flight’ Special: This Asset may only be taken by the Poster
response, one that is heavily weighted toward ‘flight’. Child Root.
Those same instincts that kept you from freezing up when
your life depended on it then are just what you need to
survive a battle against the Angels. No Condition can Strong Connection
prevent you from taking a movement action, even if you Other
would normally be unable to take actions of any kind. The Depth Value: 5
only exception is if you are totally unconscious. Effect: Feeling the pain of the Evangelion creates a
Special: This Asset may only be taken by the Derelict sympathetic chain reaction. Whenever you would gain
Root. Strain, you may choose to gain 1 more than normal in
order to immediately Synch Disrupt +1d6. Likewise,
Sandbox when a Hit Effect deals you Stress, you may take an
additional 1d6 Stress to Synch Disrupt +1d10.
Other
Special: This Asset may only be taken by the Impact
Depth Value: 10
Baby Root.
Effect: You have a knack for getting into places you
shouldn’t, much to Nerv’s displeasure. You go where you
please. When using Defy Fate to help get into someplace
you are not supposed to go (by exerting narrative control
to give yourself the tools or opportunity you need), roll
1d6. You only gain Doom on a roll of 1, though you must
still spend the required amount of Luck.
Special: This Asset may only be taken by the Derelict
Root.

47
Superior Specimen Unremarkable
Physical Social
Depth Value: 5 Depth Value: 5
Effect: The character is a paragon of human ability. The Effect: The character just has one of those faces. The
character’s Physique personal Score is increase by 3. ones you see on the street every day and never really
Special: This Asset may not be taken by the Challenged remember. All attempts to Notice them outside of the Eva
Root. are at a -10, though a dedicated Search suffers no such
penalty.
Survival Instinct
Mental What Doesn’t Kill You…
Depth Value: 5 Mental
Effect: The character is quick on their feet, and tends to Depth Value: 5
handle themselves under pressure better than others. Effect: As time goes on, and you experience the horrors
When suffering from Fear or Terror the player may pick of Angelic warfare, you become jaded. You gain a bonus
what option of that condition affects their character rather to your Strain Threshold equal to your Doom.
than rolling for it randomly.
Wheelman
Survivors Luck Physical
Other Depth Value: 10
Depth: 10 Effect: You've got a license and you're not afraid to use
Effect: A close brush with Death is always sobering, but it. You begin play Proficient in the Drive Restricted skill.
you have an easier time bouncing back from its effects In addition, you also have a scooter with a sidecar among
than others. If you have less Luck than you have Doom, your personal belongings. Should this ever be destroyed,
you can benefit from one of your Luck Triggers more it is up to you to replace it.
than once in the same session. Special: This Asset may not be taken by the Challenged
Root.
Synch Flux
Other You or Me
Depth Value: 5 Other
Effect: By some quirk of fate or biology, the character Depth Value: 10
has some degree of control over how their Synch Ratio’s Effect: It is a dog-eat-dog world out there. When the
fluctuations. Whenever the character's Synch Ratio would character would be hit by an attack, they may choose to
change for any reason other than this trait, afterward their spend 1 Luck to redirect that attack to instead hit an ally
SR increases by 3. within the same Engagement as them. The sudden nature
Special: This Asset may only be taken by the Impact of the situation catches the new target off guard, and the
Baby or Visionary Roots. ally may not spend Stamina to activate defensive actions
in time (though they may spend AT Potential on Spread
Tough Stuff Patterns). Jerk.
Physical
Depth Value: 10
Effect: The character has a resistance to pain, either
natural or acquired at great personal sacrifice. Their Strain
Threshold is 2 Higher than normal.

48
Destrudo
Every character in Adeptus Evangelion has some flaw or part of them that holds them back from being a healthy individual.
Destrudo, a psychology term for a destructive impulse, represents a negative aspect of the character they will likely never be
over. Your character’s Destrudo defines them, shapes their overall arc, and is a valuable gameplay resource.
A player can use his Destrudo to generate Luck for the character. By roleplaying out the Destrudo and its effects on the
character, a player can declare that he has Triggered his Destrudo. If the roleplaying was relevant to the Destrudo and the GM
approves, the character will gain one Luck after the event has played out. A character may Trigger their Destrudo and
each of its associated Symptoms (see below) once each per session.
A Destrudo should be a very basic, fundamental part of the character. A Destrudo is most often a psychological condition of
the character--some basic inability to cope with an aspect of human nature. With GM approval, a Destrudo can also represent
other intrinsic and immutable circumstances that have a negative impact on the character. When creating your Destrudo, give
it a memorable name and then a description of how it impacts the character, their beliefs, and behavior. Keep your
description to a few short sentences at most; being overly specific when creating your Destrudo can make it more difficult to
Trigger.
Symptoms and Breakdowns
While the Destrudo is the heart of the pilot’s issues, their Symptoms are how they manifest to the world. Symptoms are
slightly more specific than Destrudos and are intended to describe how the character attempts to cope with their inner flaws.
Symptoms should always be actions; bad habits that the pilot routinely engages in that make their life harder than it has to be.
Just like a Destrudo, a Symptom can be roleplayed in order to Trigger Luck.
Each Symptom also has a related Breakdown that you will create. On certain Stress Breaks, a character will suffer a
Breakdown, which is a more extreme version of their Symptom (See Chapter 10 for more details). While a Symptom is
something the character is somewhat in control of, a Breakdown strips away that illusion and leaves the character at the
whims of their emotions. When creating a Breakdown, work with your GM to devise something you are comfortable with
roleplaying but still provides you with a challenge.
When crafting your Symptoms and Breakdowns follow the same format as when building your Destrudo. A good name, and
then a few sentences of description which describe how your character acts out their dysfunctions.
Examples from the Anime:
Shinji
Destrudo: Hedgehog’s Dilemma. While he craves human warmth and affection, he is too afraid of being hurt to get
close to anyone.
Symptom: Quitter . Shinji’s estranged relationships have given him the impression that he just isn’t good enough for
anyone or anything. When presented with a challenge, Shinji has a tendency to give up without a fight.
Breakdown: Shinji doesn’t just give up on a task or challenge, he gives up on everything. Reasoning that nobody
will even care if he’s gone, Shinji neglects his responsibilities and runs away, literally or figuratively.
Symptom: Desperate for Approval. Shinji is profoundly impacted by the expectations of others, especially from his
father. He quickly falls prey to social pressure, and is especially vulnerable to even the smallest acts of kindness (real or
imagined).
Breakdown: Shinji becomes so desperate that he is willing to do clearly dangerous or near suicidal things to prove
that he’s needed. He won’t turn down any request or run away from any threat, even if there is no promise of
reward.
Asuka
Destrudo: Hedgehog’s Dilemma. Much like Shinji, Asuka needs real human connections, but her past traumas have left
her unwilling to be vulnerable.
Symptom: Aggressive. Asuka avoids the possible threat of rejection by rejecting others first. She’s prickly, short-
tempered, and rude, especially to people whose opinions she actually values.
Breakdown: Feeling threatened and exposed, Asuka dials it up to 11. Asuka deliberately says and does things she
knows are hurtful and mean-spirited, ironically targeting the people she is closest to first.
Symptom: Attention-Seeker. Asuka has made the mistake of confusing attention with adoration. She frequently grand-
stands, makes boasts that are not reasonable and realistic, and is jealous when others have the spotlight.
Breakdown: Asuka becomes starved for validation and affection. Her ploys to garner attention become more absurd
and provocative, and she does things she normally wouldn’t be comfortable doing for that fleeting feeling of being
wanted.

49
Rei
Destrudo: Worthless. She knows she can be replaced; after all, she has been replaced before. Rei believes that the
Evangelion is all she has and is completely without use, value, or purpose otherwise.
Symptom: Self-neglect. Rei doesn’t believe she is worth anybody’s concern, doing the bare minimum needed to stay
alive. Consequently, she barely eats, comes to school despite serious injuries, and lives in an otherwise empty, trashed
out apartment. It’s a small miracle that she bathes (someone probably ordered her to do it).
Breakdown: Rei’s disregard for herself reaches new lews, fulfilling her duty without considering her own survival.
It doesn’t matter anyway, they’ll just make a new Rei once this is all over and everyone will forget about her.
Symptom: Awkward. Rei isn’t used to feeling much of anything at all, but lately, she’s been feeling different from her
normal self. Unfortunately, she lacks the vocabulary and context to frame her emotions. She stays silent when she should
share, and says things better left unsaid, which has a tendency to unnerve the people around her.
Breakdown: Rei continues to make a fool of herself, completely unable to handle the everyday feelings of affection,
hurt, and jealousy. Though her face may stay as calm and serene as ever, Rei is liable to make extremely foolhardy,
irrational decisions in the name of emotions that she can’t even name.

Original Example
Anastasia
Destrudo: Anxiety. Anastasia believes the world to be a dark and scary place, with the unpleasant and unexpected around
every corner.
Symptom: Overprotective. Anastasia feels a deep need to protect her little sister, against what she feels is a cruel world. She
will lose sleep and give up meals to make sure her sister fed and safe, and only does the bare minimum of maintenance on
herself.
Breakdown: If Anastasia feels she has failed in her duties, she will double down, start skipping school, forgetting to eat
entirely, and otherwise damage her personal life even more to make up for her perceived laxness. She will not let her sister
out of her sight and must be forcibly separated from her.
Symptom: Control Freak. Anastasia clings to rules and systems, which to her are very safe and reliable. She constantly nags
and worries about inconsequential details, rituals, and other minutia to the point where it grates on others.
Breakdown: Nobody else seems to understand the importance of structure, so she'll make them understand. Anastasia no
longer trusts other people to handle themselves and wastes hers and everyone else's time doing things for them, reacting with
rage and condescension if confronted. If something isn't perfect, Anastasia will refuse to move forward until it is right in her
mind, obsessively correcting over and over again.

50
Chapter 5: THE TREE OF LIFE
Your Root, Assets and Drawbacks define much of how your character begins the campaign. The Tree of Life is the system by
which your character advances beyond that point.
Every character at begins with access to the Trunk, as well as the Root Branch with the same name as their Root. At the
same time, players also begin with access to the options provided by their Evangelion Type.
From these pools of options, the character spends Experience and Enrichment to purchased Talents (or, in the case of their
Evangelions, Upgrades) to unlock new abilities or increase the effectiveness of what they already have.

Talents
Talents are the meat of character creation, and represent new abilities or enhancements for the pilot. A wide category of
options, not all Talents are equal. Each Talent is meant for a particular context, and sometimes this context proves to be very
important.

Talents are described in the following manner

The Title of the Talent: Self explanatory


The Class of the Talent: A way to categorize the various Talents, the Class of a Talent is actually in two pieces. The first
tells the type of talent (AT, Combat, Mental, Other or Social) this is usually a way of filtering Talents so that they may be
referenced as a group by other abilities. For example, certain Angels might hinder AT Talents specifically, and leave others
untouched.
The second part is the Action status. For many Talents, this does not appear at all because they do not interact directly with
any Action. Some Talents grant you a new Action you can perform with the same name as the Talent in question, in which
case a Stamina cost for the Action is also provided.
In other cases, the Talent exists as a permanent modification to an existing Action (listed as Modifies [Action Name]).
Prerequisite: What conditions must the character meet to buy the Talent in the first place.
Effect: What does the Talent do for the character once purchased.

Talents will, in general, be listed after the Branch in which they appear. Some extremely common talents (such as Skill
Training) are instead listed after the Trunk so as to avoid endless repetition.

Branches
Branches exist as a way to grow and specialize your pilot over time. Much like Talents, each Branch has a set of Prerequisites
that you must meet as well as a cost that you must pay in order to unlock it. In addition, Branches grant you a bonus (often a
Talent) for having unlocked the Branch in the first place.
Once unlocked, you may purchase the Talents listed under that Branch in whatever combination you see fit. You are under no
obligation to purchase all Talents available in a branch that you have Unlocked, though it is usually wasteful to pay for a
Branch simply to buy one or two of the talents within it.

51
Trunk
The starting point of all pilots, containing basic talents to get you started and hold options that are available to all pilot
characters.
Starting Talents: Spread Pattern (Basic Field) |, AT Power (Neutralize) |
Name Scale Freq Cost Prerequisites
Skill Proficiency Per ∞* 1E ---
Gain Proficiency in a single General Skill of your choice.
Skill Training Per ∞* 1E Proficiency
Add a +5 bonus to one Skill you are Proficient in.
Skill Mastery Per 2 1E Proficiency, Skill 51+
Gain Mastery in a Skill, allowing you to spend 1 Luck to automatically pass a test of that Skill.
AT Power (Barrier) Eva 1 20 xp Basic Manipulation
Learn the Barrier AT Power, allowing you to create a defensive wall with your AT Field.
Basic Manipulation Eva 1 20 xp Spread Pattern (Basic Field)
Learn an AT Power of your choice from the Basic Manipulation list.
Intermediary Manipulation Eva 2 20 xp SR 50
Learn an AT Power of your choice from the Intermediary Manipulation list.
Combat Advance (Eva Firearms) Eva 1 10 xp ---
Gain a Permanent +3 Bonus to Eva Firearms.
Combat Advance (Eva Martial) Eva 1 10 xp ---
Gain a Permanent +3 Bonus to Eva Martial.
Expert Focus Eva 1 40 xp 600 xp
Gain another option from an ‘Improved’ talent of your choice.
Expert Reflexes Eva 1 10 xp ---
Use Luck in place of Stamina to Guard, but at a penalty
Group Advancement(Any) Per 1 2E ---
Gain a +5 Bonus to a Skill Group of your choice.
Boost Reflexes Eva 1 20 xp ---
Add a +5 bonus to your Eva’s Reflexes score.
Spread Expansion Eva 1 20xp ---
Learn a new Spread Pattern.
Titan’s Grip Eva 1 20 xp Eva Strength 4
Wield a 2 handed weapon in one hand, but at a penalty to damage.
∞* - This Talent may be taken any number of times.

52
Trunk Talents
AT Power Skill Mastery
AT Other
Effect: The pilot learns the specified AT Power. Prerequisite: 51+ in that Skill
Effect Choose one Skill that you are Proficient in which
Basic Manipulation has a natural Target Number of 51 or more. You gain
Mastery in that Skill. When prompted to roll a Skill Test
AT
for a Skill in which they have Mastery, the player may
Effect: Basic Manipulation contains the sort of AT choose to instead spend 1 Luck to automatically succeed
Powers that might appear in even the lowest AT on that roll as if they had rolled exactly half of their
campaign, or otherwise represent the fundamentals of AT Target Number (rounding up when necessary). A
Field use. When this talent is taken, pick one AT Power character which had a Target Number of 45 for a Skill
from the list below to learn: would, on a use of their Mastery, be treated as if they had
Barrier, AT Flare, AT Ping, Fortify, Inertia rolled 23.

Expert Focus Skill Proficiency


Other Other
Effect: Choose one talent with ‘Improved’ in its name Effect Each time that Skill Proficiency is purchased,
that you have already purchased. You may select and gain choose one Skill (of any Skill Group) which you do not
another option available through that talent. You now already possess. You gain Proficiency in that Skill,
have the benefit of that option in addition to the one you allowing you to later Purchase Skill Trainings in that skill
selected when you first purchased the talent. You may not as well as make Prepared Tests for that Skill should time
select the same option twice. and situation allow.
This talent cannot unlock Proficiency in any Restricted
Skills.
Expert Reflexes
Combat
Effect: You have an inhuman reaction time. Once per Skill Training
round, the player may spend 1 Luck in place of 1 Stamina Other
to activate the Guard Reaction against an attack, but the Prerequisite: Proficiency in that Skill
Reflexes test for it is rolled at a -10 penalty. Effect Choose one Skill that you are Proficient in. Gain a
+5 Training Bonus in that skill. This Talent may be
Intermediary Manipulation chosen for a specific skill up to 5 times, for a total bonus
of +25.
AT
Effect: Intermediary Manipulation contains the sort of AT
Powers that would appear in an average campaign, even if Spread Expansion
they represent considerable skill to use. When this talent AT
is taken, pick one AT Power from the list below to learn: Effect: Pick and learn one Spread Pattern from the
AT Ram, Burnout, Combustion, Disrupting Shot, following list: Accelerated Territory, Bunker Field,
Disrupting Strike, Float, Funnel, Hold, Probability Surge, Layered Field, Probability Field, Stealth Field.
Remote Manipulation, Slam
Titan’s Grip
Boost Reflexes Combat
Combat Effect: Through brute strength, you can perform feats
Effect: Gain a +5 Bonus to tests to Guard in your beyond the scope of what Nerv ever intended for these
Evangelion. This talent may be taken multiple times (as designs. You may choose to use a 2-Handed melee
your Branches allow) and stacks to a maximum bonus of weapon in one hand at no penalty to hit, but doing so
+20. imposes a -2 penalty to all damage rolls with that weapon.
Despite being held in one hand, it still counts as a 2
handed weapon for all relevant abilities.

53
Root Branches

Athlete
These talents are by default available to members of the Athlete Root.
Prerequisites: Athlete Root Buy in Cost: N/A
Special: The player begins with 1 Luck.

Name Scale Freq Cost Prerequisites


Advance(Physique) Per 2 3E ---
Add a permanent +5 bonus to your Physique score.
Minor Advance (Intelligence) Per 1 4E ---
Add a permanent +3 bonus to your Intelligence score.
Minor Advance (Empathy) Per 1 3E ---
Add a permanent +3 bonus to your Empathy score.
Minor Advance (Synch Ratio) Per 1 3E ---
Add a permanent +3 bonus to your Synch Ratio score.
Endurance Per 1 10 xp ---
Increase your Strain Threshold by 1.
Go Long Eva 1 10 xp Skill Proficiency(Throw)
Pass a small object to an ally from a distance using the Throw skill.
Group Advancement(Might) Per 1 1E ---
Gain a +5 Bonus to the Might Skill Group.
Group Advancement(Sports) Per 2 1E ---
Gain a +5 Bonus to the Sports Skill Group.
All Star Eva 1 2E ---
Gain a +10 bonus to all Opposed Rolls based on Physique.

54
Challenged
These talents are by default available to members of the Challenged Root.
Prerequisites: Challenged Root Buy in Cost: N/A
Special: The player begins with 1 Luck.

Name Scale Freq Cost Prerequisites


Minor Advance(Physique) Per 1 4E ---
Add a permanent +3 bonus to your Physique score.
Minor Advance (Intelligence) Per 2 3E ---
Add a permanent +3 bonus to your Intelligence score.
Minor Advance (Empathy) Per 2 3E ---
Add a permanent +3 bonus to your Empathy score.
Minor Advance (Synch Ratio) Per 1 3E ---
Add a permanent +3 bonus to your Synch Ratio score.
Endurance Per 1 20 xp ---
Increase your Strain Threshold by 1.
Raise the Stakes Eva 1 20 xp ---
Reroll any test, but gain 1 Injury for doing so.
Group Advancement(Any) Per 1 2E ---
Gain a +5 Bonus to a Skill Group of your choice.
Strong Personality Per 1 2E ---
Gain a +10 bonus to all Opposed Rolls based on Empathy or Intelligence.
Influence (Any) Per 1 3E ---
Pick a demographic of people to gain a +10 bonus to Empathy based skills against.

55
Derelict
These talents are by default available to members of the Derelict Root.
Prerequisites: Derelict Root Buy in Cost: N/A
Special: The player begins with 1 Luck.

Name Scale Freq Cost Prerequisites


Minor Advance(Physique) Per 2 3E ---
Add a permanent +3 bonus to your Physique score.
Minor Advance (Intelligence) Per 1 4E ---
Add a permanent +3 bonus to your Intelligence score.
Minor Advance (Empathy) Per 2 3E ---
Add a permanent +3 bonus to your Empathy score.
Minor Advance (Synch Ratio) Per 1 4E ---
Add a permanent +3 bonus to your Synch Ratio score.
Jaded Eva 1 20 xp ---
Reduce Stress gained by 1(to a minimum of 1) whenever you would gain Stress.
Group Advancement(Finesse) Per 1 1E ---
Gain a +5 Bonus to the Finesse Skill Group.
Group Advancement(Trickery) Per 1 1E ---
Gain a +5 Bonus to the Trickery Skill Group.
Influence (Civilians) Per 1 3E ---
Gain a +10 bonus to Empathy based skills against civilians.
Weasel Per 1 3E ---
Defy Fate to get out of trouble or avoid getting caught costs 1 fewer Luck than normal.

56
Impact Baby
These talents are by default available to members of the Impact Baby Root.
Prerequisites: Impact Baby Root Buy in Cost: N/A
Special: The player begins with 1 Luck.

Name Scale Freq Cost Prerequisites


Minor Advance(Physique) Per 1 3E ---
Add a permanent +3 bonus to your Physique score.
Minor Advance (Intelligence) Per 1 3E ---
Add a permanent +3 bonus to your Intelligence score.
Minor Advance (Empathy) Per 1 3E ---
Add a permanent +3 bonus to your Empathy score.
Advance (Synch Ratio) Per 2 3E ---
Add a permanent +5 bonus to your Synch Ratio score.
Synch Jump Eva 1 20 xp ---
Spend 2 Luck to reset your SR to a number of your choice between 30 and 110.
Group Advancement(Any) Per 2 2E ---
Gain a +5 Bonus to a Skill Group of your choice.
Strong Connection Per 1 2E ---
You can Defy Fate to influence your Evangelion as if it were a friendly NPC.
Influence (Civilians) Per 1 2E ---
Gain a +10 bonus to Empathy based skills against civilians.
Influence (Any) Per 1 3E ---
Pick a demographic of people to gain a +10 bonus to Empathy based skills against.

57
Manufactured
These talents are by default available to members of the Manufactured Root.
Prerequisites: Manufactured Root Buy in Cost: N/A
Special: The player begins with 1 Luck.

Name Scale Freq Cost Prerequisites


Minor Advance(Physique) Per 2 4E ---
Add a permanent +3 bonus to your Physique score.
Minor Advance (Intelligence) Per 1 3E ---
Add a permanent +3 bonus to your Intelligence score.
Minor Advance (Empathy) Per 1 4E ---
Add a permanent +3 bonus to your Empathy score.
Minor Advance (Synch Ratio) Per 2 3E ---
Add a permanent +3 bonus to your Synch Ratio score.
Forbidden Knowledge Per 1 2E ---
Spend Luck to ‘remember’ an important Nerv secret.
Group Advancement(Any) Per 1 2E ---
Gain a +5 Bonus to a Skill Group of your choice.
More than Human Per 2 4E ---
Advance Intelligence or Empathy by +3.
Influence (Nerv or Scientists) Per 1 2E ---
Gain a +10 bonus to Empathy based skills against either Nerv staff or Scientists.

58
Neo-Spartan
These talents are by default available to members of the Neo-Spartan Root.
Prerequisites: Neo-Spartan Root Buy in Cost: N/A
Special: The player begins with 1 Luck.

Name Scale Freq Cost Prerequisites


Advance(Physique) Per 1 3E ---
Add a permanent +3 bonus to your Physique score.
Minor Advance (Intelligence) Per 1 3E ---
Add a permanent +3 bonus to your Intelligence score.
Minor Advance (Empathy) Per 1 4E ---
Add a permanent +3 bonus to your Empathy score.
Minor Advance (Synch Ratio) Per 1 3E ---
Add a permanent +3 bonus to your Synch Ratio score.
Jaded Eva 1 20 xp ---
Reduce Stress gained by 1(to a minimum of 1) whenever you would gain Stress.
Combat Advance Eva 2 10 xp ---
Gain a +3 Bonus to either Eva Martial or Eva Firearms.
Group Advancement(Will) Per 1 2E ---
Gain a +5 Bonus to the Will Skill Group.
Group Advancement(Sports) Per 1 2E ---
Gain a +5 Bonus to the Sports Skill Group
Influence (Nerv OR Section-2) Per 1 2E ---
Gain a +10 bonus to Empathy based skills against either Nerv Staff or members of Section-2.
Well Trained Eva 1 2E ---
Defy Fate taking advantage of Nerv equipment or facilities costs 1 fewer Luck than normal.

59
Nerd
These talents are by default available to members of the Nerd Root.
Prerequisites: Nerd Root Buy in Cost: N/A
Special: The player begins with 1 Luck.

Name Scale Freq Cost Prerequisite


Minor Advance(Physique) Per 1 4E ---
Add a permanent +3 bonus to your Physique score.
Advance (Intelligence) Per 2 3E ---
Add a permanent +5 bonus to your Intelligence score.
Minor Advance (Empathy) Per 1 4E ---
Add a permanent +3 bonus to your Empathy score.
Minor Advance (Synch Ratio) Per 1 3E ---
Add a permanent +3 bonus to your Synch Ratio score.
Tactical Mind Eva 1 20 xp Skill Proficiency(Inference)
Test Inference after an attack to learn about the Defenses of the enemy.
Group Advancement(Any) Per 1 2E ---
Gain a +5 Bonus to a Skill Group of your choice.
Group Advancement(Knowledge) Per 2 1E ---
Gain a +5 Bonus to the Knowledge Skill Group.
Influence (Scientists) Per 1 2E ---
Gain a +10 bonus to Empathy based skills against Scientists.
Analyst Per 1 3E ---
Defy Fate to acquire or decipher research or data costs 1 fewer Luck than normal.

60
Poster Child
These talents are by default available to members of the Poster Child Root.
Prerequisites: Poster Child Root Buy in Cost: N/A
Special: The player begins with 1 Luck.

Name Scale Freq Cost Prerequisites


Minor Advance(Physique) Per 1 3E ---
Add a permanent +3 bonus to your Physique score.
Minor Advance (Intelligence) Per 1 3E ---
Add a permanent +3 bonus to your Intelligence score.
Advance (Empathy) Per 2 3E ---
Add a permanent +5 bonus to your Empathy score.
Minor Advance (Synch Ratio) Per 1 4E ---
Add a permanent +3 bonus to your Synch Ratio score.
Team Player Eva 1 30 xp ---
Choose a way to benefit nearby allies: Enabler, Morale, Oversee
Combat Advance Eva 1 20 xp ---
Gain a +3 Bonus to either Eva Martial or Eva Firearms.
Group Advancement(Speech) Per 2 1E ---
Gain a +5 Bonus to the Speech Skill Group.
Influence (Any) Per 1 2E ---
Pick a demographic of people to gain a +10 bonus to Empathy based skills against.
Alliance Per 1 4E 4 Luck
Spend 4 Luck to make a single NPC into a permanent ally.

61
Visionary
These talents are by default available to members of the Visionary Root.
Prerequisites: Visionary Root Buy in Cost: N/A
Special: The player begins with 1 Luck.
Name Scale Freq Cost Prerequisites
Minor Advance(Physique) Per 1 3E ---
Add a permanent +3 bonus to your Physique score.
Minor Advance (Intelligence) Per 2 3E ---
Add a permanent +3 bonus to your Intelligence score.
Minor Advance (Empathy) Per 1 4E ---
Add a permanent +3 bonus to your Empathy score.
Minor Advance (Synch Ratio) Per 2 3E ---
Add a permanent +3 bonus to your Synch Ratio score.
Basic Manipulation Eva 1 30 xp ---
Learn an AT Power of your choice from the Basic Manipulation list.
AT Maneuver Eva 1 30 xp ---
Learn a useful trick of your AT Field.
Group Advancement(Awareness) Per 1 2E ---
Gain a +5 Bonus to the Awareness Skill Group.
Group Advancement(Arts) Per 1 1E ---
Gain a +5 Bonus to the Arts Skill Group.
Understanding Eva 1 3E ---
Defy Fate to learn about or use the AT Field costs 1 fewer Luck than normal.

62
Root Talents

Advance Basic Manipulation


Other AT
Effect: Your character has become greater than they were Effect: Basic Manipulation contains the sort of AT Powers
before in a certain range of their skillset. Whenever you that might appear in even the lowest AT campaign, or
gain this Talent, it will always be associated with a specific otherwise represent the fundamentals of AT Field use.
Personal Score (Physique, Intelligence, Empathy or Synch When this talent is taken, pick one AT Power from the list
Ratio). Permanently increase the specified score by 5. below to learn: Barrier, AT Flare, AT Ping, Fortify, Inertia

Alliance Combat Advance


Social Other
Effect: You may spend 4 Luck on Defy Fate to spend to Effect: Your character has improved their combat skills.
turn an NPC into your ally for the rest of the game. You can Whenever you gain this Talent, it will always be associated
be assured that they will not betray you and can expect with either Eva Firearms or Eva Martial. Permanently
them to help you in almost any circumstance, though they increase the specified score by 3.
may still have their own agendas. The GM has the right to
veto the use of this ability on specific NPCs (especially
those that are already overtly hostile) though they are not Endurance
obligated to explain why. Combat
Effect: Increase your Strain Threshold by 1.
All Star
Other Forbidden Knowledge
Effect: The character gains a +10 bonus to all Opposed Other
Rolls based on Physique. Effect: You may spend Luck to remember specific
information about Nerv or related programs. How much
Luck (usually between 1 and 3) depends on the severity and
Analyst
secrecy of the information, as judged by the GM. This
Mental information is something that your character has
Effect: When using Defy Fate to acquire or decipher data or retroactively always known, and as such takes no time or
research materials, spend 1 less Luck than normal. resources to seek out.
Exactly what information can and cannot be remembered
AT Maneuver with this talent is up to GM discretion and their setting, but
it is the intent of this talent that the character be able to use
AT it to know things that are normally known only to a few (at
Effect: Even when taking direct control via AT Powers, as the cost of 3 Luck) owing to the unique origins and raising
long as a pilot‘s AT Field is spread there is a powerful force of the Manufactured within the labs of Nerv.
at their command, waiting to be used. Each time this Talent
is taken, choose one ability from the following list. No
ability may be taken multiple times.
Clash: On entering an Engagement with an enemy, you
may spend 1 Potential to reduce that enemies AT
Potential by 1. This costs no Stamina.
Buffer: Gain 1 less Stress every round from a Synch
Ratio over 100.
Telecontrol: The Evangelion may perform Simple
Action interactions with a Range of 0 instead of
Engagement.
Energy Efficient: The pilot maximizes the energy use
of their Evangelion, and gains an extra round of battery
power.

63
Go Long Minor Advance
Combat Other
Effect: Throw a small item, such as a knife or a clip of Effect: Your character has become greater than they were
ammo, to land in the same Engagement as an ally. If the before in a certain range of their skillset. Whenever you
ally is within the same Sector, the Throw test is normal. If gain this Talent, it will always be associated with a specific
the Ally is in an adjacent sector the test is instead at a -20 Personal Score (Physique, Intelligence, Empathy or Synch
penalty. Longer distance throws are impossible. Ratio). Permanently increase the specified score by 3.
On a failure, the object lands in the same Sector as the ally
instead of the same Engagement, or in the same sector as More than Human
the throwing Eva on 4 or more Degrees of Failure.
Other
Effect: As a result of your unnatural origins, genetics, and
Group Advancement upbringing you have proven to be above average in every
Other way. When you take this Talent, you may advance either
Effect: Each time that the Group Advancement talent is your Intelligence or Empathy by 3.
purchased, it is associated with a specific Skill Group.
Increase the value of that Skill Group by +5. This Talent Raise the Stakes
may be purchased for a given skill group no more than two
times, for a total bonus of +10. Other
Effect: Care to raise the dramatic tension a bit? By pushing
yourself past your limits, you can perform impressive, if
Influence dangerous, displays. By willingly gaining an Injury you can
Social reroll any test you make, even if you have already spent
Effect: You have a good reputation with a certain group. Luck to reroll it and failed or if you have no Luck left at all.
You gain a +10 situation bonus to all Empathy based skills Characters with a triggered Physical Drawback may choose
when interacting with the designated group. to treat themselves as if the trigger condition had been met
Available groups that may be affected by this Talent in place of gaining an Injury at the GM’s approval.
include, but are not limited to, the following:
Pilots: The operators of the Evangelions. Spread Expansion
Section-2: The black suited men and women that act as AT
Nerv‘s security and intelligence division.
Effect: Pick and learn one Spread Pattern from the
Scientists: The scientific community, be they freelance following list: Accelerated Territory, Bunker Field, Layered
or part of Nerv‘s own research division. Field, Probability Field, Stealth Field.
UN: General officers and bureaucrats that operate
within the United Nations government.
Strong Connection
Nerv: General staff of Nerv that do not fall into any
other categories, including the Operations Director. Social
Civilians: Non-military individuals not affiliated with Effect: You may use Defy Fate to influence your
any group or organization. Evangelion as if it was an NPC friendly to you, even
causing it to take simple actions on your behalf in some
cases. The exact degree of control you have over the Eva
Jaded depends on how much Luck is spent.
Other
Prerequisite: None
Effect: Whenever you would gain Stress, gain 1 less to a
minimum of 1. This talent does not stack with itself.

64
Strong Personality Team Player
Social Social
Effect: Get a +10 bonus to opposed rolls based on Effect: A good leader doesn’t just give commands, he
Intelligence or Empathy. makes success happen. Whenever this talent is taken,
choose one option from the following list to assist allies
close to you.
Synch Jump
Team Player(Morale): If Fear or Terror would be
Other prompted against another pilot in the same Sector as
Effect: You may, when in the Evangelion, spend 2 Luck to you, they may roll twice and take the better result.
reset your SR to a specific value of your choice between 30 Team Player(Oversee): Assistance actions grant an
and 110. This can be done at any time, even when it is not additional +10 bonus if they are made in the same
your turn. Engagement as you.
Team Player(Enabler): You may, at any time, spend 2
Tactical Mind Luck to give an ally in the same Engagement 1 Luck to
spend as they see fit.
Mental
Effect: After you make a successful attack against an
enemy you may test the Inference skill. On a success, the Understanding
GM is required to give you a hint about one of the defenses AT
that was used against your attack. Often this will only be Effect: When using Defy Fate to learn more about the AT
mundane things such as “The Angel has very little armor” Field and how to use it, spend 1 less Luck than normal.
or “The Angel used a simple Spread Pattern”. In the case of
more specialized defensive Traits (or Absolute Defenses)
the player should expect to receive helpful hints about how Weasel
those defenses work, such as “The Angel is highly resistant Other
to Kinetic Damage” or “The Angel’s AT Field has to be
overwhelmed all at once”. Effect: Whenever you Defy Fate to influence events to get
yourself out of trouble or avoid getting caught in the first
place, it costs one fewer Luck than normal to a minimum of
1 Luck.

Well Trained
Other
Effect: When using Defy Fate to take advantage of
available Nerv Equipment or Facilities, spend 1 less Luck
than normal. This talent does not function during
Evangelion Scale combat.

65
Branches
Ace
An expert melee fighter with a fighting style taking full advantage of melee, so longer as there are no allies to get in the way.
This pilot benefits from being the only Eva Engaged with the enemy.
Prerequisites: Eva Martial 70, Bravery 45 Buy in Cost: 40 xp
Special: As the ‘Parting Gift’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Parting Gift – Deal Soft Damage to an enemy when you are dealt a Critical Hit in melee.
Name Scale Freq Cost Prerequisites
Boost Reflexes Eva 1 20 xp ---
Add a +5 bonus to your Eva’s Reflexes score.
Blitz Mastery Eva 1 30xp ---
Improve your Blitz ability when fighting alone.
AT Power (Disrupting Strike) Eva 1 30xp SR 40, Emp 25
Learn the Disrupting Strike AT Power, to increase the Breach of a melee attack.
AT Power (Disrupting Strike),
Shieldbreaker Eva 1 30xp
Eva Martial 73
Shred an Absolute Defense using a combination of skill and high Breach attacks.
Combat Advance (Eva Martial) E/P 1 20xp ---
Gain a +3 bonus to Eva Martial.
Boost Reflexes Parting Gift
Combat Combat
Effect: Gain a +5 Bonus to tests to Guard in your Effect: Enemies that deal a Hit Effect to you take Soft
Evangelion. This talent may be taken multiple times (as Damage equal to your Strength as long as you are the
your Branches allow) and stacks to a maximum bonus of only Eva engaged with them. You deal this damage even
+20. if the Hit Effect would defeat your Evangelion.

Blitz Mastery Shieldbreaker


Combat (Modifies Standard Attack) Combat
Effect: You let loose with a freedom of fury that comes Effect: When Engaged with an enemy using an Absolute
from knowing that there is no one you care about close Defense, you may attempt to use the Evangelion’s
enough to get in your way. When you are the only Eva weapons to break through. Test Eva Martial at a -10
engaged with an enemy, on a successful melee Standard penalty as a 2 Stamina action when using a weapon with
Attack you are counted as having 1more DoS than you the Breach quality. On a success, you reduce the Power of
actually rolled for the purposes of Blitz. the Absolute Defense by an amount equal to the Breach
rating of the weapon.

66
Ambush
The pilot learns how to take advantage of their stealth for the element of surprise and fleeting combat advantages.
Prerequisites: Hide Buy in Cost: 40 xp
Special: As the ‘Surprise Attack’ talent. In addition, the player 1 Luck and 1 Enrichment.
Surprise Attack – Get an Attack of Opportunity against an enemy that enters your Sector while you are in Cover.
Name Scale Freq Cost Prerequisites
Element of Surprise Eva 1 20 xp ---
Targets of your Surprise Attack may gain the Surprised condition.
Tactical Advance Eva 1 20 xp Improved Cover
Move without breaking Cover.
Improved Cover Eva 1 40 xp Hide
Permanently upgrade ‘Take Cover’ to one of the following: Fast, Concealment or Dig In.
Surprise Attack Element of Surprise
Combat Combat (Modifies Surprise Attack)
Effect: The pilot can lay in wait for the perfect moment to Effect: If your Surprise Attack deals a hit effect to an
strike. If an enemy enters the same Sector as you while enemy, they must test Reflexes. On a failed test, that
you are benefiting from the Take Cover action, you may enemy is Surprised for 1 Interval if it was a Glancing Hit,
immediately make a Standard Attack against them as an or 2 Intervals if it was a Critical Hit.
Attack of Opportunity (forming an Engagement with the
enemy immediately if needed). This attack treats the
enemy as if they were Helpless. Afterwards, you are no Improved Cover
longer treated as being in Cover. Combat (Replaces ‘Take Cover’)
Effect: The pilot permanently improves their ability to
Take Cover in some fashion. When this talent is taken,
Tactical Advance
choose one of the following options to permanently
Combat (Modifies Move) replace the Take Cover talent on your character sheet.
Effect: Taking a Move action to move a single Sector no Each option is still treated as the ‘Take Cover’ action for
longer negates the effect of Cover, so long as the Sector the purpose of any ability that references that talent.
that you move into does not contain an enemy and would Take Cover (Concealment): As Take Cover,
provide the same Cover bonus as the Sector that you are however in any turn where the pilot does not
leaving. Moving more than one Sector by any means, take a Movement Action, she may spend 1
being moved 1 Sector by an effect other than the Move Stamina to grant herself a +20 bonus to Sneak
action, or moving from a Developed Sector to an tests until the start of their next Turn.
Undeveloped Sector (or vice versa) all break cover.
Take Cover (Fast): As Take Cover, however
the Stamina cost of the Action is 1 instead of 2.
Take Cover (Dig In): As Take Cover, however
the Armor Bonus provided is always 1 more than
the Battlefield would normally allow.

67
AT Adept
The pilot expands their knowledge of the AT Field enough to learn a few new useful powers, but not a major investment.
Prerequisites: None Buy in Cost: 30 xp
Special: +3 SR. In addition, the player gains 1 Luck and 1 Enrichment.
Name Scale Freq Cost Prerequisites
AT Maneuver Eva 1 20xp Int 25
Learn a useful trick of your AT Field.
Spread Expansion Eva 1 20xp ---
Learn a new Spread Pattern.
Basic Manipulation Eva 1 20xp ---
Learn an AT Power of your choice from the Basic Manipulation list.
Advance(Synch Ratio) E/P 1 30xp Basic Manipulation
Gain a permanent +5 Bonus to your Synch Ratio score.
AT Maneuver Basic Manipulation
AT AT
Effect: Even when taking direct control via AT Powers, Effect: Basic Manipulation contains the sort of AT
as long as a pilot‘s AT Field is spread there is a powerful Powers that might appear in even the lowest AT
force at their command, waiting to be used. Each time this campaign, or otherwise represent the fundamentals of AT
Talent is taken, choose one ability from the following list. Field use. When this talent is taken, pick one AT Power
No ability may be taken multiple times. from the list below to learn:
Clash: On entering an Engagement with an Barrier, AT Flare, AT Ping, Fortify, Inertia
enemy, you may spend 1 Potential to reduce that
enemies AT Potential by 1. This costs no
Stamina. Spread Expansion
Buffer: Gain 1 less Stress every round from a AT
Synch Ratio over 100. Effect: Pick and learn one Spread Pattern from the
Telecontrol: The Evangelion may perform following list: Accelerated Territory, Bunker Field,
Simple Action interactions with a Range of 0 Layered Field, Probability Field, Stealth Field.
instead of Engagement.
Energy Efficient: The pilot maximizes the
energy use of their Evangelion, and gains an
extra round of battery power.

68
AT Tactician
The pilot devotes significant time and effort into pushing the bounds of the AT Field, becoming a potent user of the AT Field.
Prerequisites: AT Maneuver, Basic Manipulation Buy in Cost: 30 xp
Special: As the ‘Basic Manipulation’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Basic Manipulation - Learn an AT Power of your choice from the Basic Manipulation list.
Name Scale Freq Cost Prerequisites
Spread Expansion Eva 1 20 xp ---
Learn a new Spread Pattern.
Intermediary Manipulation Eva 2 20 xp SR 50
Learn an AT Power of your choice from the Intermediary Manipulation list.
Advanced Manipulation Eva 1 30 xp SR 60
Learn an AT Power of your choice from the Advanced Manipulation list.
Redirect Eva 1 20 xp Int 30, SR 45
Apply a personal AT Power to a nearby ally.
Enhance Power Eva 1 30 xp Int 30
Choose one AT Power you know. Your ATS is treated as 1 higher for that power.
Advance(Synch Ratio) E/P 2 30 xp ---
Gain a permanent +5 Bonus to your Synch Ratio score.
Intermediary Manipulation Enhance Power
AT AT
Effect: Intermediary Manipulation contains the sort of AT Effect: When this talent is purchased, select a single AT
Powers that would appear in an average campaign, even if Power that you know. For any effect of that power based
they represent considerable skill to use. When this talent on ATS (including Augmentation limits) you are hereafter
is taken, pick one AT Power from the list below to learn: treated as if you had 1 higher ATS than you really do.
AT Ram, Burnout, Combustion, Disrupting Shot, This only applies to the effects of the power, and does not
Disrupting Strike, Float, Funnel, Hold, Probability Surge, interact with the Minimum ATS to use the power in any
Remote Manipulation, Slam way. This talent may not stack with itself.

Redirect
Advanced Manipulation
AT
AT
Effect: Through an intense concentration of effort, you
Effect: Advanced Manipulation contains the sort of AT
can create effects normally used for your own benefit
Powers that takes an exceptional user of the AT Field, or
further away, though this does not help you directly. You
perhaps just a skilled user in a High AT game. When this
may choose to use any AT power with a range of Personal
talent is taken, pick one AT Power from the list below to
to instead affect an ally within the same Sector. ATS
learn:
Minimum, activation time, and effect are all unchanged.
AT Blast, Containment, Conversion, Electric Halo,
Flicker, Invert Field, Pseudoweapon, Repulsion, Weapon
Flux, Wrap Beam

69
AT Master
The pilot completes their training and becomes a master manipulator of the AT Field, arguably the most experienced AT
Field user in the world. Enough to combat even the AT Field use of an Angel.
Prerequisites: Redirect, Advanced Manipulation Buy in Cost: 30 xp
Special: As the ‘Enhance Power’ talent. In addition, the player gains 1 Luck and 2 Enrichment.
Enhance Power - Choose one AT Power you know. Your ATS is treated as 1 higher for that power.
Name Scale Freq Cost Prerequisites
Skill Mastery Per 1 2E Proficiency, Skill 51+
Gain Mastery in a Skill, allowing you to spend 1 Luck to automatically pass a test of that Skill.
Advanced Manipulation Eva 1 30 xp SR 60
Learn an AT Power of your choice from the Advanced Manipulation list.
Destructive Interference Eva 1 30xp SR 50, Emp 28
Your Neutralize power is extra effective against Absolute Defenses.
Forbidden Manipulation Eva 1 30xp SR 70
Learn an Angelic AT Power of your choice from the Forbidden Manipulation list.
AT Power
Eva 1 30xp AT Power(Decohesion)
(Reality Reinforcement)
Learn the Reality Reinforcement AT Power, allowing you to negate an Angel’s AT Traits.
AT Power(Decohesion) Eva 1 30xp SR 60, Emp 28
Learn the Decohesion AT Power, allowing you to disrupt the biology of an Angel.
Spread Pattern
Eva 1 20xp SR 50
(Deflection Field)
Learn the Deflection Field Spread Pattern, reducing Soft Damage taken at the cost of AT Potential.
Advance(Synch Ratio) E/P 2 30xp ---
Increase your Synch Ratio score by 5.
Advanced Manipulation Enhance Power
AT AT
Effect: Advanced Manipulation contains the sort of AT Effect: When this talent is purchased, select a single AT
Powers that takes an exceptional user of the AT Field, or Power that you know. For any effect of that power based
perhaps just a skilled user in a High AT game. When this on ATS (including Augmentation limits) you are hereafter
talent is taken, pick one AT Power from the list below to treated as if you had 1 higher ATS than you really do.
learn: This only applies to the effects of the power, and does not
AT Blast, Containment, Conversion, Electric Halo, interact with the Minimum ATS to use the power in any
Flicker, Invert Field, Pseudoweapon, Repulsion, Weapon way. This talent may not stack with itself.
Flux, Wrap Beam
Forbidden Manipulation
Destructive Interference AT
AT Effect: Forbidden Manipulations are exceedingly rare,
Effect: When using the Neutralize AT Power to reduce and represent the few points where an Evangelion can
the Power of an enemy Absolute Defense, test Synch aspire to the abilities normally reserved for the Angels
Ratio. On a success, their power is reduced by an themselves. When this talent is taken, pick one Angelic
additional 1. AT Power (See the GM’s guide) from the list below to
learn. Angelic AT Powers are always considered to be
Complex for players:
Cross Blast, Hyper Beam, Kinetic Jolt

70
Bulletstorm
The pilot learns to make more effective use of their automatic weapons, increasing their area, accuracy and damage.
Prerequisites: Eva Firearms 65 Buy in Cost: 40 xp
Special: As the ‘Bombard Field’ Talent. In addition, the player gains 1 Luck and 1 Enrichment.
Bombard Field - Overwhelm the AT defenses of your enemy through weight of fire.
Name Scale Freq Cost Prerequisites
Controlled Spray Eva 1 20xp Full Auto
Exclude a single ally from the effect of your Full Auto.
Empty the Clip Eva 1 20xp ---
Deal extra damage on a Burst Fire or Full Auto attack if it would leave you with 0 ammo left over.
Hailstorm Eva 1 10xp ----
Be treated as if you had 1 extra DoS on Burst Fire and Full Auto attacks.
Quick Burst Eva 1 30xp Physique 30
Use Burst Fire as a 2 Stamina action, but at reduced efficiency
Combat Advance (Eva Firearms) E/P 1 20xp ---
Gain a +3 bonus to Eva Firearms.
Bombard Field Empty the Clip
Combat Combat (Modifies ‘Burst Fire’, ‘Full Auto’)
Effect: On any Burst Fire or Full Auto attack that has one Effect: When a Burst Fire or Full Auto action would
or more Degrees of Success, lower the AT Potential of leave your weapon with zero ammunition at the end of the
effected enemies by 1 before damage is rolled. If the action, deal an additional 1d6 damage with your
enemy is instead protected by an Absolute Defense, and Secondary attack.
that Absolute Defense prevents you from hitting the
enemy or dealing damage to them, instead lower their Hailstorm
Power by 1 for one round.
Combat (Modifies ‘Burst Fire’, ‘Full Auto’,
‘Suppressing Fire’)
Controlled Spray Effect: There is no such thing as too much firepower.
Combat (Modifies ‘Full Auto’) When using Full Auto, on a successful Eva Firearms test
Effect: It takes skill, but it is possible to avoid hitting to hit you always act as if you had succeeded by one
friendly targets near the enemy, even when using a high Degree of Success more than you actually did. This does
rate of fire weapon. When using Full Auto, you may not actually lower the value of your roll for the purpose of
reduce your Degrees of Success by 1 in order to exclude any other ability. This talent may be taken multiple times,
an ally from the attack. You may sacrifice as many and stacks with itself.
Degrees of Success as you wish in this manner to exclude
additional allies. Quick Burst
Combat (Modifies ‘Burst Fire’, ‘Full Auto’)
Effect: You may choose to use the Burst Fire or Full Auto
actions as 2 Stamina Actions instead of 3 Stamina Actions
with Pistols and Basic Weapons, but you only add half
your Degrees of Success to the Burst Damage.

71
Butcher
The pilot focuses on an especially brutal style of combat meant to peel away the defenses of their enemy in a literal sense.
Prerequisites: Eva Martial 70 Buy in Cost: 40 xp
Special: As the ‘Pulverize’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Pulverize – Make a special attack designed to reduce the Toughness of your enemy.
Name Scale Freq Cost Prerequisites
Bloodthirsty Eva 1 30xp Split Open
Enhance your Blitz ability after landing a Critical Hit.
Skill Mastery Per 1 2E Proficiency, Skill 51+
Gain Mastery in a Skill, allowing you to spend 1 Luck to automatically pass a test of that Skill.
Split Open Eva 1 30 xp ---
Make a special attack designed to reduce the Armor of your enemy.
Combat Advance (Eva Martial) E/P 1 20 xp ---
Gain a +3 bonus to Eva Martial.
Bloodthirsty Split Open
Combat Combat Action (3 Stamina)
Effect: If you score a Critical Hit with a melee attack, you Effect: The player may use the Split Open melee attack
are treated as having 1 more DoS than you actually rolled action for 3 Stamina with the goal of stripping away the
for the purposes of Blitz on any successful melee Armor of the Angel. Make a melee Basic Attack, but if a
Standard Attack until the end of your next turn. Critical Hit results the Armor of the enemy is reduced by
Pulverize an amount equal to their Critical Momentum in place of
the normal Hit Effect. On a Glancing Hit the attack
Combat Action (2 Stamina) resolves normally. This penalty to Armor lasts for the
Effect: The player may use the Pulverize melee attack remainder of the battle, and does not stack with further
action for 2 Stamina with the goal of rendering the Angel uses of Split Open (either by yourself or by an ally).
more vulnerable to harm. Make a melee Basic Attack, but
if a Hit Effect results the Toughness of the enemy is
reduced by 3 (to a minimum of 1) in place of the normal
Hit Effect. This penalty to Toughness lasts for the
remainder of the battle, and does not stack with further
uses of Pulverize (either by yourself or by an ally).

72
Cover
The pilot learns how to effectively take cover from enemies on the battlefield, avoiding enemy fire and attention.
Prerequisites: Skill Proficiency(Sneak) Buy in Cost: 30 xp
Special: As the ‘Take Cover’ talent. In addition, the player 1 Luck and 1 Enrichment.
Take Cover – Improve your Armor against a distant enemy.
Name Scale Freq Cost Prerequisites
Skill Mastery (Sneak) Per 1 2E Sneak 51+
Gain Mastery in the Sneak Skill, allowing you to spend 1 Luck to automatically pass a Sneak test.
Spread Expansion
Eva 1 10 xp SR 50
(Stealth Field)
Gain the ‘Stealth Field’ Spread Pattern, spending Potential to better Sneak.
Hide Eva 1 20 xp ---
Sneak while in Cover to avoid enemy attention and attacks.
Improved Cover Eva 1 30 xp Hide
Permanently upgrade ‘Take Cover’ to one of the following: Fast, Concealment or Dig In.
Hide Take Cover
Combat (Modifies ‘Take Cover’) Combat Action (2 Stamina)
Effect: While benefiting from Take Cover, the pilot may Effect: The Evangelion makes use of the cover provided by
test their Sneak skill in place of their Eva’s Reflexes score the surrounding environment to put one more, albeit flimsy,
for the purposes of Guard. This benefit cannot be used if the defense in between them and the enemy. The Evangelion
Eva is within the Angelic Senses range of the enemy, or if must designate a specific enemy that they are taking cover
the Eva attacked on their last turn. from, and may not be within the same Sector as that enemy.
If the Eva is attacked by the designated enemy while in
Improved Cover Cover, they benefit from a bonus to their Armor depending
on the battlefield. In an undeveloped area (such as the
Combat (Replaces ‘Take Cover’) woods or a desert) their Armor is increased by 1. In a
Effect: The pilot permanently improves their ability to Take developed area (such as a city or the Base of Operations)
Cover in some fashion. When this talent is taken, choose their Armor is increased by 3.
one of the following options to permanently replace the If the Evangelion moves out of that Sector, or becomes
Take Cover talent on your character sheet. Each option is Engaged with an enemy, they immediately lose the benefits
still treated as the ‘Take Cover’ action for the purpose of of Cover and can only regain it by using the Take Cover
any ability that references that talent. action again.
Take Cover (Concealment): As Take Cover,
however in any turn where the pilot does not take a
Movement Action, she may spend 1 Stamina to
grant herself a +20 bonus to Sneak tests until the
start of their next Turn.
Take Cover (Fast): As Take Cover, however the
Stamina cost of the Action is 1 instead of 2.
Take Cover (Dig In): As Take Cover, however
the Armor Bonus provided is always 1 more than
the Battlefield would normally allow.

73
Demolitionist
The pilot specializes in things that make loud noises and large craters.
Prerequisites: Eva Firearms 65 Buy in Cost: 20 xp
Special: As the Collateral King talent. In addition, the player gains 1 Luck and 1 Enrichment.
Collateral King– The pilot gains extra damage on Area and Line attacks based on current Collateral.
Name Scale Freq Cost Prerequisites
Safety Measure Eva 2 20xp ---
Reduce dangers of using Area weapons, chosen from Aim Away, Shape Charge and Head Down
Epicenter Eva 1 20xp ---
Gain an extra effect against a single target caught inside your Area attacks.
Spread Pattern(Bunker Field) Eva 1 20xp
Learn the Bunker Field Spread Pattern, reducing Hit Effects taken from Area attacks at the cost of AT Potential.
Combat Advance(Eva Firearms) E/P 1 20xp ---
Add a permanent +3 bonus to your Eva Firearms score.
Collateral King Epicenter
Combat Combat
Effect: When the city is already in ruins, who is going to Effect: Every Area attack has a center, and you have
benefit from you holding back? You deal increased learned to place that for maximum harm. When you
damage with your Area, Line, Implosion, or Repulsion purchase this talent, choose one effect from the following
attacks according to the current level of Collateral: +1 list. You may apply this effect to a single enemy caught
damage for Moderate, +2 Damage for Heavy, and +3 within your Area, Line, Implosion or Repulsion attacks,
damage for Devastating. hereafter referred to as the Primary Target.
Direct Hit: Deal Soft Damage based on the size of the
Safety Measure explosion (2 for Engagement, 4 for Sector) to the
Primary Target. This does not apply to other enemies
Combat caught in the attack.
Effect: When it comes to Nerv issue weapons, the only Hard to Miss: Get a +20 to Eva Firearms tests to hit
explosives are high explosives. Treat them with care. the Primary Target. This does not apply to other
When you purchase this talent, choose one option from enemies caught in the attack.
the following list.
Aim Away: You never take damage from your own
Area or Line attacks.
Shape Charge: Allies caught in your Area or Line
attacks may use the Guard reaction against your attack
for 0 Stamina, presuming they are not Stunned or
otherwise unable to Guard.
Head Down: On a successful Guard against an Area
or Line attack, you take no Damage instead of taking
half as you would normally.

74
Dual Wielder
The pilot learns to fight effectively with a weapon in each hand.
Prerequisites: Physique 30 Buy in Cost: 40 xp
Special: As the “Offhand Attack” talent. In addition, the player gains 1 Luck and 1 Enrichment.
Offhand Attack – When holding two weapons, make an attack with each.
Name Scale Freq Cost Prerequisites
Twice the Fun Eva 1 30 xp Dervish
Choose a new way to use two weapons at the same time: Cross Slash or Akimbo Auto
Dervish Eva 1 30 xp ---
Modify your ability to Offhand Attack with either: Main-Gauche, Snap Shot, Seize Opportunity
Combat Advance Eva 1 20 xp ---
Add a permanent +3 bonus to either Eva Martial or Eva Firearms.
Dervish Twice the Fun
Combat (Modifies ‘Offhand’) Combat Action (3 Stamina)
Effect: The pilot learns to adapt their fighting style Effect: The pilot learns to use two weapons at once for a
around their two-weapon nature. When this Talent is greater effect than either could accomplish alone. When
taken, choose one option from the following list. this talent is taken, choose one below to learn.
Dervish(Main-Gauche): If you use a Small Melee Twice the Fun(Cross Slash): You may pull off a
Weapon to perform an Offhand Attack, the Offhand flashy but brutal finishing move designed to cut the
Attack is at no penalty. In addition, this player may enemy to the bone. You must be wielding two
treat all Small Melee Weapons as having the instances of the same melee weapon (one in each
Defensive(5) quality. If the weapon was Defensive(5) hand) to use this action. Test Eva Martial twice; each
already, it improves to Defensive(10). attack must be Guarded against separately. If one
Dervish(Snap Shot): If you use a Pistol to perform an attack hits, resolve the attack as normal. If both
Offhand Attack, the Offhand Attack is at no penalty attacks hit, roll damage for each weapon and add them
and you may Focus as if it were a Standard Attack. together before comparing the results to Absolute
Defenses, Spread Patterns, and Armor. Use the result
Dervish(Seize Opportunity): When an enemy in
of the first attack in order to determine Hit Location.
range suffers a Hit Effect, you may use your Offhand
Attack against them as an Attack of Opportunity. Twice the Fun(Akimbo Auto): You must be
wielding two instances of the same ranged weapon
(one in each hand) to use this action. If your weapons
Offhand Attack do not have a Burst Fire mode, they are treated as
Combat Action (1 Stamina) having Burst Fire (2/4) for this attack. Test Eva
Firearms twice; each attack must be Guarded against
Effect: When equipped with one weapon in each hand,
separately. If one attack hits, resolve the attack as
the player may spend 1 Stamina to make an additional
normal. If both attacks hit, roll damage for your
attack known as an Offhand Attack following another
primary attack twice and take the better result. Add
Attack.
up the DoS from both attacks before calculating your
After making an Attack Action with a weapon held in one secondary attack. Use the result of the first attack in
hand (Unarmed and Natural Weapons do not count for order to determine Hit Location. Both weapons are
this purpose), the player spends 1 Stamina to make the counted as having fired and use up ammunition
Offhand Attack with a different weapon held in their accordingly.
other hand against any valid target in range.
The Offhand Attack is a Basic Attack with a Melee or
Ranged Weapon and is made at a -20 penalty.

75
Duelist
Fighting with finesse, the pilot uses flash and misdirection to create openings in the defense of the enemy.
Prerequisites: Eva Martial 65 Buy in Cost: 40 xp
Special: As the ‘Flourish’ Talent. In addition, the player gains 1 Luck and 1 Enrichment.
Flourish – Make a melee attack which ignores Guard and improves your Reflexes.
Name Scale Freq Cost Prerequisites
Feint Eva 1 20xp ---
You may turn a missed melee attack into a Feint instead, freeing up stamina for other actions.
AT Power (Disrupting Strike) Eva 1 20xp SR 40, Emp 25
Learn the Disrupting Strike AT Power, to increase the Breach of a melee attack.
Improved Flourish Eva 1 30xp Feint
Permanently upgrade ‘Flourish’ with one of the following: Slash, Precise or Thrust
Style and Grace Eva 1 20xp Feint
Gain different effects with ‘Flourish’ depending on the weapon used.
Combat Advance (Eva Martial) E/P 1 20xp ---
Gain a +3 bonus to Eva Martial.
Flourish Improved Flourish
Combat Action (2 Stamina) Combat (Replaces ‘Flourish’)
Effect: As long as you are carrying only a single melee Effect: The pilot permanently improves their ability to
weapon, including Shields, you can use the Flourish use finesse to their advantage in melee.
Action to make a melee Basic Attack. The Guard reaction When this talent is taken, choose one of the following
cannot be used against this attack and you gain a +5 options to permanently replace the Flourish talent on your
bonus to your Reflexes until the start of your next turn. character sheet. Each option is still treated as the
‘Flourish’ action for the purpose of any ability that
references that talent.
Feint
Flourish(Slash): On a successful Flourish, deal
Combat (Modifies ‘Flourish’) additional Soft Damage equal to 2 * (the Degrees of
Effect: If a Melee Standard attack or a Flourish attack of Success on the attack roll).
yours against an enemy misses due to a failed Eva Martial Flourish(Precise): Roll all damage for Flourish twice
test or the Guard action, you may retroactively declare the and take the better result.
attack to have been a 1 stamina Feint. This negates any
and all effects of the attack (such as special abilities or Flourish(Thrust): As the Anti-Armor weapon trait. If
effects) but any resources spent or actions taken by the the weapon already has Anti-Armor, it instead
enemy in response remain. becomes Armor Piercing.

Style and Grace


Combat (Modifies ‘Flourish’)
Effect: The pilot learns to adapt their fighting style to a
particular kind of weapon. This Talent has different
effects depending on if the pilot is using a one-handed or
two-handed weapon, as defined by the Hands column on
the weapons profile.
Style: When using Flourish with a two-handed
weapon, the weapon gains the Precise property and
the pilot can Focus as if they were using a Standard
Attack.
Grace: When using Flourish with a one-handed
weapon, the bonus to Reflexes increases to +10.

76
Egoist
The pilot expands their knowledge of the AT field, delving into dangerous feedback techniques that link the health of their
mind and the functions of their field.
Prerequisites: Basic Manipulation, SR 45 Buy in Cost: 40 xp
Special: As the ‘Egoburner’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Egoburner – Willingly gain Stress in order to boost your AT Potential or ATS.
Name Scale Freq Cost Prerequisites
Intermediary Manipulation Eva 1 20xp SR 50
Learn an AT Power of your choice from the Intermediary Manipulation list.
Spread Expansion Eva 1 20xp ---
Learn a new Spread Pattern.
Advanced Manipulation Eva 1 30xp SR 60
Learn an AT Power of your choice from the Advanced Manipulation list.
Forbidden Manipulation Eva 1 30xp Must have reached ATS 4 at least once
Learn an Angelic AT Power of your choice from the Forbidden Manipulation list.
AT Power (Mind Shield) Eva 1 30xp SR 50
Learn the Mind Shield AT Power, allowing you to defend against attacks to your psyche and soul.
Advanced Manipulation Egoburner
AT AT
Effect: Advanced Manipulation contains the sort of AT Effect: You have the force of will required to extend your
Powers that takes an exceptional user of the AT Field, or AT Field beyond it's normal means, but not without cost.
perhaps just a skilled user in a High AT game. When this On your turn, you may choose to willingly gain Stress.
talent is taken, pick one AT Power from the list below to For every 2 Stress you gain, you gain +1 AT Potential
learn: (unless this would put you over your limit). Similarly, you
AT Blast, Containment, Conversion, Electric Halo, may choose to gain 8 Stress to raise your ATS by 1 until
Flicker, Invert Field, Pseudoweapon, Repulsion, Weapon the end of the Round. If your Stress gain is reduced or
Flux, Wrap Beam negated for any reason, then the effect of this talent is
likewise reduced or negated.

Intermediary Manipulation
Spread Expansion
AT
AT
Effect: Intermediary Manipulation contains the sort of AT
Powers that would appear in an average campaign, even if Effect: Pick and learn one Spread Pattern from the
they represent considerable skill to use. When this talent following list: Accelerated Territory, Bunker Field,
is taken, pick one AT Power from the list below to learn: Layered Field, Probability Field, Stealth Field.
AT Ram, Burnout, Combustion, Disrupting Shot,
Disrupting Strike, Float, Funnel, Hold, Probability Surge,
Remote Manipulation, Slam

77
Executor
The pilot learns to swiftly dispatch a penalized foe, dealing extra damage against those at their mercy.
Prerequisites: None Buy in Cost: 40 xp
Special: As the ‘Execution’ talent. In addition, the player 1 Luck and 1 Enrichment.
Execution - Deal an extra 1d6 damage against a Helpless Foe.
Name Scale Freq Cost Prerequisites
Boost Reflexes Eva 1 20 xp ---
Add a +5 bonus to your Eva’s Reflexes score.
Press Advantage Eva 1 20 xp ---
Choose an additional Condition during which you may use Execution on an opponent.
Press Advantage Eva 1 20 xp Eva Martial or Firearms 65
Choose an additional Condition during which you may use Execution on an opponent.
Improved Execution Eva 1 30 xp Press Advantage
Permanently upgrade ‘Execution’ to one of the following: Maximized or Brutal.
Execution Press Advantage
Combat Action (3 Stamina) Combat (Modifies ‘Execution’)
Effect: When in the same Engagement as a Helpless Effect: Choose one condition from the following list:
enemy, you may use the Execution action to perform a Prone, On Fire, Immobilized, Winded. If the enemy is
Standard Attack against that enemy which deals an extra suffering from that Condition, you may use the Execution
1d6 damage. action against them.
An Execution still benefits from the normal advantages of An enemy subject to Execution through this talent is not
using a Standard Attack against a Helpless foe. otherwise treated as Helpless for the purpose of the
Execution action.
Improved Execution
Combat (Replaces ‘Execution’)
Effect: The pilot permanently improves their ability to
Execute their enemies in some fashion. When this talent is
taken, choose one of the following options to permanently
replace the Execution talent on your character sheet. Each
option is still treated as the ‘Execution’ action for the
purpose of any ability that references that talent.
Execution(Maximized): On an Execution, you may
spend 1 Luck after damage has been Rolled to rest
your damage to if you had rolled max damage
(including the +1d6).
Execution(Brutal): On an Execution, sacrifice the
+1d6 damage before damage is rolled to instead get
+1 to Hit Effect roll.

78
Frontliner
Not one to run from a fight, the pilot learns to balance their ranged combat with getting in the face of the enemy.
Prerequisites: Eva Firearms 65 Buy in Cost: 40 xp
Special: As the Bold Gunman talent. In addition, the player gains 1 Luck and 1 Enrichment.
Bold Gunman– The pilot gains extra damage for using a ranged weapon at closer distances than necessary.
Name Scale Freq Cost Prerequisites
Busy Hands Eva 1 20xp ---
Reduce the cost of reloading a weapon during turns in which you move.
Point Blank Eva 2 20xp ---
Gain a bonus on ranged attacks made from Range 0: Can’t Miss, Cripple, Back Away, Clear a Path
Combat Advance(Eva Firearms) E/P 1 20xp ---
Add a permanent +3 bonus to your Eva Firearms score.
Bold Gunman Point Blank
Combat Combat
Effect: The pilot is willing to get close, even with ranged Effect: The pilot is willing to sacrifice the protection of
firepower, to pack that extra punch. When firing at an distance for the brutality of close quarters battle. Each
enemy with a Ranged Weapon, you deal extra damage time this talent is taken, choose and learn an option from
equal to (your weapon’s Range – the target’s current the following list. When using a Ranged weapon against
distance). an enemy in the same sector as you, you may apply one
For example, a Range 1 weapon deals +1 damage when Point Blank option you know.
fired at an enemy in the same Sector (1 – 0 = 1) while a Can’t Miss: Gain a +20 bonus to Eva Firearms
Range 3 weapon fired at an enemy 1 Sector away deals against enemies in the same Sector as you.
+2 damage (3 – 1 = 2). Back Away: After the attack resolves, immediately
leave any Engagement you are in as if you had used
Busy Hands the Engage action.
Cripple: This attack gains the Cutter(1) property.
Combat
Clear a Path: Until the end of the current Round, the
Effect: In any turn where you use the Engage, Move, or
Angel cannot use attacks of opportunity against
Run actions, the cost to reload a held weapon is 1 Stamina
anyone except you.
less than normal (to a minimum of 0).

79
Genius
The pilot has exceptional focus and knowledge, excelling in anything based on Intelligence.
Prerequisites: Minor Advance(Intelligence) or Buy in Cost: 20 xp
Advance(Intelligence)
Special: As the Minor Advance(Intelligence) talent.. In addition, the player gains 1 Luck and 2 Enrichment.
Minor Advance(Intelligence) - Add a permanent +3 bonus to your Intelligence score.
Name Scale Freq Cost Prerequisites
Skill Mastery Per 1 2E Proficiency, Skill 51+
Gain Mastery in a Skill, allowing you to spend 1 Luck to automatically pass a test of that Skill.
Group Advancement(Knowledge) Per 1 2E ---
Gain a +5 Bonus to the Knowledge Skill Group.
Group Advancement(Logic) Per 1 2E ---
Gain a +5 Bonus to the Logic Skill Group.
Skill Proficiency(Common
Well Read Per 1 2E
Knowledge)
Always test Common Knowledge and Topics as Prepared Skill Tests.
Paragon(Intelligence) E/P 1 3E 2 Intelligence Skill Masteries
Become Proficient in a single Intelligence-based Restricted Skill.
Minor Advance(Intelligence) E/P 1 3E Any Intelligence Skill Mastery
Add a permanent +3 bonus to your Intelligence score.
Well Read Minor Advance
Other Other
Effect: You always test Common Knowledge and Topics Effect: Your character has become greater than they were
as Prepared Skill Tests. before in a certain range of their skillset. Whenever you
gain this Talent, it will always be associated with a
specific Personal Score (Physique, Intelligence, Empathy
Group Advancement or Synch Ratio). Permanently increase the specified score
Other by 3
Effect: Each time that the Group Advancement talent is
purchased, it is associated with a specific Skill Group.
Paragon
Increase the value of that Skill Group by +5. This Talent
may be purchased for a given skill group no more than Other
two times, for a total bonus of +10. Effect: Your exceptional natural talent has allowed you to
easily pick up a skill that normally comes only with
extensive training. This Talent will always be paired with
a specified Personal Score. Gain proficiency in a single
Restricted Skill based on the relevant Personal Score.

80
Herald
The pilot unlocks the AT Field as an offensive weapon, tailored to their own nature.
Prerequisites: SR 50 Buy in Cost: 30 xp
Special: As the Wrath talent. In addition, the player gains 1 Luck and 1 Enrichment.
Wrath – The player gains a unique AT-fueled ranged attack.
Name Scale Freq Cost Prerequisites
Improved Wrath Eva 1 20 xp ---
Transform your Wrath into a more powerful attack, such as Electric, Barrage, Bolt, Wave or Saber
Personalized Wrath Eva 2 20 xp ---
Modify your Wrath with one of the following: Range, Thunder, Desperate, Breach, Tracking, or Lucky
Minor Advance(Synch Ratio) E/P 1 20 xp ---
Add a permanent +3 bonus to your Synch Ratio score.
Wrath Improved Wrath
AT/Combat Action (2 Stamina) AT/Combat (Modifies ‘Wrath’)
Effect: The pilot learns to utilize the AT Field of their Effect: Fundamentally change the nature of your Wrath,
Eva as an offensive weapon at the expense of their safety. shaping it into an advanced form of attack. Any existing
As a 2 Stamina action, the pilot may test Eva Firearms to purchases of Personalized Wrath will apply equally to the
make a ranged Basic Attack using their AT Field. This new form of Wrath that you select below, but whatever
attack has a Range of 1, deals 1d10+ATS KN or EN Improved Wrath you choose replaces your ability to
damage (chosen at the time of the attack), and has the perform the traditional Wrath attack. If you have Expert
Breach(1) property. Focus and choose this Talent, you may switch between
Special: This action counts as an AT Power whenever it your chosen Wraths any time you use the action.
would benefit the pilot. Every time this attack is used, the Electric: Your Wrath gains the Superconductive
pilot reduces the maximum size of their AT Potential pool quality and deals 2d6+ATS damage, but can only deal
by 1, similar to as if they had used a Complex AT Power. EN damage.
Barrage: Your Wrath becomes a Burst Fire weapon,
Personalized Wrath with Burst Damage equal to your ATS+3. In addition
to the normal costs of using Wrath, this drains any
AT/Combat (Modifies ‘Wrath’) unspent ATP after the attack resolves.
Effect: Further evolve your Wrath to empower or Bolt: The profile of your Wrath remains unchanged,
customize your unique AT Attack. When this talent is but it no longer reduces ATP Pool size with each use.
purchased, pick one option from the following to
Wave: Your Wrath gains the Line quality, +1 Range
permanently modify your Wrath attack. The same option
and deals 2d10+ATS damage. Every time this attack
may not be chosen multiple times.
is used, the pilot reduces the maximum size of their
Range: Increase the Range of your Wrath by 1. AT Potential pool by 2 (instead of 1) similar to as if
Thunder: Your Wrath gains the Sonic quality. they had used a Complex AT Power.
Desperate: Your Wrath gains a +20 to hit if used Saber: Your Wrath is channeled to act as a close
against an enemy in the same Engagement as you. range weapon instead of a ranged attack. Your Wrath
Breach: Your Wrath has Breach(3) instead of attack may only be used against enemies in the same
Breach(1). Engagement as you (any increases to Range are
ignored) and now tests Eva Martial instead of Eva
Tracking: You may spend 1 AT Potential to reroll
Firearms to hit. In addition, the damage profile is now
tests to hit with your Wrath.
1d10+ATS+Str, chosen between KN or EN at the time
Lucky: You may spend 1 AT Potential to reroll the of attack.
damage of your Wrath.

81
Icon
The pilot has exceptional charisma and cunning, excelling in anything based on Empathy.
Prerequisites: Minor Advance(Empathy) or Buy in Cost: 20 xp
Advance(Empathy)
Special: As the Minor Advance(Empathy) talent. In addition, the player gains 1 Luck and 1 Enrichment.
Minor Advance(Empathy) - Add a permanent +3 bonus to your Empathy score.
Name Scale Freq Cost Prerequisites
Skill Mastery Per 1 2E Proficiency, Skill 51+
Gain Mastery in a Skill, allowing you to spend 1 Luck to automatically pass a test of that Skill.
Group Advancement(Arts) Per 1 2E ---
Gain a +5 Bonus to the Speech Skill Group.
Group Advancement(Speech) Per 1 2E ---
Gain a +5 Bonus to the Speech Skill Group.
Skill Mastery
Between the Lines Per 1 1E
(Read Person)
Greatly increase the information you receive from a successful Read Person test.
Paragon(Empathy) Per 1 3E 2 Empathy Skill Masteries
Become Proficient in a single Empathy-based Restricted Skill.
Minor Advance(Empathy) Per 1 3E Any Empathy Skill Mastery
Add a permanent +3 bonus to your Empathy score.
Between the Lines Minor Advance
Social Other
Effect: You are a natural at reading people. On a Effect: Your character has become greater than they were
successful Read Person test, you gain additional before in a certain range of their skillset. Whenever you
information about the subject's emotional state, and have gain this Talent, it will always be associated with a
a preternatural ability to know when someone is trying to specific Personal Score (Physique, Intelligence, Empathy
cheat you, though the details remain a mystery. or Synch Ratio). Permanently increase the specified score
by 3
Group Advancement
Other Paragon
Effect: Each time that the Group Advancement talent is Other
purchased, it is associated with a specific Skill Group. Effect: Your exceptional natural talent has allowed you to
Increase the value of that Skill Group by +5. This Talent easily pick up a skill that normally comes only with
may be purchased for a given skill group no more than extensive training. This Talent will always be paired with
two times, for a total bonus of +10. a specified Personal Score. Gain proficiency in a single
Restricted Skill based on the relevant Personal Score.

82
Impaler
The pilot goes for a very up close and personal form of attack, hoping to debilitate the Angel with pain.
Prerequisites: None Buy in Cost: 40 xp
Special: As the Skewer talent. In addition, the player 1 Luck and 1 Enrichment.
Skewer – Impale an enemy with a melee weapon to render them vulnerable to certain effects.
Name Scale Freq Cost Prerequisites
Twist the Knife Eva 1 20 xp ---
Deal damage to an Impaled enemy without first having to hit.
Exit Wound Eva 1 20 xp ---
Deal soft damage to an Impaled enemy when you reclaim your weapon.
Drive Deep Eva 1 20 xp ---
Bury your weapon deep into an Impaled enemy and leave it there, causing them to fail a future roll.
Pain Leash Eva 1 20xp ---
Drag an Impaled enemy by the weapon stuck into them.
Combat Advance (Eva Martial) E/P 1 20xp ---
Gain a +3 bonus to Eva Martial.
Skewer Pain Leash
Combat Combat
Effect: On a Critical Hit with a one-handed melee Effect: When you use the Move or Disengage action
weapon, you may choose to forgo applying critical while in the same Engagement as an enemy that you have
Momentum to the Hit Effect roll to instead render the rendered Impaled, that enemy moves with you and ends
enemy Impaled, a unique condition. Impaled enemies the movement still Engaged with you. Then, you must test
have a -20 penalty to Reflexes and Attacks of Eva Martial or the Impaled condition is removed.
Opportunity, and are vulnerable to specific actions based
on the presence of that Condition. The enemy remains
Impaled for as long as you remain Engaged with them and Drive Deep
you do not use that weapon for any other attacks. Combat Action(2 Stamina)
Effect: You force your weapon as far into the enemy as
you can manage and abandon it there, leaving it as a
Twist the Knife painful encumbrance. As a 2 Stamina action, deal an
Combat Action(2 Stamina) amount of damage to the enemy equal to twice the
Effect: Against an Impaled enemy, you may spend 2 Strength of your Eva. Afterwards, while the enemy is at a
Stamina to automatically deal damage to the enemy -10 penalty to Reflexes and Attacks of Opportunity for
without needing to test Eva Martial. This damage is the the rest of the battle, that enemy is no longer Impaled. In
same as that of the weapon used to Impale the enemy, and the process of this attack, you lose the weapon you used
is dealt to the same Body Location as that original attack. to Impale the enemy, and it may not be reclaimed until the
Use of this action to deal damage does not end the Angel is defeated.
Impaled condition. This does not count as a Standard Between now and the end of the fight, you may declare
Attack, but does still count as an Attack Action for any that any 1d100 test rolled by the Angel is a failure as a
ability that might be relevant. result of the weapon painfully lodged inside of them. This
can be declared after the result of that test is already
known. Once this ability has been used, the Angel no
Exit Wound longer suffers any penalty as a result of this talent.
Combat
Effect: When the enemy loses the Impaled condition,
either due to the Engagement being broken or because
you used the weapon for another attack, that enemy takes
1d10 Soft Damage.

83
Interceptor
The pilot trains in a close-quarters combat style that does little damage, but greatly hinders the enemy for the benefit of the
team.
Prerequisites: Intelligence 28 Buy in Cost: 30 xp
Special: As the Maneuver(Pin) talent. In addition, the player gains 1 Luck and 1 Enrichment.
Maneuver(Pin) – Instead of dealing damage, hit enemy cannot leave the Engagement.
Name Scale Freq Cost Prerequisites
Maneuver (Distract) Eva 1 20xp ---
Instead of dealing damage, hit enemy takes a penalty to Eva Martial, Eva Firearms and Notice.
Maneuver (Feint) Eva 1 20xp ---
Instead of dealing damage, hit enemy cannot Guard for one round.
Maneuver (Lead) Eva 1 20xp ---
Instead of dealing damage, you and the hit enemy move 1 Sector in a direction of your choice.
Maneuver Mastery Eva 1 30xp 3 Maneuvers, Intelligence 30
Apply two Maneuvers at once.
Maneuver Maneuver Mastery
Combat Action (2 Stamina) Combat (Modifies Maneuver)
Effect: Through careful and precise techniques, you can Effect: When using a Maneuver on the enemy as an attack,
aim your attacks not to deal damage, but to corner your you may choose to apply the effect of 2 Maneuvers you
enemy and leave them unable to take certain actions know at the same time, as opposed to only one.
without leaving themselves open.
Each time you take this talent, it will be associated with a
specific option below. When you alone are Engaged with
the enemy you may test Eva Martial against the enemy and,
on a success, impose the chosen effect in place of dealing
damage. Weapon qualities of the weapon do not affect or
apply to this attack. No Maneuver stacks with itself, even if
triggered by separate sources. Maneuvers may not be used
with any form of multiple attack.
The Available options for Maneuver are:
Distract: You occupy the enemy's attention, leaving
them less able to handle their surroundings. On their
next Interval, this enemy suffers a -20 penalty to Eva
Martial, Eva Firearms, and Notice.
Feint: You fool the enemy with a false attack, creating
an opening in their defense. This enemy may not Guard
for a number of Intervals equal to your Intelligence
Bonus + 1.
Lead: You telegraph your attacks so much that the
enemy easily avoids your assault, by moving in the
direction of your choice. You and the enemy both are
both moved 1 Sector in a direction of your choice. You
and the enemy remain Engaged with each other, but
otherwise leave behind whatever else you were engaged
with.
Pin: You leave the enemy little choice but to move
cautiously. For a number of Intervals equal to your
Intelligence Bonus + 2, this enemy may not leave the
Engagement.

84
Ironhand
The pilot learns how to fight in their Eva without using a weapon, taking advantage of the benefits of the more powerful
Evangelion body.
Prerequisites: Skill Proficiency(Brawl) Buy in Cost: 20 xp
Special: As the ‘Fists of Steel’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Fists of Steel – Increase the Soft Damage of your Unarmed attacks to 1d6+S
Name Scale Freq Cost Prerequisites
Group Advancement(Might) Per 1 2E ---
Gain a +5 Bonus to the Might Skill Group.
Improved Fists of Steel Eva 2 30xp ---
Improve or modify your Unarmed attacks in one of a number of ways.
One-Two Punch Eva 1 20xp ---
Increase your Blitz ability with your Unarmed attacks.
Rend Field Eva 1 30xp Weaponless, Brawl 50
Shred an Absolute Defense with your Eva’s bare hands.
Skill Mastery(Brawl) Per 1 2E Brawl 51+
Gain Mastery in the Brawl Skill, allowing you to spend 1 Luck to automatically pass a Brawl test.
Fists of Steel Improved Fists of Steel
Combat Combat
Effect: Your Unarmed attacks now deal 1d6+S Soft Effect: You have an uncanny ability to inflict harm
Damage instead of the default Unarmed statline. In without the aid of any other weapon than the ones nature
addition, your Unarmed Attacks and Natural Weapons gave you. Each time you take this talent, choose 1 effect
can be used with any Talent that normally requires a from the following list. That effect is applied to all
melee weapon wielded in either or both hands, even if Natural Weapons and Unarmed Attacks you make from
they normally couldn't. However, they may not be used here on. These bonuses do not affect any other form of
with Talents that require Two-Handed weapons. weapon or attack.
Haymaker: On a maximum damage roll for an
Unarmed or Natural Attack, the target loses one
One-Two Punch unspent Stamina or AT Potential (their choice) that
Combat they have, if able.
Effect: On a successful attack with your Unarmed attack Reliable: Gain Proven(3) and +1 Damage
or your Natural Weapons, you are counted as having 1 Concussive: When your Unarmed Attacks are used to
more DoS than you actually rolled for the purposes of perform Maneuvers (signified by using empty hands
Blitz. when rolling Eva Martial as part of any Maneuver
talent) you deal Soft Damage equal to the Strength of
Rend Field your Eva in addition to the normal effect.
Combat Action (2 Stamina) Followup: Roll (Soft) Damage for Unarmed attacks
and Natural Weapons twice and take the better.
Effect: If you are Engaged with an Angel using an
Absolute Defense, and with at least one hand empty, you
may spend 2 Stamina to attempt to tear their AT Field
apart with both hands. Reduce the Power of the Absolute
Defense by 1, then test Brawl. On a success, reduce the
Power of the Absolute Defense by an additional amount
equal to the Degrees of Success of the Brawl test (to a
maximum amount equal to the Strength of the Eva). If
you dedicate two empty hands to the task instead of one,
you gain a +10 bonus to the Might test.

85
Jack of all Trades
The pilot decides to focus on their skills rather than their combat prowess.
Prerequisites: None Buy in Cost: 10 xp
Special: +3 Bonus to one skill of your choice, even non-proficienct or Restricted Skills. This stacks with all other bonuses. In
addition, the player gains 1 Luck.
Name Scale Freq Cost Prerequisites
Skill Mastery Per 5 1E Proficiency, Skill 51+
Gain Mastery in a Skill, allowing you to spend 1 Luck to automatically pass a test of that Skill.
Group Advancement(Any) Per 3 2E ---
Gain a +5 Bonus to one Skill Group of your choice.
Restricted Skill Per 1 4E 2 Skill Masteries
Gain Proficiency in a single Restricted Skill of your choice.
Skill Mastery Group Advancement
Other Other
Prerequisite: 51+ in that Skill Effect: Each time that the Group Advancement talent is
Effect Choose one Skill that you are Proficient in which purchased, it is associated with a specific Skill Group.
has a natural Target Number of 51 or more. You gain Increase the value of that Skill Group by +5. This Talent
Mastery in that Skill. When prompted to roll a Skill Test may be purchased for a given skill group no more than
for a Skill in which they have Mastery, the player may two times, for a total bonus of +10.
choose to instead spend 1 Luck to automatically succeed
on that roll as if they had rolled exactly half of their Restricted Skill
Target Number (rounding up when necessary). A
character which had a Target Number of 45 for a Skill Other
would, on a use of their Mastery, be treated as if they had Effect: The pilot becomes Proficient in a single Restricted
rolled 23. Skill of their choice. Unlike Paragon, this is not limited to
Restricted Skills associated with a particular Personal
Score.

86
Jammer
The pilot learns to enhance their use of the Neutralize AT Power, increasing it’s range and strength.
Prerequisites: AT Power(Neutralize) Buy in Cost: 30 xp
Special: As the ‘Neutralization Pattern(Deep)’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Neutralization Pattern(Deep) – Increase the range of your Neutralization AT Power by 1.
Name Scale Freq Cost Prerequisites
Neutralization Pattern(Quick) Eva 1 20 xp ---
Activate Neutralization at reduced Stamina cost after moving.
Neutralization Pattern(Cone) Eva 1 20 xp ---
Apply the effect of Neutralization to an entire Sector.
Destructive Interference Eva 1 30xp SR 50, Emp 28
Your Neutralize power is extra effective against Absolute Defenses.
Minor Advance(Synch Ratio) E/P 1 20 xp ---
Increase your Synch Ratio score by +3

Neutralization Pattern Destructive Interference


AT (Modifies Neutralize) AT
Effect: The pilot trains in the act of Neutralizing the AT Effect: When using the Neutralize AT Power to reduce the
Field of the enemy, a vitally important first step in Power of an enemy Absolute Defense, test Synch Ratio. On
rendering them vulnerable to harm. Whenever this talent is a success, their power is reduced by an additional 1.
taken, the pilot gains one option from the list below. The
pilot may apply one known Neutralization Patterns to the
Neutralize power whenever they use that power.
Deep: The range of the Neutralization power is
increased from 1 to 2.
Cone: The Neutralization power affects all enemies in a
target sector within range, sparing your allies.
Quick: The Activation cost of Neutralize is only 1
Stamina if you used a Movement action that turn. This
includes when being used against Absolute Defenses.

87
Juggernaut
The pilot learns to put extra punch into their entry into melee, crossing ground and hitting hard in the same action.
Prerequisites: None Buy in Cost: 40 xp
Special: As the ‘Running Charge’ Talent. In addition, the player 1 Luck and 1 Enrichment.
Running Charge – Charge from 2 Sectors away.
Name Scale Freq Cost Prerequisites
Dynamic Entry Eva 1 20 xp ---
Penalize the enemy during the round after you charge.
Improved Charge Eva 1 30 xp ---
Permanently upgrade ‘Charge’ with one of the following: Combat Leap or Cannonball.
AT Power (AT Ram) Eva 1 10xp SR 50, Emp 28
Learn the ‘AT Ram’ AT Power, allowing you to ignore some amount of enemy Armor on an AT-fueled Charge.
Dynamic Entry Running Charge
Combat (Modifies ‘Charge’) Combat (Modifies ‘Charge’)
Effect: Your brutal charge forces the enemy to focus on Effect: You may use the Charge action from two sectors
you. If the attack from your Charge resulted in a Hit away from your target. This does not change the Stamina
Effect, that enemy suffers from a -10 penalty to Eva cost of the action.
Martial and Reflexes until the start of your next turn.

Improved Charge
Combat (Replaces ‘Charge’)
Effect: The pilot permanently improves their ability to
Charge their enemies in some fashion. When this talent is
taken, choose one of the following options to permanently
replace the Charge talent on your character sheet. Each
option is still treated as the ‘Charge’ action for the
purpose of any ability that references that talent.
Charge(Combat Leap): Test Jump as part of
any Charge in place of the Eva Martial test to hit
with the attack. On a success, the attack treats the
Strength of the Eva as twice normal for the
purpose of dealing damage with the melee
attack.
Charge(Cannonball): On a Charge that
successfully hits with the attack, you may
replace the Basic Attack with 1d10 Soft Damage.
If you do so, the hit Enemy must test Physique or
Balance (their choice) or be knocked Prone.
Charge(Steady): On a Charge, get a +10 bonus
to hit with the associated attack at the end of the
Charge.

88
Leader
The pilot learns to help with the management and supply of the team, getting the pilots what they need and keeping them on
track under pressure.
Prerequisites: Empathy 33 or Influence(Nerv), No one Buy in Cost: 30 xp
else can have the Leader Branch already.
Special: As the “Form up” Talent. In addition, the player gains 1 Luck and 1 Enrichment.
Form Up – Spend 1 Luck to generate an additional 1d6 Nerv Resources for a battle.
Name Scale Freq Cost Prerequisites
Skill Mastery Per 1 2E Proficiency, Skill 51+
Gain Mastery in a Skill, allowing you to spend 1 Luck to automatically pass a test of that Skill.
Influence(Pilots) Per 1 3E ---
Gain a +10 situational bonus when using Empathy based skills on Eva Pilots.
Team Player Eva 2 20 xp ---
Choose a way to benefit nearby allies: Enabler, Morale, Oversee
Coordinator Eva 2 20 xp ---
Permanently reduce the cost of a Nerv Resources ability by 1.
Helping Hand Eva 1 20 xp ---
When you move into the same sector as an ally, you may automatically Engage with them.
Form Up Coordinator
Social Other
Effect: You may call in additional help for the coming Effect: Choose one use of Nerv Resources from the
fight. You have the option to spend 1 Luck at the start of following list: Precision Targeting, Remote Care, Magi
battle to generate an additional 1d6 Nerv Resources, and Consultation, Eject Plug. From now on it costs 1 less to
add it to the pool of Nerv Resources to spend as normal. purchase uses of the selected Nerv Resource(to a
minimum of 1).
Influence
Social Team Player
Effect: You have a good reputation with a certain group. Social
You gain a +10 situation bonus to all Empathy based Effect: A good leader doesn’t just give commands, he
skills when interacting with the designated group. makes success happen. Whenever this talent is taken,
Available groups that may be affected by this Talent choose one option from the following list to assist allies
include, but are not limited to, the following: close to you.
Pilots: The operators of the Evangelions. Team Player(Morale): If Fear or Terror would be
prompted against another pilot in the same Sector as
you, they may roll twice and take the better result.
Helping Hand Team Player(Oversee): Assistance actions grant an
Combat additional +10 bonus if they are made in the same
Effect: If you end a Move or Run action in the same Engagement as you.
Sector as an ally, you may immediately form an Team Player(Enabler): You may, at any time, spend
Engagement with that ally at no Stamina cost. 2 Luck to give an ally in the same Engagement 1 Luck
to spend as they see fit.

89
Martyr
The pilot learns to take one for the team, increasing the damage against themselves in return for leaving their attacker
dangerously overextended and exposed.
Prerequisites: Bravery 45 Buy in Cost: 30 xp
Special: As the Gambit(Awkward). In addition, the player gains 1 Luck and 1 Enrichment.
Gambit(Awkward) – Take additional damage to penalize enemy Attacks of Opportunity.
Name Scale Freq Cost Prerequisites
Spread Pattern(Layered Field) Eva 1 10xp ---
Learn the Layered Field Spread Pattern, to boost your Toughness for one attack.
Spread Pattern
Eva 1 20xp SR 50
(Deflection Field)
Learn the Deflection Field Spread Pattern, reducing Soft Damage taken at the cost of AT Potential.
Gambit(Flat Footed) Eva 1 30xp Distract 45
Take additional damage to leave the enemy Helpless for 1 round.
Gambit(Opening) Eva 1 30xp ---
Take additional damage to grant an ally an Attack of Opportunity against the enemy.
Gambit(Tunnel Vision) Eva 1 20xp ---
Take additional damage to Blind the enemy to all Evas but your own.

Gambit
Combat Reaction (Stamina 1)
Effect: Your enemy wants to kill you, destroy you, tear you limb from limb. The obvious response is to avoid that at all
costs, but an Evangelion can survive much more punishment than a human, and it is possible to exploit the enemies desire to
harm you for your own ends. By leaving yourself open to critical attacks too good to pass up, you can draw the enemy into
overextending itself to take advantage of the “opportunity”.
You may invoke one Gambit you know as a 1 Stamina Reaction in response to damage being rolled against you, so long as
you did not attempt to Guard that attack. Doing so increases the damage that you take as a result of the attack, but imposes a
specific penalty on the Angel in return. While forfeiting the Defensive Action, your Armor and Toughness still apply as
normal, and you may still use Spread Patterns. Multiple Gambits may not be applied simultaneously against the same attack,
and Gambits are not applicable against attacks that hit more than one target.
Gambits include:
Tunnel Vision: Increase the damage against you by 10, but the Angel is treated as being Blind against all other
Evangelions for the next 4 Intervals.
Awkward: Increase the damage against you by 5, but the Angel is at a -10 penalty to their to-hit rolls for all Attacks of
Opportunity for the next 6 Intervals. By taking 15 more damage instead, the Angel is additionally prevented from making
AoOs at all until the start of your next turn.
Opening: Increase the damage against you by 15, but pick one ally to immediately make an Attack of Opportunity
against the Angel if they have the means to do so.
Flat Footed: Increase the Damage against you by 20. The Angel is Helpless for the next 4 Intervals.

90
Observer
Learn as much about your enemy as possible for a tactical advantage.
Prerequisites: Skill Proficiency(Notice), Int 30 Buy in Cost: 30 xp
Special: As the Study Defenses talent. In addition, the player 1 Luck and 1 Enrichment.
Study Defenses – Spend 1 Stamina after an attack to learn the Armor or Toughness of the Angel.
Name Scale Freq Cost Prerequisites
Keen Observation Eva 1 20 xp ---
Spend 1 Stamina in respond to an attack to learn more about it.
Cause and Effect Eva 1 20 xp ---
Whenever you trigger an Attack of Opportunity, test Notice to learn the trigger condition.
Skill Mastery (Notice) Per 1 2E Notice 51+
Gain Mastery in the Notice Skill, allowing you to spend 1 Luck to automatically pass a Notice test.
Combat Advance E/P 1 20xp ---
Gain a +3 bonus to either Eva Martial or Eva Firearms.
Study Defenses Cause and Effect
Combat Action (1 Stamina) Combat
Effect: After you make an attack, you may spend 1 Stamina Effect: Whenever you are subject to an Attack of
to judge its effectiveness. You learn your choice of either Opportunity, you may immediately Test Notice. On a
the Toughness of that enemy or the Armor of that enemy, success, you successfully deduce what caused you to trigger
and then may Test Notice. On a success, you learn one that Attack of Opportunity.
other Defensive Trait that the enemy possesses, if such
exist.
For as long as you know both the Toughness and the Armor
of an enemy, you deal +2 damage against them with all
attacks for the remainder of the battle.

Keen Observation
Combat Reaction (1 Stamina)
Effect: In response to an attack by an enemy, regardless of
whether it hits or if you were the target, you may spend 1
Stamina to learn the properties of that attack. You learn one
special quality (such as a weapon trait) associated with the
attack, and may test Notice to learn another on a success.
When you know all special properties associated with an
attack, you gain a +10 bonus to tests made to Guard against
it.

91
Overwatch
The pilot trains to use automatic weapons as a tactical tool instead of just an offensive one, restricting the actions of those
they fire upon at the cost of damage.
Prerequisites: Eva Firearms 65, Full Auto Buy in Cost: 40 xp
Special: As the Suppressing Fire(Covering Fire) Talent. In addition, the player gains 1 Luck and 1 Enrichment.
Suppressing Fire(Covering Fire) – Spend DoS on a Full Auto to penalize enemy Attacks of Opportunity.
Name Scale Freq Cost Prerequisites
Bombard Field Eva 1 20 xp ---
Overwhelm the AT defenses of your enemy through weight of fire.
Suppressing Fire Eva 2 20 xp ---
Spend DoS on a Full Auto to enhance your attack.
Hailstorm Eva 1 10 xp ----
Be treated as if you had 1 extra DoS on Burst Fire and Full Auto attacks.
Combat Advance (Eva Firearms) E/P 1 20 xp ---
Gain a +3 bonus to Eva Firearms.
Bombard Field – The damage of the primary attack is unaffected. As an
Combat Area attack, all targets within the Engagement (even allies)
are affected by the Suppressing Fire effect chosen.
Effect: On a successful Burst Fire or Full Auto attack, you
always lower the AT Potential of the enemy by 1 (to a Each Suppressing Fire effect has a listed number of DoS
minimum of 0) even if they do not make use of any Spread that must be sacrificed to receive the effect. Multiple
Patterns. If the enemy is instead protected by an Absolute Suppressing Fire effects may be triggered as part of the
Defense, and that Absolute Defense prevents you from same Full Auto attack, so long as their total DoS cost can be
hitting the enemy or dealing damage to them, instead lower paid in full.
their Power by 1. Effects marked with an asterisk (*) to signify that additional
DoS can be spent to enhance the effect.
Hailstorm Covering Fire (2 DoS): All targets in the Engagement
Combat (Modifies ‘Burst Fire’, ‘Full Auto’, take a -20 penalty to all Attacks of Opportunity it
‘Suppressing Fire’) makes for 5 Intervals, and may only make one single
Attack of Opportunity in that time regardless of how
Effect: There is no such thing as too much firepower. When many times an Attack of Opportunity would be
using Burst fire or Full Auto, on a successful Eva Firearms triggered.
test to hit you always act as if you had succeeded by one
Degree of Success more than you actually did. This does Scatter (3 DoS): The Full Auto attack replaces the
not actually lower the value of your roll for the purpose of Area quality with the Repulsion quality.
any other ability. This talent may be taken multiple times, Debris(1 DoS*): Kick up a cloud of Debris that has a
and stacks with itself. 10% chance of blinding everyone inside the
Engagement for 3 Intervals (rolled individually for
each target). For each additional DoS spent on this
Suppressing Fire ability, increase the chance by 10%.
Combat Action (3 Stamina) Pin Down (4 DoS): Restrict enemy movements, giving
Effect: A fusillade of gunfire is dangerous to be on the all targets in the Engagement the Slowed condition for
receiving end of, even for an Angel. But sometimes the 4 Intervals.
thunder is just as powerful as the lightning. An experienced Overwhelm (2 Dos*): Prevent the enemy from gaining
pilot can use controlled bursts to provoke a response in the AT Potential on their next Interval as if you were
enemy rather than shooting to kill, which is often more Neutralizing them, regardless of your range to the
effective than a purely offensive salvo. target (so long as it is within range for your Weapon).
When making a Full Auto attack, the pilot may choose to For each additional DoS spend on this effect, increase
reduce their Degrees of Success in exchange for special the duration of this effect by 1 Interval.
effects rather than damage dealt as part of the secondary
attack of the action. –

92
Phalanx
The pilot focuses on defense, both of themselves and others, making good use of their shields.
Prerequisites: Eva Martial 70 Buy in Cost: 30 xp
Special: As the ‘Weapon Block’ Talent. In addition, the player gains 1 Luck and 1 Enrichment.
Weapon Block – Use a Defensive weapon to test Eva Martial on Guards against Melee attacks.
Name Scale Freq Cost Prerequisites
Desperate Block Eva 1 20 xp ---
Sacrifice a defensive weapon to succeed on a Guard.
Sacrifice Eva 1 20 xp Desperate Block
Redirect an attack to one of your arms by testing Eva Martial.
AT Power (Invert Field) Eva 1 20 xp SR 50, Emp 28
Learn the Invert Field AT Power, allowing you to absorb an attack to spare your allies.
Riposte Eva 1 20xp Protector
Strike back after a successful Weapon Block.
Protector Eva 1 20 xp ---
Take a blow for an ally.
Desperate Block Riposte
Combat (Modifies Guard) Combat
Effect: If you use your Weapon Block talent to Guard and Effect: After a successful Weapon Block, you may make
fail your Reflexes Test, you may choose to destroy the an Attack of Opportunity against the enemy that attacked
Defensive Weapon used in order to treat that failure as a you.
success.
Sacrifice
Protector Combat Reaction (0 Stamina)
Combat Effect: You can take damage in a way of your choosing
Effect: You may shift an attack aimed at an ally in the when the pressure is on. As a 0 Stamina Reaction, you
same Engagement as you to you before any defensive may test Eva Martial and on a success choose to redirect
Actions are applied to it or damage is rolled. This costs 0 an attack against you to a functional arm of your choice.
Stamina, but after being redirected you may not Guard Damage and Hit Effects then resolve against that Arm as
(but may still Sacrifice or use other Reactions or Spread normal.
Patterns) against the attack. This ability cannot be used on
Area attacks.
Weapon Block
Combat (Modifies Guard)
Effect: When using a weapon with the Defensive quality,
you may choose to test Eva Martial instead of Reflexes
for the purpose of the Guard action against melee attacks.

93
Pit Fighter
The pilot makes use of the art of wrestling to incapacitate the enemy as best they can, for as long as they can.
Prerequisites: Eva Martial 70 Buy in Cost: 30 xp
Special: Expert Grappler(Power Tackle). In addition, the player gains 1 Luck and 1 Enrichment.
Expert Grappler(Power Tackle) – Initiate a Grapple from one Sector away.
Name Scale Freq Cost Prerequisites
Hinder Pin Eva 1 20 xp ---
Penalize an enemy limb during a grapple.
Expert Grappler Eva 3 20 xp Eva Martial 73
Improve or modify your ability to Grapple in one of a number of ways.
Hinder Pin,
Hold Still Eva 1 30 xp
2 Expert Grappler Talents
While in a Grapple, render yourself and your enemy Helpless temporarily.
Combat Advance (Eva Martial) E/P 1 20 xp ---
Gain a +3 bonus to Eva Martial.
Hinder Pin Expert Grappler
Combat (Modifies Grapple) Combat (Modifies Grapple)
Effect: Whenever you use the Enter Grapple action, you Effect: You are excellent when it comes to close quarters
may choose a single Body Location belonging to the wrestling tactics. Whenever this talent is purchased, pick
grappled enemy. For as long as you are Grappling that and gain a single ability from the following list:
enemy, all attacks associated with that Limb are at a -10 Aggressive Grapple: Whenever you use the Maintain
penalty to hit (be it with Eva Martial or Eva Firearms) in Grapple action, regardless of whether or not you
addition to the normal effects of a Grapple. succeed on your roll, the target takes an amount of
When using the Maintain Grapple action, you have the Soft Damage equal to your Strength.
option to change which Body Location you are applying Escapist: You gain a +20 bonus to any Eva Martial or
Hinder Pin to. Tumble skill test made to get out of a grapple as part
of the Escape Grapple action, and in addition ignore
Hold Still the penalty to that roll from the enemy being either
larger or stronger than your Eva.
Combat Action (3 Stamina)
Power Grab: You gain a +20 Bonus to the Eva
Effect: If you have 2 functional, but empty, hands on your Martial test made to start a Grapple. This bonus does
Eva and you are in a Grapple you may attempt to grab not carry over to test made to continue the Grapple as
hold of the enemy and hold them still. Test Eva Martial, part of the Maintain Grapple action.
on a success you and the other participant in the Grapple
Power Tackle: When using the Enter Grapple action,
are considered Helpless until the start of your next turn
you may initiate the grapple from 1 Sector away
(or until the Grapple is broken, whichever comes first).
instead of in an Engagement to close the distance
This may be done regardless of whether or not you are the
before continuing the Grapple as normal. This costs
one in control of the grapple. If you are the one in control
no additional Stamina.
of the grapple, this action extends the Grapple much like
the Maintain Grapple action would, but does not activate Close Quarters: You may use any Small weapon you
any other effects or abilities that would trigger on a are holding during a Grapple against the other
Maintain Grapple. participant with no penalty.
Concentration: You may use Offensive AT Powers
during a grapple.

94
Pointman
The pilot leads from the front, clearing a path and providing cover to move their allies to where they need to be as quickly
and safely as possible.
Prerequisites: None Buy in Cost: 30 xp
Special: As the ‘Escort’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Escort – Move and bring an ally with you.
Name Scale Freq Cost Prerequisites
After You! Eva 1 20 xp Escort
Attempt to shove your Escort one additional Sector further using a Physique test.
Helping Hand Eva 1 20 xp ---
When you move into the same sector as an ally, you may automatically Engage with them.
Spread Pattern
Eva 1 10xp Emp 25
(Accelerated Territory)
Learn the Accelerated Territory Spread Pattern, allowing you to increase the Reflexes of your Evangelion.
Improved Escort Eva 1 30 xp Helping Hand or After You!
Permanently upgrade ‘Escort’ with one of the following: Bodyguard, Run or Group

After You! Improved Escort


Combat (Modifies ‘Escort’) Combat (Replaces ‘Escort’)
Effect: On an Escort, you may end your turn by Testing Effect: The pilot permanently improves their ability to
Might. On a success, you “shove” one escorted ally 1 escort your allies in some fashion. When this talent is
additional Sector in the direction of your choice (breaking taken, choose one of the following options to permanently
your Engagement with them). On a failure you knock replace the Escort talent on your character sheet. Each
them Prone instead. option is still treated as the ‘Escort’ action for the purpose
of any ability that references that talent.
Escort Escort(Bodyguard): During an Escort, any provoked
Attack of Opportunity only resolves against you and
Combat Action(2 Stamina) never the ally.
Effect: You may, with this action, move yourself and one Escort(Run): As Escort, but move yourself and the
ally you are Engaged with 1 Sector in a direction of your ally 2 Sectors instead of just 1. The Stamina cost is
choice. This costs the ally no Stamina. unchanged.
Escort(Group): During an Escort move all willing
allies in an Engagement along with you instead of just
one.

Helping Hand
Combat
Effect: If you end a Move or Run action in the same
Sector as an ally, you may immediately form an
Engagement with that ally at no Stamina cost.

95
Portfolio
The pilot devotes their attention to learning as many AT Powers as they possibly can.
Prerequisites: Basic Manipulation Buy in Cost: 30 xp
Special: +5 SR. In addition, the player gains 1 Luck and 1 Enrichment.
Name Scale Freq Cost Prerequisites
Basic Manipulation Eva 2 20 xp ---
Learn an AT Power of your choice from the Basic Manipulation list.
Spread Expansion Eva 1 20 xp ---
Learn a new Spread Pattern.
Intermediary Manipulation Eva 2 20 xp SR 50
Learn an AT Power of your choice from the Intermediary Manipulation list.
Advanced Manipulation Eva 2 30 xp Intermediary Manipulation, SR 60
Learn an AT Power of your choice from the Advanced Manipulation list.

Basic Manipulation Advanced Manipulation


AT AT
Effect: Basic Manipulation contains the sort of AT Effect: Advanced Manipulation contains the sort of AT
Powers that might appear in even the lowest AT Powers that takes an exceptional user of the AT Field, or
campaign, or otherwise represent the fundamentals of AT perhaps just a skilled user in a High AT game. When this
Field use. When this talent is taken, pick one AT Power talent is taken, pick one AT Power from the list below to
from the list below to learn: learn:
Barrier, AT Flare, AT Ping, Fortify, Inertia AT Blast, Containment, Conversion, Electric Halo,
Flicker, Invert Field, Pseudoweapon, Repulsion, Weapon
Flux, Wrap Beam
Intermediary Manipulation
AT
Spread Expansion
Effect: Intermediary Manipulation contains the sort of AT
Powers that would appear in an average campaign, even if AT
they represent considerable skill to use. When this talent Effect: Pick and learn one Spread Pattern from the
is taken, pick one AT Power from the list below to learn: following list: Accelerated Territory, Bunker Field,
AT Ram, Burnout, Combustion, Disrupting Shot, Layered Field, Probability Field, Stealth Field.
Disrupting Strike, Float, Funnel, Hold, Probability Surge,
Remote Manipulation, Slam

96
Rabbit
The pilot fights to distract and unbalance the enemy, making themselves an obvious target that keeps out of range of
counterattack.
Prerequisites: Skill Proficiency(Distract) Buy in Cost: 30 xp
Special: As the ‘Pester’ talent. In addition, the player 1 Luck and 1 Enrichment.
Pester – Distract an enemy with a ranged attack to make them prioritize you.
Name Scale Freq Cost Prerequisites
Skill Proficiency (Tumble) Per 1 1E ---
Gain Proficiency in the Tumble Skill.
Roll Eva 1 20 xp Skill Proficiency (Tumble)
Test Tumble after a successful Guard to disengage.
Boost Reflexes Eva 1 20 xp ---
Add a +5 bonus to your Eva’s Reflexes score.
AT Power (AT Flare) Eva 1 20 xp SR 40, Emp 25
Learn the AT Flare AT Power, allowing you to draw the attention of the Angel to you.
Improved Pester Eva 1 30 xp Eva Firearms 65
Permanently upgrade ‘Pester’ with one of the following: Draw or Interrupt.
Boost Reflexes Improved Pester
Combat Combat (Replaces ‘Pester’)
Effect: Gain a +5 Bonus to tests to Guard in your Effect: The pilot permanently improves their ability to
Evangelion. This talent may be taken multiple times (as Pester their enemies in some fashion.
your Branches allow) and stacks to a maximum bonus of When this talent is taken, choose one of the following
+20. options to permanently replace the Pester talent on your
character sheet. Each option is still treated as the ‘Pester’
Pester action for the purpose of any ability that references that
talent.
Combat Action (2 Stamina)
Pester (Draw): If you succeed on your Distract Test
Effect: This action may only be used when you are not in by 2 or more Degrees, impose a -20 penalty instead of
an Engagement of any kind. Test the Distract Skill in a -10 to all attacks to hit anyone but you until the start
place of rolling Eva Firearms to hit with a ranged attack, of your next turn.
applying any relevant modifiers (such as Size) as normal.
Pester (Interrupt): You may now use Pester as a 1
This uses up ammunition as normal. On a success deal
Stamina Reaction, still testing Distract and still using
1d6 Soft Damage in place of the normal attack result, but
up ammunition as normal. If you succeed on the test,
the target is now at a -10 penalty to all Eva Martial or Eva
you may impose a -30 penalty onto a single test of that
Firearms tests against anyone but you until the start of
target that they are making on this Interval, so long as
your next turn.
that test is not to attack you specifically.

Roll
Combat
Effect: On a successful Guard against a melee attack,
Test Tumble. On a success you remove yourself from the
Engagement. If you would be subject to further attacks as
a part of the action that attacked you, all further attacks
are rolled against you before you leave the Engagement
but have their chance to hit halved.

97
Scanner
The pilot learns to study and anticipate the AT Field of their foes, learning much about the enemy.
Prerequisites: AT Power(Ping), Proficiency(Notice) Buy in Cost: 30 xp
Special: As the ‘Scan Field’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Scan Field – Know the ATS of any enemy detected by the AT Ping power.
Name Scale Freq Cost Prerequisites
Skill Mastery (Notice) Per 1 2E Notice 51+
Gain Mastery in the Notice Skill, allowing you to spend 1 Luck to automatically pass a Notice test.
Group Advancement(Awareness) Per 1 2E ---
Gain a +5 Bonus to the Awareness Skill Group.
Field Analysis Eva 1 30 xp Notice 50
Test Notice as a Reaction to identify an enemy AT Power or Spread Pattern and how it works.
Mimic Field Eva 1 30 xp Field Analysis, SR 60
Learn to mimic the effects of either enemy AT Powers or enemy Spread Patterns, but only one.

Scan Field Mimic Field


AT (Modifies the ‘Ping’ AT Power) AT Action(2 Stamina)
Effect: You now automatically know the ATS of anything Effect: You learn to copy what you observe in the AT
detected by the Ping AT Power, and ignore any ability Field of your enemy, even if you do not fully understand
that might normally hide an active AT Field from Ping. it yourself. When you take this Talent, choose one of the
two following options to learn as a 2 Stamina action.
Mimic Field (Pattern): The pilot may spend 1 Luck
Field Analysis to make a special Notice Test. If successful they may
AT Reaction(1 Stamina) use one Spread Pattern they know the Angel possesses
Effect: As a 1 Stamina Reaction, you may test Notice due to Field Analysis for the rest of the battle as if the
when an enemy uses an AT Power or a Spread Pattern to pilot knew it themselves. Succeed or fail, this special
identify the properties and functions of that Power or Notice Test may only be attempted once per battle.
Spread Pattern. Mimic Field (Power): The pilot may spend 1 Luck to
make a special Notice Test. If successful they may use
one AT Power they know the Angel possesses due to
Field Analysis for the rest of the battle as if the pilot
knew it themselves, though they must still meet the
Minimum ATS Requirements for its use. Succeed or
fail, this special Notice Test may only be attempted
once per battle.

98
Scout
The pilot is light on their feet and difficult to slow down, a master of mobility.
Prerequisites: Skill Proficiency(Sprint) Buy in Cost: 30 xp
Special: As the ‘Runner’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Runner – Move an additional Sector when using the Run action.
Name Scale Freq Cost Prerequisites
Steady Eva 1 20 xp Balance 45
Roll Balance Tests to resist falling Prone as Prepared Tests.
Boost Reflexes Eva 1 20 xp ---
Add a +5 bonus to your Eva’s Reflexes score.
Kip Up Eva 1 20 xp Tumble 45
Test Tumble when standing from Prone, on a success the action costs no Stamina.
Spread Pattern (Accelerated Territory) Eva 1 10 xp Emp 25
Learn the Accelerated Territory Spread Pattern, allowing you to increase the Reflexes of your Evangelion.
Improved Runner Eva 1 30 xp Steady OR Kip Up
Permanently upgrade ‘Runner’ with one of the following: Faster or Lightfooted.
Runner Improved Runner
Combat (Modifies Run) Combat (Modifies Run)
Effect: You may move 1 additional Sector when using the Effect: The pilot permanently improves their ability to
Run Action. Run in some fashion. Each option is still treated as the
‘Run’ action for the purpose of any ability that references
that action.
Boost Reflexes
Runner(Sprinter): On a Run, you may test the Sprint
Combat skill and move an additional Sector on a success. If
Effect: Gain a +5 Bonus to tests to Guard in your you have 3 or more Degrees of Success, move up to 2
Evangelion. This talent may be taken multiple times (as additional Sectors instead. Success or failure, you gain
your Branches allow) and stacks to a maximum bonus of 1 Strain.
+20. Runner(Lightfooted): Attacks of Opportunity you
provoke during a turn in which you used Run are at a -
Steady 30 penalty to hit you.
Other
Effect: Whenever you would test Balance to resist falling Kip Up
Prone (in or out of the Eva) roll it as a Prepared Test. Other
Effect: You may Test Tumble when standing from Prone.
On a success, that action costs you no Stamina.

99
Scrambler
The pilot learns to enhance their use of the Neutralize AT Power, causing additional penalties on the Angel at the cost of their
own AT field.
Prerequisites: Destructive Interference Buy in Cost: 30 xp
Special: As the ‘Interference Pattern(Harmful)’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Interference Pattern(Harmful) – Augment your Neutralization to impose a penalty to their rolls.
Name Scale Freq Cost Prerequisites
Interference Pattern Eva 2 20xp ---
Augment your Neutralization to prevent the target from using a specific AT Power.
AT Power
Eva 1 30xp SR 60, Emp 28
(Reality Reinforcement)
Learn the Reality Reinforcement AT Power, allowing you to negate an Angel’s AT Traits.
Advance(Synch Ratio) E/P 1 30xp ---
Increase your Synch Ratio score by 5.

Interference Pattern
AT (Modifies Neutralize)
Effect: The act of Neutralizing an enemy AT Field is usually an undertaking in force rather than skill. But skill has its place
too. Every time this Talent is taken, choose one option from the following list that becomes available as a unique
Augmentation for the Neutralize AT Power. No more than one Interference Pattern effect can be active in a single round.
Using these effects, while not directly harmful, may result in the enemy considering the pilot a priority target.
Harmful (costs 2 ATP): The Neutralized Opponent takes a -10 to all Tests until the start of your next turn.
Counter Power(Special): Choose one single AT Field power that the character knows. The AT Potential cost of
this Augmentation is equal to the ATS Minimum of that power, and the Neutralized Opponent cannot use that AT
Power until the start of your next turn. In addition, the Angel cannot Augment any other AT powers it knows either.
Dampen Field (2 ATP): Until the start of your next turn, whenever the Neutralized Opponent wants to spend ATP
to fuel a Spread Pattern, the cost of the desired effect is increased by 1 (applied to each individual payment, not the
total cost).
Cloud (2 ATP): As long as the target is Neutralized, the Angelic Senses range of the Neutralized Opponent is
reduced by 2 Sectors, to a minimum of Range 0.

100
Sentinel
The pilot specializes in area control using a melee weapon, punishing the enemy for getting too close or trying to escape.
Prerequisites: None Buy in Cost: 30 xp
Special: As the Pike talent. In addition, the player 1 Luck and 1 Enrichment.
Pike – Get an attack of opportunity against an enemy that enters the same sector as you.
Name Scale Freq Cost Prerequisites
Keep Away Eva 1 20 xp ---
On a standard attack, enemies get a penalty to hit you in melee until the start of your next turn.
Backstab Eva 1 20 xp ---
Get an attack of Opportunity against enemies attempting to leave your Sector.
Wall Eva 1 20 xp ---
Enemies hit by your Attacks of Opportunity stop moving.
Combat Advance(Eva Martial) E/P 1 20xp ---
Gain a +3 bonus to Eva Martial.

Pike Backstab
Combat Combat
Effect: When an enemy enters the same Sector as you, you Effect: Enemies that try to leave the same Sector as you
may make an Attack of Opportunity against them. This provoke an Attack of Opportunity.
does not trigger by moving into the same Sector as an
enemy, only if they come to you.
Wall
Combat (Modifies Attacks of Opportunity)
Keep Away Effect: Any opponent that is hit by an Attack of
Combat (Modifies Standard Attack) Opportunity of yours during a Move or a Run action stops
Effect: When using a weapon with the Reach quality, or a moving and ends that action in your Sector.
Two Handed weapon, enemies hit by a Standard Attack of
yours are at a -10 penalty to their Eva Martial tests to hit
you. This also applies to Standard attacks made as an
Attack of Opportunity.

101
Sidearm
The pilot learns to make the most of their backup weapons, to the point that they can even use them as their primary arsenal.
Prerequisites: None Buy in Cost: 20 xp
Special: As the ‘Quick Draw’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Quick Draw – Draw an item from a wing at no Stamina cost.
Name Scale Freq Cost Prerequisites
Streetfighter E 2 20 xp ---
Gain a bonus to Small weapons from the following list: Double Tap, Deft, Point Blank, Speedload , Quick Attack,
or Well Balanced.
Improved Draw E 1 10 xp ---
Modify your Draw action with one of the following: Surprise, Easy Pass, or Uncertain Storage
Combat Advance E/P 1 20xp ---
Gain a +3 bonus to Eva Martial or Eva Firearms.

Quick Draw Improved Draw


Combat Combat (Modifies ‘Quick Draw’)
Effect When using Simple Action to grab an item or Effect: The moment that the pilot chooses to draw their
weapon from a Wing Dock, or to store an item or weapon in sidearm is a pivotal moment in the battle, as it presents an
a Wing Dock, for the first time in a turn it costs you no important tactical choice to either change their approach to
Stamina to do so. the battle or resort to a last ditch effort against an enemy.
When this talent is taken, choose one option from the
Streetfighter following list.
Improved Draw (Surprise): Any attack that you
Combat
make with a Small weapon in the same turn as you
Effect: The pilot excels in the use of small weapons such as draw it for the first time in a battle gains +3
pistols or knives, making them as effective as larger and damage on a hit.
generally more powerful weapons. When this talent is
Improved Draw (Easy Pass): When you draw the
taken, choose one option from the following list:
contents from a ‘Storage’ or ‘Assault Dock’ Wing
Double Tap: Small ranged weapons you use gain Loadout, you may choose to immediately pass that
Burst Fire (2/4) if they do not have a Burst Fire weapon or ammo into the hands of an ally in the
option already. same engagement as you as a 0 Stamina action.
Deft: When in the same Sector as the enemy you Improved Draw (Uncertain Storage): You may,
are attacking, all Small weapons you use gain the at the start of the battle when Requisition is spent,
Precise property. choose to have any Storage Wing Loadouts on
Point Blank: Small weapons you use gain a +2 to your Eva contain an Undisclosed Small Weapon in
damage rolls when used within an Engagement place of declaring the contents as normal. You do
with the enemy. not need to say what that Undisclosed Small
Speedload: The Stamina cost to reload Small Weapon is until the turn that you actually draw the
ranged weapons you use is reduced by 1, to a weapon, at which point you must choose a single
minimum of 0 Stamina. weapon with the Small property which is available
to you in accordance with your campaign’s
Quick Attack: On a successful attack with Small
Technologies. Any Small Weapon that is available
weapons, you are counted as having 1 more DoS
through your Technologies is a valid choice, but
than you actually rolled for the purposes of Blitz
you may not at that time choose to have the
and Burst Fire
Storage wing contain a clip of ammo instead.
Well Balanced: Small melee weapons you use
gain the Defensive (5) and Throwing properties.

102
Sniper
The pilot is a patient marksman, taking the best shot at the right moment for maximum effectiveness.
Prerequisites: Eva Firearms 65 Buy in Cost: 40 xp
Special: As the ‘Perfect Shot’ talent. In addition, the player 1 Luck and 1 Enrichment.
Perfect Shot – Spend Stamina to add a damage bonus to your next Ranged Attack.
Name Scale Freq Cost Prerequisites
Group Advancement(Awareness) Per 1 1E ---
Add a +5 bonus to the Awareness Skill Group.
AT Power (Disrupting Shot) Eva 1 20 xp SR 40, Emp 25
Learn the Disrupting Shot AT Power, to increase the Breach of a ranged attack.
I Never Miss Eva 1 30 xp ---
On a failed roll to hit, you are counted as not having fired at all for the purpose of ammo and abilities.
Improved Perfect Shot Eva 1 30 xp Eva Firearms 70
Permanently upgrade ‘Perfect Shot’ with one of the following: Accurate or Brutal.
Combat Advance (Eva Firearms) E/P 1 20 xp ---
Gain a +3 bonus to Eva Firearms.

Perfect Shot Improved Perfect Shot


Combat Action(Variable Stamina) Combat (Replaces ‘Perfect Shot’)
Effect: After using the Aim action, but before making the Effect: The pilot permanently improves their ability to
attack that it will benefit, you can spend additional snipe their enemies in some fashion. When this talent is
Stamina as you line up your shot. For every 1 Stamina taken, choose one of the following options to permanently
spent, gain +2 damage to the attack when it happens, to a replace the Perfect Shot talent on your character sheet.
maximum of +6. Each option is still treated as the ‘Perfect Shot’ action for
These spent Stamina only modify the shot to come. This the purpose of any ability that references that talent.
talent cannot be used if in the same Engagement as an Perfect Shot(Accurate): In addition to the normal
enemy. If you suffer a Critical Hit you must test benefits of Perfect Shot, you may spend 2 Stamina to
Composure not to flinch and lose whatever bonuses you pick the hit body location of the attack. This effect
have stored up. does not stack with itself.
Perfect Shot(Brutal): In addition to the normal
I Never Miss benefits of Perfect Shot, you may spend 2 Stamina to
give +1 to the Hit Effect roll of the attack. This effect
Combat (Modifies ‘Aim’, ‘Perfect Shot’) does not stack with itself.
Effect: On any attack benefiting from the Aim action, if
you roll the attack and it would be a failure, you
retroactively spend the Stamina to take the Action but
realize the shot was bad and never pull the trigger. This
means you did not hit the enemy, but as you never fired
you do lose Ammo or incur Fragile, Recharge or anything
else that would trigger when you make an attack. This
also means the bonuses granted by Perfect Shot are not
wasted at this time.

103
Spotter
A powerful ally, the pilot guides and enhances the ranged attacks of the other Evangelions.
Prerequisites: Notice 45, Markerlight Buy in Cost: 30 xp
Special: As the Mark(Guided) talent. In addition, the player gains 1 Luck and 1 Enrichment.
Mark(Guided) – Let an ally ignore the armor bonus from Cover on their next ranged attack.
Name Scale Freq Cost Prerequisites
Mark (Aim Correction) Eva 1 20 xp Notice 45
Let an ally reroll their Eva Firearms test for free on their next ranged attack.
Mark(Optimal Solution) Eva 1 30 xp Notice 50
Let an ally ignore a specific Defense Trait of the enemy on their next ranged attack.
Mark (Subtarget) Eva 1 20 xp Notice 45
Help an ally hit a specific body location on their next ranged attack.
Reliable Mark Eva 1 20 xp 3 Mark Talents
Consistently benefit from one Mark effect in addition to other Marks you use.
Combat Advance (Eva Firearms) E/P 1 20 xp ---
Gain a +3 bonus to Eva Firearms.
Mark Reliable Mark
Combat Action (1 Stamina) Combat
Effect: Choose one Mark effect you know. Whenever you
Effect: You combine your own expert aim with the
benefit from another Mark effect, you always benefit
precision of the standard Markerlight to provide a much
from this one as well. You must pay any associated costs,
greater degree of information to your allies. As a part of
and no Mark can stack with itself. Once chosen, this
this action, if you are in the same engagement as an ally
Reliable Mark effect cannot be changed.
you may use a Markerlight to provide the effect of one
Mark that you know in addition to the normal +10 bonus
to hit to the designated ally’s next ranged attack.
Mark effects include:
Aim Correction: Should the designated ally fail an
Eva Firearms test on their turn, they may reroll it at
half their normal value immediately, and for no Luck
cost. Doing so forfeits any other rerolls they might
have available to them.
Optimal Solution: Select one Defense Trait that the
Angel possesses. The Angel is treated as if it did not
possess that Defense Trait for the purpose of the first
ranged attack against made by the designated ally on
their next turn. Later attacks made by that ally do not
benefit from this Mark, even if the first attack misses.
This ability cannot affect Defense Modifiers.
Guided: The ranged attacks of the designated ally on
their next turn gain the Breach(1), or increase any
Breach they already have by 1.
Subtarget: Spend 1 Luck to choose a Body Location,
the ally that benefits from your Markerlight hits that
location on a successful attack instead of determining
one randomly.

104
Stalwart
The pilot has exceptional strength and endurance, excelling in anything based on Physique.
Prerequisites: Minor Advance(Physique) or Buy in Cost: 20 xp
Advance(Physique)
Special: As the Minor Advance(Physique) talent. In addition, the player gains 1 Luck and 1 Enrichment.
Minor Advance(Physique) - Add a permanent +3 bonus to your Physique score.
Name Scale Freq Cost Prerequisites
Skill Mastery Per 1 2E Proficiency, Skill 51+
Gain Mastery in a Skill, allowing you to spend 1 Luck to automatically pass a test of that Skill.
Group Advancement(Sports) Per 1 2E ---
Gain a +5 Bonus to the Sports Skill Group.
Group Advancement(Might) Per 1 2E ---
Gain a +5 Bonus to the Might Skill Group.
Advance(Physique) E/P 1 3E 2 Physique Skill Masteries
Add a permanent +5 bonus to your Physique score.
Endurance Per 1 20 xp ---
Increase your Strain Threshold by 1.
Minor Advance(Physique) E/P 1 3E Any Physique Skill Mastery
Add a permanent +3 bonus to your Physique score.
Minor Advance Endurance
Other Combat
Effect: Your character has become greater than they were Effect: Increase your Strain Threshold by 1.
before in a certain range of their skillset. Whenever you
gain this Talent, it will always be associated with a
specific Personal Score (Physique, Intelligence, Empathy
or Synch Ratio). Permanently increase the specified score
by 3

Group Advancement
Other
Effect: Each time that the Group Advancement talent is
purchased, it is associated with a specific Skill Group.
Increase the value of that Skill Group by +5. This Talent
may be purchased for a given skill group no more than
two times, for a total bonus of +10.

105
Striker
The pilot learns to make their hits count, focusing on single but powerful attacks.
Prerequisites: None Buy in Cost: 40 xp
Special: As the ‘Precision(Accurate)’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Precision(Accurate) – Modify your Standard Attack, improving your ability to Focus.
Name Scale Freq Cost Prerequisites
Precision(Cleaving) Eva 1 20xp ---
Modify your Standard Attack to be better against Armor.
Precision(Crippling) Eva 1 20xp ---
Modify your Standard Attack to have more devastating Critical Hits.
Precision(Brutal) Eva 1 20xp ---
Modify your Standard Attack to deal extra damage.
AT Power (Disrupting Shot) Eva 1 20xp SR 40, Emp 25
Learn the Disrupting Shot AT Power, to increase the Breach of a ranged attack.
AT Power (Disrupting Strike) Eva 1 20xp SR 40, Emp 25
Learn the Disrupting Strike AT Power, to increase the Breach of a ranged attack.
Reliable Precision Eva 1 20 xp Any 3 Precision Talents
Choose a Precision you know, and apply its effect when you use any other Precision.
Combat Advance E/P 1 20xp ---
Gain a +3 bonus to Eva Martial or Eva Firearms.
Precision Reliable Precision
Combat (Modifies Standard Attack) Combat
Effect: The pilot learns to use skill over volume of fire. Effect: Choose one Precision effect you know. Whenever
Each time this talent is taken, choose and learn one ability you benefit from another Precision effect, you always
from the following list. The player may apply one single benefit from this one as well. No Precision can stack with
Precision effect from the abilities he knows on any itself. Once chosen, this Reliable Precision effect cannot
Standard Attack (be it Melee or Ranged in nature). When be changed.
using Precision your attack deals +1 damage for each
Precision effect you know and gains the Slow property if
it did not have it already. Combat Advance
Accurate: On a successful attack, you are treated as Other
having rolled one more DoS than you actually did for Effect: Your character has improved their combat skills.
the purposes of Focus. Whenever you gain this Talent, it will always be
Cleaving: As the Anti-Armor weapon trait. If the associated with either Eva Firearms or Eva Martial.
weapon already has Anti-Armor, it becomes Armor Permanently increase the specified score by 3.
Piercing.
Crippling: If this attack deals a Critical Hit, treat the
effect roll as if it had rolled 1 higher. This has no
effect on a Glancing Hit.
Brutal: +2 Damage.

106
Vanguard
A vital frontline fighter, the Vanguard focuses on clearing the way for others to hit the enemy. Vanguards specialize in
attacks that weaken the AT Defenses of the enemy without sacrificing damage dealing potential, and benefit from melee
weapons with the Breach quality.
Prerequisites: AT Power(Disrupting Strike) Buy in Cost: 40 xp
Special: As the ‘Corrode’ talent. In addition, the player gains 1 Luck and 1 Enrichment.
Corrode – Reduce enemy ATP on a hit before Spread Patterns can be used.
Name Scale Freq Cost Prerequisites
Boost Reflexes Eva 1 20 xp ---
Add a +5 bonus to your Eva’s Reflexes score.
Improved Corrosion Eva 1 30 xp Shieldbreaker
Permanently upgrade Corrode to one of the following: Stable, Strong or Universal.
Shieldbreaker Eva 1 30xp Eva Martial 73
Shred an Absolute Defense using a combination of skill and high Breach attacks.
Combat Advance (Eva Martial) E/P 1 20xp ---
Gain a +3 bonus to Eva Martial.
Corrode Shieldbreaker
AT, Combat Combat
Effect: When making a melee Standard Attack, you may Effect: When Engaged with an enemy using an Absolute
reduce the AT Potential of an enemy you successfully hit Defense, you may attempt to use the Evangelion’s weapons
by an amount equal to the Breach rating of your weapon +1. to break through. Test Eva Martial at a -10 penalty as a 2
This reduction occurs at the moment that the hit is Stamina action when using a weapon with the Breach
confirmed, before the Guard action or any Spread Patterns quality. On a success, you reduce the Power of the Absolute
that the enemy possesses can be paid for or applied. This Defense by an amount equal to the Breach rating of the
ability cannot be used if you are maintaining the Neutralize weapon.
AT Power, or if you have 0 AT Potential of your own
remaining.

Improved Corrosion
Combat (Replaces ‘Corrode’)
Effect: The pilot permanently improves their ability to
break down AT Fields in some fashion. When this talent is
taken, choose one of the following options to permanently
replace the Corrode talent on your character sheet. Each
option is still treated as the ‘Corrode’ action for the purpose
of any ability that references that talent.
Corrode (Stable): As Corrode, however you can
use it even when maintaining the Neutralize AT
Power or at 0 ATP.
Corrode (Strong): As Corrode, however you
reduce the enemy’s ATP by an amount equal to
your ATS.
Corrode (Universal): You treat all melee
weapons as if they had a Breach rating of 1 higher
than they really do (granting Breach(1) to weapons
that lack Breach entirely). The effect of this
change extends beyond just Corrode.

107
Wolf
The pilot is a teamwork specialist, gaining and bestowing extra advantages when Engaged with allies in melee with an
enemy.
Prerequisites: Eva Martial 70 Buy in Cost: 30 xp
Special: As the Flanking(Wolf Pack) talent. In addition, the player gains 1 Luck and 1 Enrichment.
Flanking(Wolf Pack) – When Engaged with allies in melee, lower enemy Reflexes.
Name Scale Freq Cost Prerequisites
Flanking Eva 3 20 xp --
When Engaged with allies in melee, apply a beneficial effect at no Stamina cost.
Expose E/P 1 20 xp Any 3 Flanking talents
Spend 2 Stamina on your turn to give a single ally Engaged with you an extra melee attack at reduced cost.
Reliable Flanking Eva 1 30 xp Expose
Consistently benefit from one Flanking effect in addition to other Flanking you use.
Combat Advance (Eva Martial) E/P 1 20xp ---
Gain a +3 bonus to Eva Martial.

Flanking
Combat Action (0 Stamina) Expose
Effect: You have learned to take better advantage of Combat Action (2 Stamina)
strength in numbers. When you and at least one other ally Effect: When Engaged with an enemy and at least one
are Engaged with the same enemy, the various forms of other ally, you may spend 2 Stamina on your turn and
Flanking allow you to put the enemy at a disadvantage designate a single ally. That ally may make a Standard
greater than simply being two against one. Whenever this Attack on their next turn which costs 1 Stamina.
talent is purchased, gain a single ability from the list Effectively, you pay for an attack, but the ally resolves it
below. On your turn, you may activate any one Flanking using their own abilities on their turn.
ability for 0 Stamina. Multiple instances of Flanking do
not stack, even if they are different abilities or activated
by different Evas.
Reliable Flanking
Combat
Flanking(Box in): The Engaged enemy becomes Effect: Choose one Flanking effect you know. Whenever
Slowed until the start of your next turn, or until they you benefit from another Flanking effect, you always
leave the Engagement, whichever comes first. benefit from this one as well. You must pay any
Flanking(Gang Up): You and all allies Engaged with associated costs, and no Flanking can stack with itself.
you get deal +1 damage with melee weapons until the Once chosen, this Reliable Flanking effect cannot be
end of your next turn. changed.
Flanking(Tag Team): One ally Engaged with you
gains +10 Eva Martial until the start of your next turn.
Flanking(Wingman): You and one other ally both
get a +10 bonus to Reflexes until the start of your next
turn.
Flanking(Wolf Pack): The Engaged enemy takes a -
10 penalty to Reflexes and attacks of opportunity for
each other ally engaged with it. This penalty lasts until
the start of your next turn.

108
Zweihander
The pilot trains in a style of combat that makes full use of the brute force and intimidation that only a two handed weapon can
bring.
Prerequisites: Eva Martial 70 Buy in Cost: 30 xp
Special: As the Crash(Wild Swing) talent. In addition, the player 1 Luck and 1 Enrichment.
Crash(Wild Swing) – Use a two handed weapon to force an enemy out of an Engagement.
Name Scale Freq Cost Prerequisites
Crash(Overhead Crash) Eva 1 20xp ---
Use a two handed weapon to knock your enemy off balance.
Crash(Power Crash) Eva 1 20xp ---
Use a two handed weapon to weaken an enemy Absolute Defense.
Crash(Buffalo Crash) Eva 1 20xp ---
Use a two handed weapon to lower the Armor of an enemy temporarily.
Improvised Shield Eva 1 20xp Physique 30
Use a two handed weapon as a shield, to the detriment of the weapon.
Full Body Swing Eva 1 20xp Any 3 Crash Talents
Treat your Eva’s Strength as 1 higher for Crash talents.
Combat Advance (Eva Martial) E/P 1 20xp ---
Gain a +3 bonus to Eva Martial.
Crash Buffalo Crash: You let loose a powerful series of
Combat Action (2 Stamina, Slow) forceful attacks designed to overwhelm their defenses
rather than get past them. After your attack resolves, if
Effect: A weapon that takes two hands for even an
you dealt a Hit Effect to the enemy their Toughness is
Evangelion to wield is not a weapon of finesse, it is a
considered to be lowered by an amount equal to your
battering ram. A tool of brute force. And, in the hands of
Strength until the start of your next turn.
someone who can put that force to good use, something
that can be used for more than crude damage dealing. Power Crash: You strike to bring down an Absolute
Defense through sheer force. On a successful Eva
Each ‘Crash’ effect modifies a melee Standard Attack
Martial, reduce the Power of the enemy Absolute
using a two-handed weapon. Such attacks mostly resolve
Defense by 1. Then, if the Strength of your Eva is
as normal (in terms of rolling to hit, dealing damage, and
greater than the ATS of the Angel, reduce the Power
hit effects) but do not add the Strength of the Eva to the
by an additional 1. Regardless of the amount of Power
damage roll. The Crash repurposes that Strength to
removed from the Absolute Defense, the enemy takes
achieve a goal other than damage. A two-handed weapon
an amount of Soft Damage equal to your Strength.
is any melee weapon that has 2 listed in its Hands column,
This replaces dealing damage as normal.
even if your Evangelion is able to use it one handed due.
Crash effects include:
Full Body Swing
Wild Swing: You make a slow, massively telegraphed
Combat (Modifies ‘Crash’)
attack that cuts a wide arc, one that is almost too easy
to get out of the way of. If this attack misses or is Effect: For the purpose of all Crash effects, your
successfully Guarded against, the enemy is forced out Evangelion is treated as if they had a Strength of 1 higher
of the Engagement and takes an amount of Soft than they actually do.
Damage equal to your Strength. You can choose to
fail your attack roll in order to trigger these effects. Improvised Shield
Overhead Crash: You bring your weapon down on Combat
them from above, crushing them into the dirt. Roll 1d6 Effect: You may treat any two handed weapon you wield
after dealing damage. If the result is less than the as if it had the Defensive(10) quality, providing both the
Strength of your Eva, the target may not use Reaction bonus to Reflexes as well as the risk of damage to the
actions or Attacks of Opportunity until the start of weapon. This does not stack with any other source of that
your next turn and must test Balance or become Prone. quality.

109
Chapter 6: EVANGELIONS
In Adeptus Evangelion, in addition to the normal character sheet for the pilot, players create an additional page for their
Evangelion.
Each Evangelion has the following sections of its character sheet that need completing. This includes:

Evangelion Scores
Where Personal Scores are the key stats assigned to the pilot character, which also have their uses when in control of the
Evangelion, Evangelion Scores represent the Evangelion itself, and other aspects that are only applicable in the Evangelion.
The Evangelion Scores are as follows:
Strength (Str): The Evangelion's Strength score determines the raw power of the Evangelion itself. This applies to melee
damage and feats of physical prowess. If the Strength score is reduced to 0, the Eva is too feeble to use any weapon that is
not Small.
Toughness (T): The endurance of the Evangelion's body is represented by its Toughness Score. This represents the
damage threshold that must be met or exceeded, after Armor has been applied, for an enemy attack to deal a Critical Hit.
If the damage is lower than the Eva’s Toughness, that creature only suffers a Glancing Hit. If the Eva’s Toughness is
reduced to 0, all hits against it are Critical Hits, even Soft Damage.
Armor: The protection provided by the Eva's metal shell. Unless otherwise stated, all sources of damage subtract Armor
from their total to determine how much damage the Evangelion actually takes.
Reflexes: Reflexes determines how fast the Evangelion is, and thus its ability to Guard against attacks. If the Eva’s
Reflexes is reduced to 0, they are unable to take any Movement action, and are permanently Dazed.
Eva Martial: Eva Martial is the melee ability of your Evangelion, primarily used to determine accuracy and feats of skill.
The Eva Martial score of the Eva begins set according to the Evangelion Type, plus any relevant modifiers (resulting
from either the pilot or the Eva).
Eva Firearms: Eva Firearms is the ranged ability of your Evangelion, primarily used to determine accuracy and feats of
skill. The Eva Firearms score of the Eva begins set according to the Evangelion Type, plus any relevant modifiers
(resulting from either the pilot or the Eva).

Basic Evangelion
Evangelions are powerful beings, which have the following hit locations:

Result Location
01-10 Head
11-20 R.Arm
21-30 L.Arm
31-35 Cable*
36-70 Body
71-00 Legs
*Any attack that hits the Umbilical Cable and deals damage after Armor destroys the Umbilical Cable instead of resulting in
a hit effect, regardless of whether that attack would have been Glancing or Critical. If no Cable exists, this attack hits the
Body location instead.

Unlike Characters, Evangelions do not suffer from Fatigue and are designed to withstand a tremendous amount of lethal
damage. This allows the Evangelion to take massive damage to a limb and lose it without risk of instant death or
incapacitation.
However, if either the body or head are destroyed through critical damage, the Evangelion is ‘killed’. Much like an Angel, as
long as the Evangelion's core is intact the Evangelion can be repaired back to full operating efficiency. The Pilot is often not
so lucky.

110
Evangelion Wing Slots
The Evangelions have a fairly distinct profile, a large part of which is owed to the pylons on each shoulder that the Nerv’s
engineers refer to as Wings. These Wings serve a dual purpose. First and foremost they serve to restrain the Evangelion
during storage and keep the Eva under the control of Nerv and the assigned pilot. But just as important is the space within,
which allows for customizable contents or integration into other Nerv equipment.
Each Evangelion, unless otherwise said, has two wing ‘slots’, Left and Right. This distinction does in fact matter, as it is
possible for them to be damaged or destroyed during battle based on which arm they are associated with.
These Wing slots can be filled with Wing Loadout options, of which Evangelion Type has multiple available. This could be
carrying small useful items, weapons, or simply extra battery supply. At the start of each battle, the player decides what Wing
Loadout upgrades they will deploy with, selected from the options they have purchased. They may only deploy with a
number of Wing Loadouts equal to the number of Wing Slots that they have available (usually two) and deploying with the
same Wing Loadout in each Wing requires having bought the relevant Wing Loadout more than once.
Wing Loadouts may not be changed mid-battle, or assigned after the Evangelion has already deployed. The Wing pylon
exists even if you have nothing assigned to that slot, it just is not doing you any good.

The Umbilical Cable


Evangelions have a massive energy requirement, so much so that for functions beyond pilot life support, their internal
batteries' charge only lasts for a maximum of 3 rounds. To deploy Evas for longer periods of time, power cables referred to as
"umbilical cables" are inserted into the Evas' backs, instantly recharging the battery and giving them unlimited operation time
so long as they are plugged in. Evas are capable of reaching behind themselves to attach a new umbilical cable without
external help. When Evas are deployed to areas other than the Base of Operations, portable sets of umbilical cables attached
to Mobile Support Structures are often brought along to connect them to an external power supply.
The Base of Operations has many Umbilical Cables scattered across its surface, which is abstracted to a small number of
available Umbilical ports in the part of the Base of Operations that is the current battlefield. This small number may be
increased by spending Nerv Resources to purchase additional Umbilical Cables.
An Eva’s Umbilical Cable may be targeted as a Called Shot, and is instantly destroyed on a successful hit. The Eva may
attempt to Guard, but takes a -20 penalty since the cable is not actually a part of them they can move at will. Any area effect
attack automatically destroys the umbilical.
If an umbilical cable is severed during battle, the end plugged into the Eva's back will automatically eject from the Eva so as
not to hinder its movements. The plugs located at the tips of umbilical cables contain small thruster rockets; when ejected, the
thruster rockets fire just before hitting the ground, to lessen the damage both to the plug itself as well as to whatever is on the
ground when the plug hits. If the Evangelion is within the Base of Operations, they may use the Plug In action to replace it.
If, between Umbilicals currently in use and Umbilicals destroyed this battle, no more available Umbilical Ports exist this
action may not be taken.

111
Evangelion Types
All Evangelions are not created equally. The enormous cost of creating even a single Evangelion has required the UN to
outsource Evangelion production to different branches of Nerv located in different countries. This would result in some
minor design quirks on its own, but there is also the fact that, during the construction of the Evangelions, knowledge on the
Angels was often very limited. As such there is no specific design philosophy regarding what constitutes an optimally
effective Evangelion, leading to incredible variation in minor systems, armor, and even frame construction.
At character creation each player must select the Evangelion Type of their Evangelion. This will define the majority of the
Evangelion's mechanical effects, as well as what roles and functions it is most naturally suited for and what equipment it is
compatible with.

Each Evangelion Type has a listed starting package broken up into the following areas:
Traits: These represent equipment and conditions that the Evangelion begins play with. Not all of them are beneficial.
Distinguishing Features: Distinguishing Features represent small quirks in the Evangelion's design. There are Construction,
Mutation, History, Experimental and Cosmetic Distinguishing features, each with their own random chart of options
(featured below). Not all Evangelions roll on each chart. Instead, each Evangelion Type has a list of the Distinguishing
features it may roll for. To determine which features they have, the player rolls 1d100 for each Distinguishing Feature chart
their selected Eva Type has access to, and then assigns each roll to a chart of their choice from the available options. Under
no circumstances can you have the same Distinguishing Feature more than once.
Colors
Either choose or roll twice on the following Colors chart to determine the primary and secondary color for your Evangelion.

Roll Effect Roll Effect (Cont.)


01-02 Dull White 51-52 Desert Camouflage
03-04 Bright Purple 53-54 Turquoise
05-06 Dark Grey 55-56 Sky Blue
07-08 Orange 57-58 Dark Purple
09-10 Forest Camouflage 59-60 Pink
11-12 Neon Green 61-62 Dark Orange
13-14 Blue 63-64 Blood Red
15-16 Dark Brown 65-66 Forest Green
17-18 Silver 67-68 Grey
19-20 Neon Pink 69-70 Purple
21-22 Brass 71-72 White
23-24 Black 73-74 Bright Red
25-26 Bright Yellow 75-76 Dark Yellow
27-28 Neon Blue 77-78 Dark Red
29-30 Violet 79-80 Green
31-32 Tan 81-82 Bronze
33-34 Glossy Black 83-84 Urban Camouflage
35-36 Light Brown 85-86 Bright Orange
37-38 Neon Orange 87-88 Magenta
39-40 Light Grey 89-90 Yellow
41-42 Bright Green 91-92 Dark Blue
43-44 Neon Red 93-94 Bright White
45-46 Bright Blue 95-96 Red
47-48 Neon Yellow 97-98 Dark Green
49-50 Brown 99-00 Gold

112
Distinguishing Features Charts

History
History Features represent extraordinary aspects of the Evangelion’s past, such as the mysterious origins of the Eva, or things
that might have happened while it was build built or tested. Each History Feature contains both a positive and negative
attribute.
Roll Name Effect
Your Eva's history has been systematically erased. Despite being an older model, there is
01-05 REDACTED not one file, document, or reference on it before it was transferred to your posting. Weird.
No effect.
This Evangelion has been selected to give crucial testing to experimental prototype
weapons. Choose one technology not otherwise available in your campaign. This Eva may
purchase weapons of that Technology for 1 Requisition more than its listed price. If this
06-15 Field Testing
Technology ever becomes available in the campaign, the Eva may purchase these weapons
for 1 less Requisition instead (minimum of 1).The Eva generates 1 fewer Nerv Resources
every battle, regardless of if it makes use of these prototypes.
During initial testing, there was a cataclysmic core failure that nearly destroyed the Eva
16-25 Resurrected entirely. Its fractured nature provides a unique buffer in the feedback response, reducing
your SR by 5 while you are its pilot but increasing your Strain Threshold by 1
Your Evangelion was paid for by some other group, be it a corporation or a country or
some less public organization. This organization outfits your Evangelion well, but is stingy
26-35 Outside Funding
with its support to Nerv. You gain 1 Requisition, but only generate 2 Nerv Resources each
battle.
Something about your Eva's core is in tune with the Angels you fight, and this insight spills
over into your head during contact with the enemy. Once per combat, you can roll a test
36-45 Angelic Core you make against an Angel twice and take the better result. However, this attunement goes
both ways; once per combat, the angel can use the same ability on any test it makes
against you.
They say that this Eva had another pilot before you, a test pilot who died in the plug
somehow. You certainly feel like there is someone else in there with you, sometimes.
46-55 Echo Voices. Flashes of memories that are not yours. You begin play with a +5 SR, but
whenever your Synch Ratio changes enough to shift your row on the table during a battle,
you gain 1 Stress.
The Eva has a particular hatred for the enemy that drives it to fight beyond its means.
Nerv is at a loss to explain this incredible behavior. If you have three rounds of power or
56-65 Relentless
less and you make an attack action against an Angel, you do not use up a round of power.
However, you have 1 fewer rounds of battery time overall.
Rumor has it that, crazy as it sounds, some parts of your Eva were dug out of the ground
66-75 Excavated
rather than built. But that’s just nonsense, right? +1 Armor, -5 Reflexes.
Your Eva’s core was originally intended for research purposes, not actual combat use.
76-85 Science Project You gain 3 AT Potential each turn instead of 2, but start with 1 Less Armor and 1 less
Toughness.
Due to UN meddling and a mountain of erroneous paperwork, your Evangelion was never
given the budget for more sophisticated weapon technologies. Despite this setback, the
86-95 Mismanaged extra money and time has allowed your crew to perfect what weapons they did have access
to. General Technology weapons you requisition gain Proven (3), but all other
technologies have their Requisition cost increased by 1.
96-00 Destined to Meet This Eva seems strangely suited to you. Pick one other History and keep it.

113
Experimental
Experimental Features represent cutting edge technologies tested in the design of the Eva, usually ones that are either so
recent that it was too late to apply them to the other units, or represent dead ends in production that were never replicated in
later projects. Each Experimental Feature contains both a positive and negative attribute.
Roll Name Effect
Back to the Drawing Whatever they tried to do, it didn’t work. Despite the amazing claims in your
01-08
Board documentation, the Eva doesn’t perform any better or any worse than normal.
Your Evangelion has been adjusted to respond to you via a psychic link to the unit. No
other pilot can operate your Evangelion and your close connection grants you +5 SR, but
09-16 Bonded
the first time your Eva suffers a Critical Hit in a battle you gain 1 Fatigue from sympathetic
pain in addition to any other effects.
The Eva’s armor is honeycombed with structural supports and crumple zones, capable of
taking an impressive amount of damage, but leaving the Eva more vulnerable than ever
17-23 Armor Lattice
afterwards. Each battle, you may reduce a single Hit Effect roll against you by 1d6, but
take twice the reduction as Soft Damage afterwards.
An attempt to improve the Synchronization circuits that ended in mixed results, it would be
too expensive to replace them all now. At the start of battle, roll 2d6. If the total is even,
24-31 Unstable Circuits
increase your Synch Ratio by that amount for this battle. On an odd number, decrease your
Synch Ratio by that amount this battle instead.
An extreme solution to an understandable problem, engineers were tasked with finding a
catch-all solution to the tendency of the delicate entry plug system to jam during battle.
This entry plug is designed to bore its way out regardless of what might be in its path using
32-38 Explosive Escape
a powerful explosive charge. The pilot may, on their turn, decide to eject from their Eva
without need for a Nerv Resources ability and taking no action. However, the pilot gains 1
Injury in the process.
The Eva is equipped with a complex system of shock absorbers, reactive charges, and
cooling systems designed to keep the Eva operating even under extreme damage.
39-46 Precarious Design Unfortunately, if overwhelmed this same system can backfire terribly. The Eva’s Toughness
increases by 2, but any Critical Hit against this Eva is treated as having the Explosive
quality. Glancing Hits are unaffected.
This Eva’s is designed with a unique support system, using the AT Field itself to strengthen
47-54 Psychoactive Frame the materials of the Eva. The Eva gains +1 Armor, and +1 Toughness, but it always treats
its ATS as one less than normal for the purposes of minimum ATS on AT Powers.
The Evangelion’s armor plating has been altered to include several spikes or bladed fins to
assist in close quarters combat, however this design is cumbersome and awkward. The
55-61 Edged Armor
Evangelion has -5 Reflexes, but is always considered to be armed with a Combat Knife that
cannot be disarmed or destroyed.
The Eva is designed to operate at unsafe capacity in short bursts. The player may choose to
62-68 Limiter Release use one extra Stamina on their turn (and only on their turn) even if no Stamina would
normally be available to them, but gain 1 Fatigue and are Staggered on the following turn.
Experiments in the Eva’s biology have yet to produce a functional S2 power source, but
69-76 X19 Organ some of them do have their uses. The X19 Organ increases the Eva’s Strength by 1, but the
Eva’s maximum AT Potential is reduced by 1.
The Evangelion is outfitted with exotic particle generators, flushing the area around it and
77-84 Field Disruptor weakening nearby AT Fields. The Eva’s Neutralization range increases from 1 to 2, but this
spreads the field thin. -5 SR.
The Evangelion is weighed down by a single, wide structure across its shoulders. The Eva
85-91 Multipylon
has 3 Wing Dock slots instead of the normal 2, but has a -10 Reflexes.
92-00 Work Order Make a formal request to the engineering team. Pick one other Experimental and keep it.

114
Construction
Construction Features represent special hardware intentionally added to the Evangelion, either to specialize it for a role or
under the decision of the engineers that built it. Construction Features are entirely positive.

Roll Name Effect


01-07 Comms Array The Eva is outfitted with advanced broadcasting equipment, and generates an additional Nerv
Resources at the start of every battle.
08-14 Auto- The Eva has an advanced system designed to keep it balanced and upright. The pilot gains a +10 to
Balancer all Finesse Tests in the Eva.
15-21 Heavy Armor The armor on this Evangelion may not be any stronger, but there sure is a lot of it. Increase the
Evangelion's Armor by 1.
22-28 Extra Battery The Evangelion replaces some of its internal organs with extra batteries, increasing its operation
time by 1 round.
29-35 Sleek This Eva was built with fluid motion and flexibility in mind. The Eva begins play with +5 Reflexes.
36-42 Blast Shield One arm of the player’s choice has a large protective shield on its upper arm, making it more
durable. The Eva starts with the ‘Ablative Shield’ upgrade.
43-49 Prehensile The plug for the Eva's umbilical is on a motorized swivel, designed to move the umbilical out of the
Port way of enemy attacks as best it can. The first time in a session where the Eva’s Umbilical would be
destroyed, it is not.
50-56 Reinforced The Magi predict a 99.99% chance that an Evangelion will lose a limb within its first two sorties.
Joints This retrofit lowers that chance to a much more respectable 90%. Begin play with the Reinforced
Joints upgrade.
57-63 Onboard Once per session, the pilot of this Evangelion may use Remote Care on himself with no required
Medical purchase of it using Nerv Resources. It may not be used on or by anyone else, though it requires no
Action to use.
64-70 Advanced The Entry plug setup of this Eva is unique, assisting with weapon targeting. The player gains a +3
HUD Miscellaneous bonus to Eva Firearms.
71-77 Well This Eva is provisioned by a sponsor, or perhaps just another Nerv Base with a better R&D budget.
Equipped The Eva starts with the Advanced Equipment upgrade.
78-84 Eject Button Built with safety of the pilot in mind, this Eva can be left with the press of a button. The Eva starts
with the Escape Plan upgrade.
85-91 Markerlight This Eva has come with some optional equipment for the wing pylons for free. How thoughtful. The
Eva starts with the Wing Loadout(Markerlight) upgrade.
92-00 Self-Destruct The Player may, as a 1 Stamina action, set their Evangelion to explode. This can be set on a timer
between 1 and 5 Intervals, or triggered immediately. When the Eva explodes, it deals 10 Soft
Damage, followed by a Critical Hit to a single random body location, to everything Engaged with it.
The Eva is then Defeated, may not Berserk for the rest of the session, and if the Pilot has not already
successfully ejected they must Defy Fate or suffer Critical Injury.

115
Mutation
Mutation Features represent organic quirks of the Evangelion, either naturally emergent or intentionally provoked, that work
to the Eva’s benefit. Mutation Features are entirely positive.

Roll Name Effect


01-07 Necrotic The Evangelion's flesh looks and smells like something dead. The Eva gains +2 Toughness.
08-14 Giant The Evangelion beneath the armor is a powerful beast, noticeably stockier than a normal Eva. The
Eva gains +1 Strength.
15-21 Runt Smaller and sleeker than other Evas, this Eva is easily missed. Literally. The Eva gains a +5 Bonus to
Guard against Eva Firearms attacks.
22-28 Extremophile The Eva is naturally adapted to very deadly environments. It takes no penalties from water pressure,
takes half damage from being On Fire, and can survive in Space unharmed.
29-35 Cold-Blooded The Evangelion’s ice-cold skin soaks up heat like a sponge. The Evangelion’s Armor is treated as 1
higher against Energy attacks. This does not stack with extra Armor from Armor Plating
(Specialized).
36-42 Unrestrained The Evangelion’s face is split by a toothy maw, should the pilot care to use it. The Evangelion begins
Jaw play with Natural Weapon(Bite).
43-49 Acid Blood What flows through this Eva’s veins is highly caustic. The first time this Eva suffers a Critical Hit
from a melee attack, it automatically deals 2d6 Soft Damage to the enemy that harmed it.
50-56 Iron Ribcage The chest of the Eva is hard to break open, providing an uncommon level of protection. Once per
battle, you can reduce any Hit Effect made against the Eva’s body by 2.
57-63 Regeneration This Eva heals faster than normal, sometimes fast enough to see it happen. Once per battle, choose
and remove a single Hit Effect plaguing your Eva that applies to a non-destroyed body location.
64-70 Predatory The Evas is especially dangerous up close, a true monster. The player gains a +3 Miscellaneous
bonus to Eva Martial.
71-77 Hard to Kill Whether due to iron-hard skin or unnaturally good luck, this Eva takes a lot of punishment. The Eva
starts with an instance of the Redundant Organs upgrade.
78-84 Angel Hunter The Eva is a slayer of Angels, tearing through AT Fields with ease. Any weapon the Eva wields gains
the Breach (1) property, if it didn't have it already.
85-91 Long Stride The Evangelion is a powerful running machine, and moves up to 1 Sector further on a Run Action.
92-00 Inhuman The Eva may test the Jump skill to ignore a piece of terrain that would hinder it during any turn
Leap where it takes the Move or Run action,or to ignore the Flier trait of an enemy until end of turn.
Additionally, the Evangelion takes half damage from falling.

116
Cosmetic
Cosmetic Features serve to add character to the Evangelion, but aside from making it look cool have no impact on its
function. Cosmetic Features never include mechanics.
Roll Name Effect
01-04 Cranial Horn The Eva has a single horn protruding from its forehead.
05-08 Monoeye The Eva has a single, clearly artificial, sensory apparatus in place of its eyes.
09-12 Clawed Fingers The Eva's fingers end in what look like wicked claws.
13-16 Hunched Posture The Eva is always slouching, as if carrying a great weight.
17-20 Vertical Eyes The eyes of the Eva run vertical rather than horizontal.
21-24 Extra Eyes The Eva has between 3 and 6 eyes.
25-28 Ornament The Eva has a useless, but aesthetically pleasing, artifact attached to its face or chest.
29-32 Patriotic The Eva has one or more symbols of the country which made it plastered on its body.
33-36 Glowing Eyes The Eva's eyes glow with an unhealthy color when active.
37-40 Spinal Fins The Eva has a series of metal protrusions that jut out from the back.
41-44 Tail The Eva has a short, useless tail of some kind.
45-48 Twitch Sometimes, even when offline, the Eva’s fingers move slightly.
49-52 Bulldog The Eva has wider than normal shoulders, giving it a brutish appearance.
53-56 Rainbow Roll an additional secondary color.
57-60 Horns The Eva has noticeable, bony protrusions on its head.
61-64 Webbed Fingers There is a thin, durable membrane between the fingers of the Eva's hands.
65-68 Rusty The armor of the Eva, while plenty functional, seems old and rusty.
69-72 Vent The Eva has a tendency to vent small gusts of steam or smoke.
73-76 Venus The Eva has wider than normal hips, giving it a feminine appearance.
77-80 Blindsight The Eva has no discernible eyes of any kind.
81-84 Exposed Eyes The Eva's eyes are exposed and lidless, the eyeball plainly visible and bloodshot.
85-88 Segmented Armor The Eva's armor has large gaps in it, exposing the tough flesh beneath.
89-92 Mucus The Evangelion tends to drip an unidentified substance from beneath its armor.
93-96 Luminescent Blood The Eva's blood softly glows the same color as its Secondary Color.
97-00 Gangly The Eva’s limbs are disproportionately long for its frame.

117
Assault Type
A competing project to the Production Type, the Assault Type Evangelion is a landmark in Evangelion Biotechnology. Its
skeletal frame is more durable, and its muscles are both denser and capable of exerting more force with less internal wear and
tear. Visually, the Evangelion has a distinctively stocky build, a side effect of some additional internal organs designed to act
as support for some of the Eva’s critical systems. While originally designed as a prototype for next generation Evangelions,
Nerv went with the more elegant Production Type instead. Even so, the Assault Type Evangelion functions as a frontline
brawler without peer, even if it lacks the speed and versatility of the Production line.

Eva Martial Eva Firearms Strength Toughness Armor Reflexes


70 50 4 6 4 30

Starting Upgrades: Requisition, Wing Loadout (Storage)


Distinguishing Features: Mutation, Cosmetic, Mutation OR History

Name Freq Cost Prerequisites Effect


Biotesting 1 20 xp 300 xp The Eva gains a chosen biological bonus.
Unshackled 1 20 xp 200 xp Gain bonuses based on damage taken.
Iron Grip 1 10 xp --- Gain a bonus on specific Grapple tests.
Natural Weapon 1 10 xp --- The Evangelion gains a feral attack.
Predator 1 10 xp Assault Type, 300 xp Gain +5 Eva Martial.
Redundant Organs 3 10 xp --- Reduce a Hit Effect against you by 1.
Requisition 1 20 xp --- The Evangelion gains +1 Requisition.
Requisition 2 20 xp 200 xp The Evangelion gains +1 Requisition.
Requisition 1 20 xp 600 xp The Evangelion gains +1 Requisition.
Shed Equipment 1 20 xp Unshackled, 400 xp End a Hit Effect early at the cost of armor.
Rip and Tear 1 30 xp 400 xp Spend 1 Luck to improve a melee Critical Hit.
Strong Field 1 30 xp 200 xp The Evangelion gains +1 AT Potential.
Wing Loadout (Assault Mount) 2 20 xp --- Carry non-heavy weapon in a Wing.
Wing Loadout (Battery Mk 1) 1 10 xp --- Use a Wing for +1 round of operation time.
Wing Loadout (Battery Mk 2) 1 20 xp Wing Loadout Use a Wing for +2 rounds of operation time.
(Battery Mk 1)
Wing Loadout (Storage) 1 10 xp --- Carry a small object in a Wing.

118
Production Type
The Production Type Evangelion was designed to be the go-to Evangelion model for years to come. Recognizing that the
Angels often deal more punishment than even the best armor and biology can handle, its defensive strategy was focused less
on taking blows and more on avoiding them in the first place. The Production Type combines impressive speed and offense
into a powerful quick-strike unit, though if it ever suffers the full brunt of an enemy attack it would be in trouble.

Eva Martial Eva Firearms Strength Toughness Armor Reflexes


65 65 3 5 3 40

Starting Upgrades: Wing Loadout (Storage), Requisition [twice]


Distinguishing Features: Cosmetic, Construction

Name Freq Cost Prerequisites Effect


Advanced Equipment 1 20 xp --- Improve your Starting Equipment.
Improved Software 1 20 xp 300 xp The Eva gains a chosen efficiency bonus.
Armor Plating(Specialized) 1 20 xp 400 xp Specialize Armor against a type of Damage.
Excellent Coordination 1 20 xp --- Spend luck to boost Finesse and Sports.
Optimized Evasion 1 20 xp 100 xp Roll a Reflexes test twice and take the best.
Hit and Run 1 40 xp Production Type Get a bonus to attack after you move in a turn.
Redundant Organs 1 20 xp --- Reduce a Hit Effect against you by 1.
Faster 1 10 xp --- Counts as the Boost Reflexes talent, for +5
Reflexes.
Requisition 1 20 xp --- The Evangelion gains +1 Requisition.
Requisition 1 20 xp 200 xp The Evangelion gains +1 Requisition.
Requisition 2 20 xp 500 xp The Evangelion gains +1 Requisition.
Dynamic Balancers 1 40 xp 400 xp Gain multiple uses of Guard from 1 Stamina.
High Mobility 1 30 xp 400 xp Move an additional Sector on a Move action.
Wing Loadout (Assault Mount) 1 20 xp --- Carry non-heavy weapon in a Wing.
Wing Loadout (Battery Mk 1) 1 10 xp --- Use a Wing for +1 round of operation time.
Wing Loadout (Battery Mk 2) 1 10 xp Wing Loadout Use a Wing for +2 rounds of operation time.
(Battery Mk 1)
Wing Loadout (Integrated Weapon) 1 20 xp --- Turn a Wing into a single-shot weapon.
Wing Loadout (Markerlight) 1 10 xp --- Mount a Markerlight in a Wing for aim assist.
Wing Loadout (Storage) 1 10 xp --- Carry a small object in a Wing.

119
Prototype
Project E had an ambitious aim: the creation of a weapon using the very enemy mankind was threatened by as a template.
There were many failures, some worse than others, along the way before the project produced its first demonstrable proof of
concept: a working Evangelion Prototype. The first prototypes were functional, and built to be tough, but lacked many of the
design innovations that would define later generations of Evangelion.

Eva Martial Eva Firearms Strength Toughness Armor Reflexes


60 60 3 8 4 30

Starting Upgrades: Wingless, Requisition, Optimization


Distinguishing Features: Cosmetic, History, Construction OR Mutation
Name Freq Cost Prerequisites Effect
Ablative Absorbers 1 20 xp Special* or 400 xp Ignore damage from the first fall or area attack
in a battle.
Ablative Heavy Shield 1 20 xp 400 xp Use a massive shield as mobile cover.
Armor Enhancement 1 10 xp 300 xp The Evangelion gains +1 Armor.
Armor Plating(Specialized) 1 20 xp Special* or 300 xp Specialize Armor against a type of Damage.
Armor Plating(Reactive) 1 20 xp 300 xp Ignore the first Critical Hit against you in a
battle.
Biotesting 1 20 xp 300 xp The Eva gains a chosen biological bonus.
Construct Wings 1 10 xp Special* or 100 xp Gain the ability to use Wing loadouts.
Eject Limb 1 20 xp --- Remove your own limb for protection.
Escape Plan 1 20 xp --- Always have the option to eject your Plug
Redundant Organs 2 10 xp --- Reduce a Hit Effect against you by 1.
Requisition 1 20 xp 100 xp The Evangelion gains +1 Requisition.
Requisition 1 20 xp 200 xp The Evangelion gains +1 Requisition.
Requisition 1 20 xp 600 xp The Evangelion gains +1 Requisition.
Reinforced Joints 1 20 xp --- Make your limbs more resistant to harm.
Stepping Stone 1 10 xp Special* Gain equipment from another Eva Type.
Wing Loadout (Assault Mount) 1 20 xp Construct Wings Carry non-heavy weapon in a Wing.
Wing Loadout (Battery Mk 1) 2 10 xp Construct Wings Use a Wing for +1 round of operation time.
Wing Loadout (Battery Mk 2) 2 20 xp Wing Loadout Use a Wing for +2 rounds of operation time.
(Battery Mk 1)
Wing Loadout (Markerlight) 1 20 xp Construct Wings Mount a Markerlight in a Wing for aim assist.
Wing Loadout (Integrated Weapon 1 20 xp Construct Wings Carry a Smoke Grenade launcher in a Wing.
(Smoke Launcher))
Wing Loadout (Storage) 2 10 xp Construct Wings Carry a small object in a Wing.
Special* - This Evangelion has been rendered Defeated by an enemy at least one time.

120
Provisional Unit
The core of an Evangelion is notorious expensive to produce, and there is a lot of pressure from above to find a use for even
failed cores. Provisional Units are a costly, but fairly effective, way to make truly deficient cores useful in the field. Such
cores produce below average AT Fields, and cannot support or control a fully grown Evangelion body, but they do function.
The solution, then, was to find a way to make half an Evangelion useful. By grafting an Evangelion Torso to a more artificial
frame and providing a mechanical means of transportation, a Provisional Unit may be deployed and expected to perform
roughly on par with a normal Evangelion.

Eva Martial Eva Firearms Strength Toughness Armor Reflexes


63 63 4 5 4 30

Starting Upgrades: Weak field, Prosthetic Body, Eject Limb, Heavy Chassis, Requisition
Distinguishing Features: Cosmetic, Construction, Experimental OR History
Name Freq Cost Prerequisites Effect
Ablative Shield 1 20 xp Armor Enhancement Ignore the first attack to a specific arm.
Anchors 1 20 xp Prosthetic Body Fire grappling hooks to root yourself to a target
or place.
Armor Enhancement 1 10 xp 300 xp The Evangelion gains +1 Armor.
Armor Plating(Specialized) 1 20 xp 400 xp Specialize Armor against a type of Damage.
Autoloader 1 20 xp Wing Loadout (Integrated Your Integrated Weapons can be used multiple
Weapon) times per session.
Heavy Chassis 1 20 xp Armor Enhancement Specialize in superheavy weapon use.
Improved Software 1 20 xp 500 xp The Eva gains a chosen efficiency bonus.
Faster 1 10 xp --- Counts as the Boost Reflexes talent, for +5
Reflexes.
Redundant Organs 1 20 xp --- Reduce a Hit Effect against you by 1.
Requisition 2 20 xp --- The Evangelion gains +1 Requisition.
Requisition 1 20 xp 200 xp The Evangelion gains +1 Requisition.
Requisition 2 20 xp 600 xp The Evangelion gains +1 Requisition.
Thruster 1 20 xp Prosthetic Body Propel yourself with a powerful rocket.
Wing Loadout (Battery Mk 1) 1 10 xp --- Use a Wing for +1 round of operation time.
Wing Loadout (Battery Mk 2) 1 10 xp Wing Loadout Use a Wing for +2 rounds of operation time.
(Battery Mk 1)
Wing Loadout (Battery Mk 3) 1 10 xp Wing Loadout Use a Wing for +3 rounds of operation time.
(Battery Mk 2)
Wing Loadout (Integrated Weapon) 2 20 xp -- Convert a Wing into a weapons platform.
Wing Loadout (Markerlight) 1 10 xp --- Mount a Markerlight in a Wing for aim assist.
Wing Loadout (Storage) 1 20 xp --- Carry a small object in a Wing.

121
Reactor Unit
Evangelions, with their internal battery, have an inherently limited operation time, and can only be deployed effectively
where Umbilicals can support them. The experimental Reactor Unit was made as a solution to that problem, supplementing
the internal batteries with a large reactor mounted on the body to provide power on the spot. However, said reactor is
dangerously exposed, and creates as many problems as it solves, leading to Nerv ultimately declining to mass produce this
power system for all Evangelions.

Eva Martial Eva Firearms Strength Toughness Armor Reflexes


60 60 3 6 5 30

Starting Upgrades: Reactor, Requisition, Optimization


Distinguishing Features: Cosmetic, Construction, Experimental

Name Freq Cost Prerequisites Effect


Armor Plating(Specialized) 1 20 xp Armor Enhancement Specialize Armor against a type of Damage.
Coolant Vent 1 10 xp Reactor Unit Spend rounds of Power to put out fires.
Fail-safe 1 20 xp Reactor Unit, 200 xp Shut down reactor to avoid an explosion.
Heat Sinks 3 10 xp Reactor Unit Gain additional Rounds of Power.
High Voltage 1 20 xp Power Link, 300 xp Deal extra damage with Energy weapons.
Overcharge 1 20xp Variable Link, Apply High Voltage to Sonic, Graviton and
High Voltage Gauss weapons.
Power Link 1 20 xp Reactor Unit Spend power to provide ammo to Energy
weapons.
Quick Charge 1 20 xp Power Link, 400 xp Spend power to ignore recharge time.
Redundant Organs 2 20 xp --- Reduce a Hit Effect against you by 1.
Requisition 1 20 xp --- The Evangelion gains +1 Requisition.
Requisition 1 20 xp 200 xp The Evangelion gains +1 Requisition.
Requisition 2 20 xp 400 xp The Evangelion gains +1 Requisition.
Self-Destruct 1 20 xp Reactor Unit, 400 xp Sacrifice yourself in a devastating explosion.
Variable Link 1 20 xp Power Link Use Power Link on Sonic and Graviton weapons.
Wing Loadout(Buddy System) 2 20 xp Power Link, 200 xp Store an umbilical cable in your Wing.
Wing Loadout (Integrated Weapon) 1 20 xp -- Convert a Wing into a weapons platform.
Wing Loadout (Storage) 2 20 xp -- Carry a small object in a Wing.

122
Sniper Type
The Sniper Type Evangelion as we know it came to exist due to two simultaneous events. The first was the design of an
experimental ranged weapons enhancement platform, which represented a move by Nerv into specialization of specific
Evangelions into narrower fields in return for increased performance. The second was a growing need to find a use for
below-par Evangelion parts that had begun to accumulate due to normal errors in design, construction, and experimental
growing techniques. By creating an Evangelion unit specifically dedicated to fighting from a distance, it was argued that
lower quality biological materials could afford to be used.

Eva Martial Eva Firearms Strength Toughness Armor Reflexes


50 70 2 4 3 40

Starting Upgrades: Wing Loadout(Gunframe), Requisition [twice]


Distinguishing Features: Cosmetic, Construction, Construction OR Experimental
Name Freq Cost Prerequisites Effect
Autotarget 1 20 xp Wing Loadout(Gunframe), Use the weapon in the Gunframe on the move
Target Lock and on attacks of opportunity.
Double Barreled 1 20 xp Wing Loadout(Gunframe), Reroll a single part of your Gunframe attack.
400 xp
Frame Module 1 40 xp Wing Loadout(Gunframe), Upgrade an aspect of any weapon in your
300 xp Gunframe.
Redundant Organs 1 20 xp --- Reduce a Hit Effect against you by 1.
Requisition 2 20 xp --- The Evangelion gains +1 Requisition.
Requisition 2 20 xp 200 xp The Evangelion gains +1 Requisition.
Requisition 2 20 xp 600 xp The Evangelion gains +1 Requisition.
Shot Correction 1 20 xp Double Barreled, Target Lock, Double Barreled now can apply to the Hit effect
900 xp roll of a Glancing Hit.
Superheavy Support 1 20 xp 600 xp The Gunframe can now carry a Heavy weapon in
a single hand.
Target Lock 1 20 xp Spend Luck to gain a +20 bonus to hit.
Wing Loadout (Battery Mk 1) 1 20 xp --- Use a Wing for +1 round of operation time.
Wing Loadout (Battery Mk 2) 1 20 xp Wing Loadout Use a Wing for +2 rounds of operation time.
(Battery Mk 1)
Wing Loadout (Integrated 1 30 xp --- Turn a Wing into a single-shot weapon.
Weapon)
Wing Loadout (Markerlight) 1 10 xp --- Mount a Markerlight in a Wing for aim assist.
Wing Loadout (Storage) 1 20 xp --- Carry a small object in a Wing.

123
Test Type
The Test Type Evangelion represents the next step after the prototype. With the basics of Evangelion construction and
operation proven, the Test Type introduced more generalized systems, and attempted to increase functionality on all fronts to
create a general-purpose fighting machine.

Eva Martial Eva Firearms Strength Toughness Armor Reflexes


63 63 3 5 4 30

Starting Upgrades: Wing Loadout (Storage), Requisition, Stepping Stone


Distinguishing Features: Cosmetic, History, Mutation or Construction
Name Freq Cost Prerequisites Effect
Armor Plating(Specialized) 1 30 xp --- Specialize Armor against a type of Damage.
Armor Plating(Specialized) 1 30 xp 500 xp Specialize Armor against a type of Damage.
Biotesting 1 20 xp 300 xp The Eva gains a chosen biological bonus.
Redundant Organs 2 20 xp --- Reduce a Hit Effect against you by 1.
Natural Weapon 1 20 xp Biotesting The Evangelion gains a feral attack.
Requisition 1 20 xp 100 xp The Evangelion gains +1 Requisition.
Requisition 1 20 xp 200 xp The Evangelion gains +1 Requisition.
Requisition 1 20 xp 400 xp The Evangelion gains +1 Requisition.
Stepping Stone 1 20 xp 300 xp Gain equipment from another Eva Type.
Stepping Stone 1 20 xp 700 xp Gain equipment from another Eva Type.
Faster 1 10 xp --- Counts as the Boost Reflexes talent, for +5
Reflexes.
Optimization 1 10 xp 200 xp Optimize the Eva for either melee or ranged.
Strong Field 1 30 xp 200 xp The Evangelion gains +1 AT Potential.
Weapon Testing 1 10 xp --- Gain special access to a prototype weapon.
Wing Loadout (Battery Mk 1) 1 20 xp --- Use a Wing for +1 round of operation time.
Wing Loadout (Battery Mk 2) 1 20 xp Wing Loadout Use a Wing for +2 rounds of operation time.
(Battery Mk 1)
Wing Loadout (Integrated Weapon) 1 20 xp -- Convert a Wing into a weapons platform.
Wing Loadout (Markerlight) 1 20 xp --- Mount a Markerlight in a Wing for aim assist.
Wing Loadout (Storage) 1 10 xp --- Carry a small object in a Wing.
* see the talent description for details

124
Upgrades
Ablative Absorbers Advanced Equipment
Effect: The Evangelion is outfitted with a complex but Effect: This Evangelion has been selected to field test
fragile system of shock absorbers, high energy capacitors new, production prototype versions of Evangelion
and ablative structural supports. This system may absorb weapons.
and negate the damage from any one area effect or This Eva gains 2 extra Requisition which they may only
instance of falling damage, no matter how much damage spend on Weapon Upgrades.
that attack would have done. It always absorbs the first
possible attack that overcomes the Eva’s Armor, and
afterward is rendered useless until it can be repaired and Anchors
vital parts replaced. Effect: To supplement the Provisional Unit's mobility and
functionality, a series of small missiles carrying harpoons
attached to high-tensile cable have seen installed in the
Ablative Shield
Evangelion's torso. This Evangelion may now Climb, and
Effect: The Evangelion is granted an advanced armor can stand from Prone unassisted.
plate of ablative armor, grafted to their arm. This shield
In addition, as a 1 Stamina reaction the Evangelion may
may absorb and negate the damage from any one non-area
choose to fire these Anchors at the ground or at an enemy
of effect attack to the arm on which it is attached, no
within the same Engagement. If fired at the ground, the
matter how much damage that attack would have done. It
Evangelion is rooted in place and the next time that an
always absorbs the first possible attack (any attack that
effect would move the Eva against its will, that effect fails
hits that specific arm, is not negated by Guard, and would
but the Anchors are broken in the process, useless for the
deal damage after Armor has been taken into account),
remainder of the fight.
and afterward is rendered useless until it can be repaired
and vital parts replaced. If fired at a specific enemy, Eva Martial must be rolled to
hit. On a success, the Eva is tethered to the target. For as
The ablative shield only protects a single arm, and does
long as the Anchors are intact both the Eva and the target
not take up a hand. However, that hand may not hold a
are Slowed, and the Evangelion remains in the same
Shield (even an Ablative Heavy Shield) due to the bulk.
Engagement as the hit target even to the point of being
dragged along with it if the target moves. The Eva may
Ablative Heavy Shield likewise drag the target around on their own turn, but
remember that both the Eva and the Angel are still
Equipment, Action (1 Stamina)
slowed.
Effect: The Evangelion acquires a massive protective
If the Provisional Unit or the target are caught within an
shield. Large enough for the entire Evangelion to crouch
Area Attack of any kind, the target teleports, or the target
behind, it is far too massive for any Evangelion to Guard
spends a Standard Attack specifically to do so, the
with (and thus does not apply for the purpose of the
Anchors are destroyed and useless for the remainder of
Phalanx branch and its associated talents).
the fight. The pilot may also choose to detach the Anchors
The pilot treats this Ablative Heavy Shield as if it were a safely at no Stamina cost on their turn.
unique piece of equipment available only to them, one
which costs 0 Requisition to deploy with or to retrieve
from a supply cache. It requires one arm to hold like any Armor Enhancement
other weapon, and may be dropped. Effect: Increases this Evangelion's Armor by 1.
For as long as the Ablative Heavy Shield is held, the Eva
is treated as if it had +1 Armor, and is immune to the
Anti-Armor and Armor Piercing properties. However, if
the Eva is subject to an enemy attack that rolls maximum
damage, after that attack resolves the Ablative Heavy
Shield is destroyed and its effects are lost. The shield may
not be replaced until the next battle.

125
Armor Plating (Reactive) Coolant Vent
Effect: The Evangelion’s Armor is layered with an Action (1 Stamina)
explosive polymer, designed to deflect a single deadly Effect: The Evangelion diverts coolant and purges it,
attack. The first Critical Hit to hit this Evangelion in a flushing the outside of its body with inert and super
session rolls no Hit Effect, but still deals damage and cooled gases. This easily puts out fires, but it is never
other effects as normal. clear how much coolant will be needed to do that job. The
Special: Only one Armor Plating Structural Upgrade may Player may choose to spend 1 Stamina, and 1d6 rounds of
be equipped by an Eva at any given time. They may be power, to remove the On Fire or Smolder conditions from
equipped or unequipped during Set Up. itself.

Armor Plating (Specialized) Double Barreled


Effect: Choose a damage type (KN or EN). The Effect: The Gunframe has been modified to fire two shots
Evangelion gains +1 Armor against that Damage Type, simultaneously. Once per round, the Eva may reroll an
and -1 Armor against damage of the non-selected type. attack, damage, or other miscellaneous roll made with
their Gunframe (such as for weapon properties like
Special: Only one Armor Plating Structural Upgrade may
Fragile) and use either result. Hit Effects may not be
be equipped by an Eva at any given time. They may be
rerolled. Despite the description, no extra round of
equipped or unequipped during Set Up.
ammunition is expended through the use of this Upgrade.

Autoloader Dynamic Balancers


Effect: The integrated weapon build into your Eva’s wing Effect: The Evangelion is equipped with a dedicated
comes with an automated reloading mechanism, though balance and control system, making the Eva able to take
due to space and power requirements it doesn’t move very extreme actions without leaving itself over-extended.
fast. Your Integrated Weapon can be used as many times
as you wish, instead of just once, but after firing it may When you spend Stamina to use the Guard reaction for
not be used again until after your next turn. the first time in a round, it protects against both the
current attack and the next attack that would hit you
between now and the start of your next turn.
Autotarget
Effect: The Gunframe has advanced targeting assistance Eject Limb
software, to the point that the pilot can shoot semi Action (1 Stamina)
accurately even with very little attention. When the player
uses the Move or Run Actions, the player may also make Effect: The Evangelion is designed to jettison damaged
a Standard Attack with the Gunframe, but at a flat -20 parts when they impede the Evangelion's functions. The
penalty. This attack roll may not benefit from any player may spend 1 Stamina to choose one arm or leg and
bonuses. immediately treat it as if it had rolled a 10 on a Kinetic
Critical Hit, with the exception that the pilot gains no
In addition, the Gunframe may be used to make attacks of Stress from the resulting effect. While this does deny the
opportunity, when such attacks are prompted. Evangelion future use of that limb until repaired, this
ability can be useful for removing dangerously infected
Biotesting areas, and additionally may be done to automatically
escape from a Grapple. No ability that would negate or
Effect: The Evangelion undergoes a series of reduce the effective Hit Effect caused by Eject Limb may
experimental gene modifications, with beneficial results! be used without causing Eject Limb to fail entirely,
Choose and gain one bonus from the following list: +1 resulting only in the waste of 1 Stamina.
Strength, +2 Toughness, or +5 Reflexes.

Construct Wings
Effect: The Evangelion's restraining armor is
supplemented with shoulder pylons that may be used to
store various equipment. The Eva gains the two wing slots
normally available to Evangelions, which may now be
used for Wing Loadout upgrades.

126
Escape Plan Heavy Chassis
Action (1 Stamina Reaction) Effect: Between the wide base of support provided by the
Effect: This Eva was built to prioritize the safe removal wheels and structural enhancements, this Eva can carry a
of the pilot in the event of a terrible malfunction, a useful pretty heavy loadout. When this upgrade is taken, choose
feature in combat as well. Regardless of Nerv Resources either Graft or Tank. Each may only be taken once.
selected for the fight, the pilot of this Eva may always Graft: The Evangelion modifies its forearm with a
spend 1 Stamina as a Reaction to attempt to eject series of clamps and hard points designed to attach to
themselves (but not the pilot of any other Eva) as if they a similarly prepared weapon. Before deploying, the
were the target of the Eject Plug Nerv Resources option. Evangelion may choose to graft any basic ranged
weapon or two handed melee weapon bolted onto an
Excellent Coordination arm of their choice so that it may not be knocked
away or dropped (even intentionally, this hand is
Effect: The Evangelion's controls are finely tuned, and it replaced by the weapon for the duration of the battle).
responds like a dream. The player may, at any time, spend This leaves the Evangelion's other hand totally free,
1 Luck to gain a +20 bonus to all Finesse or Sports based and ignores the normal penalties for using a two
Skill Tests while in this Evangelion for the rest of the handed weapon in one ‘hand’.
session. These bonuses do not stack with any pre-existing
Tank: The Evangelion is outfitted to carry weapons
bonus to the roll, but do stack with any penalty.
with the Mounted quality more easily. When using a
Weapon with the mounted quality, this Eva still
Fail-safe suffers the penalty to Reflexes but is not treated as
being Slowed as a result of using the Mounted
Effect: The Evangelion is equipped with an emergency weapon.
shutdown sequence to prevent critical explosions. If the
Evangelion is ever defeated by a hit to the body (either
due to normal combat or its own overheating), the High Mobility
Evangelion only explodes on a roll of 6. Effect: On a Move action, this Eva may move up to 2
Sectors instead of just one.
Faster
Effect: As the Boost Reflexes talent, including for the High Voltage
purpose of how many time it can be taken. Effect: The Evangelion may dump extra power into its
weapons to add that extra oomph. By spending 3 Rounds
Frame Module of power, the Evangelion may deal an extra 3 points of
damage with any attack that deals Energy damage,
Effect: The Gunframe has been modified with an extra whether it be melee or ranged.
component. Choose one module from the following list.
From this point forward it applies to any weapon loaded
into the Gunframe. Hit and Run
GF-DM: Increase the damage of the weapon by Effect: The Evangelion may use the Engage action for 0
2. Stamina once per round, but only immediately before or
GF-RE: Increase the range of the weapon by 1. immediately after a Standard Attack.
GF-AS: Double the ammunition capacity of the
weapon. Improved Software
Effect: The Evangelion is used to test a unique new
Heat Sinks operating system, designed to take advantage of the high
performance parts of the Eva. Choose and gain one bonus
Effect: The Evangelion is better equipped to handle the
from the following list: +1 Strength, +1 Round of Power,
heating issues of its internal reactor. Every time this
or +10 Reflexes.
Upgrade is taken, increase the safe operation time of the
unit by 5 rounds. This upgrade may be taken multiple
times, and its effects stack. Iron Grip
Effect: Your Evangelion is designed to be strong enough
to go toe to toe with an Angel. You gain a +10 bonus to
Skill tests to initiate or maintain a Grapple.

127
Natural Weapon Prosthetic Body
Effect: The Evangelion’s biology alters to unlock a Effect: This Evangelion has no organic parts below the
primitive form of melee attack. Often a Bite or Claw, this waist, and instead has a mechanical locomotion system
natural weapon deals 1d6+2+Str Kinetic Damage. Natural such as wheels or treads. While these serve functionally in
weapons may not be lost, dropped or destroyed, and count many ways, they do have the following restrictions:
as an Unarmed Attack whenever it would benefit them. This Evangelion takes a -10 penalty to Reflexes when
deployed in an underwater or similar environment.
Optimization This Evangelion may not Climb or Jump.
Effect: The Evangelion’s tactical software is optimized This Evangelion may not stand up from Prone on its own.
for one field of combat. Gain a +3 bonus to either Eva Instead, another Evangelion must help the Provisional
Martial or Eva Firearms. This choice, once made, cannot Unit upright as a 1 Stamina Action.
be changed. This Evangelion ignores the first instance of Hobbled that
it gains in any session.
Optimized Evasion
Effect: For the first time you test Reflexes in a round, roll Quick Charge
twice and take the best result. Effect: The Evangelion can quickly bring a weapon back
up to full power. After firing a weapon with the
Cooldown or Recharge property, the player may sacrifice
Overcharge 5 rounds of power as a 0 Stamina Reaction to make the
Effect: The Reactor Unit can exploit its Variable Link to weapon ready for safe use on the next round.
apply extra power to new weapons, though such weapons
are usually not designed to handle the extra voltage. The
Reactor Unit may spend 3 Rounds of power to increase Reactor
the damage of any Gauss, Graviton or Sonic weapon by 3, Effect: The Evangelion has, instead of an internal battery,
at the cost of giving the weapon the Fragile quality for a small but powerful reactor built into its body. This
this attack. If the Weapon is already Fragile, the chance reactor provides more than enough power for the
for the weapon to break for this attack is increased from Evangelion, but has less than ideal cooling systems. It
10% to 50%. may provide 20 rounds of continuous power for the
Evangelion before it begins to overheat. Every round of
Power Link activity after that, the Evangelion suffers an Energy
Critical Hit to its body. If the Evangelion is ever defeated
Effect: The Reactor Unit Evangelion has power to spare, by a hit to the body (either due to normal combat or its
and knows it. By establishing a link to any Energy based own overheating), in addition to all other effects roll 1d6.
weapon it is holding, the Reactor Unit can quickly On a 5 or 6, the Reactor is breached and the Evangelion
recharge the internal batteries of a weapon. Any Energy explodes, dealing a Critical Injury to the pilot and dealing
ranged weapon held by this Eva may have its clip restored 2d10+3 EN damage to everything else in the same
to full ammunition as a 0 Stamina Reaction, but this Engagement.
expends rounds of the Eva's power. A Pistol requires 2
Reactor Units lack the ability to plug in an Umbilical
rounds of power, a Basic weapon requires 4 rounds, and a
Cable entirely. Plugging in is not an option, and would
Heavy weapon requires 8 rounds of power to recharge.
not cool the Reactor to give the Eva additional safe
rounds of power even if it was.
Predator
Effect: The Evangelion relishes close combat, correcting Redundant Organs
mistakes of the pilot if they should interfere with its kill. Effect: Your Evangelion is that little bit tougher to kill
The Pilot gains a +5 bonus to their Eva Martial score. than normal. Once per session, you may lower the value
of a Hit Effect rolled against you by 1. This upgrade may
be taken multiple times, each extra instance of it giving
you another use of this ability. These uses may be used to
modify additional hits, or the same hit multiple times.

128
Reinforced Joints Stepping Stone
Effect: This Evangelion has additional armor and braces Effect: Nerv’s development of the Evangelions was
to hold its patchwork body together. These braces also groundbreaking, but also full of trial and error. Not
happen to hold on arms and legs that should by all rights everything that was built ended up being included in the
have fallen apart. When this Eva receives a Hit Effect that final package. Your Evangelion, as a key step in the early
would destroy or remove an arm or a leg, roll a 1d10. On life of the Evangelion project, is compatible with some of
a 9 or 10, ignore the Hit Effect. this unused equipment. Whenever this Upgrade is taken
choose one option from the following list and apply it to
your Eva. No option can be taken more than once.
Rip and Tear
Powered Restraints: Originally developed for a
Effect: The Evangelion is a monster in close combat.
much more musclebound Evangelion, this set of active
Whenever the Evangelion lands a Critical Hit on an
restraints is actually stronger than some Evangelions
enemy while using a Melee Attack, the player may spend
are naturally, acting as a weak form of powered
1 Luck to treat the Critical Hit effect roll as if it had rolled
armor. The Eva may use its Armor value in place of
1 higher (to a maximum of 10). Multiple Luck may not be
its Strength if it is higher, or gains a +1 bonus to
spent to increase this effect.
Strength otherwise.
Semi-Ablative Armor: A first attempt at the Ablative
Requisition armor material that Prototypes carry into battle, this
Effect: Gain 1 extra Requisition, which can be spent to Semi-Ablative Armor can be expended once per battle
equip your Evangelion with weapons on a per-battle to lower a single Hit Effect rolled against the Body
basis. location of your Eva by 2.
Target Finder: An assisted targeting interface
Self-Destruct scrapped from the Sniper Type Evangelion program,
this visor helmet helps track targets. The Eva can take
Effect: The Evangelion is equipped with a last-ditch Aim Actions as Reactions.
option to destroy the Angel, only to be used in the direst
The Claw: The first and most important step to
of emergencies. By intentionally overloading the Eva's
building a Provisional Evangelion was learning to
internal reactor, and then creating a strong power spike
interface purely mechanical limbs into the nervous
with its AT field, the Evangelion can create an explosion
system of the Eva. A discarded robot arm from these
of tremendous power. The explosion deals an automatic
tests is available to you as a Wing Loadout. While
Critical Hit to every Body Location of every valid target
installed, the crude mechanical arm reduces the
(friend and foe alike) within the same Engagement.
Stamina cost of the Assistance, Reload, and Plug In
Obviously this Evangelion is instantly defeated in the
actions by 1 (to a minimum of 1 Stamina). This robot
process, but there is a chance that the pilot will eject in
arm may also simply hold an item for you, functioning
time to escape the explosion radius. Roll 1d10, on a 5 or
the same as an Assault Mount, but may not provide
higher the plug ejects safely and the pilot gets out in time.
the Cost Reduction effect for as long as it is holding
On a 4 or lower the plug fails to make it out in time for
the item or weapon for you.
any number of reasons, and the pilot must Defy Fate for
(Doom + 2) Luck or suffer 2 Critical Injuries. Counterweights: An early version of the dynamic
balancers that would later be built into the Production
Type models, these counterweights play poorly with
Shed Equipment non-evasive forms of active defense. Your Eva gains a
Effect: Once per battle, at the start of your turn, you may +10 bonus to Reflexes, but only so long as you are not
choose to reduce the Armor of your Eva by 1 for the rest using a weapon with the Defensive quality.
of the fight. If you do, choose and negate one Hit Effect Fuel Cell: Harkening back to the early attempts to
that you are currently suffering from that has a duration solve the power problem that plagues Evangelions,
measured in Intervals. This costs no Stamina, and is not this Fuel Cell provides ample power, but quickly
considered an Action (you can do it even if you could overheats and must be discarded. Available as a sort
otherwise take no actions). of backpack to the Eva, this Fuel Cell cannot be used
with Mounted weapons and provides up to 8
additional rounds of power before it overheats.
Shot Correction Whenever the Eva suffers a Hit Effect from an Energy
Effect: Your targeting software is optimized for the based attack, or an Attack would destroy an
multiweapon system in your Gunframe, making even Umbilical, reduce its rounds of power by 1. The Eva
weak attack count for more. You may treat Glancing Hits, cannot Plug In until the Cell is removed, a 1 Stamina
but not Critical Hits, as applicable uses of your Double Simple Action..
Barreled reroll on an attack.

129
Strong Field Unshackled
Effect: This Evangelion's AT Potential pool increases its Effect: Assault Type Evangelions are some of the best
maximum size by 1. Biotechnology that Nerv is capable of, boasting peak
strength and durability in the organic body. In fact, much
Superheavy Support of the time the true abilities of the lifeform within are held
back by extensive limiters because the man-made
Effect: The Gunframe has been modified with a series of equipment and armor on the Evangelion cannot keep up.
counterweights and an ingenious airflow system that not Left to function at its normal ability, the Eva would
only cools internal components but generates significant quickly shred its numerous restraining systems, leaving
downward thrust at key points along the frame, making it Nerv dangerously lacking in control over the Eva.
possible to carry a much heavier weapon.
An Unshackled Eva takes advantage of the Evangelions
The Gunframe may now hold either a Basic Weapon OR
systems being damaged to unleash more of the
a Heavy Weapon, though it may have difficulty equipping
Evangelions natural potential in the heat of battle. As the
weapons that require set up time, such as the Great
Damage Pool of the Evangelion grows, the Eva unlocks
Positron Cannon. See the descriptions for those weapons
new bonuses and abilities. All such effects are
for additional information.
cumulative, and remain for as long as the Damage Pool is
above the threshold of that effect.
Target Lock Damage Pool Unshackled Effect
Effect: The Gunframe has on-board target assistance 0-15 No Effect
software. The player may spend 1 Luck to give
16-30 All melee attacks by this Eva gain
themselves a +20 bonus to all Eva Firearms tests this
Breach(2), or add +2 to their Breach
round that are made against a single opponent.
rating if the attack already possesses the
Breach quality.
Thruster 31-45 Deal extra damage (or Soft Damage, as
Effect: The Evangelion has been equipped with a short- appropriate) equal to the Eva’s Strength
burst, high energy rocket thruster, useful for propelling with all melee attacks.
the Evangelion upwards a short distance. This Evangelion 45-60 The Evangelion gets +1 Strength until
may now Jump, and can stand from Prone unassisted. the end of the battle.
In addition, the Evangelion may spend a round of power 61-75 Melee Standard attacks by this Eva gain
during a Move action to move even if they are Slowed or the Overwhelming quality.
Hobbled. This can be useful for crossing difficult terrain
or even engaging certain low flying targets. 76+ Hit Effects resulting from Melee attacks
by this Eva are rolled at a +2 bonus.

Variable Link
Effect: The hardware interface between the Evangelion
and its weapons is modified to allow connection to a
greater variety of weapons. The Power Link upgrade may
now be used to recharge the ammunition of new weapons
that do not require physical ammunition, in addition to the
Energy weapons to which is already applies. These
weapons are all ranged Sonic Technology weapons, and
Graviton Technology weapons with the exception of the
following: The GAC Gun, the Repulsion Bomb and the
Implosion Bomb. These require physical ammunition, and
as such are not viable for use with this Upgrade.

Weak Field
Effect: The Evangelion begins play with a defective AT
Field. The Eva's AT Potential Pool decreases its size by 1.

130
Weapons Testing Wing Loadout (Battery Mk 3)
Effect: Development of new anti-Angel technologies is a Effect: Choose one Battery Mk 2 already purchased and
priority for Nerv even during this stage of the conflict. At upgrade it to a Mk 3. The Evangelion may now operate
the time that this Upgrade is taken, the player must for 3 rounds longer than normal when disconnected from
choose a single weapon that belongs to a Technology that a power source.
is not yet available to the pilots and costs 2 or fewer Each Wing may only have one Loadout at a time.
Requisition. That player, and that player alone, may
deploy with that weapon if they pay for it as normal. If
this Technology ever becomes available in the campaign, Wing Loadout (Buddy System)
the player treats their chosen weapon as a Starting Effect: The Evangelion carrier a short umbilical cable on
Weapon if it is not already and applies one upgrade of a spool inside one of its wing docks, hooked directly into
their choice to it for free if it is. its reactor output. The Reactor Unit may, as a 1 Stamina
Action, plug in another Eva within the same Engagement.
Similarly, another Eva may use the Plug In action to plug
Wingless themselves in, but only if the Reactor Unit allows them to.
Effect: The Evangelion begins play with no wings, and Once plugged in, the other Eva draws upon the Reactor
thus no wing slots, of any kind. Nothing may be equipped Unit for power. They immediately recharge to their
or stored there. The player still begins play with any maximum rounds of operation time, with the Reactor Unit
starting weapons they may be assigned based on deducting that many rounds from its own supply. For as
Campaign Technologies, but must carry them into battle long as the other Eva remains plugged into the Reactor
by hand if they intend to use them. Unit, the Reactor Unit uses up an additional round of
power each round to support it.
Wing Loadout(Assault Mount) The umbilical stored in this wing dock is only 1 Sector
long. If the Evas are ever further away from each other
Effect: The Evangelion has a transformed one wing into than adjacent sectors, the umbilical automatically ejects
specialized mount designed to carry a single basic sized and rewinds back into the wing dock. This umbilical is
ranged weapon, or one handed melee weapon without subject to the same threats that would destroy any other
using its hands. The carried weapon is only stored in this Umbilical Cable, and if destroyed the wing dock is
mount, and must be drawn as normal to be used. depleted until repaired.
Each Wing may only have one Loadout at a time.
Each Wing may only have one Loadout at a time.

Wing Loadout (Battery Mk 1)


Wing Loadout (Gunframe)
Effect: Choose one Wing of the Evangelion (left or right).
An additional battery that allows the Evangelion to Effect: Choose one Wing of the Evangelion (left or right).
operate longer when separated from its umbilical has been It is permanently replaced with a hard point for one end of
installed. The Evangelion may operate for 1 additional a supporting robot arm. This arm connects to and supports
round when disconnected from a power source. a heavy stock integrated into a single Basic ranged
weapon of the pilot’s choice. This Basic weapon may be
Each Wing may only have one Loadout at a time. wielded in one hand with no penalty, and may not be
stolen, dropped or knocked away. However, as it is
Wing Loadout (Battery Mk 2) connected to the Eva’s shoulder, it cannot be dropped or
Effect: Choose one Battery Mk 1 already purchased and let go of (even intentionally) though it may be destroyed
upgrade it to a Mk 2. The Evangelion may now operate like any other weapon.
for 2 rounds longer than normal when disconnected from The weapon held by the Gunframe may be changed out in
a power source. between missions.
Each Wing may only have one Loadout at a time.

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Wing Loadout (Integrated Weapon) Wing Loadout (Storage)
Effect: The Evangelion configures one wing to hold a Effect: Choose one Wing of the Evangelion (left or right).
small offensive weapon of some kind. This weapon Nerv installs a special container in that wing which can
requires no hands to use, but still requires Stamina to hold a spare load of ammo for any ranged weapon, or a
activate (as listed in their description). When this upgrade single weapon with the Small property. What the Storage
is paid for, you receive a single Integrated Weapon from container holds is chosen at the start of the battle, when
the following list. Once selected, what Integrated Weapon Requisition is initially spent for the fight, but anything
you have purchased cannot be changed. held within the Storage container when the Eva is
Howitzer: A short barreled cannon designed for deployed costs no resources or Requisition beyond this
softening up targets from a distance. Once per battle, Wing Loadout upgrade.
Test Eva Firearms against a single Engagement no Each Wing may only have one Loadout at a time.
further than 3 Sectors away from you as a 2 stamina
action. On a success, deal 2d6 KN damage to
everything within that Engagement.
Electrolaser: A crude energy weapon is built into the
wing, designed for shearing off protective layers of
the enemy’s surface. Once per battle, test Eva
Firearms against a specific body location of a single
enemy within 2 Sectors distance as a 1 Stamina action.
On a success, deal 1d10 soft damage. If the Soft
Damage dealt by this attack is 10 or more, the struck
body location also suffers from the Smolder Condition
for 1d6 Intervals.
Shredder Missiles: A row of small missile launchers
has been installed. The missiles may be fired at any
target within 1 Sectors distance by testing Eva
Martial, and deal a total of 1d10+4 KN damage on a
hit. If the barrage strikes a target with 0 Armor, it
deals an extra 4 damage. This weapon may only be
used once per battle, and is fired as a 2 Stamina
Action or Reaction.
Smoke Launcher: The Evangelion may, once per
session, fire a volley of smoke canisters that flood the
area with an acrid, dense smog. Pick one Sector within
Range 2. Anything within that Sector is considered
Blind for 1d6 Intervals, though they gain a +30 to
Sneak and ranged attacks against them are at a -20
penalty. These affects persist only as long as the
affected remain inside of that area, vanishing
immediately should they leave the affected Sector.
Line of sight does not pass through this smog either.
Each Wing may only have one Loadout at a time.

Wing Loadout (Markerlight)


Effect: As the weapon upgrade, which may be used as a 1
Stamina action.
Each Wing may only have one Loadout at a time.

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Chapter 7: AT Powers
Synch Ratio Effects
Synch Ratio of 0- 11 The Evangelion cannot operate, and is considered Defeated.
Synch Ratio of 12-22 The Evangelion is Staggered every round, and has no AT Field.
ATS 0, 0 AT Potential. Strain Threshold is equal to Physique Bonus +4.
Synch Ratio of 23-33 ATS 1, 2 AT Potential. Strain Threshold is equal to Physique Bonus +2.
Synch Ratio of 34-44 ATS 1, 3 AT Potential. Strain Threshold is equal to Physique Bonus +1.
Synch Ratio of 45-55 ATS 2, 4 AT Potential. Strain Threshold is equal to Physique Bonus.
Synch Ratio of 56-66 ATS 2, 5 AT Potential. Strain Threshold is equal to Physique Bonus.
Synch Ratio of 67-77 ATS 3, 6 AT Potential. Strain Threshold is equal to Physique Bonus -1.
Synch Ratio of 78-88 ATS 3, 7 AT Potential. Strain Threshold is equal to Physique Bonus -2.
Synch Ratio of 89-99 Complex AT Powers only lower your Potential by 1.
ATS 3, 8 AT Potential. Strain Threshold is equal to Physique Bonus -3.
Synch Ratio of 100-120 Complex AT Powers only lower your Potential by 1. The pilot has the Oversynch(1d6) and
Sympathetic conditions.
ATS 4, 8 AT Potential. Strain Threshold is equal to Physique Bonus -4.
Synch Ratio of 121-150 Upon reaching this level of SR, you immediately gain 1 Luck (applicable once per session).
Complex AT Powers only lower your Potential by 1. The pilot has the Oversynch(2d6) and
Sympathetic conditions.
ATS 6, 10 AT Potential. Strain Threshold is equal to Physique Bonus -5.
Synch Ratio of 151-200 Upon reaching this level of SR, you immediately gain 2 Luck (applicable once per session).
Complex AT Powers no longer lower your Potential. The pilot has the Oversynch(3d6) and
Sympathetic conditions.
ATS 10, 15 AT Potential. Strain Threshold is equal to Physique Bonus -6.

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The Mechanics

The Synch Ratio personal score represents the strength of the connection between the pilot and their Evangelion. In addition
to the effects of the Synch Ratio chart, it is used for determining the Absolute Territory field Strength (ATS) of an
Evangelion, as evidence by the Synch Ratio Effects chart.
Because pilots are merely using the A.T. Field of their Evangelions, for obvious reasons Pilot characters are treated as having
an ATS of 0 outside of the entry plug of their Evangelions, regardless of their Synch Ratios. In short: if not inside an
Evangelion, no player can use A.T. Field based powers or abilities in any way.

In addition to your ATS, your current SR also determines your maximum amount of AT Potential (often shortened to ATP or
just Potential). Potential is a resource that can be used to fuel special AT based defenses, as well as increase the effectiveness
of certain powers. Evangelions store Potential in a pool, which has a maximum size based on your Synch Ratio (see table).
Evangelions begin each battle with their pool of ATP already full. As AT Potential is spent, their pool drains down to zero.
At the start of each turn, that player gains 2 more Potential, but cannot gain ATP if it would give them more Potential than
their pool can hold. Such extra ATP is wasted.
Fluctuations in SR can result in changes to the maximum size of your AT Potential pool. An increase in pool size must still
be filled at the normal refresh rate, but should your ATP pool size decrease, any Potential that no longer has room in the pool
is wasted, and has no chance to be used.

There are two primary ways that AT Potential can be spent: Spread Patterns and AT Powers.

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Spread Patterns

Spread Patterns are effects that are inherent to the Eva’s AT Field, skills that once learned are always available at a whim.
Using a Spread Pattern always costs AT Potential, but never takes an action. Spread Patterns can even be used when it is not
your own turn. In fact, most of them, being defensive in nature, require it. While the descriptions of Spread Patterns often
describe the effect of spending only one ATP, each one of them allows you to spend multiple ATP at the same time to
increase the effect.
Multiple Spread Patterns can even be activated at the same time, so long as you have the ATP to pay for their effects
individually. However doing so will quickly drain your available Potential. Similarly, the only limit to the amount of ATP
you can spend on a Spread Pattern at a given time is your currently available Potential.

Name Effect
Accelerated Territory Increase your Reflexes or speed.
Basic Field The standard AT Field spread pattern. Turn attack into Soft Damage.
Bunker Field Reduce Hit Effects from Area attacks by 1 per ATP spent, minimum of 0.
Layered Field Increase your Toughness by 2 per ATP spent.
Probability Field Reduce Degrees of Success on enemy attacks against you by 1 per ATP spent.
Stealth Field Hide from the enemy with increased ease at the cost of ATP.
Deflection Field Reduce Soft Damage taken.

Accelerated Territory
Effect: The field of the Evangelion manages, through a combination of minor time dilation and a reduction of friction inside
a bubble around itself, to move at previously unheard of speeds. This may be activated on your turn to increase your mobility,
or in response to an attack to boost your chances of Reflexes. For each ATP spent, you increase the Reflexes score of your
Evangelion by 5 until the start of your next turn (spent before the Reflexes roll is made).
In addition, the player may spend 5 ATP at once to move his Evangelion 1 additional Sector on a Run action. This use of the
Spread Pattern does not boost Reflexes.

Basic Field
Effect: The most simple of the AT defenses, and one capable of shrugging off even a powerful attack, if not frequently. After
damage for an attack has been rolled against you, but before Armor has been applied, you may spend 1 of your AT Potential
to turn 3 of that damage into Soft Damage. If you spend enough ATP to render the entire attack as Soft Damage, no Hit
Effect results. If you are unable to render the entire attack into Soft Damage, the attack resolves as normal but your ATP are
not spent.
If an Area attack or other threat to your Umbilical is successfully transformed into Soft Damage, the Umbilical is not
destroyed.

Bunker Field
Effect: The Eva spreads its A.T. Field as a bubble of ablative layers specifically designed to efficiently absorb damage from
all sides at once, though it is hardly impervious.
For all attacks with the Area, Line, Repulsion or Implosion qualities that hit the Eva, that Eva may reduce the resulting Hit
Effect roll of the attack by 1 for each ATP they spend. This ATP is spent after the Hit Effect has been rolled, but before it is
applied.
If even one Potential is spent on Bunker Field in response to an Area attack, that attack does not destroy your Umbilical.

135
Deflection Field
Effect: The AT Field absorbs energy to reduce the strain caused by any number of indirect attacks that would weaken its
structural integrity. For each ATP spent after Soft Damage is taken but before it is added to the Damage Pool, reduce the
amount of Soft Damage taken from a single source by 2. This can be used in conjunction with Basic Field, but only after
Basic Field has been paid for and resolved.

Layered Field
Effect: The Eva lends its AT Field to boost the strength and durability of its physical being, making flesh and steel harder to
harm. While effective, against the power of the Angels this often only mitigates the damage. For each ATP spent after Armor
has been applied but before it has been determined whether an attack is a Critical or Glancing Hit, treat the Eva as having a
Toughness of 2 higher than normal for this attack.

Probability Field
Effect: A simple application of the AT Field, the Eva can push random chance to be more in their favor. While there are
limits to what this can accomplish, in the right circumstances a little extra luck can go a long away. For each ATP spent, the
Eva can reduce the number of Degrees of Success on an enemy Eva Firearms or Eva Martial test against them by 1, though
they are unable to turn a successful roll into a failed one. This ATP is spent immediately after the roll in question, before any
effects of that roll take place.

Stealth Field
Effect: The Eva bends space around it to an optical bubble. Electromagnetic radiation tends to skim the surface of the bubble
rather than pass through it, making the Evangelion hard to see and trapping much of the energy its AT Field produces inside
of the bubble.
A powerful pattern, for each ATP spent on this spread pattern you gain a +10 bonus to Sneak until the start of your next turn,
to a maximum of +30. In addition, while under the effects of this pattern all Angels treat their Angelic Senses range to be 1
Range shorter in regards to detecting you and you alone.

136
AT Powers
AT Powers are abilities that use the AT Field which the player can activate during their turn. Activating an AT Power require
some kind of action, as well as a minimum amount of ATS as a prerequisite, but does not by default cost AT Potential.
Potential may, however, be spent as an additional cost on many power to increase their effectiveness.
Multiple AT Field powers may be activated in the same round, so long as actions allow, but no power may be activated twice
in the same round. Similarly, no power may be activated while it is already in effect for that Eva. Offensive and Enhancement
AT Powers count as Attack Actions whenever relevant, even if they require no roll to hit.

Classes of Power
Not all AT Powers are equal in nature. Some powers are easy to use, while others are powerful tricks that can only be
brought to bear occasionally. Stronger AT Powers can only be used by taxing the Evangelion to its very limits.
There are two Classes of AT Power. They are mutually exclusive, and no AT Power will belong to more than one. The
available classes are:
Simple: A Simple AT Power is the most basic of manipulations of the AT Field. Easy to use frequently, these AT Powers
often do not betray any visual sign that something incredible is happening, though advanced detection equipment can still
confirm the activity. While not flashy, the tactical and mechanical impact of these powers is undeniable, and these powers are
the mainstay of AT options available to most pilots.
Complex: Difficult to learn and harder to master, Complex AT Powers provide potent options, but ones that are not easily
fielded. Each time that a Complex AT Power would be used, the pilot gains a -2 penalty to their AT Potential pool size for
the rest of the battle (counted after the listed value on the SR chart should the Synch Ratio of the pilot change). If they cannot
pay this cost (having a pool size of 1 or fewer) the power fails and the Stamina to activate it is wasted. This cost must only be
paid when the power is first Activated, Maintaining a power never imposes additional penalty, though activate the same
power again later in the same session would.

Reading A.T. Field Powers


Each A.T. Field Power is presented in the following format:
The Name of the Power
Class: This displays what class this power is: Simple or Complex
ATS Minimum: This is the minimum level of AT Field Strength required for the power to be used. No AT Potential need be
spent to activate a power, only this ATS minimum must be met.
Activation: How much Stamina it takes to activate a power. Some powers also have a ‘Maintain’, which is the Stamina
required to keep a power active after the first round. If the Maintain is followed by ‘free’, it requires no Stamina to Maintain.
If a power has no Maintain time listed, it must be reactivated anew every round. Note that even if the Maintain is Free, every
round you must still devote any Potential you have invested for Augmentation. No matter the action(s) required, only one AT
Power may be maintained by a user at a time.
Effect: What the power does.
Special: A note of special situations in which the power behaves differently.
Augmentation: A note of how the effects of the power might be increased by investing AT Potential in it. Regardless of how
much ATP you have, you may not spend more Potential to augment a power than you have ATS. So an ATS 2 Eva may
spend, at most, 2 Potential to augment any given power.

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Name Class ATS Min. Effect
A.T. Flare Simple 1 Draw an Angel towards you.
A.T. Ping Simple 1 Know the location of all active AT Fields in range.
A.T. Ram Simple 2 Charge with a two handed weapon to strike through Armor.
Barrier Simple 1 Create a solid wall to block attacks.
Burnout* Complex 2 Explode your AT Field as a bomb.
Combustion* Simple 1 Attempt to set an enemy on fire.
Containment Complex 3 Wrap an enemy in your AT Field to restrict their actions.
Conversion* Complex 3 Turn a held weapon into a grenade.
Decohesion* Complex 3 Lower the toughness of an enemy body location.
Disrupting Shot* Simple 1 Increase the Breach of a ranged attack.
Disrupting Strike* Simple 1 Increase the Breach of a melee attack.
Electric Halo* Complex 2 Shock the next person to enter or leave your Engagement.
Flicker Complex 3 Your Evangelion blinks out of existence for a short time.
Float Complex 2 Fly a short distance.
Fortify Simple 2 Hunker down and reduce incoming damage.
Funnel* Complex 2 Focus your ranged attack.
Hold Complex 2 Slow an enemy.
Inertia Simple 1 Push or pull an object from afar.
Invert Field Complex 2 Absorb attacks to spare your allies.
Mind Shield Complex 2 Protect yourself from a specific Contact or Subversion Trait.
Neutralize Simple 1 Prevent a target from gaining more AT Potential.
Pseudoweapon Simple 3 Form a crude melee weapon out of your AT Field.
Probability Surge Complex 3 Alter the Degrees of Success for a single test.
Reality Complex 3 Neutralize a single AT trait belonging to an Angel.
Reinforcement
Remote Complex 2 Pick up and manipulate an object at a distance as if you were
Manipulation using one hand.
Repulsion* Complex 3 Expand your Field as a concussive wave.
Slam* Complex 2 A strong thrust of force.
Weapon Flux* Simple 2 Change the damage type of a melee attack.
Wrap Beam* Complex 2 Bend the path of a ranged energy attack.
*Offensive AT Powers

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Offensive Powers
AT Blast Decohesion
Complex Complex
ATS Minimum: 3 ATS Minimum: 3
Activation: 2 Stamina Activation: 2 Stamina, Maintain 1
Range: 2 Range: 2
Effect: Using a twisted energetic reaction normally only Effect: You direct your AT Field to interfere with the
possible in a vacuum tube, air is ionized and accelerated manipulations of physics that an Angel uses to hold itself
into a crude but effective charged particle weapon. together in our mundane world. Choose either the Armor
Test Eva Firearms as if firing a ranged weapon. On a or the Strength of the Angel, and lower that value by 2 for
successful hit, the blast deals 1d10+ATS Energy or a number of Intervals equal to your ATS+1. This Power
Kinetic damage (pick one). may only be used on Angels.
Augmentation: For every AT Potential spent on this Augmentation: For every ATP spent on this power, it
power, increase the damage by 1. lowers either the Armor or Strength of the Angel by an
additional 2.

AT Ram
Simple Combustion
ATS Minimum: 2 Simple
Activation: 3 Stamina ATS Minimum: 1
Range: 1 Activation: 2 Stamina
Effect: The Evangelion focuses its field into a wedge that
it drives forward to clear the way for a powerful attack. Range: 0
The Evangelion, as a part of this power, moves into an Effect: Using your AT Field, you generate an immense
Engagement with one enemy within range, followed by a amount of heat at a single location within range. For
Melee attack with a 2 handed weapon. This attack gains every point of ATS you have, roll 1d6. If the total of all of
the Anti-Armor trait. This cannot be used against an these d6 is greater than the current Potential of your
enemy you are already Engaged with. target, you deal half the total as Soft Damage. Otherwise,
Augmentation: By spending 3 AT Potential on this deal your ATS as Soft Damage instead.
power, replace the Anti-Armor trait with Armor Piercing. If 2 or more of the d6 come up as a 6, the enemy is set On
Fire.
Burnout
Complex Conversion
ATS Minimum: 2 Complex
Activation: 3 Stamina Minimum ATS: 3
Range: 0 Activation: 2 Stamina
Effect: You overcharge your AT Field and unleash Range: 2
everything you have in a single, unfocused release of Effect: The Evangelion takes a single weapon in its
energy. You deal damage equal to (your ATS * your possession and excites the matter into a highly explosive
current AT Potential) to everything within the same state, effectively turning the weapon into a grenade.
engagement as you. Afterwards, your AT Field collapses The chosen weapon beings to glow and flies from your
and takes some time to heal itself. Your AT Potential pool hand towards the enemy, requiring a Throw test to hit the
immediately falls to 0, and you do not gain any new AT target. On a success, it impacts the enemy and violently
Potential on your next turn. explodes, dealing an amount of Energy damage equal to
This power deals Heavy Collateral damage. the listed damage of the weapon (using ATS in place of
Strength when called for) to the target and everything
engaged with the target.
This, for obvious reasons, destroys the weapon used and
even ignores effects that might normally save a weapon
from being destroyed. No Requisition is refunded for a
weapon destroyed in this fashion.
Augmentation: For every ATP spent on this AT Power,
increase the damage dealt by 1.

139
Electric Halo Disrupting Shot
Complex Simple
Minimum ATS: 2 ATS Minimum: 1
Activation: 2 Stamina. Maintain 1 Activation: 2 Stamina.
Range: Personal. Range: Personal
Effect: The Evangelion generates a ring of crackling
Effect: You project the power of your AT Field in a path
energy around itself, ready to discharge at anything that
ahead of a ranged attack. Immediately make a ranged
passes through it. If another Escale unit would either enter
Standard Attack of your choice. This attack gains the
or leave your Sector, Electric Halo automatically deals
Breach(1) quality if it did not already have it, or increases
1d6 EN damage to that unit. This does not end the power.
the rating of any Breach it does have by +1.
For every round that Electric Halo is maintained, increase
the number of d6 dealt by Electric Halo by 1. Electric Augmentation: For every AT Potential spent on this
Halo cannot deal more d6 worth of damage than your power, increase the Breach bonus by +1.
ATS +1.
Disrupting Strike
Repulsion Simple
Complex ATS Minimum: 1
ATS Minimum: 3 Activation: 2 Stamina.
Range: Personal
Activation: 3 Stamina
Effect: You wrap your AT Field around your weapon, in
Range: Engagement preparation for a melee attack. Immediately make a melee
Effect: The pilot solidifies the event horizon of the Eva’s Standard Attack of your choice. This attack gains the
A.T. Field and releases it as an expanding sphere of force Breach(1) quality if it did not already have it, or increases
that pushes back everything within its range. the rating of any Breach it does have by +1.
All E-scale targets within the same engagement as you Augmentation: For every AT Potential spent on this
take 1d10+ATS KN damage to the Body and must test power, increase the Breach bonus by +1.
Physique. On a Failure, they are removed from the
Engagement.
Funnel
This power deals Moderate Collateral damage.
Complex
ATS Minimum: 2
Slam Activation: 0 Stamina
Complex Range: Personal.
Prerequisites: Inertia Effect: Using the Eva’s AT field, you create a path of
ATS Minimum: 2 least resistance through the air in front of your gun,
Activation: 2 Stamina guiding your shot to perform what should be an
Range: 1 impossible attack.
Effect: Through a combination of gravity manipulation After activating this power, for a number of Intervals
and simple force projection, you blast an enemy in front equal to 1d10 + your ATS any ranged weapon you have
of you with a concussive wave. Your target takes automatically gains the Proven quality with a rating equal
1d6+ATS damage. In addition, the Force of this attack is to your ATS. In addition, the Range of the attack is
equal to 1d6 per ATS of the user. Add together the increased by 1 and should you succeed on your Eva
Strength and current AT Potential of anyone hit by this firearms test you are treated as having one more Degree
power. If it is lower than the Force of the power, they are of Success than you should.
moved 1 Sector away from the user of the power. Augmentation: For every AT Potential spent on this
Special: Against enemies with the Swarm trait this Power power, increase the duration of the effect by 1 Interval.
may deal damage and critical hits as normal, but cannot
move the enemy.
Augmentation: For every ATP spent on this power you
may choose to increase its Force by 1d6.

140
Wrap Beam
Complex
ATS Minimum: 4
Activation: 2 Stamina Reaction
Range: 0
Effect: A complicated power that bends the path of
energy, by using a nearby AT as a focal point (either their
own or that of an enemy) the Eva can change the direction
of a beam in midair.
When a ranged attack that deals Energy damage is made
with either the attacker or the target within your Sector,
you may choose to activate this power as a 2 Stamina
Reaction.
When you activate this power, you must choose an
Evangelion-Scale target within range of the enemy attack.
This new target may not be the Angel that initially made
the attack, but may otherwise be an enemy or an ally. Test
Synch Ratio, on a success the attack is redirected to hit
this new target instead.
Attacks that have the Scattershot, Line, or variants of the
Area quality are immune to this AT Power.

141
Utility Powers

A.T. Flare Barrier


Simple Simple
ATS Minimum: 2 ATS Minimum: 1
Activation: 2 Stamina Activation: 3 Stamina, Maintain 2
Range: 2 Range: Personal
Effect: The Eva spikes its A.T. Field and spreads it thin, Effect: The Evangelion creates a solid plane of force in
making it less dense and more easily penetrated. front of them, creating a powerful defense for a single
However, it makes the A.T. Field very bright and round. While in place, this barrier blocks all attacks
noticeable to Angels, who are beings defined by their coming from a specific direction, usually directly in front
A.T. Fields. of the Evangelion. Any attack originating from that
The player choses one Angel within Tactical range, and direction which deals less damage than (ATS * 4) is
tests Distract as a Simple Opposed test that is Opposed by ignored entirely. Any attack that deals more damage than
the Logic skill of the Angel. If successful, the Angel will that brings the Barrier down, but that attack itself does not
consider the activator of this power a priority threat and harm the Evangelion, though it does leave the Eva open to
target them specifically the next chance it gets. future attacks. If the barrier has been brought down by
force, a new Barrier may not be raised by this unit for 3
If the Angel in question is currently engaged in combat
rounds.
with an enemy that has a spread A.T. Field, or that is
currently neutralizing the Angel’s A.T. Field, the Distract Augmentation: For every AT Potential spent on this
test is at a -20 penalty. power, treat the ATS of the user as 1 more than normal.
This Power may only be used on Angels.
Special: If there is an Evangelion in play with an A.T. Containment
Field with an unmodified ATS higher than the unmodified Complex
ATS of the activator of this power, the Distract test has a -
ATS Minimum: 3
10 penalty.
Activation: 2 Stamina, Maintain Free
Range: 0
A.T. Ping
Effect: The Eva expands its A.T. Field to encompass an
Simple enemy, and then contracts it to pull them in. One enemy
ATS Minimum: 1 of the pilot’s choice within range cannot move in any
Activation: 1 Stamina direction other than directly toward the Eva so long as the
Eva’s current AT Potential is higher than the ATS of that
Range: ATS
enemy. If the Potential of the user is ever lower than the
Effect: The pilot commands the Eva to very briefly vastly ATS of the trapped enemy, the power immediately ends.
expand its A.T. Field in a weakened state to feel the
In addition, any ranged or area attack that the enemy aims
resistance of other A.T. Fields. This allows the pilot to
at someone else must breach the containing Eva’s A.T.
detect any active A.T. Field within range. They know the
Field before it may attempt to hit any other targets. This
presence and location of the Active A.T. Field, even if the
inflicts a -20 penalty on tests made to attack other targets,
being generating it is somehow hidden from sight.
but also allows the user to activate any Spread Pattern
The range of this power is equal to the ATS of the user. they possess and apply it to the enemies attack as if it was
Augmentation: For every AT Potential spent on this aimed at themselves. Likewise, the pilot may stop others
power, treat the ATS of the user as 1 more than normal. from hurting the enemy if they choose.
This does not prevent the trapped enemy from attacking
the containing Evangelion in any way.

142
Reality Reinforcement Fortify
Complex Simple
ATS Minimum: 3 ATS Minimum: 2
Activation: 2 Stamina, Maintain 2 Activation: 1 Stamina
Range: 0 Range: Personal
Effect: Select one AT Trait that the Angel possesses. The Effect: Create a weak, invisible bubble around the
Angel is treated as if it did not possess that AT Trait. If Evangelion to ward off all attacks. Until the start of your
the Angel moves out of range of this power, its effect next turn, the Eva gains +2 Armor.
ends immediately. Note that this power does not affect
Absolute Defenses, which have their own methods of
being resolved, or AT Modifiers. Only Traits. Hold
Complex
ATS Minimum: 2
Activation: 2 Stamina. Maintain 1
Flicker
Range: 1
Complex
Effect: The Evangelion throws up a ‘net’ of weak and
ATS Minimum: 3
rapidly decaying AT Field barriers around the target. For
Activation: 1 Stamina Reaction something as powerful as an Angel, any one of them is
Range: Personal only a momentary inconvenience. Together, they form an
Effect: The Evangelion skips forward in time a few aggravating impediment. The target is Slowed, and takes
crucial seconds. Once activated the Evangelion vanishes, a -10 penalty to Reflexes.
removed from play entirely until it re-appears at the start Augmentation: For every extra AT Potential spent on
of their next turn. The Evangelion and its pilot may not be this power, you may increase Reflexes penalty by 5. By
targeted by any affect or interacted with in any way until spending 3 ATP, you can increase the Range of this
their return. If an Enemy that they were Engaged with power to 2.
moves while they are removed from the battle, the Eva
will appear in the Sector in which they vanished.
Upon returning to the battlefield, the pilot must test Inertia
Composure or be Surprised for 1d6 Intervals as they are Simple
rattled by the trip. ATS Minimum: 1
This power may be activated at either the start or the end Activation: 1 Stamina
of an Interval, but not in response to an attack.
Range: 0
Effect: Designate one object within range. The pilot may
Float alter its inertia to send it rapidly flying in one direction
Complex until it hits something or leaves the power’s range.
ATS Minimum: 1 When lifting and moving objects in this fashion, moving
anything even half the Eva’s size is difficult but the
Activation: 2 Stamina
tossing of smaller objects is easy. Any object brought
Range: Personal directly toward the Eva may be caught effortlessly.
Effect: The pilot uses the Eva’s A.T. Field to lift it into This power is only for gross pushing and pulling of
the air. This power can be used to leap into the air and objects, fine manipulation requires the Remote
land safely, moving 2 Sectors. Manipulation AT Power. If the item moved is fragile, it
This power still provokes any relevant Attacks of might break in mid-air from the force involved.
Opportunity. Movement by this power ignores any terrain If used to throw an object at an enemy, it lacks the force
based hazards that might exist in intervening spaces, as required to do significant damage.
well as ignores penalties to movement based on Hit
Effects.
By testing Balance, an Eva that started this action Prone
may land on their feet (unless their Legs body location
has already been destroyed).

143
Invert Field Pseudoweapon
Complex Simple
ATS Minimum: 2 ATS Minimum: 3
Activation: 1 Stamina Reaction Activation: 1 Stamina, Maintain Free
Range: Personal Range: Personal
Effect: The Evangelion turns its AT Field inside out. Effect: The Evangelion shapes its AT Field into a rough
Rather than keeping things out, it traps them inside. This approximation of a simple melee weapon. For as long as
power may be activated as a Reaction so long as you have the Power is maintained, the Eva is treated as if a hand of
the Stamina to pay for it. its choice is wielding a single, unmodified General
Once activated, the next attack that hits you hits ONLY Technology Melee Weapon of the users choice. This
you. Any matter of attack that targets an Engagement that weapon treats the Strength of the Eva as being its ATS
you are a part of affects only you as you suck all of that instead of its actual strength. If the weapon leaves the
energy in your direction, sparing all others that would be hand of the Evangelion for any reason, it vanishes
caught in its way. However, such attacks hit you twice as immediately. They otherwise function as a normal
hard (dealing the same damage or effect to you twice in example of that weapon.
rapid succession). Pseudoweapon cannot mimic ranged weapons, weapons
of technologies other than General, or apply a weapon to
Similarly, an enemy with multiple attacks that hits you
a hand that has already been destroyed. Changing the
may not use that same attack against anyone else this turn,
Pseudoweapon to another form requires a re-activation of
even if they have more uses of that attack available to
the power.
them.
Special: For as long as Pseudoweapon is maintained, the
Special: While this power is in use, your AT Field offers Eva does not regain AT Potential.
no protection of any kind. You are unable to use Spread
Augmentation: By spending 1 AT Potential before you
Patterns.
roll for damage with this AT Power, you may add your
ATS to the result. Multiple ATP may not be spent on the
Mind Shield same attack in this fashion.
Complex
ATS Minimum: 2 Remote Manipulation
Activation: 2 Stamina, Maintain Free Complex
Range: Personal ATS Minimum: 2
Effect: The Eva alters its AT Field to intercept specific Activation: 2 Stamina, Maintain Free.
attacks that are metaphysical in nature, rather than brute Range: 1
force. Once a Contact or Subversion Trait of the Angel
Effect: Move one object within range as if the Eva were
has come into play, the player may select it as they
lifting it with one hand with an effective Strength of 2.
activate Mind Shield when they pay its AT Potential cost.
Objects controlled this way can be moved to any point
For as long as Mind Shield is maintained the pilot is
within range as a 1 Stamina Action, but actually using
immune to that one Trait of the Angel, but only gains 1
them in any meaningful way such as activating or
AT Potential each round instead of 2.
attacking with them requires the same action as they
would use had the Eva actually been holding them.
Probability Surge Like Inertia, this power may not be used on any creature
Complex capable of spreading an AT field.
ATS Minimum: 3 Unlike Inertia, this power may be used to move objects
gently.
Activation: 0 Stamina Reaction
Augmentation: By spending 3 ATP at the time the power
Range: 0
is activated, you may increase the Range off this power
Effect: The Evangelion exerts it’s AT Field to alter by 1.
probability in its favor. On a successful test of any kind
by yourself or an ally in the same Sector as you, you may
choose to activate this power and roll 1d6. You are treated
as having a number of Degrees of Success equal to the d6
result, in place of the actual DoS resulting for your test.
This is true even if you would have had more total
Degrees of Success had you not used this power.

144
Neutralize
Simple
ATS Minimum: 1
Activation: 2 Stamina. Maintain Free
Range: 1
Effect: The Evangelion uses its own spread A.T. Field to
absorb and negate power from an enemy A.T. Field.
Choose one other A.T. Field within range of the Eva.
Neither the target of the power or the activator of this
power naturally gains additional AT Potential at the start
of their turn (or Interval) for as long as the power is
maintained.
Special: This AT Power may be used as a 2 Stamina
Action against an enemy Absolute Defense within range
to reduce its Power by 1.

Weapon Flux
Simple
ATS Minimum: 2
Activation: 1 Stamina
Range: Personal
Effect: The Eva projects a field of controlled entropy
around a single melee weapon, taking direct control of its
destructive interactions with the world around it. On all of
the Eva’s melee attacks within the next ATS x 2 Intervals,
the pilot may choose the damage type (KN or EN) that
their weapons deal regardless of whether they use an
unarmed attack, a held weapon or a natural weapon.
If the attack has the Breach quality, its Breach Rating is
considered 1 higher than normal.

145
Chapter 8: Prepare for Combat
RESEARCH AND WEAPONS
The Evangelions are, naturally, the sharpest point of mankind's latest cutting edge technology. But the Evangelions are not
the only investment needed to defeat the Angels. While the Evangelion represents the ultimate weapons platform, said
platform still requires weapons. And with resources already stretched to their breaking point to fund the development of the
Evas, choices had to be made.
At the start of each campaign, the players choose 2 Technologies as a group for use during this particular campaign. For
setting reasons, the GM has the right to deny the players access to specific technologies, but it should be encouraged to let the
players choose for themselves as a group which technologies their Evangelions will use during the game. Once selected, the
technologies chosen may not be changed.
Once the player with the least amount of experience reaches 500 xp, the players gain access to a third technology of their
choice. To choose this new technology, take a vote among the players. Pilots get 1 vote per person, and any Operations
Director in play gets 2 votes. In the event of a tie, no technology is unlocked until there ceases to be a tie.
In addition to the chosen starting Technologies, all groups automatically begin play with access to the General Technology.
General Technology represents a baseline of options available to the group, regardless of what else they choose.
General Technology has Starting Equipment: Pallet Gun and Combat Knife.

General Melee Weapons


Name Hands Damage Properties Cost
Combat Knife 1 1d6+1+Str KN Precise, Small, Surplus 1 Req
Spear 1 1d6+2+Str KN Throwing, Reach 1 Req
Shield 1 1+S KN Defensive(20) 1 Req
Axe 1 1d10+3+Str KN Inaccurate 1 Req
Sword 1 2d6+Str KN Defensive(10) 1 Req
Hammer 1 1d10+Str KN Anti-Armor 1 Req
Tonfa 1 1d6+S KN Defensive(10), Small, Surplus 1 Req
Large Sword 2 2d6+3+Str KN Slow, Reach 2 Req
Large Axe 2 2d10+3+Str KN Slow, Inaccurate 2 Req
Large Hammer 2 2d6+Str KN Anti-Armor, Slow 2 Req
Unarmed* 1 Str Soft Special 0 Req
* Evas always have access to this weapon so long as they have a hand free.

COMBAT KNIFE TONFA


To create weapons large enough to be used by the Angels A heavy club designed to align parallel to the arm rather
and strong enough to not warp or shatter the moment they than perpendicular when held. The same ceramic armor
were used, Nerv had to conduct extensive materials testing reinforcement that makes the Tonfa sturdy enough to not
and metallurgical development. Most of these experiments break itself as a weapon makes it durable enough to act as a
yielded worthless results, but a few became the basis of shield, if a rather narrow one.
much of the standard Evangelion armory. Making a
functional knife was a common milestone in these projects, AXE
and as such Nerv has a stockpile of different designs of A heavy sharp blade on a reinforced shaft, the axe is a
combat knife. Almost none of them match in either powerful close combat weapon. While most of the weapon
appearance or composition, but they all serve as a reliable if is simple alloys, the cutting edge of the axe is a thin plane
simple backup weapon for the Evas. of a strong carbon composite. Highly expensive to produce,
but one of the few materials that can be sharpened to an
edge and not deform when used with such force.

146
HAMMER LARGE SWORD
A solid block of heavy metal on a shaft, hammers represent Larger than the normal sword, this two-handed version
a simple but brutally effective melee weapon. The iridium made of iridium alloy lacks the finesse of its smaller
alloy that the Hammer uses was originally developed as an counterpart but makes up for it in cleaving power. Weapons
armor material, but proved too heavy and too hard to form such as this were primarily made by Nerv for extreme
into the desired shapes. Durable enough to be slammed into situations, in preparation for Angels with defenses where
nearly anything and not deform, though, which makes it a the normal weapons simply lacked the brute force required
perfect hammer head. to score a kill.

SPEAR LARGE AXE


A sharp bladed weapon on the end of a reinforced pole This massive axe is too heavy to wield in one hand, but the
some 30 meters in length. Evangelion sized Spears are increased brutality is worth the weight. Unfortunately, such
actually remarkably expensive to produce, as while the head a heavy axe trying to land the weight on such a fine edge
of the Spear is a simple variation of common knife blades is… finicky. On a direct hit it leaves a terrible wound, but
or various technologies, the shaft of the Spear is a even a tiny difference in the angle of attack can leave the
complicated work. Requiring the right combination of axe shearing off only a shallow amount of Angel.
strength, weight and flexibility, most of the early test Spears
were either prohibitively heavy or snapped in half with
LARGE HAMMER
alarming regularity. This Spear is designed to be thrown
short distances if the need arises. If you look closely, you can see that the head of this Large
Hammer is just four normal Iridium alloy Hammer heads
fused together. Tremendously heavy and off balance, but
SHIELD with all of the armor crushing power you have come to
An iridium armor plate held in one hand by the Evangelion, expect from the simple but effective Nerv Hammer.
the shield can be used as a crude and ineffective weapon.
Shields cannot be upgraded as weapons.
UNARMED
A relatively ineffective attack that any uninjured Eva can
SWORD attempt using their hands, feet, or even a headbutt.
A versatile weapon, the sword lacks the brute damage Special: The Unarmed attack, while unimpressive, is
capable of an Axe or Hammer, but due to its balance it is always available to Evangelions so long as they have one
capable delivering reliable damage, even on a shallow hit. arm remaining. No Requisition expenditure is necessary to
Unlike swords from other technologies, this sword lacks use it.
any sophisticated components and possesses a broad blade
for deflecting blows. The staff that worked on the early
Sword projects were notoriously sour about what they
considered an expensive and frivolous alternative to already
existing (and in their eyes, better suited for Angel combat)
weapons.

147
General Ranged Weapons (Pistol)
Name Range H Attack Damage Rld Ammo Properties Cost
M7 Hand Cannon 2 1 Single 1d10+1 KN 1 7 Small, Surplus 1 Req
General Ranged Weapons (Basic)
A4 Pallet Rifle 2 2 Single, 1d6+3 KN 1 9 Precise, Proven (3), 1 Req
Burst(3/5) Surplus
A2 Pallet Carbine 1 1 Burst(1/7) 1d10+1 KN 1 5 Special 1 Req
Cluster Shotgun 1 2 Single 1d10+3 KN 1 6 Scattershot 1 Req
P-8 Rifle 3 2 Single 1d10+4 KN 2 6 Precise, Slow 2 Req
Grenade Launcher 1 2 Single See Text 2 6 Special 2 Req
General Ranged Weapons (Heavy)
Pallet Gatling 2 2 Burst(1/9) 1d10+1 KN 2 6 Slow, Special 2 Req
Anti-Eva Bazooka 3 2 Single 2d6+4 KN 1 2 Area(Sector), Slow 2 Req

A4 PALLET RIFLE A2 PALLET CARBINE


Colloquially known as the Pallet Rifle, the officially An early and less flexible version of the distinguished Pallet
designated Assault-4 Pallet Rifle is the first firearm ever Gun, the A2 Pallet Carbine was originally a prototype used
manufactured for Evangelion scale use. In order to account for perfecting the rapid-fire shell delivery system that the
for every possibility of an Angel combat situation, Pallet Gun went on to use. While lacking the mass
unprecedented amounts of time and money went into production and field representation of the final product, the
designing the perfect standard combat rifle that all Pallet Carbine nevertheless retains a superior capacity for
Evangelion weaponry would follow. Incorporating elements its field of expertise, boasting advanced rate of fire of
of all the most successful rifles throughout history, the admittedly smaller shells. This Pallet Carbine lacks the
Pallet Rifle is a durable and lightweight bullpup ability to be fired on single shot at all, but in return boasts a
configuration carbine with multiple selective fire settings much larger ammo capacity than the A4, an ammo capacity
and entirely ambidextrous components. It would be that it will burn through quickly as it unleashes a torrent of
heralded as the UN's crown jewel and a multinational fire into the enemy.
pinnacle of firearms technology, if it weren't for one thing: Special: Despite being a Basic weapon, the A2 Pallet
it is only somewhat effective at killing Angels. The relative Carbine can be used in an Engagement at no penalty.
ineffectiveness of conventional ballistic shells in combat
against the Angels has ensured that the Pallet Rifle is the
first, and last, of its kind. P-8 RIFLE
Representing the two generation leap in technology
between its construction and that of its predecessor, the
M7 HAND CANNON
Powered-8 Rifle is truly next generation, and specialized for
Designed as a "hold-out" sidearm to be distributed to anti-Angel combat to an absurd degree. Discarding
Evangelions entering combat along with the Pallet Rifle, the conventional gas driven ballistics, the P-8 instead uses a
M-7 Hand Cannon is just as superbly designed as its high-energy laser based water vaporization system to
intended companion. The compact frame fits perfectly into discharge M7 shells at supersonic velocities with a range
the slightly disproportionate hands of an Evangelion, and is usually attributed to railguns. Each shot is accompanied by
built to be easily stored in a wing dock for quick release. a brief trail of mist, and while there is a noticeable chamber
Despite its small size, it manages to chamber and fire time to ensure that the next shot fires as true as the first the
massive cartridges originally designed as shells for range and penetration per shot cannot be beat using
battleship deck cannons at an astounding effective range. conventional ballistics.
The internal components are also cleverly constructed using
interchangeable parts with the Pallet Rifle to ensure
ruggedness, reliability, and easy maintenance. While
lacking the rate of fire of its big brother, the Hand Cannon
packs a solid punch for its size and cost.

148
PALLET GATLING Smoke Grenade: The grenade spews forth a dense
The 'EM-266 Evangelion Revolving Multi-Barrel Machine cloud of smoke and chaff in place of dealing
Gun' was the first heavy weapons platform designed for damage. The effect of this is the same as the
Evangelion "Man Portable" use. Created and manufactured Smoke Launcher option for an Integrated Weapon.
during the initial wave of Evangelion firearms production, Explosive: The grenade is packed with explosives
this Eva-sized Gatling Gun utilizes many of the same and shrapnel, dealing 1d10+2 KN damage to
design principles that went into the A4 and the M-7. everything in the same Engagement as the enemy.
Incorporating interchangeable parts, redundant electric Incendiary: The grenade is packed with
motors and drive chains, high performance recoil- explosives and shrapnel, dealing 1d10+2EN
dampening muzzle breaks, lightweight polymer and carbon damage to everything in the same Engagement as
fiber construction, and internal liquid nitrogen barrel the enemy.
cooling systems, it fires colossal rounds at a blistering rate
Bakelite Grenade: On a hit, this grenade covers
from a drum magazine inserted under the weapon, making
the enemy with molten plastic that hardens into a
it an absolutely devastating weapon when used against just
surprisingly strong material in seconds. While
about anything . . . but an Angel. While specialty
unable to stop the Angel for long, the next
ammunition could turn it into a respectable weapon, the
Movement action that the Angel takes removes the
mass produced default shells have such poor ballistics as to
Bakelite (and any further impediment from it)
make them even less effective than the Pallet Rifle
instead of what the Movement action would
individually.
otherwise accomplish.
Special: The Pallet Gatling has a tendency to create a dense
debris cloud if fired at the same spot for too long. On 3 or
more Degrees of Success, a Debris Cloud terrain effect is CLUSTER SHOTGUN
applied to the Sector that the targeted enemy is in for 2 A junk project utilizing spare weapons components left
Intervals. Anything within that Sector during that time is over from other tests, the so-called “Cluster Shotgun”
considered Blind, though they gain a +30 to Sneak and sounds more ill advised the more you know about it. A very
ranged attacks against them are at a -20 penalty. These simple gun design modified to handle a dangerous payload,
affects persist only as long as the affected remain inside of the Cluster Shotgun uses a very stable gas propulsion
that area, vanishing immediately should they leave the system to eject a highly unstable package of separating
affected Sector. Line of sight does not pass through this explosive mines. Each one arming a short distance from the
smog either until the Debris Cloud has faded. barrel and exploding on impact. For maximum
effectiveness it needs to be used from close range, and even
then the ability to cleanly aim the weapon at anything less
GRENADE LAUNCHER
than a general direction is limited. Still, the resulting wave
This special-purpose Evangelion Grenade Launcher is of explosions is good at dealing wide area trauma. And the
simple ballistics taken to its titanic conclusion. The launch development team seems to take a childlike glee in the
mechanism that propels the 6 contained grenades is simple spectacle of its operation.
and explosive, but ultimately unremarkable. Which is a
boon for the design of the Grenade Launcher, as it allows
for alternate ammunition in the form of specialty grenades ANTI-EVA BAZOOKA
to be used. Though nothing much more than a simple upscaling of tried
Special: This weapon contains ammo in the form of six and true shoulder mounted missile launchers, the Anti-Eva
grenades, chosen from the list below. Exactly which Bazooka is a fearsome weapon. With the extra space and
grenades have been selected is left unspecified until an weight allowances provided by its redesign into a heavy
attack is made. Only then does the pilot need to decide weapons platform, the rockets the weapon carries in its
which type of Grenade they are using for the attack. The vertically inserted magazine rack are nearly triple the size
Grenade Launcher does not need to be loaded with only a of the Rocket Rifle, and are capable of detonating with
single form of Grenade at a time. Selecting which Grenade enough force to level city blocks. Though the name
to fire as part of a given attack option is automatic and costs indicates the project's original direction (a weapon system
no stamina or resources beyond the ammo expended for meant to be used in the situation of a hostile nation
making the attack. attacking with an Evangelion) the Anti-Eva Bazooka finds
much more frequent use blowing Angels to tiny pieces.

149
Chain Technology - Chain Technology allows the purchase of Chain weapons.
Chain Weapons were not exactly plan A for Nerv, but turned out to be a useful appropriation of resources. Originally funded
to develop new metals for armor, low-orbital metallurgy yielded a material (known to the labs as OC128) that was
astoundingly hard and durable, but could only be produced in small pieces at a time. Making large armor plates, or even
weapons, out of OC128 was deemed impossible.
Looking for ways to utilize this material in some useful fashion, Nerv’s weapons division eventually concluded that while
making a single large edge out of OC128 was an unfeasible task, weaponizing the metal as a series of small cutting bits was
within the realm of possibility.
Replacing the edge of a cutting weapon with a spinning chain was much harder to implement at the scale of Evangelions than
it sounded. Not only did the chain itself require its own extensive research and development, but the level of gore coating the
mechanism with each successful hit can soon render the whole weapon inoperable. The powerful, high-speed incineration
and a sonic cleansing equipment inside the weapon keeps the chain as clean as possible for maximum efficiency, and also
required most of the time spent researching this technology.
Chain Property
A crude but effective form of attack, this weapon has traded any fine edge it might have had to instead mount a high-speed
diamond-tipped titanium chain. While effective at tearing through all but the toughest of metals, it can’t be fought with like a
traditional weapon as it does its damage via surface contact rather than cleaving into the enemy with brute force. However, if
a chain weapon gains a good purchase, it will tear through most materials like butter.
Chain Weapons do not add the Strength of the user onto their damage rolls, but on a Glancing Hit the Hit Effect is
determined by either the roll result (before Critical Momentum is applied) or the Strength of the user, whichever is higher.
Starting Equipment: Chain Knife
Chain Melee Weapons
Name Hands Damage Properties Cost
Chain Knife 1 1d6+2 KN Chain, Proven(3), Small 1 Req
Chain Sword 1 1d10+3 KN Chain, Proven(3), Cutter(1) 1 Req
Chain Spear 1 1d10+1 KN Chain, Reach, Cutter(1) 1 Req
Chain Axe 1 1d10+5 KN Chain, Inaccurate, Cutter(1) 2 Req
Large Chainaxe 2 2d10+2 KN Chain, Slow, Cutter(3) 3 Req
Gatling Driver 2 1d10+6 KN Chain, Breach(2), Special 3 Req
Chain Ranged Weapons (Basic)
Name Range H Attack Damage Rld Ammo Properties Cost
Gunpod 2 2 Burst(1/8) 1d10 KN 1 4 Scattershot 1 Req

CHAIN KNIFE CHAIN SWORD


The implementation of the Chain Knife was the single most Once the Chain Knife was successfully implemented after
important development in successfully weaponizing Orbital many years, the rest of the Chain Weapons were adapted in
Compound 128. Prototype after prototype of the Chain a matter of months all at once. And without time to spare,
Knife was built, only to suffer catastrophic failures such as as the Angels began to stir soon after. The Chain Sword is
chain breakage or fatal clogging. This string of failure went the big brother to the Chain Knife in every way, using most
on for years, until it seemed that the entire Chain Weapon of the same components even. Aside from the better grip
development project was a boondoggle that was leaving and scaled up drive system, the only real difference
Nerv dangerously unprepared for actually arming the between the two is the length of the Chain.
Evangelions.
It was only with the threat of the Angels looming ever
closer, and threat of a funding cut closer still, that the first
successful Chain Knife was finally tested. These last
improvements to the motor systems, cutting chain, and
internal cleaning systems were what turned Chain weapons
from a disaster into a viable combat tool.

150
CHAIN SPEAR GUNPOD
The Chain Spear was, for obvious reasons, the first Chain While not an obvious extension, many of the same
Weapon to be produced after the Knife was completed. advances required to weaponize chain technology have
Simply affixing the newly functional Chain Knife onto the firearms applications as well. That was the sales pitch as the
end of the tried and tested shaft produced for Nerv’s Chain team scrambled to find another way to weaponize
standard armament of Spears has enough to seal the deal. OC128 during the many years of failure to produce a
The only additional correction needed was to install a series working Chain Knife. Using their compact motor systems
of counterbalance motors in the upper shaft portions, to to scale down the Pallet Gatling design into the profile of a
reduce the vibration caused by the spinning blade. rifle, they experimented with OC128 tipped bullets for
increased penetration. The end result was less than they had
hoped for, but still serviceable. Though its smaller size has
CHAIN AXE
required the remove of a handful of barrels, it still packs
The contract for the project to weaponize OC128 listed an much of the firepower of a heavy weapon.
expectation of delivery for a set number of viable weapon
patterns. However, development was so focused on making
Chain weapons actually functional that the team didn’t plan GATLING DRIVER
ahead to ready sensible uses for the technology once they Initial testing with OC128 proved that, which an electric
had it. current was run through the material, a very brief
The Chain Axe was thrown together almost as a stalling electromagnetic surge on part with a short-range EMP
tactic to give Nerv something. Anything. Two separate could be could be created. At the time, this caused more lab
chain systems running side by side, using shorter lengths of accidents than it did progress. But, just recently, that
chain than the Sword but with the same drive systems. phenomenon has been weaponized in the form of the
Despite its shape, in combat function it bears almost no Gatling Driver.
resemblance to an actual Axe. A weapon even stranger than it looks, the Gatling Driver is
Despite all of this, it proved to be highly effective in a weapon uniquely designed for breaking down ‘solid’ AT
combat trials. Fields. As its name suggests, it shares many visual
similarities with a Gatling Gun, being a heavy two handed
device with rotating barrels. However, instead of firing
LARGE CHAINAXE bullets each ‘barrel’ instead houses a high-speed piston
With Nerv’s resounding appreciation for the success and device, tipped with a distinctive flanged head made of
power of the Chain Axe, the team had little choice but to OC128. By triggering the electromagnetic surge in time
take that design to the next level. Twice the size and with 3 with the powerful kinetic thrusts of the weapon, in a stead
parallel chains (the middle one running counter to the other and relentless assault, the Gatling Driver manages to
two) the Large Chainaxe is designed to shred anything it hammer the AT Field with precision force, overwhelming
touches. In order to take proper advantage of the new and it. While the Gatling Driver fails to over-penetrate and deal
improved drive system, modifications were made to the damage to the Angel on the other side, it is a uniquely
Chain itself to double up on the OC128 bits, giving each powerful tool for tearing down such defenses.
Chain enhanced biting power and redundancy. Special: This weapon has special properties when used
With the production of the Large Chainaxe completed, and against an enemy protected by either an Absolute Defense
the Gunpod finishing their contractual obligations via a or the Barrier AT Power. When used against an Absolute
technicality, the Chain project now provided Nerv with the Defense, on a hit it lowers the Power of that AD by 1 in
number of weapons they had promised. Which was good, addition to any effect that the attack or damage rolled
because they had no idea what they were going to do next. would otherwise have against that Absolute Defense.
When used against the Barrier AT Power, unless this
weapon rolls a 1 on its damage die the Barrier is
automatically destroyed.

151
Gauss Technology - Gauss Technology allows the purchase of Gauss Weapons.
Also known as ‘Coil guns’, this technology is based around the use of electromagnetic acceleration to fling projectiles at
hypersonic speeds. At such incredibly speed, even a small projectile hits with the force of a powerful blow. In fact, the sheer
amount of force exerted on such a small area give Gauss weaponry the ability to punch through most armor, even before use
of specially designed anti-armor ammunition.
Anti-Armor Property
This attack treats the Armor of the target as if it was half (rounded down) its normal value.
Starting Equipment: Coil Rifle
Gauss Ranged Weapons (Pistol)
Name Range H Attack Damage Rld Ammo Properties Cost
Gauss Pistol 1 1 Single, 1d10+1 KN 1 8 Anti-Armor, Small 1 Req
Burst(2/4)
Gauss Ranged Weapons (Basic)
Coil Rifle 1 2 Single 1d10+3 KN 1 5 Anti-Armor 1 Req
Gauss Rifle 2 2 Single, 1d10+1 KN 1 9 Anti-Armor 1 Req
Burst(3/6)
Coil Cannon 1 2 Single 3d10 N/A 1 Anti-Armor, 2 Req
Inaccurate, Special
Gauss Ranged Weapons (Heavy)
Superheavy MAC 5 2 Single 2d10+2 KN 3 6 Anti-Armor, 4 Req
Recharge,
Mounted(20),
Longshot, Slow
Gauss Melee Weapons
Name Hands Damage Properties Cost
Discharge Katar 1 1d6+1+Str KN Anti-Armor, Breach(1), Small 1 Req

COIL RIFLE GAUSS RIFLE


A primitive test-type model, the Coil Rifle reaches the The MAC was a success, achieving the full power of Gauss
minimum performance requirements set by the Gauss technology. With that proven, the next step was the various
Weapon development contract, but without the refinements increases in efficiency that would allow the Gauss weapon
that would make future Gauss weapons viable. Lacking to be successfully miniaturized and rate of fire improved.
efficient superconductor technology, the power The Gauss Rifle is the finished product, representing the
requirements of the weapon are the most limit factor. With end goal of Gauss Technology. A reasonably weighted rifle
standard batteries, the weapon has ammunition for dozens with increased power, battery life, and rate of fire over the
of shots, but only the power supply for five before the basic Coil Guns of yesteryear. The Gauss Rifle has done
battery becomes useless and in need of replacement. very well in performance tests, and stands a good chance of
Still, despite being less than the finished product it replacing the A4 as standard issue armament as the war
represents a major stepping stone towards true Gauss goes on.
weapons, and a decent holdover until the completion of the
Magnetic Acceleration Cannon.
GAUSS PISTOL
A victory lap for the team, the Gauss Pistol takes the
miniaturization of EM coil technology even further,
reducing the weapon down to the size of a one handed
pistol weapon. While rate of fire is maintained, the space
and size limitations do mean that the pistol was required to
sacrifice electromagnetic power (and thus weapon range)
for a small profile capable of easy storage.

152
COIL CANNON SUPERHEAVY MAC
Originating as a stress test for the initial coil technology, the Before the Evangelion Project was completed, a number of
Coil Cannon stretches the limits of what you can anti-Angel weapons were planned, some of them even
realistically call a viable weapon. The Coil Cannon is little reaching prototype stages before eventually failing. One
more than a hemisphere of EM coils nested around a ball of such project was the “EM Funnel Warhead”, which was
iron and lead, with the rest of the weapon being an intended to be a form of anti-Angel munitions. A two stage
afterthought included only out of necessity. The Coil warhead, the round absorbs ambient electromagnetic energy
Cannon is made to fire a single, heavy projectile and even and releases it directly ahead of the round prior to impact to
that it only does once before flying to pieces. The overwhelm a hostile AT Field… at least in theory. In
gargantuan cannonball doesn’t even fly that impressive a practice, it turned out to be woefully inefficient and proved
distance, but the sheer weight of it and the kinetic energy unable to overcome even a weak AT field in standard field
that makes it mobile causes it to land with a truly tests. The project was shelved, until recently…
impressive amount of force. Enough to knock around even The Superheavy Magnetic Acceleration Cannon (often
an Angel. shortened to MAC) is little more than an enormous series of
Special: The Coil Cannon is a single-use weapon that is electromagnetic plates and rails forming a rectangular, open
destroyed the moment it is fired, regardless of success or "barrel". Requiring a colossal bank of high performance
failure. However, if it hits its target, it has a number of generators and electrical capacitors, the MAC is too heavy
potent effects. to be easily portable without specialized shock absorbing
• The Angel must test Physique or be knocked braces. Otherwise, it would be more than capable of
Prone. This is true even if the Angel successfully knocking over an Evangelion unit with its tremendous
Guard’s against the attack, or converts the attack recoil! The MAC can even fire rounds into low earth orbit,
into soft damage. The only event in which this though at extreme range, penetrating the enemy AT Field is
would not be the case is against an Angel protected almost impossible with normal munitions.
by an Absolute Defense. It was a Magi resources audit that finally connected the
• If the Coil Cannon would inflict Soft Damage on dots, pairing the experimental EM Funnel Warhead with the
enemy for any reason, it inflicts 10 more Soft MAC delivery system. In a standard engagement against
Damage than it otherwise would. forces on land, sea or air, the special munitions are only
• If the Angel takes damage from the Coil Cannon, marginally more effective than a solid steel slug of similar
is it Winded for 1 1d6 Intervals in addition to any size. But when fired against an enemy in space, the warhead
Hit Effects that result. passes through the Ionosphere, gaining a charge in the
• For each 10 that is rolled for damage as part of this process beyond man’s ability to replicate otherwise.
attack, the Angel is Stunned for 2 Intervals. These Against orbital opponents, the MAC gains Breach(3) and
durations stack, to a maximum of 6 Intervals worth deals +2 damage. However, there is reason to believe that
of Stun. use of this weapon does irreparable damage to Earth’s
ozone layer with every shot.
DISCHARGE KATAR
One of the issues that allowed for the Gauss gun to overtake
the conventional rail gun was the unfortunate tendency for
rail guns to vaporize their payload. When firing, rail guns
can produce jets of superheated plasma, which could
overtake and destroy the very projectile that was being
launched. This design flaw has since been repurposed to
soften up targets for an experimental Evangelion weapon:
the Discharge Katar.
Built on the same design as a Katar punching dagger, this
weapon is made almost exclusively for direct thrusts as
opposed to slashing. This is all to capitalize on the primary
feature of the Discharge Katar: the rail gun running up the
middle of the blade. Set to fire just before impact, the
discharge Katar fires a small rail gun round at point blank
range. This high-velocity strike, followed by a plume of
plasma, serves to severely weaken the armor of the target
just prior to the full force of the Katar striking that exact
spot, making it an effective anti-armor weapon.

153
Graviton Technology - Graviton Technology allows the purchase of Graviton Weapons.
The unique properties of the AT Field have given Nerv scientists the means to explore regions of physics we previously
lacked the tools for. Had it not been for the Second Impact, it might have been centuries before mankind proved the existence
of the Graviton, and learned to harness it’s power.
Gravitons are elementary particles that carry and apply the force of gravity, naturally generated by mass. By artificially
generating Gravitons, one can enhance or oppose the effects of natural gravity, and even create temporary cases of objects
“falling” sideways. Gravitons serve as a universal means of exerting force on matter.
Implosion Property
This weapon affects an entire sector, as if it has the Area(Sector) trait. In addition, if the Eva Firearms test to hit is successful,
even if no damage or Hit Effect results, all Eva scale units in that Sector are moved into a single Engagement. After begin
forced into the Engagement, they must test Balance or become Prone.
Stasis Property
Instead of dealing damage, if this attack hits the target is Slowed for 1d6 Intervals and lowers their Reflexes by 10 until they
are no longer Slowed. Multiple hits of a Stasis weapon do stack, and if the target’s Reflexes is reduced to 0 then that target is
considered Stunned.
Repulsion Property
As Area, but the attack forces those affected away from the center of the blast. A Repulsion(Engagement) weapon would, on
a hit, force all affected to disengage after the attack resolved and they must test Balance or become Prone.
A Repulsion(Sector) weapon is a bit more tricky. On a hit, after the attack resolves the attacker must make a second Eva
Firearms test. On a success, the attacker gets to choose a Sector adjacent to the target Sector and move all affected targets to
that sector. On a failure, the affected targets must still move to an adjacent sector (and cannot remain where they are even by
choice) but they get to pick which Sector they are moved to. Either way, after being moved the affected must test Balance or
become Prone.
Starting Equipment: GAC Gun
Graviton Ranged Weapons (Pistol)
Name Range H Attack Damage Rld Ammo Properties Cost
Stasis Gun 0 1 Single * 1 3 Stasis, Small 1 Req
Graviton Ranged Weapons (Basic)
GAC Gun 2 2 Single 1d6+3 KN 2 3 Armor Piercing 1 Req
Repulsor 0 2 Single 1d6+2 KN 1 6 Scattershot, Push 1 Req
Graviton Ranged Weapons (Heavy)
Graviton Beam Line, Breach(1),
2 2 Single 2d6+1 KN 2 6 2 Req
Emitter Push, Recharge, Slow
Repulsion Bomb Repulsion, Breach(2),
3 2 Single 3d6 KN 1 3 2 Req
Longshot, Slow
Implosion, Breach(2),
Implosion Bomb 3 2 Single 3d6 KN 1 3 2 Req
Longshot, Slow
Gravity Tether 1 2 Single * 2 10 Tether, Slow 4 Req
Graviton Melee Weapons
Name Hands Damage Properties Cost
Gravity Flail 2 2d6+Str KN Anti-Armor, Fragile, Reach, Slow 1 Req
Gravity Mine 1 0 Special, Small 1 Req

154
GAC GUN STASIS GUN
The Gravity-Accelerated Cannon is the first step in the new The stasis gun is actually a weaponized version of an
and exciting field of graviton manipulation. While not environmental accident that occurred frequently during
visually impressive, this bulky weapon accomplishes the Graviton weapons testing. Improperly tuned, the Graviton
mundane task of sending conventional shells flying at high generator could create random pockets of heightened or
speeds using the power of artificially directed gravity. Built lessened gravity around it. Not only would this make
using the same chassis as the standard Evangelion Shotgun, moving through the denser-gravity pockets a chore, but it
its ammo capacity is somewhat smaller to make room for also created minor time fluctuations to produce a kind of
the heavy graviton generator. slowing effect. At the time of this writing, all researchers
REPULSOR exposed to these anomalies have made full recoveries, and
are pleased to announce that the handgun sized Stasis Gun
The Graviton-Repulsion Projector (or Repulsor for short) is is capable of generating a similar effect on an Evangelion-
the first direct-gravity weapon. Instead of using artificial scale level.
gravity to propel ammunition, the Repulsor releases a
concentrated blast of gravitons directly at the enemy in GRAVITY TETHER
order to fling them back with incredible force. While The Gravity Tether represents the pinnacle of graviton
damage to target is somewhat lackluster, it seems that manipulation technology, allowing the user to flood the area
gravitons have an advantage in overcoming AT Fields, around a target with an overwhelming artificial gravity
probably because Angels are used to letting natural field. This Gravity Field can be used to move the target
gravitons through all of the time. according to your whim, or simply increase local gravity to
GRAVITON BEAM EMITTER such a degree that moving becomes virtually impossible. If
the human race survives the conflict with the Angel’s,
Modeled after the Graviton-Repulsion Projector, the Gravity Tether technology is sure to revolutionize
Graviton Beam Emitter focuses the repulsion wave into a construction and space travel.
densely packed stream. Focusing more power onto a
smaller area, as well as increasing the “weight” of the IMPLOSION BOMB
individual gravitons, the GBE actually is strong enough to A heavier version of the standard Evangelion Missile
affect all matter in a direct line within a limited range. Launcher, this weapon uses repurposed cruise missiles
GRAVITY MINE outfitted with a modified graviton generator. In essence, it
is the same weapon as the Repulsion bomb, but with the
This powerful device is little more than a high density charge of its Graviton’s reversed. Instead of forcing an
graviton generator with the basic electronics necessary to enemy away from the point of impact, it instead pulls
set it off at the right time. Using an earlier design of what enemies towards it.
would later become the payload of the Implosion Bomb, the
Gravity Mine has a stronger sustained effect, but a less REPULSION BOMB
immediate and instantaneous shock. A heavier version of the standard Evangelion Missile
Gravity Mines are intended to be dropped in an area and left Launcher, this weapon uses repurposed cruise missiles
there as a trap for the enemy, restricting their movements outfitted with a modified graviton generator. Not only does
and making them easy to ambush. the onboard graviton manipulation equipment make it easier
for the missile to reach orbit, but it serves as the warhead as
Special: As a 1 Stamina action, the Gravity Mine may be
well. On impact, the generator ruptures and releases a
placed and armed in whatever Sector that the Evangelion is
powerful wave of repelling Gravitons. The MAGI theorize
standing in. Afterwards, it becomes a unique terrain effect
that, with proper timing, a series of well-placed shots could
of that Sector until such a time as it is used.
even be used to force an Orbital Angel into a descent into
Whenever an enemy enters that Sector, or attempts to leave the Earth’s atmosphere.
it, the pilot that places the Gravity Mine may trigger its
GRAVITY FLAIL
effect. For 5 Intervals after being triggered, any unit (ally or
enemy) that attempts to leave that Sector is unable to do so. A heavy, reinforced ball at the end of a long chain, the head
At the same time, any unit in an adjacent Sector may move of the Gravity Flail contains a crude Graviton Generator
into the affected Sector at no Stamina cost. After the that activates in mid-flight. Using surprisingly sophisticated
duration has elapsed, the Gravity Mine is destroyed and no targeting software linked to the Entry Plug’s HUD, the
further use may result from it. Gravity Flail is capable of recognizing it’s intended target
and using Graviton manipulation to accelerate towards it,
hitting with more force than the Eva alone could provide.
This is, however, somewhat traumatizing for the Graviton
reactor inside, which can break itself on impact under the
wrong conditions.

155
Maser Technology - Maser Technology allows the purchase of Maser Weapons.
A maser is a device that produces coherent electromagnetic waves through amplification due to stimulated emission.
Historically the term came from the acronym "Microwave Amplification by Stimulated Emission of Radiation", although
modern masers emit over a broad portion of the electromagnetic spectrum. Many modern masers are widely mistaken for
being lasers, a similar concept made popular by Pre-Second Impact Science Fiction.
Maser weaponry is on par with solid projectiles for destructive potential, the lack of recoil combined with proper cooling
mechanisms make creating rapid fire Masers simple, even in the early prototype stages. Also, the advanced battery
technology that keeps an Evangelion operating is more than capable of providing power for the relatively energy-efficient
Maser weapon.
Deep Burn Property
On any even Hit Effect roll with this weapon, you deal 3 Soft Damage in addition to whatever the rolled Hit Effect is. This
Damage Pool increase does not generate Critical Momentum in time to affect the Hit that triggered this ability, only hits after
this one.
Starting Equipment: Microwave Gun
Maser Ranged Weapons (Pistol)
Name Range H Attack Damage Rld Ammo Properties Cost
Single, Deep Burn,
HEM Pistol 1 1 1d10+1 EN 1 10 1 Req
Burst(4/4) Breach(1), Small
Maser Ranged Weapons (Basic)
Deep Burn,
Microwave Gun 1 2 Single 2d6+1 EN 1 5 1 Req
Breach(1)
Deep Burn,
HEM Repeater 2 1 Burst(1/7) 1d6+3 EN 1 3 1 Req
Breach(1)
Ion Scrambler 2 2 Single 1d6+1 EN 1 5 Special, Recharge 1 Req
Maser Ranged Weapons (Heavy)
Deep Burn,
Heavy Maser 3 2 Single 1d10+5 EN 1 8 Breach(2), Precise, 3 Req
Slow
Deep Burn,
Breach(2), Slow
Maser Annihilator 1 2 Single 3d10 EN 1 5 Scattershot, 4 Req
Area(Engagement),
Cooldown
Maser Melee Weapons
Name Hands Damage Properties Cost
Maser Edge 1 1d10+1+Str EN Deep Burn, Breach(1) 1 Req

HEM PISTOL HEM REPEATER


The HEM Pistol uses almost all the same internals as the Unable to compete with the sheer power of Helios produced
rest of the HEM series and functions at almost exactly the weapons, the High Energy Maser Labs instead took refuge
same capacity, though with a reduction in effective range in their advantage in rate of fire. And the HEM Repeater
due to the shorter focal array necessary to fit the weapon certainly has rate of fire to spare. Firing a relatively weak
into wing dock storage. Though it is a lower powered maser hundreds of times per second, it generates
weapon than more conventional handguns, its staggering considerable heat buildup on the target area. Dealing with a
rate of fire, high ammo capacity, and supreme reliability weaker beam, the weapon requires less heat shielding and
make it a popular backup weapon. other heavy equipment, making it easily gripped in a single
hand. While representatives from Helios delight in pointing
out the pitiful damage per shot comparison to their
products, the HEM Repeater proves that quantity has a
quality all its own.

156
MICROWAVE GUN MASER EDGE
Maser Weapons and Nerv have a somewhat complicated A sword made out of pure energy is naturally one of the
development history, as the Maser project contract was first things to pop into the head of anyone who wants a
viciously fought over by two opposing development, the weapon with which to fight giant monsters. This is not that
French developer ‘Helios’ that was contracted to Nerv weapon.
Germany and HEM Labs in China. For obvious reasons, a powered hilt that creates a
The Microwave Gun was built by neither of the above, continuous and controlled blade of energy is just not
instead a first generation Maser prototype that was built by practical. But Helios engineers have managed to create the
the United States Government before funding issues forced closest thing possible: a weapon that uses a high-powered
them to back out of their contract with Nerv. This powerful maser as a cutting edge. Closer in design to an axe than a
and functional Maser is Hydrogen based, and while the sword, the Maser Edge caps off both ends of the cutting
internal battery is more than enough to supply the weapon area with synchronized maser generators to create a
over the course of the fight, after multiple firings the powerful beam between them in a setup similar to a wire
Hydrogen supply will dwindle and need to be replaced. The knife. Directly behind the beam, a conventional blade cuts
Microwave Gun formed the basis of all future Evangelion into the seared surface of the enemy and splits the mass,
scale Maser weapons, and the details of its construction allowing for the weapon to drive itself deeper into the
were provided to both Helios and HEM. target.
While technically a Helios produced weapon, there are
MASER ANNIHILATOR internal elements that are familiar to anyone who has
studied the schematics of the HEM Maser Pistol. The
Almost entirely eschewing focal components, this shoulder- resulting legal battle has yet to fully resolve due to a series
mounted bulk of the weapon is equipped with an adjustable of delaying actions.
wide bore firing lens. The Helios Maser Annihilator
represents maser technology at its unrefined, raw potential:
laying flaming waste to entire swaths of land by ION SCRAMBLER
bombarding every square inch of its surface with A result of in-house development by Nerv, the Ion
penetrating radiation. Scrambler was one of many attempts by Nerv to find a true
The first weapon produced for Nerv by Helios, the Maser anti-AT weapon that could be adopted by conventional
Annihilator is powerful but lacking restraint. Time must be militaries to render the Angels vulnerable to attack. In an
allowed for the weapon to cool between each shot. The attempt to inflict pain and confusion on the Angel by
alternative, as HEM gleefully reminds Nerv, is “massive agitating the AT Field, the Ion Scrambler has a series of
explosion”. several Maser emitters that build up a powerful charge and
then release sustained pulses at different frequencies in
rapid succession, creating a chaotic mess of electrical
HEAVY MASER charge anywhere in front of the weapon. While utterly
ineffectual as a means of dealing damage or bringing down
Nerv was impressed with the energy output of the the AT Field proper, it does appear to provide a brief
Annihilator, but made certain demands as to improving tactical advantage.
weapon safety. The Helios Heavy Maser takes the basic
weapon setup of the Maser annihilator and completely Special: Any Angel hit by this weapon, regardless of
overhauls it, replacing the variable bore lens with a more whether or not they Guard, reduces their Angelic Senses
stable telescopic system supplemented by water cooling. range for 1d6 Intervals by a number of Sectors equal to the
While this has reduced the sheer destructive power Degrees of Success rolled on the attack (to a minimum of
significantly, it also results in a more reliable weapon with a 0). Spread Patterns and Absolute Defenses likewise do not
tighter beam capable of engagement at longer ranges. affect the outcome of the Iron Scrambler.
The Heavy Maser is the weapon that saved Helios from
losing its contract with Nerv entirely, which proved
fortunate as HEM Laboratories stalled in making
improvements with their pulse maser weapons systems.

157
N2 Shell Technology - N2 Shell Technology allows the purchase of N2 Shell Weapons.
N2 Shells are a simple application of high science, effectively just a very expensive rocket propelled grenade. While such a
thing is not particularly advanced science, the N2 Shell takes it one step further by making the warhead a self-contained
positron charge surrounded by explosive polymer. In short, in addition to the strength of a normal explosion is a small anti-
matter reaction. While not the focused destructive force that a full positron weapon uses to breach an A.T. Field, the anti-
matter reaction is enough to cause an Angel serious harm on a direct hit.
However, creating a weapon to fire this incredibly heavy projectile is even more difficult than creating the N2 Shells in the
first place.
Explosive Property
Whenever a weapon with this property rolls an odd number on the die for a Hit Effect, it immediately gains a +1 bonus to
that roll.
Starting Equipment: Bohrgun
N2 Shell Ranged Weapons (Pistol)
Name Range H Attack Damage Rld Ammo Properties Cost
Planck Pistol 1 1 Single 2d6+3 KN 2 3 Small, Explosive 1 Req
N2 Shell Ranged Weapons (Basic)
Bohrgun 2 2 Single 2d6+3 KN 2 6 Explosive, Fragile 1 Req
Neumann Cannon 3 2 Single 1d6+3 KN 2 6 Precise, Special 1 Req
N2 Shell Ranged Weapons (Heavy)
Single,
Faraday Rifle 2 2 2d6+3 KN 2 9 Explosive 2 Req
Burst(3/6)
Mounted(10),
Dyson Automatic 2 2 Burst(1/10) 2d6+3 KN 3 6 Explosive, Slow 4 Req
Overwhelming
N2 Shell Melee Weapons
Name Hands Damage Ammo Properties Cost
Pilebunker 2 2d6+3 KN 6 Explosive, Slow, Overwhelming 2 Req

PILEBUNKER BOHRGUN
A heavy weapon mounted to the forearm of the Eva, the Being the ancestor of all N2 Shell weaponry, the Bohrgun is
Pilebunker blurs the line between melee and weapons an exceedingly heavy and bulky rifle. With an angular and
technological application. Utilizing the mass-produced N2 uncomfortable profile, the Bohrgun lays dubious claim to a
Shell, the Pilebunker generates an internal explosion, tragically uncontrollable recoil, which greatly limits its
releasing tremendous pressure and energy in a concussive range. In reality, the Bohrgun is simply a crude,
explosion. Due to the design of the Pilebunker, this pressure experimental vehicle for the real genius of its design. The
can only vent itself by driving a mounted spike arm rounds fired by the Bohrgun, despite their weight and size,
forward, which it does with incredible speed and force. are not slugs but rather bullet shaped containment shells for
Inexperienced pilots have even found that the recoil of the almost insignificant antimatter charges, inactive until the
Pilebunker can send them tumbling backwards if they don’t impact of the round striking its target destroys the fragile
brace themselves accordingly. The Pilebunker delivers great stasis equipment and allows annihilation to occur. The
damage, but with the obvious downside of being a close resulting explosion is only a tiny spark compared to an N2
combat weapon capable of running out of ammunition. mine, but still boasts a greater release of energy than any
chemical explosive of comparable size. Though the
Bohrgun itself is a substandard weapon in all respects, it is
still indescribably lethal to anything on the business end of
the barrel, and occasionally itself.

158
PLANCK PISTOL FARADAY RIFLE
Even as a compact pistol, the Planck Pistol’s trademark size Accomplishing what was once thought impossible, the
and poor balance unmistakably give it away as an N2 Shell Faraday Rifle managed to mix two previously exclusive
weapon. Since nothing of a pistol's size would be capable of technologies. Railgun technology has always specialized in
propelling an N2 shell any distance using conventional moving very small objects very fast, but that same
ballistics, the Planck Pistol is instead designed to fire technology repurposed has managed to launch standard N2
specially prepared N2 Shells in custom rocket-propelled Shells only moderately fast, which is still a huge
casings. Even though the construction barely leaves room improvement over other firing mechanisms. More
for a revolving chamber mechanism, never mind a importantly, the Faraday Rifle represents the first platform
magazine, the Planck Pistol is the last word in sheer capable of firing N2 Shells in rapid succession without
firepower per shot in a compact weapon. catastrophic results that lead to the destruction of the
Penning Rifle and assigned staff.
With this more stable N2 Shell platform designed, Nerv
Labs moved on to a rapid fire version in the form of the
Penning Rifle. DYSON AUTOMATIC
Building off of the success of the Faraday Rifle, the Dyson
NEUMANN CANNON Automatic Cannon represents the pinnacle of N2 Shell
weapons technology that the project has been aiming for
After the catastrophic misfire during the testing of the
since the beginning: a simple and effective delivery system
prototype Penning Rifle, the very concept of the N2 Shell as
capable of firing N2 Shells at a steady and rapid rate of fire.
a form of ammunition was taken back to the drawing board
Indeed, that is all the Dyson Automatic is good for, being
by Nerv as a matter of due diligence. N2 Shells are heavy
incapable of any other firing mode! The size of the
by necessity of the complicated and redundant containment
ammunition, combined with its rate of fire, required an
systems in each shell. In an attempt to make more weapon
ammunition cache external to the weapon itself. As such,
platforms viable, Nerv engineers attempted to create a
the actual ammo cache is carried on the Evas back, giving it
‘maximally efficient’ smaller design to fill the same roll.
the Mounted property, and is belt fed into the Dyson itself.
The result lacked the penetration and high explosive
properties of true N2 Shells, but the concussive shockwave
they produce is rather extraordinary even if it does little
more than leave the Angel shaken.
Special: Whenever an enemy is hit by this attack,
regardless of whether or not the resulting attack deals
damage or a hit effect, any attack that is associated with the
struck Body Location is at a -20 penalty to Eva Martial/Eva
Firearms tests to hit for 1d6 Intervals.

159
Polythermic Technology - Polythermic Technology allows the purchase of Polythermic weapons.
Like many other such projects, the ‘Polythermic’ weapon was designed to be the go-to in anti-Angel firepower. In theory, it
would breach the enemy AT Field by soaking in ambient energy on all wavelengths, effectively lowering the strength of the
AT Field directly in front of the attack. Original designs proved to be unfeasible, as no internal battery proved to be able to
hold that much power without overheating and exploding. The project then moved over to making a weapon designed to
overheat (but not explode).
The “Polythermic Javelin” featured this same technology and was designed to be launched from a crude rail gun. The length
of the spear soaked in energy, and rather than storing that power used it to superheat the tip of the weapon. Results were
lackluster. The spear weighed too much to fire very far, and the very same energy-soaking ability of the projectile caused the
rail gun to discharge unevenly, resulting in crippling inaccuracy. Effectiveness varied based on environmental conditions,
including a sudden exothermic spike if the weapon were in a high energy area, such as close to a fire. Worse yet, the weapon
still lacked the ability to convert enough energy in the instant of contact to breach anything but the most token of AT fields.
The Polythermic Weapon project was scrapped, though a successor project that attempted to utilize the same technology
ended up producing the ammunition that is used in the modern Superheavy MAC. While a poor replacement for the
Evangelions, Polythermic Technology proved to be a reasonably effective weapon in their hands.However, as it was designed
to serve originally as ammunition, Polythermic weapons have an unfortunate tendency to melt themselves after prolonged
use. For this reason, Nerv tends to buy these weapons in bulk.
Polythermic Property
This weapon soaks in ambient energy around it, such as light, electromagnetic waves, and even the exotic forces of the AT
Field, to power an intense exothermic reaction. In layman’s terms, it gets hot. Very hot. So hot that looking at it without
protective gear can actually cause blindness, and direct contact with it can melt concrete.
When making an attack with a Polythermic weapon, the player may choose to overheat the weapon. On a successful hit, the
weapon deals the Smolder condition in addition to the Hit Effect that they roll normally. If the attack was negated by a Guard
using a weapon with the Defensive property, there is a 50% chance that the Defensive weapon in question is destroyed. In
either case, enhancing the attack in this fashion will destroy the Polythermic weapon if it rolls Maximum damage.
Starting Equipment: Polythermic Knife
Polythermic Melee Weapons
Name Hands Damage Properties Cost
Polythermic, Precise, Small, Breach(1),
Polythermic Knife 1 1d6+1+Str EN 1 Req
Surplus
Polythermic, Proven(3), Breach(1),
Polythermic Sword 1 2d6+Str EN 1 Req
Surplus
Polythermic, Breach(1), Throwing,
Polythermic Spear 1 1d6+2+Str EN 1 Req
Reach, Surplus
Polythermic, Inaccurate, Breach(1),
Polythermic Axe 1 1d10+1+Str EN 1 Req
Surplus
Large Polythermic Axe 2 2d10+3+Str EN Polythermic, Breach(1), Slow, Surplus 2 Req
Flamberge 2 2d6+1+Str EN Polythermic, Breach(1), Slow, Special 3 Req
Polythermic Ranged Weapons (Basic)
Name Range H Attack Damage Rld Ammo Properties Cost
Sunspear Gun 2 2 Single 2d6 EN 1 4 Polythermic, Breach(1) 1 Req
POLYTHERMIC KNIFE POLYTHERMIC SWORD
While seemingly simple, the difficulties in eliminating the Taking advantage of the advances made during the
separate energy collection are and the miniaturization of the development of the Large Polythermic Axe, the energy
involved technology lead to the Knife being the very last collection process was eventually refined down to no longer
weapon to be made compatible with Polythermic requiring a separate collection area at all. The Polythermic
Technology. Having learned from the numerous accidents Sword makes use of this breakthrough, making the heated
in the development of previous weapons, Nerv staff blade and the collection area one and the same and is feeds
reported almost no incidents regarding the Polythermic directly on ambient electromagnetic energy. After early
Knife. tests, a heat-resistant guard was installed to prevent
overheating events from damaging the fingers of the Eva
with molten metal.

160
POLYTHERMICSPEAR FLAMBERG
The original Polythermic Javelin was designed to be fired at A competitor to the Large Polythermic Axe during
the Angel from an electromagnetic cannon. Despite its utter development, one team of developers looked backwards to
lack of success, this still meant that much of the work medieval weapons design for inspiration on how to increase
required to manufacture the weapon had already been the surface area of the weapon for energy absorption. The
accomplished. While a poor projectile, the Polythermic tip result, with no small amount of irony, was the Flamberg.
and energy-absorbing shaft were already functional. Originally referring only to the wavy, serrated nature of the
Making a version of the weapon that utilized the structural blade, the Polythermic version of the weapon makes the
improvements already pioneered by other Evangelions name rather more literal.
weapons divisions made the Polythermic Spear an easy Unfortunately, the combination of the extra surface area
adaptation, and the first Polythermic Weapon built for hand enhancement alongside the advances made by the rest of the
to hand combat. Polythermic team ended up leaving the Flamberg simply
too good at its job, prone to sudden flareups and
POLYTHERMICAXE occasionally backfiring onto the pilot. While only a few
Flamberg weapons were ever produced, their unique
With the Spear completed as a proof of concept, the
properties were deemed suitable for occasional use as a
question came down to whether or not Polythermic
specialty weapon, as their ability to set things alight is
technology had the flexibility to be applied to more than a
without compare.
single type of melee weapon. The Polythermic Axe
answered this question while changing as few of the Special: Whenever one or more of the damage die for this
components as possible. Still reliant on the energy weapon rolls a 6, the enemy must Test Reflexes or be set
absorbing nature of the shaft of the weapon, the On Fire. However, this surge of heat will separately deal
superheating effect has been expanded to cover the cutting 1d10 soft damage to the user of the weapon unless they
edge of an Axe head rather than a single point like on the likewise Test Reflexes.
Spear. Production of the Polythermic Axe was slowed after
increasingly frequent laboratory fires mandated the SUNSPEAR GUN
installation of improved fire suppression systems, and
Before Polythermic Technology was repurposed to serve as
retraining of the staff regarding safe development practices.
an Evangelion-held weapon, it was designed to be used on
its own. The most successful implementation of which was
LARGE POLYTHERMICAXE a Polythermic javelin, fired from a crude form of rail gun.
An important hurdle in the development of Polythermic Due to the unique properties of the Polythermic payload, it
technology was that of efficiency. The energy collection turned out to be a fair poor gun, and the fired javelins
process required a considerably larger surface area than the turned out to be only somewhat more effective against AT
focal point of the weapon, integrated into the shaft of the Fields than conventional firepower. However, prototypes
weapon. A larger heated area required an exponentially for these unique rail gun arrays were still produced, and
larger surface area for energy collection. This problem was have since been repurposed into a rifle-type Evangelion
not solved until the development of the Large Polythermic weapon. Though the rail gun tends to fire unevenly,
Axe, which managed to heat a significantly larger Axe head damaging both its range and accuracy, at close ranges it can
but without the correspondingly huge collection area. deliver a blindingly hot Polythermic spear into the enemy at
high speed.
The groundbreaking energy collection technique that made
this possible had unfortunate side effects on laboratory
equipment, resulting in power drains in one side of the lab
and power surges on the other, frequently ruining sensitive
equipment and destroying unshielded computers. This
proved especially unfortunate after a meltdown of a weapon
prototype caused the fire suppression system’s electronic
controls to fail, resulting in the death of two lab assistants
and the destruction of valuable research data.
After reviewing this incident, Nerv demanded that all
further Polythermic Weapons assembly and testing be done
in an outdoor environment, in coordination with local Fire
Departments.

161
Positron Technology - Positron Technology allows the purchase of Positron Weapons.
The Positron is the antimatter counterpart of the electron. The positron has an electric charge of +1, a spin of 1⁄2, and the same
mass as an electron. When a low-energy positron collides with a low-energy electron, annihilation occurs, resulting in the
production of two or more gamma ray photons. The existence of positrons was first postulated in 1928 by Paul Dirac as a
consequence of the Dirac equation.
Positron weapons fire a thin but dense beam of positrons with an ablative layer of ionized air around the beam to slow its loss
of energy. This beam of energy is dense and powerful enough that it can even punch through the defensive bubble of an A.T.
Field. However, much of the beam’s energy is lost immediately after leaving the projector, and without a massive amount of
starting energy a positron beam can prove ineffective against an Angel.
Positron
Positron weaponry fires a dense and powerful beam of positrons, the antimatter equivalent of electrons. At sufficiently high
outputs, Positron Weaponry has the unique destructive power to penetrate an active A.T. Field.
In addition to their naturally high Breach property, Positron Weapons add their Breach rating to their damage for attacks
against Barriers. On a maximum damage roll, Positron Weapons deal an automatic Critical Hit.
Starting Equipment: Positron Rifle
Positron Ranged Weapons (Basic)
Name Range H Attack Damage Rld Ammo Properties Cost
Positron Rifle 1 2 Single 1d6+2 EN 1 10 Positron, Breach(3) 1 Req
Burst(3/4)
Positron S. Rifle 2 2 Single 2d6+2 EN 2 8 Positron, Breach(3) 1 Req
Positron Smartgun 2 2 Single 1d10+1 1 6 Positron, 1 Req
Breach(3), Special
Positron Ranged Weapons (Heavy)
Positron Cannon 3 2 Single 3d6+2 EN 2 3 Positron, Line, 3 Req
Breach(4), Slow
Great Positron 5 2 Single 4d10 EN 3 5 Positron, Slow 5 Req
Cannon Breach(6),
Cooldown, Special
Positron Melee Weapons
Name Hands Damage Properties Cost
ESV Shield 1 Str KN Defensive(20), Special 2 Req
ESV SHIELD POSITRON RIFLE
One of the hardest parts of creating a gun that shoots Though still more of a proof-of-concept model than a
positrons is keeping the damn thing from blowing up. Many weapon, the Positron Rifle can be pressed into service as a
of the internal components of the average Positron weapon combat system if needed. This “weapon” combines an
by necessity have the most sophisticated high-energy ionizing beam to create a path, and then unleashes a stream
containment systems on the planet. It was only a matter of of antiparticles from a powerful internal toroidal positron
time before these advances were repurposed to serve as an trap linked to a particle accelerator. This bulky accelerator
Evangelion scale defense. was designed primarily for lab purposes, and for combat
Truth be told, it is unlikely that you will be able to find purposes has been wired to produce Positrons in short
anyone who knows what the ESV Shield is named after. bursts in an attempt to increase energy efficiency. While
Records list the acronym going back to initial development initial tests against material targets were promising, this
records, but no one seems to remember what it means. The weapon ultimately doesn’t have the firepower to capitalize
name persists mostly for the sake of record consistency on the propties that made Postrion technology worthwhile.
now.
Special: Due to its advanced energy-containment systems
and reflective coating, the ESV system can be used against
Energy attacks that have the Armor Piercing property. In
addition, if the ESV shield is used to Guard an attack with
the Line property, the attack does not continue any further.

162
POSITRON S. RIFLE POSITRON CANNON
While very heavy and possessing demanding requirements, Developed to meet increasing demand for a weapon capable
the Positron-Sustained Rifle possesses impressive range and of punching through AT Fields, the Positron Cannon was
damage while retaining the ability to punch through weak originally designed to be part of a static, turret like weapon.
A.T. Fields with minimal support. By building up a charge Despite testing well offensively, the Magi conclusively
for a single, powerful burst of Positrons, the weapon is disproved the usefulness of such an investment in a
much more effective than any attempt to fire in succession groundbreaking series of simulations that showed that, if
would be. This design archetype went on to define all relied on as a stationary defense, the positron cannon had a
further Positron Weapon development. Unfortunately, a 40% chance of being destroyed by the first Angel it fought,
proper system to deal with the extreme amounts of energy and a 100% chance of being destroyed by any subsequent
utilized by the weapon has yet to be devised. Instead, whole Angels due to its inability to Guard attacks. While a setback
banks of fuses must be replaced after each battle to prevent for its original purpose, much of the same technology was
the weapon from shutting down when next used. later re-purposed into the Eva-portable version now in use
today.
POSITRON SMARTGUN
Positrons are whimsical particles, prone to influence from GREAT POSITRON CANNON
all many of electromagnetic interference or other ambient The Great Positron Cannon is, in every way, the final
distractions that can alter the course of the beam. Computer culmination of Evangelion portable positron weaponry.
assistance beyond the normal targeting algorithms is needed Resembling a massive, high powered anti-materiel sniper
to make Positron weapons aim over longer distances, a task rifle, the Great Positron Cannon is powered by a pair of
that the Magi usually finds itself performing mid-battle. enormous, multi-tiered Toroidal Accelerator turbines which
The goal of the Positron Smartgun was to explore the upper provide the required injection of high energy particles.
limit of Positron accuracy by including a much more robust These generators add such considerable bulk to the weapon
shot correction array linked to electromagnetic field that they must be detached and carried separately, and then
generators near the barrel of the weapon, as well as a small cold started on site. This configuration prevents the cannon
supercomputer included in the frame of the weapon. In from being portably fired by an Evangelion, or even
conjunction with the hardware of the Eva itself, the mounted on one.
Smartgun is capable of controlling the projection of Special: The Positron Cannon requires a 3 Stamina Action
Positrons to a much finer degree and over a longer distance, to be set up at a fixed location, and once set up may not be
as well as reacting to stimuli humans are too slow for. moved, though it may be realigned to aim at an enemy that
Special: As a 1 Stamina reaction, the pilot may expend 1 is now a different facing from the original firing position. In
Ammo for this weapon and test Eva Firearms to attempt to addition, the Eva using the Great Positron Cannon may only
aid the ranged attack of an ally. The target of the ally’s fire from a Prone position. If the Eva using the Great
attack must be within the range of this weapon. On a Positron Cannon dodges an attack, or willing moves away
success, the Smartgun fires a dense burst of Positrons that from the cannon, it requires a 1 Stamina Action to later
hits the AT Field a fraction of a second ahead of the other resume firing control of the massive weapon.
attack, creating a weak spot that is immediately exploited If selected by a Sniper Type Evangelion with the
before it can fade. The ally’s attack gains Breach(3) , or +3 Superheavy Support upgrade, the Great Positron Cannon is
to its Breach Rating if it already possesses that weapon still too heavy to equip normally and requires all of the
property, and adds a bonus to its damage equal to the same special rules described above. However the Sniper
Degrees of Success on your Eva Firearms test. Type Evangelion may, if they deploy with no weapon in
their Gunframe, make a hardline connection and treat the
Great Positron Cannon as if it were a Gunframe weapon for
all relevant upgrades and effects.

163
Progressive Technology - Progressive Technology allows the purchase of Progressive Weapons.
A marvel of engineering, a 'progressive' design is effectively a high-advanced vibrating edge. The constant oscillation of the
edge has a rapid chipping effect much like a jackhammer, but several times a second. Indeed, this motion is so fast that the
friction with the air often causes the surface of the weapon to become white hot when active.
Progressive Property
With a vibrating weapon, the constant oscillating motion of the blade results in multiple impacts per second to create a
shredding effect more like a jackhammer than a knife. Progressive Weapons take this one step further by oscillating at such
high speeds that the friction causes the blade of the weapon to become white hot.
After having rolled for damage, if the attack is a maximum damage result (all dice involved rolled their highest possible
value) and would still result in no hit effect for any reason (such as being reduced to 0 by Armor, or being converted into Soft
Damage by a Spread Pattern) the attack deals a Glancing Hit anyway.
The player may instead choose to reroll their damage and take the new roll instead. If the new roll is minimum damage
(rolled its lowest possible result on all dice, before Proven would apply) the weapon breaks after the attack resolves. On the
reroll, if the attack is a maximum damage result the attack deals a Critical Hit regardless of the Toughness or Armor of the
enemy.
Starting Equipment: Progressive Knife
Progressive Melee Weapons
Name Hands Damage Properties Cost
Progressive Knife 1 1d6+1+Str KN Progressive, Precise, Small 1 Req
Progressive Spear 1 1d6+2+Str KN Progressive, Reach, Throwing 1 Req
Progressive Axe 1 1d10+1+Str KN Progressive, Inaccurate 1 Req
Progressive Tonfa 1 1d6+1+Str KN Progressive, Small, Defensive(5) 1 Req
Progressive Sword 2 2d6+Str KN Progressive, Proven(3) 2 Req
Progressive Lance 2 2d6+3+Str KN Progressive, Reach, Slow 2 Req
Progressive Ranged Weapons (Pistol)
Name Range H Attack Damage Rld Ammo Properties Cost
Flechette Pistol 2 1 Single 1d6+3 KN 2 5 Progressive, 1 Req
Cutter(1), Small
Latchline Gun 1 2 Single 1d10 2 2 Progressive, 2 Req
Special
PROGRESSIVE KNIFE PROGRESSIVE SPEAR
The standard issue melee weapon of the Evangelions, The Progressive Knife affixed to a standard Evangelion
Progressive Knives represent one of the best reasons to get Spear shaft, the Progressive Spear is the vision of simplicity
in close to the enemy. The blade of a Progressive Knife in terms of design. Extreme weapons testing shows that,
vibrates at such extreme speed that the friction with the after 20 or more hours of use, the vibrational frequency of
surrounding area creates a heat shimmer effect, making the the Progressive Knife causes the internals of the Spear shaft
blade appear to be blowing hot to the naked eye. A to splinter and degrade. Nerv reviewed the case, and
Progressive Knife can cut through most things like paper, eventually decided that given the short duration of Angel
and even heavily armored targets can be taken down with a encounters the replacement cost of the Spear shafts was
well struck blow. much lower than the research cost of coming up with a
Several different designs of Progressive platforms were solution to the problem.
tested, though the improvements of each successive version
proved to be minimal to the point of being virtually PROGRESSIVE AXE
interchangeable. Most such knives eventually entered Applying the Progressive oscillation technique to the much
service as Evangelion weapons, which does mean that there larger and heavier Axe weapon required careful planning.
is no single universal pattern to which all Progressive As it turned out, larger single pieces of metal such as the
knives conform. Axe head suffered a considerable loss of oscillation speed,
and thus enhanced cutting power. This was solved in the
Progressive Axe by doubling the number of oscillators and
the internal power supply, but even this is a crude and
inelegant solution.

164
PROGRESSIVE TONFA LATCHLINE GUN
The Progressive Tonfa uses most of the same components The Latchline Gun looks like a much more complicated
as the Progressive Knife, but on a different platform. The weapon that it really is. Boasting 8 barrels, it is easy to
Evangelion Development Oversight Committee, appointed assume that it delivers on heavy firepower. Its true purpose
by the UN to consider the funding situation of the is a very different, and time even more useful, function.
Evangelions and their equipment, for reasons that the
When fired, the Latchline Gun fires four barrels
developers do not quite understand became obsessed with
simultaneously, each one launching a small tungsten dart
the idea of a Progressive Shield. No matter how many times
with a Progressive head that looks much like a simple
that Nerv tried to explain the lack of a benefit to such a
screw, trailing a length of carbon cable. After sinking into
device, the Committee remained resolute that such a shield
the target, the oscillating motion of the Progressive head
would have enhanced defensive properties.
causes it to worm is way even deeper into the enemy,
The Progressive Tonfa, while a serviceable weapon, was
establishing a firm hold. Even if one or two of the darts
mainly built to showcase the defensive applications (and
miss, the remaining cables can be used to drag the enemy
more importantly, the lack thereof) of Progressive
and restrict its movements.
Technology. While it does perform significantly better than
a non-Progressive Tonfa, very little of that has to do with its Special: On a successful Eva Firearms test with this
ability to stop attacks. weapon, the Eva is tethered to the target by a set of cables.
Immediately, the Eva using this weapon is moved into the
PROGRESSIVE LANCE same Sector as the struck enemy if they were not already
The Progressive Lance was an experimental design, so. For as long as the cables are intact both the Eva and the
abandoning the harsh and thin angular blade designs of target are Slowed, and the Evangelion remains in the same
most Progressive weapons for a circular pinnacle shape. Sector as the hit target even to the point of being dragged
Build out of a series of increasingly small round metal along with it if the target moves. The Eva may likewise
sections stacked on top of each other, the segments of the drag the target around on their own turn, but remember that
Progressive Lance are all designed to oscillate both the Eva and the Angel are still slowed.
independently, but in coordination with the rest of the If used against an enemy with the Flier trait, the Eva may
weapon for a unified effect. While a rather heavy specialist test the Lift skill to drag the Angel down to the ground,
weapon, it did indeed prove the validity of its central leaving it exposed to melee attacks for a number of
design. Intervals equal to 1 + their Degrees of Success on the skill
test. After that time has elapsed, the Angel fights its way
PROGRESSIVE SWORD back into the sky and may benefit from the Flier trait as
Until recently, large progressive weapons were impossible normal.
to build. That changed with the innovative design of the The effect of this weapon ends if the Eva or the target is
Progressive Lance. The new Progressive Sword, also caught within an Area Attack of any kind, the target
labeled the “MagorokE(xterminate) Sword” by certain teleports, or the target spends a 3 Stamina action
members of the Oversight Committee, heralds a new age of specifically to destroy the cables. The Latchline Gun is not
weapons technology by integrating smaller Progressive destroyed by this and can be used again after, ammo
blades into a single large cutting edge. permitting.
FLECHETTE PISTOL
One of the recent plans to advance Progressive Technology
was the use of smaller, independently oscillating segments
of blade that would create a greater effect when combined.
This has led to the success of the Progressive Lance and
Sword programs, and as a result Nerv has learned to
integrate Progressive technology into blades much smaller
than that of a knife. The Flechette Gun stores and fires
small Progressive disks, adapting one of the most effective
weapons against the Angel to a new role.

165
Sonic Technology - Sonic Technology allows the purchase of Sonic Weapons.
A ridiculous sounding science, Sonic weapons utilize destructive vibrations to rupture and shatter objects from a distance. As
different frequencies are better suited to reach the destructive resonance of different materials, one built in advantage of
Sonic weapons is the ability to automatically tune itself to the optimal frequency of a target after a few seconds of exposure.
Sadly, Sonic Technology is not without its limitations. The pressure waves that Sonic Weapons rely on are easily negated by
an Active AT Field, even more so than conventional military weapons. While Sonic weapons carry the potential to be
devastating to Angels with properly coordinated attacks, individual users may find it difficult to overcome the Angel’s
natural defenses.
Sonic Property
This weapon considers enemy Toughness to be 2 lower than normal for the purpose of determining whether a hit is Glancing
or Critical. Sonic weapons deal no damage in Space or other vacuums, though they deals an extra +1 damage per die when
used underwater due to the denser medium. However, Sonic weapons cannot ever benefit from the Breach property,
regardless of rating.
Starting Equipment: Resonator
Sonic Ranged Weapons (Pistol)
Name Range H Attack Damage Rld Ammo Properties Cost
Sonic, Resonate,
Resonator 0 1 Single 0 KN 1 10 1 Req
Small
Single, 1d10+2 Sonic, Fragile,
Snapgun 1 1 1 10 1 Req
Burst(3/4) KN Small
Sonic Ranged Weapons (Basic)
Single, 1d10+1
Screamer Rifle 1 2 1 20 Sonic, Precise 1 Req
Burst(5/5) KN
Ultrasonic Disruptor 2 2 Single * 1 5 Sonic, Special 2 Req
Sonic Ranged Weapons (Heavy)
Sonic Drill 1 2 Single 2d6 KN 1 10 Sonic, Scattershot 2 Req
Concussion Blaster 2 2 Single 3d6 KN 1 3 Sonic, Repulsion 2 Req
Sonic Melee Weapons
Name Hands Damage Properties Cost
Sonic Guillotine 1 3d6 KN Sonic, Small, Special 1 Req
Sonic, Precise, Fragile,
Sonic Cutter 2 1d6+2+Str KN 2 Req
Cutter(2)
Resonator Mine 1 0 Special, Small 1 Req
RESONATOR SNAPGUN
Utilizing sympathetic vibrations to reach the destructive An admittedly goofy looking weapon, the Snapgun
resonance of a target material, the Resonator is the simplest produces quick, concentrated bursts of sound capable of
form of Evangelion-Scale Sonic Weaponry. It also happens opening wounds or shattering buildings from a distance.
to be totally useless on its own. Even setting aside the Still an early prototype weapon, it is limited by a subpar
natural weakness of Sonic attacks against an AT Field, a output and a tendency to shatter its internal components
single Resonator simply lacks the capacity to trigger a after frequent use.
destructive reaction within a target. That is not to say that
the Resonator isn’t the bread and butter of a Sonic
armament, though. Resonators create a cross-interference
pattern when used with other sonic weapons, allowing them
to achieve destructive levels they would be incapable of
normally.

166
SONIC GUILLOTINE CONCUSSION BLASTER
The Sonic Guillotine is not a conventional weapon. This set The project to enhance sonic technology suffered a terrible
of two poles, each containing a series of resonance emitters, blow after a freak accident involving a new form of
are meant to be placed on opposite sides of a target and then resonator leveled the facility. Many brilliant minds were
activated remotely. Each pole is collapsible, and may fit lost, but the survivors have since pinpointed what caused
into a Wing with the Wing Loadout (Storage) upgrade. the explosion and utilized it to create what will likely be the
Sadly, each wing can only store one compact pole at a time, world’s last sonic weapon: the Concussion Blaster.
requiring the other pole to be stored elsewhere. For obvious Utilizing multiple smaller busts of sound aimed
reasons, a common tactic is to give the other pole to an ally independently, the Concussion Blaster creates an overlap of
for a synchronized attack. very specific frequencies at a distance. Properly combined,
Special: If the pole is already in hand, it may be planted in these individual streams of sound resonate with each other
the ground as a 1 Stamina Action. These poles may be and create a short lived but volatile exponential cascade
thrown as a spear, and due to internal gyroscopes are effect, in short creating a massive sonic boom at the point
considered to be planted in any space in which they land. of intersection.
If both poles have been planted in the ground, and are
within the same Sector as each other and an enemy, they SONIC CUTTER
immediately activate.
After the undeniable success of the Sonic Guillotine design,
When the Sonic Guillotine’s activation conditions are met, researchers were pressed to create a version of the twin-pole
choose a single enemy in the same Sector as them. That Guillotine system that could be reliably used by a single
enemy takes 3d6 KN damage to the Body hit location. This Evangelion, without the need for ambushes or flanking. The
‘attack’ may be responded to by Spread Patterns, but not the solution, crude as it was, was the Sonic Cutter.
Guard action.
A Bident, the Sonic Cutter looks much like a giant tuning
After activating, the poles are rendered useless until fork with sharpened prongs. Under most circumstances, it
repaired. functions only as an awkward, heavy spear. However,
should the user manage to catch the limb of an enemy in
SCREAMER RIFLE between the two prongs of the bident, they can activate the
miniature sonic glaives built into the cutter to easy shear off
Looking more like a children’s toy than a real weapon, the
body parts.
Screamer Rifle is made for the unearthly noise it makes
when fired. Significantly stronger than its predecessor the Other sonic melee weapons were planned, however they
Snapgun, the Screamer can fire stronger bursts of sound at a have since been cancelled due to the loss of staff during
faster rate, without risk of breaking itself in the field. Advanced Resonator research and development.

SONIC DRILL
A heavy-duty sonic weapon, the Sonic Drill is designed to
be fired in a continuous stream. In terms of tactical
application, it serves a similar role as a flamethrower,
though obviously lacking the former’s ability to light things
on fire. Equipped with banks of internal resonators, the
Sonic Drill overcomes the natural tendency of sonic
weapons to break by simply using redundant parts. After
prolonged use, however, the Drill will be rendered
inoperable until the internal banks are replaced.

167
RESONATOR MINE ULTRASONIC DISRUPTOR
Sonic weapons rely on the simple proverb of strength in One of the first obvious applications of Sonic technology
numbers. On their own, sonic weapons are merely on, or was the concept of resonance frequencies. In theory, any
slightly below, conventional ballistic weapons. But given material has a specific resonance frequency that, once
combined with even conservative use of Resonator achieved, will cause peak vibrations and can have
weapons, the effectiveness of even the Snapgun rises disastrous consequences. Engineers often have to take such
dramatically. dangers into account in the construction off bridges or
The Resonator Mine is a simple yet effective way to apply buildings, to prevent such a resonance disaster.
that tactical advantage. This flat metal disk pulls out into a Nerv attempted to weaponize this concept by building a
telescoping lattice that ends up liking much like a radio weapon specifically to achieve the resonance frequency of
tower when extended. Set up properly, it can act as an the material that makes up the standard Angel Core. While
omni-directional resonator for a short period of time, after not the resounding success they were hoping for, the
which it shakes itself to pieces. Used wisely, it can open a Ultrasonic Disruptor does appear to have an adverse effect
crucial gap in the defenses of the enemy, especially if on the enemy that grows stronger based on resonation
multiple Resonator Mines are used in conjunction. strength.
Special: As a 1 Stamina action, the Resonator Mine may be Special: The Ultrasonic Disruptor inflicts a scaleable
placed and armed in whatever Sector that the Evangelion is effect, determined by the number of Resonator hits
standing in. Afterwards, it becomes a unique terrain effect currently active on the enemy (measureable by the number
of that Sector until such a time as it is used. of bonus damage dice applies to Sonic weapons on that
Whenever an enemy enters that Sector, or attempts to leave target). Instead of adding those d6 worth of bonus damage,
it, the pilot that placed the Resonator Mine may trigger its the Ultrasonic Disruptor inflicts the following effects
effect. All enemies within the same Sector as the Resonator (which are not cumulative).
at that time are treated as if they had been hit with a 0 If no Resonator hits are active on the target, on a hit the
damage attack that had the Resonate property. Afterward enemy takes 2 Soft Damage and suffers from a -10 penalty
applying this effect, the Resonator Mine is destroyed. to all rolls for the next 3 Intervals.
If 1 Resonator hit is active on the target, on a hit the enemy
takes 4 Soft Damage and suffers from the Staggered
condition for 2 Intervals.
If 2 or more Resonator hits are active on the target, on a hit
the enemy takes 8 Soft Damage and suffers from the
Stunned condition for 1 Interval.

168
Superconductive Technology - Superconductive Technology allows the purchase of Superconductive weapons.
The Evangelions themselves lack the internal power reserves to run for more than 5 minutes, and while there is plenty of
room for a form of reactor the chances of it being damaged during a battle are all too likely and the result too terrible. For this
reason, the Evangelions are powered by their almost signature Umbilical Cables. However, even these cables were no easy
solution, requiring the means to mass produce high-energy superconductive material. Re-purposed, this same technology has
another use: the delivery of a similar amount of power through surface conduction coils, releasing a nasty electric charge to
anything unfortunate enough to be on the receiving end.
Superconductive
The outer edge of the weapon is replaced by a complex array of conductors and coils, dulling its edge but in return for
something much greater: the ability to dispense ultra-high voltage shocks to the enemy on contact. While exceptionally
painful, electrocuting something the size of an Angel to death is almost impossible.
Superconductive Weapons deal damage and Hit Effects, but do not benefit from Critical Momentum beyond +1. All
Superconductive Weapons deal Energy Damage and possess the Armor Piercing property.
Starting Equipment: Superconductive Baton
Superconductive Melee Weapons
Name Hands Damage Properties Cost
Superconductive, Breach(1),
Superconductive Baton 1 1d6+1+Str EN 1 Req
Small
Superconductive
1 1d10+1+Str EN Superconductive, Breach(1) 1 Req
Hammer
Superconductive, Breach(1),
Superconductive Prod 1 1d6+1+Str EN 1 Req
Reach
Superconductive,
Burst Shield 1 1+Str EN 2 Req
Defensive(10), Special
Large Superconductive Superconductive, Breach(1),
2 2d6+2+Str EN 4 Req
Hammer Overwhelming, Slow
Superconductive Ranged Weapons (Basic)
Name Range H Attack Damage Rld Ammo Properties Cost
Surge Superconductive,
1 2 Single 2d6+2 EN 2 8 2 Req
Projector Breach(2)
SUPERCONDUCTIVE BATON SUPERCONDUCTIVE PROD
A collapsible design built for easy storage, the Originally designed as a prototype for what would
Superconductive Baton delivers on the basics of high- eventually become the Superconductive Baton, the head of
electricity shock weapons without yet mastering the full this weapon is its only point of electrical discharge. Built on
potential. The flimsy design dents easily, which can make an expanded version of basic shock prod technology, this
collapsing the weapon again difficult or even impossible, weapon lacks the versatility to handle anything other than
and the limited size places restrictions on the battery direct thrusts if you want to electrocute the Angel. While it
capacity, and thus the electric charge that can be delivered was initially discarded as the design for the reserve weapon
by the weapon. role, it did resurface later to fill much the same function as a
SUPERCONDUCTIVE HAMMER spear.
One of the major limitations of a Superconductive Weapon LARGE SUPERCONDUCTIVE HAMMER
is the reliance on an internal battery for energy storage, Taking the success of the Superconductive Hammer to the
which takes up significant space and weight. The Hammer next level, the Large Superconductive Hammer is even
Design turns this downside into a bonus, using the head of heavier and more battery packed than before. Holding a full
the hammer itself to store the heavy battery and add to both Evangelion internal battery (and then some), the back of
its physical impact and electrical discharge. In early this large hammer has a port for plugging in one of Nerv’s
versions of the weapon, the force trauma of repeated use ran patented umbilical cables. While it does not need to remain
the risk of disconnecting vital components inside of the plugged in during the battle, it was simply the only effective
weapon, but that has since been solved by filling the inside way to charge such a massive battery in a reasonable
of the hammer with a shock absorbing gel, making it even amount of time.
heavier.

169
BURST SHIELD SURGE PROJECTOR
Making Superconductive technology viable as an offensive Direct-energy weapons are not a new field of military
weapon required even more advances in capacitor and research. Militaries around the world have been
electronics technology than went into the power cables of experimenting in burning their enemies to a crisp from long
the Evangelions themselves. It is now possible to store a distances since the mid-20th century. It has just never been
truly staggering amount of power, if only briefly, meeting all that cost effective. The advent of Superconductive
the requirements for some interesting brute force ECM technology, however, makes many of older unfeasible
techniques. designs both possible and reasonably practical. The surge
The Burst Shield is the most stealth-unfriendly device ever projector is simply a scaled up electrolaser, capable of
made. Capable of sending out a short but incredibly dense delivering a bolt of lightning into the target from what an
electromagnetic surge, use of that function of the shield Eva pilot would consider medium range.
tends to fry any unshielded electronic devices. But, aimed at
the enemy, it can play havoc with a host of Angelic senses
that humans cannot even perceive, making it difficult for
the Angel to accurately focus on you until the effect
dissipates. Metaphysical Biologists describe the effect as
akin to having a floodlight shone into your eyes: you know
that something is there, and you might even know what it is,
but that doesn’t mean you can see it clearly if you look right
at it.
Special: This weapon has a set number of charges, akin to
the ammunition of a ranged weapon, equal to the unplugged
Operation Time of the Evangelion that it is deployed to.
The pilot may spend 1 Stamina, and expend one of these
charges, to inflict a -10 penalty on all Ranged attacks that
are aimed at any target that is within the same Sector as
them, including their own Eva, until the start of their next
turn.

170
Weapon Properties

Anti-Armor Chain
This attack treats the Armor of the target as if it was half A crude but effective form of attack, this weapon has traded
(rounded down) its normal value. any fine edge it might have had to instead mount a high-
speed diamond-tipped titanium chain. While effective at
tearing through all but the toughest of metals, it can’t be
Armor Piercing
fought with like a traditional weapon as it does its damage
This attack ignores Armor entirely. via surface contact rather than cleaving into the enemy with
brute force. However, if a chain weapon gains a good
Area purchase, it will tear through most materials like butter.
An Area attack hit all targets (friend or foe) within a certain Chain Weapons do not add the Strength of the user onto
area, listed alongside the trait. This could be in the form of their damage rolls, but on a Glancing Hit the Hit Effect is
either Area(Engagement) or Area(Sector). To do this, roll determined by either the roll result (before Critical
Eva Firearms a single time against a target Momentum is applied) or the Strength of the user,
Engagement/Sector, and then apply that roll to each target whichever is higher.
within the Engagement/Sector as if it had been rolled
against them. This often means that all targets are either hit Cooldown
or missed equally, but modifiers to hit are handled on a
This weapon generates an enormous amount of heat when
case-by-case basis.
fired, and cannot be safely used again until after the end of
Damage, Reactions, Spread Patterns and other effects your next turn. If used before it has finished cooling down,
likewise resolve individually. The Guard reaction may be on an odd roll with your Eva Firearms test the weapon
used against attacks with the Area property, but the attack explodes, dealing damage to the arm(s) holding it as if
still deals half damage on a success instead of being struck by the weapon. Obviously, you also fail to hit your
negated entirely. target.

Breach Cutter
This weapon property is always displayed with an Each weapon with this trait has an accompanying rating. On
accompanying rating in the form of Breach(X). Whenever a Critical Hit to a body location other than a Core, Body or
an enemy wants to use a Spread Pattern to reduce the Head location of an enemy (aka: hitting their limbs) this
effectiveness of this attack in some way, they gain no weapon gains a bonus to its Hit Effect roll equal to the
benefit for doing so unless they spend at least X AT rating.
Potential on the effect. Breach sets a minimum bid of ATP
that the defender must meet, or they are unable to use their
Spread Pattern at all. For example, an attack with Breach(4) Deep Burn
cannot be affected by the Spread Patterns of a defender who On any even Hit Effect roll with this weapon, you deal 3
has only 3 AT Potential remaining, because they fail to Soft Damage in addition to whatever the rolled Hit Effect
meet the minimum bid set by the Breach property. is. This Damage Pool increase does not generate Critical
Some attacks have a Breach rating of only 1. This is, by Momentum in time to affect the Hit that triggered this
itself, useless but makes the attack more easily benefiting ability, only hits after this one.
from abilities or power that increase the Breach rating of an
attack.

Burning
On a successful hit that deals at least 1 damage after Armor,
the target must test Reflexes or the struck Hit Location is
set On Fire. This trait may only be applied to weapons that
deal Energy damage. Regardless of how many times this is
triggered, the target need only test Reflexes once per round
at most.

171
Defensive Infrequent
This weapon can be used to help block attacks. Each This property always comes with a Rating, displayed as
weapon with this trait has an accompanying rating. The Infrequent(X). After being used, weapons with this property
player may choose to apply this rating as a bonus to their cannot be used again for X Intervals, regardless of whether
Evangelion’s Reflexes when using the Guard action, but or not the attack hit. In addition, this attack may not be used
doing so runs the risk of damaging the weapon in the for Attacks of Opportunity. This property may only be
process. Whenever the player applies the bonus to Reflexes, applied to attacks used by Angels, and is the Angelic
roll 1d10 as if this weapon had the Fragile property. On a equivalent of the Slow property.
roll of 1, the weapon breaks after the Guard action resolves. Whenever an Angel would gain the Infrequent property
However, the bonus from this weapon cannot be applied to from multiple sources for the same attack, they take the
attacks with the Armor Piercing or Area qualities. highest Rating among those sources and add +1 for each
Attempting to do so provides no bonus to Reflexes, but still additional instance of the Infrequent property that would be
triggers a d10 roll to see if the weapon is destroyed. added to the attack.

Explosive Line
Whenever a weapon with this property rolls an odd number This ranged attack just keeps going and going and going.
on the die for a Hit Effect, it immediately gains a +1 bonus Attacks with the Line property are listed with a rating, such
to that roll. as Line(1). Attacks with the Line property replace their
normal range with affecting a number of Sectors in a single
direction on the Sector Row. The attack may roll and
Fragile
resolve up to one attack against one enemy per affected
Every time this weapon is used to attack and succeeds on its Sector, always including the sector in which the attack
Eva Martial or Eva Firearms test, roll 1d10. On a roll of 1, began. For example: an Angel in Sector 4 with a Line(2)
the weapon breaks itself after the attack resolves. attack would be able to roll a single attack with that weapon
again a single Eva in Sector 4, another attack against an Eva
Fright in Sector 5 and another attack against an Eva in Sector 6. Or
they could fire the other direction, affecting Sectors 4, 3 and
This property may only belong to attacks made by Angels.
2 instead.
If the attack hits the target and does damage, the target must
test Bravery or suffer from the Fear condition for 1 1d6
Intervals. Longshot
This weapon has an incredibly long range, longer than the
Implosion pilot can even make practical use of without assistance. As
a 2 Stamina action, the player may ask the Magi to calculate
This weapon affects an entire sector, as if it has the
a firing solution against a specific enemy at extreme range.
Area(Sector) trait. In addition, if the Eva Firearms test to hit
If the GM says that the Magi give a positive firing solution,
is successful, even if no damage or Hit Effect results, all
on the next turn that player may use this weapon to roll a
Eva scale units in that Sector are moved into a single
ranged attack at an enemy at truly extreme range, such as
Engagement. After begin forced into the Engagement, they
on another continent or even in orbit. Numerous conditions,
must test Balance or become Prone.
such as physical obstacles or impairing weather patterns can
make it hard to lock on to the Angel, preventing the Magi
Inaccurate from formulating a firing solution, and even with a positive
This weapon cannot benefit from the Aim action. firing solution from the Magi the pilot must still test Eva
Firearms to hit their target.

Mounted
A Mounted weapon is a ranged weapon that is either so
massive or so heavy that the Evangelion cannot reliably
wield it even using both hands. While with time to prepare
any Mounted Weapon may be set up to be fired from an
immobile position, for Evas on the go the weapon is instead
attached directly to the Eva through a system of supports.
These weapons decrease the Eva’s Reflexes by an amount
listed as their Rating as well as making them be Slowed for
as long as the weapon is equipped.

172
Progressive
Nightmarish With a vibrating weapon, the constant oscillating motion of
As Fright, but the Fear condition lasts for a number of the blade results in multiple impacts per second to create a
Intervals equal to three times the Empathy bonus of the shredding effect more like a jackhammer than a knife.
Angel. Progressive Weapons take this one step further by
oscillating at such high speeds that the friction causes the
blade of the weapon to become white hot.
Overwhelming
After having rolled for damage, if the attack is a maximum
Attacks with this property are not so easily defended damage result (all dice involved rolled their highest
against. If the attack successfully hits the target, even if the possible value) and would still result in no hit effect for any
target successfully reduces the damage of the attack to 0 reason (such as being reduced to 0 by Armor, or being
through a Spread pattern or Armor, the target still takes a converted into Soft Damage by a Spread Pattern) the attack
Glancing Hit to the hit location rolled. A successful Guard deals a Glancing Hit anyway.
reaction, as well as any active Absolute Defense, prevents
The player may instead choose to reroll their damage and
Overwhelming from applying.
take the new roll instead. If the new roll is minimum
damage (rolled its lowest possible result on all dice, before
Polythermic Proven would apply) the weapon breaks after the attack
This weapon soaks in ambient energy around it, such as resolves. On the reroll, if the attack is a maximum damage
light, electromagnetic waves, and even the exotic forces of result the attack deals a Critical Hit regardless of the
the AT Field, to power an intense exothermic reaction. In Toughness or Armor of the enemy.
layman’s terms, it gets hot. Very hot. So hot that looking at
it without protective gear can actually cause blindness, and Proven
direct contact with it can melt concrete.
This weapon is especially well engineered, and is based on
When making an attack with a Polythermic weapon, the an extensively tested design. Each weapon with this trait
player may choose to overheat the weapon. On a successful has an accompanying rating, and should it ever roll a
hit, the weapon deals the Smolder condition in addition to number on any of its damage die lower than its Proven
the Hit Effect that they roll normally. If the attack was rating, that die is treated as having rolled a value equal to
negated by a Guard using a weapon with the Defensive the rating instead.
property, there is a 50% chance that the Defensive weapon
in question is destroyed. In either case, enhancing the attack
in this fashion will destroy the Polythermic weapon if it Push
rolls Maximum damage. On Glancing Hit, the target is moved out of any
Engagement that they might be in unless they spend 2 AT
Potential to negate the effect. On a Critical Hit, the target is
Positron
moved away from the attacker by 1 full Sector, unless they
Positron weaponry fires a dense and powerful beam of spend 5 AT Potential to reduce the effect of this property to
positrons, the antimatter equivalent of electrons. At being the same as a Glancing Hit.
sufficiently high outputs, Positron Weaponry has the unique
destructive power to penetrate an active A.T. Field.
Reach
In addition to their naturally high Breach property, Positron
Weapons add their Breach rating to their damage for attacks This weapon may be used to make a melee Standard Attack
against Barriers. On a maximum damage roll, Positron from Range 0 as if it were Engaged, but otherwise does not
Weapons deal an automatic Critical Hit. count as being in the Engagement for the purpose of special
attacks or effects.

Precise
Recharge
Weapons with this property need only 2 Degrees of
Success, instead of the normal 4 DoS, on a Standard Attack This weapon takes time before it can be fired again. In the
to select their struck Body Location instead of determining round immediately after it has been fired, it may not be
it randomly. used.

173
Repulsion Stasis
As Area, but the attack forces those affected away from the Instead of dealing damage, if this attack hits the target is
center of the blast. A Repulsion(Engagement) weapon Slowed for 1d6 Intervals and lowers their Reflexes by 10
would, on a hit, force all affected to disengage after the until they are no longer Slowed. Multiple hits of a Stasis
attack resolved and they must test Balance or become weapon do stack, and if the target’s Reflexes is reduced to 0
Prone. then that target is considered Stunned.
A Repulsion(Sector) weapon is a bit more tricky. On a hit,
after the attack resolves the attacker must make a second Superconductive
Eva Firearms test. On a success, the attacker gets to choose
The outer edge of the weapon is replaced by a complex
a Sector adjacent to the target Sector and move all affected
array of conductors and coils, dulling its edge but in return
targets to that sector. On a failure, the affected targets must
for something much greater: the ability to dispense ultra-
still move to an adjacent sector (and cannot remain where
high voltage shocks to the enemy on contact. While
they are even by choice) but they get to pick which Sector
exceptionally painful, electrocuting something the size of
they are moved to. Either way, after being moved the
an Angel to death is almost impossible.
affected must test Balance or become Prone.
Superconductive Weapons deal damage and Hit Effects, but
do not benefit from Critical Momentum beyond +1. All
Resonate Superconductive Weapons deal Energy Damage and
This weapon deals no damage directly. Rather, on a hit, possess the Armor Piercing property.
until the start of your next turn all other weapons with the
Sonic property (including other Resonators) deal +1d6
Surplus
damage. Multiple hits in a short period of time can stack to
a maximum of +3d6 damage. Rolls made to hit with this For one reason or another, Nerv has a large supply of these
weapon have a +20 bonus. weapons. More than enough, actually. Whenever this
weapon is destroyed, whether it be as a result of an inherent
property, player action, or Angel ability, it can be easily
Scattershot replaced. Using the Resupply action to replace such a
This weapon’s attack has a small spread, deadly at point broken weapon costs 0 Requisition, no matter how many
blank range. When fired at an enemy that is within the same times in the same battle such a weapon is replace. The Eva
Sector, deal +1 damage for every DoS on the Eva Firearms may not benefit from this property so long as the weapon is
test to hit. intact, even if it is in the possession of another Eva.
In addition, when purchasing a weapon with this property,
Small the player may choose to spend 1 additional requisition for
an extra weapon of the same profile (regardless of the
Weapons with this Property may be stored in an Evangelion
normal cost of the weapon) so long as they are capable of
Wing that has the 'Storage' loadout.
deploying with both. The copy may be replaced just as
easily as the original in the event of a breakage.
Slow
This weapon may not be used to make multiple attacks in Tether
the same action (even in conjunction with another weapon).
A target hit by this weapon suffers from limited mobility.
The user can chose to either fling the hit target 1 Sector in a
Sonic direction of their choice, or treat the target as Immobilized
This weapon considers enemy Toughness to be 2 lower until the start of your next turn.
than normal for the purpose of determining whether a hit is
Glancing or Critical. Sonic weapons deal no damage in Throwing
Space or other vacuums, though they deals an extra +1
This weapon is designed to be thrown at the enemy in
damage per die when used underwater due to the denser
addition to its role as a melee weapon. It may be thrown
medium. However, Sonic weapons cannot ever benefit from
using a Throwing skill test in place of Eva Martial, and has
the Breach property, regardless of rating.
a Range of 1. It still deals normal damage in the event of a
hit, though it does not count as a melee attack for any
ability that would benefit from such. This cannot be applied
to Natural Weapons.

174
Weapon Upgrades
Over the course of development, the R&D teams of Nerv and its subcontractors made various small tweaks and
improvements to their designs which, ultimately, did not make the final cut for mass production. Pilots can request these
modified weapons by purchasing Upgrades with their Requisition. Purchased Upgrades affect a single weapon and do not
affect any subsequent resupplies of that weapon, including those purchased through the Surplus property. Melee weapon
Upgrades may only be applied to melee weapons, and ranged weapon Upgrades may only be applied to ranged weapons.
Natural Weapons and Unarmed attacks may not be Upgraded. Unless otherwise stated, a given weapon may only have each
Upgrade applied once at most.

Melee Weapon Upgrades


Name Cost
Detonator 1 Req
Enhanced 1 Req
Reinforced 1 Req
Throwing 1 Req

Ranged Weapon Upgrades


Name Cost
Bayonet 1 Req
Enhanced 1 Req
Increase Ammo 1 Req
Markerlight 1 Req

Bayonet: You may affix a Small melee weapon, the cost of which is included in this Upgrade, to your ranged weapon. The
bayonet loses access to the Precise and Defensive qualities if it normally has those, and it may not be Upgraded nor removed.
If the ranged weapon is destroyed, the bayonet is destroyed as well. Finally, this Upgrade may not be applied to Heavy
Weapons nor may Mine type weapons be attached.
Detonator: The weapon is equipped with a small bomb that serves to increase its impact at a critical moment. Before
rolling a Hit Effect caused by this weapon, you may choose to detonate it as a 0 Stamina Reaction. Add +1 to the Hit Effect,
but afterwards the weapon is destroyed. This destruction cannot be avoided by any means, including the Reinforced
Upgrade.
Enhanced: Increase the Breach rating of this weapon by 1. This Upgrade may only be applied to weapons that already
possess the Breach quality.
Increase Ammo: Increase the Ammo capacity of Basic or Small ranged weapons by 50%. Increase the Ammo capacity of
Heavy weapons by 25% (minimum 1 additional capacity). Weapons without a Single Shot attack instead increase their
Ammo by 2, regardless of their weapon type.
Markerlight: The pilot may target any enemy within the range of their weapon as a 1 Stamina Action and hit with the
Markerlight automatically. The data from the Markerlight may grant one ally a +10 bonus to one Eva Firearms test against
this enemy this turn. Even if multiple Markerlights hit the same target, no ally can be granted more than a +10 by
markerlights in a round.
Reinforced: The weapon is made with collapsible blades, strengthened parts, or integrated fail-safes that keep it in working
condition. The first time that it would be destroyed by any effect in a session it instead remains unharmed. This Upgrade
may be purchased multiple times, with each purchase protecting against one destruction.
Throwing: The weapon gains the Throwing quality.

175
SIDEBAR - Improvised Weapons
In rare instances, when the pilot finds their Eva totally unarmed, they may scramble to find something nearby to bash the
Angel's skull. This is not usually a very successful endeavor, as the Eva's incredible size means that objects sufficiently large
and dense enough to serve as weapons are not very common. Most prospective improvised weapons fall into one of the
following categories...

Weak: By and large, the most common result of using an Improvised weapon. Simply put, a train is never going to be
effective as a weapon against the Angels, no matter how cool you feel swinging it around like a set of nunchucks. Improvised
weapons of this type deal an amount of damage equal to your Eva's Strength. No more, no less. Cars, trees and most rocks
fall into this category.

Small: Actually serviceable as a weapon, these hard and dense objects are most likely very large rocks, or chunks of
building. Generally, they have to be about the size of an Eva's fist to be anything worthwhile, anything smaller instead
counting as Weak. Weapons of this type deal 1d6-3+Strength in damage.

Large: Tough and big, these weapons are almost actually fairly effective, but unfortunate are very difficult to find in the
field. Finding any natural formation to serve this role is basically impossible, and often the Eva will have to do something
extremely desperate like pick up a Battleship to acquire a weapon of this kind. Weapons of this type deal 1d6+1+Strength in
damage.

All Improvised Weapons have the Throwing quality. In general, acquiring and using an Improvised Weapon will result in
Mild or even Moderate Damage depending on the object being used and whether and how much anyone is going to miss it.

176
Nerv Resources
Nerv, as a special division operating under the United Nations, draws on a truly enormous amount of resources gathered from
all over the globe to fund its defense against the Angels. It is no secret within the walls of Nerv HQ that entire third world
countries are bankrupted and left to fend for themselves to provide what the Evangelions need to remain operational.
However, the sheer scale of Evangelion operation and deployment means that even with all of these supplies to draw on,
actual deployable resources at a given time can be scarce.
Nerv Resources, once gained, can be spent to either perform special group tactics or call in additional support from Nerv
itself.

Spending Nerv Resources


At the start of each Evangelion battle, the team begins the fight with an amount of Nerv Resources equal to 2 + (3 per
player). This Nerv Resources Pool may be spent over the course of the battle for special actions or bonuses.
Using abilities purchased with Nerv Resources often takes Stamina, which will be listed below as normal, but there is a
special exception. Options with a listed action of '0' take no Stamina, but may still only be triggered on the player's turn.
Options that have a listed action of 'Setup' have no Stamina cost but must be paid in for Nerv Resources and activated by the
end of the first Round of combat, as they represent an investment of resources that requires significant preparation by Nerv.
Nerv Resources can only be spent during a player’s turn, and only by the player whose turn it is. Only one Nerv Resources
option may be purchased each turn, though the group may collectively make multiple Nerv Resources purchases per round.

Nerv Resources
Name Stamina Effect Cost
Extra Umbilical Setup The battlefield contains an extra Umbilical Port 2
Field Support Setup Deploy Mobile Support Stations to the battlefield. 4
Magi Consultation Setup Roll three times on the Magi Analysis chart before the battle. 4
Magi Update 1 Roll three times on the Magi Analysis chart and pick one. 1
Tank Barrage 1 Call in a tank strike to distract the Angel. 3
Barrier Plate 0 Deploy a wall of cover at your location. 3
Precision Targeting 0 Give your next attack computer targeting assistance. 2
Eject Plug 1 Attempt to Eject a Pilot's entry plug. 4
Flood a pilot’s system with drugs to remove either the Stunned
Remote Care 1 2
state or 1 Fatigue.
Supply Truck 1 Ship resources directly to the Eva. 1
Cut Synch 1 Lower the synch of a pilot, either your own or someone else. 2

Extra Umbilical Field Support


Nerv Resources Cost: 2 Nerv Resources Cost: 4
Effect: As a Pre-Battle action, a player may choose to Effect: As a Pre-Battle action, Nerv deploys Mobile
spend 2 Nerv Resources to devote extra Nerv Resources to Support Platforms, giant batteries on trucks with a short
the fight. The battlefield is counted as having one extra length of cable, to power the Evangelions in the field. Any
Umbilical Port. This option may only be utilized within the Evangelion connected to a Mobile Support Platform is
Base of Operations, or similar locales where Evangelion- treated as being plugged into an umbilical, but only for a
useable Umbilical Ports have been installed in advance. total of 5 rounds. After that, the support platform runs out
of power, and the Evangelion must rely on internal batteries
as if unplugged (and indeed, should feel encouraged to
unplug at this time). For each purchase of this option, the
Evas receive a number of Mobile Support Platforms equal
to the Evangelions fielded.

177
Tank Barrage Remote Care
Nerv Resources Cost: 3 Nerv Resources Cost: 2
Stamina: 1 Stamina: 1
Effect: The Evangelion calls in fire support from Effect: The pilot may direct Nerv to utilize the on board
conventional forces. These waves of fire, while individually medical systems built into all Nerv plugsuits and entry
quite weak, are enough to get the Angel's attention. As the plugs to revive a comrade. The designated player removes 1
Angel lashes out at the offending source, destroying that Fatigue, or may choose and remove a single condition from
tank squadron entirely, the Angel is at a -20 penalty (which the following list: Dazed, Stunned or Catatonic. While this
stacks with all other penalties) to their Attacks of action may be used to apply these effects to the player who
Opportunity for 5 Intervals. requests it, it should be noted that a Catatonic or Stunned
individual may not take actions of any kind, including this
one. Conditions with a duration not measured in Intervals
Eject Plug (such as any effect whose duration is measured in hours or
Nerv Resources Cost: 4 days) are too extreme to be affected by this ability.
Stamina: 1
Effect: The player may request that the Entry Plug of an Supply Truck
Evangelion (either their own or that of an ally) be ejected
Nerv Resources Cost: 1
for safety reasons as a 1 Stamina Reaction. If the Entry Plug
is successfully ejected, the pilot is removed from play for Stamina: 1
the rest of the combat, and the Evangelion powers down Effect: Nerv dispatches forces on the ground to drag some
and may not function (but is not considered to be Defeated). of the smaller Evangelion equipment directly to the Eva in
If the Evangelion is currently Berserk, there is only a 30% the middle of battle. The drivers of these supply convoys
chance that the Entry Plug ejects. are fearless by reputation, and have a life expectancy only
slightly longer than the average mayfly. As a 1 Stamina
If the pilot is conscious and wishes not to be ejected, they
Action, the pilot may immediately receive a knife, pistol, or
may actively resist the ejection by locking themselves in the
fresh clip of ammunition. Ammunition may be chosen
Evangelion. If they do so, there is only a 50% chance that
indiscriminately, but a knife or pistol may only be requested
the ejection succeeds.
if such a weapon has already been purchased, or the pilot
has enough unspent requisition this battle to buy it on the
Barrier Plate spot. Only weapons based on researched technologies may
be acquired in this manner.
Nerv Resources Cost: 3
Effect: The player may, on their turn at no Stamina cost,
request a Barrier Plate to be deployed from Nerv HQ. Magi Consultation
Immediately, a nearby section of the city slides upward, Stamina: Pre-battle
creating a thick wall of metal for the Evangelion to hide
Nerv Resources Cost: 4
behind. As long as the Evangelion remains Engage with the
Barrier Plate, they are treated as having an extra 4 Armor Effect: When this Nerv Resources option is purchased, roll
against attacks from enemies not in the same Engagement. three different results on the Magi Analysis table. The
Any attack with the Anti-Armor quality, or any attack that players are informed of the results, and the information
deals 10 or more damage, that hits the Eva as it makes use those results provide, before Requisition expenditures for
of this plate destroys the plate. This option may only be deployment are finalized.
utilized within the Base of Operations.
Only one Evangelion may benefit from a single Barrier Magi Update
Plate at a time.
Stamina: 1
Nerv Resources Cost: 1
Precision Targeting Effect: During the battle, as a 1 Stamina Action or
Nerv Resources Cost: 2 Reaction, any pilot may expend this ability option to
Effect: The player may, at no Stamina Cost, enhance their immediately roll 1d100 three times, and then apply a single
targeting system with information from Nerv's tactical roll of their choice to the Magi Analysis Table. In the event
supercomputers: the Magi. The player rolls their next Eva that two or more rolls have the same result, reroll all but
Firearms or Eva Martial test this turn twice, and takes the one of those rolls.
better result.

178
Cut Synch
Stamina: 1
Nerv Resources Cost: 2
Effect: The player may inform Nerv that a fellow pilot's
Synch Ratio has become dangerously high, and request that
it be forcefully diminished. The designated pilot reduces
their Synch Ratio by 2d10, though they may Test Resolve
to resist the effect if they so choose. This action may be
applied to the user.

The Magi

Magi Supercomputer Analysis Table


Roll Effect
01-05 Learn the Armor score of the Angel.
06-10 Learn the Toughness score of the Angel.
11-15 Learn the Strength score of the Angel.
16-19 Learn the Reflexes score of the Angel.
20-23 Learn the Intelligence score of the Angel.
24-27 The GM reveals the details of one Attack of Opportunity trait associated with the Angel.
28-32 Learn the size of the Angel’s AT Potential pool.
33-36 The GM reveals one Spread Pattern belonging to the Angel, as well as how it works.
37-40 The GM reveals one AT Power belonging to the Angel, as well as how it works.
41-44 Learn whether or not the Angel possesses an Absolute Defense.
45-48 Learn how many different AT Powers (but not Spread Patterns) the Angel has access to.
49-52 Learn how many different Melee attacks the Angel has access to.
53-56 Learn how many different Ranged attacks the Angel has access to.
57-60 Learn all of the special properties of the Angel’s highest damage dealing attack.
61-66 The GM reveals one Defense Trait belonging to the Angel, as well as how it works.
67-72 The GM reveals one Maneuver Trait belonging to the Angel, as well as how it works.
73-78 The GM reveals one AT Trait belonging to the Angel, as well as how it works.
79-87 Learn the ATS score of the Angel.
The GM reveals one Contact trait belonging to the Angel, as well as how it works. If the Angel
88-89
possesses no Contact traits, roll again.
The GM reveals one Subversion trait belonging to the Angel, as well as how it works. If the Angel
90-91
possesses no Subversion traits, roll again.
The GM reveals one Terror trait belonging to the Angel, as well as how it works. If the Angel possesses
92-93
no Terror traits, roll again.
Learn all Angelspawn Modifiers applied to the Angelspawn of this Angel. If the Angel possesses no
94-95
Angelspawn Modifiers, roll again.
96-97 The GM reveals the details of all Core Traits belonging to the Angel.
98 The GM selects one option of their choice as if the players had rolled it.
99 The players select one option of your choice as if you had rolled it.
100 Roll again twice.

179
Chapter 9: The Heat of Battle
Rounds, Turns, and Intervals
Players with a lot of RPG experience will have a pretty solid idea of how rounds work. A turn order is established, and then
the players and the enemies all go in some order until the battle is completed. Get ready to unlearn those conventions,
because Adeptus Evangelion doesn’t do that.
Combat in Adeptus Evangelion is measured in distinct Rounds, in which each player gets a single turn. No ‘initiative’ or
equivalent mechanic exists. Instead, at the beginning of each Round all players gain 2 additional AT Potential (up to their
maximum ATP) and their Stamina pool refreshes back to 3 Stamina. Then, the players decide among themselves which of
them will go first. This is usually as simple a matter as a player volunteering to act and then not being opposed, but feel free
to discuss your plans and options. If an agreement cannot be easily reached, those players who wish to act first may each roll
1d100, with choice going to the lowest roll. Regardless of how it is determined, the first player to act now takes their Turn.
During their Turn, a player may spend Stamina in order to take Actions. Many of these Actions can be found on the Actions
List later in this chapter, but certain Talents and Upgrades will make new Actions available to the player. Not all Stamina
needs to be spent during your Turn, as Stamina can be useful for Reactions. Reactions, unlike Actions, can be used even
when it is not your Turn. However, you only get one Turn each round, so if you wish to use an Action you only get one
chance to do so: during your Turn for that round. Because Stamina refreshes at the start of the Round rather than the start of
your Turn, it is possible to use Reactions before your Turn come around, but doing so obvious reduces the Stamina available
to you during your Turn.
After each player Turn, the Angel gets what is known as an Interval. At the start of each Interval, the Angel gains 2 Stamina
and 1 AT Potential. They then have the option to spend this Stamina on an action immediately, or to not do so and instead
save this Stamina up for a later Interval. To prevent Angels from stockpiling Stamina to absurd levels, they are limited to
storing 3 Stamina at a time, though some Angels may be able to increase this maximum amount through unique traits.
Angels may use the same action more than once in a given round, but not in a given Interval. So an Angel may make a
Standard Attack now, but regardless of their remaining Stamina must wait until at least the next Interval (after a player has
had their turn) in order to use that action again.
After the Angel has completed their Interval, the players choose a new player to take their Turn, limited to those players who
have not yet gone this Round. This continues until all Players have taken their Turn, at which point a new Round begins.
Angels get their Interval after each player Turn even if the player did not do anything that turn, so long as that player’s
Evangelion has not yet been Defeated.

Evangelion Down!
When an Evangelion is Defeated, the Angel no longer benefits from the interval that they would have gained at the end of
that player’s turn. In the event that an Angel is reduced to having only a single Interval a round due to the adjusted size of the
party, that Angel gains 1 additional Stamina on their single Interval than they otherwise would.
Any effect that lasts until the start or end of a given player’s next turn ends immediately upon that player being defeated.

180
The Battlefield Map
With the Evangelions and the Angel assembled, in the coming combat it is important for all of the players and the GM to
know where they stand. Movement and positioning is what makes tactics possible, separates melee from ranged, and makes
the whole experience of combat feel more engaging. As an intentional choice, AdEva is built to handle its movement and
positioning in a way that does not require a visual map or similar prop. This is primarily to not disadvantage our numerous
online players by requiring they use an extra tool to handle maps and tokens, but even games played around a table should
find the system described below functional and satisfactory.

SECTORS
The central premise of many AdEva fights is that the Evangelions, deployed by Nerv, are attempting to prevent a single
powerful Angel from reaching something of great importance and danger that is hidden deep within the Base of Operations.
The Sector system is built with that in mind.
To keep track of the battlefield, the battle is divided up into a number of spaces referred to as sectors. These sectors are
ordered numerically, and proceed in a line like so.

Proceeding from smallest to largest, they form a single row of spaces. The battlefield can accommodate however many
sectors that the GM wishes or, if the battlefield moves significantly, that the situation calls for. The default presumption,
however, is that the Angel is approaching from the greater numbered Sectors, approaching a goal or boundary line of special
significance that remains at Sector 0 of the map. In the Base of Operations, Sector 0 often plays the role of Terminal Dogma,
which houses whatever it is that your Nerv Base is meant to be protecting from the Angels. For lack of some special buried
alien artifact, Sector 0 could simply be Nerv Headquarters itself, the destruction of which would have catastrophic
consequences for the organization.
Even outside of the Base of Operations, there are still goals that the Angel should be stopped from achieving. Perhaps the
pilots are attempting to stop the Angel before it reaches a civilian population center and prevent massive collateral damage.
Perhaps the pilots are protecting a valuable shipment of supplies, or an Evangelion still under construction. Perhaps there is
no physical object to guard, but rather that reaching Sector 0 indicates that the Angel has breached the line of defense
established by Nerv and the Evangelions must be hastily redeployed to fight it again later at the Base of Operations.
Should the nature of the battle or the tactics of the Angel not make a specific goal to guard relevant, do not feel required to
assign a special significance to Sector 0. In such cases, the row of Sectors can go on in both directions as far as integers and
common sense allow, and the battlefield simply becomes a place where the fighting happens.
While certain previously established rows might be saved and used again in later Angel fights, this need not be the case. Even
using the Base of Operations as an example, the Angel can reasonably run into different obstacles and terrain simply by
approaching the Base of Operations from a different direction. In this way, the battlefield and its contents can be fresh every
fight, or certain familiar battlegrounds can be relied upon as known quantities.
Each Sector may have unique properties, known as Terrain, which can help or hinder those that are within that sector. This
could take the form of an automatic bonus or penalty that applies within the sector, or the opportunity to perform some action
within the sector that is not normally available outside of it. Some effects of Terrain are not immediately relevant to the battle
but still might impact your tactics, such as a Sector that suffers extra from Collateral Damage.
For ease of play, GMs should always prepare the number of Sectors and their contents in advance of the fight.

MOVEMENT AND POSITIONING


Once the array of Sectors and their contents has been explained to the players, it is time for deployment. Depending on the
nature of the battle, the GM may either tell the players what sector(s) their Evas begin play in, or give the players a choice of
sectors to deploy their Evangelions to at the start of the fight.
After the start of the fight, moving between Sectors requires an action of some kind. Often this will be the simple Move
action, which allows a player to move a single Sector up or down the row. Moving a distance equal to more than a single
Sector usually requires the Run action or a similar ability.
But not all movement need be so far. Each Sector represents an area of significant size, and not all space within it is equal.
While being in the same Sector as your enemy is enough for many abilities, sometimes you need to explicitly get closer.

181
Engagements
Moving to an Angel, Eva, or other specific location inside of a Sector in AdEva is known as entering an Engagement with
that thing. This does not necessarily mean that you are literally on top of them, but rather that you are close enough to interact
with them directly as you see fit. Engaged does not mean that you are static either, two enemies that are Engaged with each
other can still be having a hectic melee battle, even if their relative range to each other does not change significantly during
the course of it.
Ranged weapons may be used against an enemy Engaged with you, but often suffers based on their class. Pistols may be used
without penalty in an Engagement, and the same goes for all Angel attacks and AT Powers. Basic weapons may be used in an
Engagement at a -10 penalty. Heavy Weapons may not be used in Engagements at all, due to their size and clumsiness.
Engaged is the only Range in which Melee attacks can normally be made. Moving either into or out of an Engagement
requires the Engage action.

RANGE
Range refers to how far away from a given target you can be and still use a given attack or ability. In the Sector system, this
is usually measured by the number of Sectors away from your target that you can be and have the ability still work. Ranges
apply in both directions of the Sector Row equally. For example, an Eva in Sector 6 with a weapon with a Range of 3 could
target any enemy within 3 Sectors of it, making everything in Sectors 3 through 9 a valid target.
Some abilities list their Range as 0. This means that it may only target something that is within the same Sector as you.
Other abilities, as a special case, will list their range as Engagement. This means that they can only be used against something
that you are Engaged with. Even if you are in the same Sector as your target, if you are not Engaged with them you may not
use an Engagement power.

SIDEBAR – Falling Damage and Effects


Given the size and construction of the Eva’s, as well as the protection provided by their AT Field, simple gravity is usually
not enough to destroy them. However, the impact can still damage key systems and weaken the structural integrity, as well as
slam the pilot with force. Evangelions rarely fall any significant distance without special circumstances, so the following
table is more for the GM’s reference than a common occurrence.
As the distance that the Eva has fallen increases, so does the damage taken and the effect on the pilot.
Distance Damage
Such as being thrown from the top of a tall building, or
Short
falling off of a cliff. 2 Soft Damage
Such as being dropped from a plane flying below the
Low Altitude
clouds. 1d6 Soft Damage, +1 Strain
Such as being dropped from a plane flying well above
High Altitude cloud cover. 2d10 Soft Damage, Pilot must test Physique
or be Dazed, +2 Strain
Such as being dropped to the ground from space. 2d6+5
Orbit Kinetic Damage, Pilot gains an Injury, and must Test
Physique or gain an additional Injury. +3 Strain

182
Common Battlefields
The players and their enemies, while essential to the battle, are not the only important elements. Where a battle is fought, the
conditions and terrain, these can be the difference between an easy battle or a hard one, victory and defeat. Even if not
exactly ground shaking, an interesting battlefield can add spice and context to an otherwise standard fight.
While it is assumed that the Base of Operations is defending something important, and that said base is well defended and
equipped, Nerv can easily have reason to engage the Angels elsewhere in the world. Perhaps that particular Angel is far
enough to fight safely, without endangering Nerv’s resources. Or maybe the Angel is attacking some other city or installation
that has petitioned Nerv for aide. Whatever the reason, a properly set up Battlefield can be a fun and interesting addition to
your encounter. Sometimes simple, sometimes the defining feature of the fight, the following rules are provided to help flesh
out the ground you stand on. Or lack thereof.

Each battlefield Profile will describe the following:

Nerv Resources: The Amount of Nerv Resources available to the players in any combat that takes place on this manner of
Battlefield.
Modifiers: Any special equipment that the Evangelions receive for free as part of deployment to this Battlefield, or other
small mechanical rules in play.
Terrain: Lists of example Terrain effects that might apply to Sectors in this Battlefield. GM’s can use as many, or as few, of
these Terrain effects as they see fit, and should feel encouraged to come up with their own unique terrain whenever they feel
the need.

183
Base of Operations
Nerv Resources: 3 Per Evangelion +2
Modifiers: May use Nerv Resources and equipment that are only available in the Base of Operations. One free Umbilical
Cable per Evangelion. All Collateral Damage rules are in full effect in the Base of Operations.
The Base of Operations is the home of the Evangelions in your setting, and most likely the most common battle ground in
your campaign. Many of the basic rules of the game are already written under the assumption of fighting in the Base of
Operations, so there is little need for modification.
The most important aspect of the Base of Operations is that equipment that can only be used there is now available. This
includes access to certain Nerv Resources options, such as Barrier Plates, the highest natural amount of Nerv Resources
points for any Battlefield in the game, and other more esoteric structures and effects should your group contain an Operations
Director.
In all other respects, the Base of Operations is likely treated as if it were a City Battleground, including for Terrain and
Conditions. Certain Terrain unique to the Base of Operations is listed below.

Unique Base of Operations Terrain


Terminal Dogma: An Angel reaching this Sector and spending a full round there is at risk of initiating an Impact
event. What, precisely, this means depends on the nature of your campaign.
Deep Nerv: The vitals of your base of operations, which were not really meant to be a battlefield. If an Angel
successfully reaches this point, Devastating Collateral results.
Last Line of Defense: The Angel may not proceed beyond this point deeper into the base without first spending a 3
Stamina Action to clear the way. If they do, Heavy Collateral Results even if no further movement is taken.
Umbilical Port: This sector houses a spare umbilical. An Evangelion who is Engaged with this Umbilical Port may
replace their umbilical Cable as a 1 Stamina. Once used, or if subject to an Area or Line attack, this terrain is removed
from the map.
Supply Cache: This sector houses a delivery system for Evangelion Scale equipment. An Evangelion who is engaged
with this Supply Cache may trade in any of their current weapons for a full Requisition refund, and immediately re-spend
that Req on new weapons as a 3 Stamina Action. Once used, or if subject to an Area or Line attack, this terrain is
removed from the map.
Nerv Outskirts: Does not count as the Base of Operations for relevant abilities or collateral damage, but Umbilical
Cables extend this far.
Barrier Plate: This Sector has a hidden Barrier Plate. As a 1 Stamina action or Reaction, an Evangelion in this Sector
may deploy the Barrier Plate and immediately engage with it. Once used, this terrain effect has no further effect other
than that of the Barrier Plate Nerv resources ability.
Mobility Trap: Nerv has prepared something to slow down the Angel, using such methods as bakelite sprayers, harpoon
guns, or possibly a complex gravity trap or some kind. Regardless of the means, if the Angel begins an Interval inside of
this Sector, they (any anyone engaged with them) become Immobilized for 1d6 Intervals and this Terrain has no further
effect.
Offensive Trap: Nerv has prepared a damage dealing trap to weaken the Angel, possibly in the form of massive gun
emplacements, a precise missile strike, or a tank ambush. Regardless of the means, if the Angel begins an interval inside
of this Sector, they (and anyone engaged with them) take 10 Soft Damage and this Terrain has no further effect.
Power Plant: A vital power station for the Base of Operations. Simply by being present at the start of the fight, the
players have an additional 3 Nerv Resources to spend on that encounter. However, should the power planet be destroyed
by a direct attack against it, all Umbilicals cease providing power for the remainder of the fight.

184
Sector Profile – Example Base of Operations
Sector(s) Description
0 Terminal Dogma. An Angel reaching this Sector and spending a full round there is at risk of initiating
an Impact event.
1-2 "Deep Nerv". The vitals of your base of operations, which were not really meant to be a battlefield. If
an Angel successfully reaches this point, Devastating Collateral results.
3 Base of Operations - Last Line of Defense. The Angel may not proceed beyond this point deeper into
the base without first spending a 3 Stamina Action to clear the way. If they do, Heavy Collateral
Results even if no further movement is taken.
4-5 Base of Operations. No special effects.
6 Base of Operations - Supply Cache. An Evangelion who is engaged with this Supply Cache may trade
in any of their current weapons for a full Requisition refund, and immediately re-spend that Req on
new weapons as a 3 Stamina Action. Once used, or if subject to an Area or Line attack, this terrain is
removed from the map.
7-8 Base of Operations. No special effects.
9 Nerv Outskirts. Does not count as the Base of Operations for relevant abilities or collateral damage,
but Umbilical Cables extend this far.
10+ Undeveloped. Collateral Damage triggered here cannot exceed Mild, but Umbilicals may not be used
by Evangelions in these sectors.

185
City
Nerv Resources: 3 Per Evangelion
Modifiers: One Support Platform per Evangelion. Cover provides +3 armor. All Collateral Damage rules are in full effect in
a City.
Cities present a bit of difficulty in an Evangelion fight. Packed with buildings, they can provide excellent cover to hide from
the Angel in. However, that cover may very well still be full of people, and drawing fire to it is often discouraged.
Collateral Damage is a serious concern in cities, and easy to cause even unintentionally. The pilots are put on their best
behavior to keep themselves restrained in their attacks, while at the same time lacking the extra support that fighting in the
Base of Operations provides.

City Terrain
Skyscraper: Any Evangelion that becomes Engaged with this building, keeping it between them and the enemy, gains +2
Armor vs Ranged attacks. However, on a successful Critical Hit against an Evangelion benefiting from that armor, the
Skyscraper is destroyed and removed from the map, inflicting Moderate Collateral.
Reinforced Buildings: These structures are designed to be hard to bring down, and provide special protection. Anyone
taking cover while Engaged with Reinforced Buildings gains +4 Armor instead of +3.
Inhabited Area: This sector contains a vulnerable and populated target, such as a residential area, a hospital, or an
evacuation center. Should this sector be subjected to an area attack, or if the Angel should enter it, an additional Mild
Collateral result is rolled at the end of the battle.
Dense Block: This sector is a tightly packed collection of buildings, with numerous smaller roads and alleyways for foot
traffic and cars, but nothing that can fit something the size of an Evangelion. Not easily, at any rate. Any Move or Run
action that takes you into this Sector stops you in it, even if you have additional movement left over, though starting your
turn in this Sector allows you to move out as normal. Leaving this Sector by any means that does not ignore terrain causes
Moderate Collateral.
Visual Barrier: The skyline of this section of the city breaks line of sight to everything on the other side, preventing a
clear shot. Ranged Attacks cannot be aimed at enemies that are in sectors beyond the Visual Barrier sector, unless you are
using an attack with the Line quality. If this sector is subjected to a Line or Area attack, the Visual Barrier is destroyed
and no longer provides any effect.
Escape Zone: If the Angel reaches this Sector, as a 3 Stamina action they may leave the battlefield entirely, escaping
pursuit by the Evas for the time being.
Mobile Support Platform: This platform serves as a power supply to the various Umbilical cables. If hit by an attack
that deals 8 or more damage, all active Umbilicals are destroyed and no new ones can be used for the remainder of the
fight.

186
Undeveloped
Nerv Resources: 2 Per Evangelion
Modifiers: One Support Platform per Evangelion. Cover provides +1 armor. In an Undeveloped Battlefield, Collateral
Damage may not result.
An Undeveloped battlefield is both a blessing and a curse. So far out from the rest of civilization, the Evangelions can afford
to rough the place up a bit without casualties. However, Nerv also lacks proper installations to support those areas, and
natural terrain can lead to hazards that pilots are unaccustomed to, leaving them at something of a disadvantage. The UN, at
least, appreciates the gesture of not draining their funding more than necessary.

Undeveloped Terrain
Lake/River: This sector contains a body of water which may be engaged with by a player. While Engaged with the Lake,
that player is treated as Slowed, but may spend 1 Stamina to remove the Smolder or On Fire conditions on their turn.
Difficult Terrain: Either thick swamps or uneven rocks, a Sector of Difficult Terrain imposes a -10 Reflexes penalty on
anyone within it, but they may not be Charged either.
Unstable Terrain: A sinkhole or an avalanche waiting to happen, Unstable Terrain has a risk of collapse. Anyone who is
hit by an attack while in Unstable Terrain, or attempts to use the Run action to move into, out of, or through Unstable
Terrain, but test Balance or fall Prone.
Dune: This large mound of sand or snow provides no significant impediment to the Evangelions. However, any fall that
ends on top of a Dune sector results in no damage.
Poor Footing: The soft ground here makes for poor footing. Reflexes and Finesse are at a -10 penalty.
Head Above Water: The Run action may not be used. Any weapon dropped here is considered lost for the rest of the
fight.
Visual Barrier: A small mountain or other obstruction breaks line of sight to everything on the other side, preventing a
clear shot. Ranged Attacks cannot be aimed at enemies that are in sectors beyond the Visual Barrier sector, unless you are
using an attack with the Line quality. If this sector is subjected to a Line or Area attack, the Visual Barrier is destroyed
and no longer provides any effect.
Escape Zone: If the Angel reaches this Sector, as a 3 Stamina action they may leave the battlefield entirely, escaping
pursuit by the Evas for the time being.
Mobile Support Platform: This platform serves as a power supply to the various Umbilical cables. If hit by an attack
that deals 8 or more damage, all active Umbilicals are destroyed and no new ones can be used for the remainder of the
fight.
Chasm: A canyon or pit makes moving past this Sector difficult. Anyone attempting to use the Run action to move
through this Sector must test Jump. On a failure, they end their turn in this sector and are treated as Prone.

187
Sector Profile – Example Beachhead
Sector(s) Description
0 Escape Zone. If the Angel reaches this Sector, as a 3 Stamina action they may leave the battlefield
entirely, escaping pursuit by the Evas for the time being.
1 Mobile Support Platform. This platform serves as a power supply to the various Umbilical cables. If
hit by an attack that deals 8 or more damage, all active Umbilicals are destroyed and no new ones
can be used for the remainder of the fight.
2 -3 Umbilical Range.
4 Umbilical Range. Sandy Beach – The soft ground here makes for poor footing. Reflexes and Finesse
are at a -10 penalty.
5 Sandy Beach – The soft ground here makes for poor footing. Reflexes and Finesse are at a -10
penalty.
6-7 Water Shallows – The Run action moves you one fewer Sector than it normally would. Reflexes and
Finesse are at a -10 penalty.
8 – 10 Head Above Water – The Run action may not be used. Any weapon dropped here is considered lost
for the rest of the fight.
11+ Deep Blue Sea – C Type equipment required to effectively function beyond this point.

188
Combat Actions and Stamina
The Evangelions are nearly as fast as they are powerful, but even they have a limit as to what they can accomplish in a short
time. This limitation is often the fault of the pilot within. Piloting an Evangelion is physically and mentally exhausting, due to
the nature of the synchronization link and the Pilot feeling the body of the Evangelion as if it were their own.
Each round, at the start of their turn, the player gains 3 Stamina to spend how they see fit. Stamina can be spent on Actions,
with the Stamina cost of the Action directly relating to its complexity or difficulty. Stamina does not need to all be spent on
your turn, and indeed some actions (known as Reaction Actions) require you to leave Stamina unspent so that the Action can
be activated when it is not your turn. However, any unspent Stamina you have is wasted and removed whenever your next
turn starts.

In addition, there are multiple classes of Action which divide available actions into easily reference-able categories. The
action classes are Attack, Movement, Reaction, and Other.
Attack: Actions that allow the player to attack the enemy, or modify how they attack the enemy, are known as Attack
Actions. While not listed here, the use of many Offensive AT Powers or Talents also count as Attack Actions.
Movement: Actions that require the player to move a significant distance, even if the movement itself is not the goal in
and of itself, are known as Movement Actions.
Reaction: Actions that can be used by players with leftover Stamina after their turn has ended are known as Reaction
Actions.
Other: Many actions do not cleanly sort into one of the above classes, and are simply of class Other.

Angels and Intervals


As is common of them, Angels do not follow the same Action rules as players. An Angel does not have a single turn upon
which it acts. Instead, the Angel acts across the round in a series of what are known as Intervals.
An Interval takes place at the end of every player’s turn during the Round. At the start of each Interval, the Angel gains 2
Stamina and 1 AT Potential. They then have the option to spend this Stamina on an action immediately, or to not do so and
instead save this Stamina up for a later Interval. To prevent Angels from stockpiling Stamina to absurd levels, they are
limited to storing 3 Stamina at a time, though some Angels may be able to increase this maximum amount through unique
traits.
Angels may use the same action more than once in a given round, but not in a given Interval. So an Angel may make a
Standard Attack now, but regardless of their remaining Stamina must wait until at least the next Interval (after a player has
had their turn) in order to use that action again.
Due to Angels not having a turn to call their own, any effect with a duration measured in Rounds is measured in terms of the
player whose turn the effect was triggered on (or whose turn immediately preceded the Interval it was triggered on). For
example, if a player’s attack subjects an Angel to the On Fire condition, the effects of that condition trigger on that player’s
turn each round rather than every Interval of the Angel. Conditions that specifically affect the ‘next turn’ of the Angel apply
to the next Interval of the Angel, and that Interval alone.

Evangelion Down!
When an Evangelion is Defeated, the Angel no longer benefits from the interval that they would have gained at the end of
that player’s turn. In the event that an Angel is reduced to having only a single Interval a round due to the adjusted size of the
party, that Angel gains 1 additional Stamina on their single Interval than they otherwise would.
Any effect that last until the start or end of a given players next turn end immediately upon that player being defeated.

189
Actions List
The following combat actions are available to all players, needing no additional abilities or talents to unlock.
Name Stamina Type Effect
Aim 1-2 Other Steady your aim for a more accurate attack.
Assistance 1-2 Reaction Provide ally with a bonus to their next roll.
Basic Attack 2 Attack Make a simple attack.
Burst Fire 3 Attack Fire a burst of bullets.
Called Shot 3 Other Aim a single attack at a specific body location.
Charge 3 Attack/Movement Rush an enemy and attack.
Engage 1 Movement Move either into or out of an Engagement.
Enter Grapple 2 Attack/Movement Begin grappling an enemy.
Escape Grapple 1 Other Attempt to get out of a Grapple.
Full Auto 3 Attack Spray a Sector with gunfire.
Guard 1 Reaction/Movement Attempt to dodge the next attack against you.
Let Go 0 Other Let a held item fall to the ground.
Maintain Grapple 1 Other Prolongs the effect of a Grapple.
Move 2 Movement Move into an adjacent Sector.
Plug In 2 Movement/Other Fall back and grab a new Umbilical.
Reload See text Other Reload a ranged weapon.
Resupply 2 Movement/Other Fall back and gather equipment or ammunition.
Run 3 Movement Move multiple Sectors.
Perform a simple action that has no significant risk of
Simple Action 1 Other
failure.
Stand 1 Movement Get up from Prone
Standard Attack 2 Attack Make a single melee or ranged attack

Aim: The Evangelion lines up a single shot to improve its Burst Fire: The Evangelion unloads a stream of bullets into
accuracy. This can be taken as a 1 or 2 Stamina action, the target. This may only be done with ranged weapons that
providing either a +10 or +20 bonus to the next Eva Martial have the Burst attack mode. Some weapons can only be
or Eva Firearms test made by this Eva, even if it would not used with the Burst Fire action, indicated by an absence of
be made this round. However, this bonus is lost if the Eva the “Single” attack mode in their Attack column. Using
moves (either willingly or unwillingly). Burst Fire results in a Primary and a Secondary attack.
Assistance: The pilot provides all the help they can to an Resolve the Primary attack as a Basic Attack. For the
ally, providing them with a bonus to the next skill test they Secondary attack, look to the Burst Attack profile listed in
roll. Assistance may only be used when within the same the weapon’s Attack column as Burst (X/Y).
Engagement as the ally you wish to help. It also requires The first value (X) is the Burst Size. Every time Burst Fire
you to have unspent Stamina to use to fuel the action on the is used, that much ammunition is used up regardless of
ally’s turn when they make the roll in question. whether or not the attack hits.
If Assistance is used as a 1 Stamina Action, the provided The second number (Y) is the Burst Damage, which
bonus is +10. If Assistance is used as a 2 Stamina Action, determines the damage of the Secondary attack. The
the provided bonus is +20. damage dealt by the Secondary attack is equal to the Burst
Basic Attack: The Evangelion makes a simple attack, Damage of the Weapon plus the Degrees of Success on the
testing Eva Martial or Eva Firearms as appropriate to the Eva Firearms Test.
weapon used. On a success, it hits. On a failure, it misses. Once the Burst Damage is added up, apply it as a second
See the Damage section for more on attack resolution once attack that automatically hits. The Secondary attack, by
a hit has been confirmed. While the Basic Attack is listed default, hits the Hit Location shown shown on the dice (do
here, it is not an action the player will usually take. Basic not reverse the digits). The target may use defensive
Attacks are typically made as part of another Combat options such as Guard or Spread Patterns as normal.
Action, Talent, or Attack of Opportunity. As a point of
The weapon will always use its full Burst Size if able. If
clarification, the Basic Attack does not benefit from any
remaining ammunition for the weapon is currently lower
Talent that modifies a Standard Attack. If a Ranged
than the Burst Size, then the Burst Fire action cannot be
Weapon does not have a Single Shot attack mode, it cannot
used.
make a Basic Attack as its own action.

190
Called Shot: The player may, either in melee or at range, Escape Grapple: If engaged in a Grapple initiated by an
line up a single attack to hit a specific target. By spending 1 enemy, the Eva may test either Eva Martial or their Tumble
Luck, and 3 Stamina, the player may make a Standard skill. If the opponent is either a larger Size category or has a
Attack but decide what body location that attack will hit higher Strength than the Eva, the Eva suffers a -20 penalty.
instead of determining it randomly. Full Auto: You dedicate enough ammo to the situation that
Charge: If you are in a Sector that is adjacent to one precise aiming is no longer an issue. This action may be
containing an enemy, you may use spend 3 Stamina to used with any weapon capable of Burst Fire, and performs
move into the enemy’s Sector and immediately form an as a Burst Fire attack except for the fact that extra damage
Engagement, followed by a melee Basic Attack at a -10 is only generated for every 2 Degrees of Success instead of
penalty to Eva Martial. every 1, and it hits all targets (friend and foe alike) within
Engage: The Evangelion maneuvers around an enemy or the same Engagement as an Area attack. Success of the
object of note. When in the same Sector as an enemy, ally, attack, body location, and damage are all determined
object or piece of noteworthy terrain, that pilot may spend 1 individually on a per-target basis within the Engagement,
Stamina to form an Engagement with that enemy/ally/etc. just like any other attack with the Area quality.
This action is also used to join an already existing Guard: The Evangelion attempts to turn or dodge out of
Engagement in your Sector, or to leave an Engagement that the way of an incoming attack. If attacked while still
you are already a part of without leaving the Sector that possessing unspent Stamina, whether by an attack on the
contains it. enemies turn or an attack of opportunity, the Eva may use
Enter Grapple: The Evangelion may attempt to initiate a Guard to Test Reflexes. On a success, the attack misses
grapple against an enemy in the same Engagement as them. entirely. In the event of an Area attack, on a success the Eva
This attack may be stopped by a successful Guard and takes half damage (before Armor is applied) instead of
automatically fails against an opponent with an active ignoring the attack entirely.
Barrier. You may not grapple an opponent that is more than Let Go: More the absence of an action than a timely
one size category larger than you. endeavor, on their turn a pilot may simply choose to let a
To initiate the Grapple, the Evangelion must have at least held item (such as a weapon or clip of ammo) drop from
one hand free, and test Eva Martial. If the Eva has both their hands to the ground. This will not damage that item or
hands free for the grapple, it gains a +10 bonus to this test. cause it to misfire, though that only goes for Nerv-issue
If the Eva (which is Average sized) is of a larger size than equipment. Adeptus Evangelion does not recommend
its target, they also gain a +10 bonus. If the Eva has a dropping a bus full of children, should you somehow
greater Strength than its target, they gain yet another +10 happen to be carrying one.
bonus or even a +20 bonus of their Strength is greater by 3 Any dropped item remains in the Sector in which you left it,
or more. in the same Engagement as you until you move. Should
On a failed Eva Martial test, the initiator provokes an anyone else wish to recover it, they must first form an
Attack of Opportunity from the target, and nothing else Engagement with that item, and then pick it up using a
happens. On a success, both participants in the grapple Simple Action.
suffer the following restraints: Maintain Grapple: The Evangelion remains in Grapple to
- When one party of the grapple moves, the other is moved prolong its effects for one more round. In order to
with them. successfully maintain the grapple, the initiator must pass an
Eva Martial test with all of the same modifiers relevant
- Both participants are in Overlap and Slowed. when they began the grapple. On a failure, the grapple ends.
- One arm must always be dedicated to the Grapple. This This action may only be taken when the Eva is already in
means that two handed weapons may not be used, and at Grapple, such as from the Enter Grapple action.
least one arm must be empty at all times. If both hands are Move: The Eva dashes across the battlefield, achieving a
in use when the grapple begins, one hand must drop what it new position. As a 2 Stamina action, the Eva may move
is holding. from their current Sector into an adjacent sector, moving
- Only Unarmed Attacks, Natural Weapons and Angelic one sector either up or down the row.
Attacks may be used in a grapple. Any attack my be used Plug In: If the Evangelion is within the Base of Operations,
against targets outside of the grapple at a -10 penalty. they may use this action to fall back and plug in using
If the initiator wishes to remain in Grapple, they must use another Umbilical Port. This moves the Eva into an
the Maintain Grapple action on their turn after this one. If adjacent sector that does not contain an enemy and is still
the initiator ever fails to use the Maintain Grapple action, or within the Base of Operations, and then they immediately
either participant is knocked Prone by an attack (attempting plug in and return to external power, recharging their
to become Prone willingly through the Drop action does battery back to full. If, between Umbilicals currently in use
nothing), the Grapple ends. and Umbilicals destroyed this battle, no more available
Umbilical Ports exist this action may not be taken.

191
Reload: You replace the clip of a single ranged weapon Standard Attack: The Evangelion makes a single ranged
with a new one. You must have a spare clip available, or melee attack, testing Eva Martial or Firearms as
presumably stored in a wing dock when you deployed, to appropriate to the weapon. On a success, the attack hits. On
use this action. Reload usually takes only 1 Stamina to a failure, it misses or otherwise fails to meaningfully
perform, but certain especially cumbersome weapons take connect with the target. See the Damage section for more
additional Stamina. See the weapon in question for which on attack resolution once a hit has been confirmed. If a
applies. Ranged weapon does not have a Single Shot attack mode, it
Resupply: If the Evangelion is within the Base of cannot make a Standard Attack.
Operations they may use this action to fall back and access If you roll 4 or more Degrees of Success on your Standard
a supply cache or equipment deployed to them directly via Attack, you can choose to Focus or Blitz.
launch port. This moves the Eva into an adjacent sector that -Focus: When you Focus, you may choose the Hit
does not contain an enemy and is still within the Base of Location your attack lands on instead of determining it by
Operations, and then may retrieve the requested item. reversing the dice digits. Both melee and ranged weapons
You may only ever gain a single item from this action at a can Focus.
time, but what that item is may vary. This could be a -Blitz: When you Blitz, you may roll your weapon’s
Weapon you already have purchased through Requisition or damage a second time and apply it to the hit location shown
received for free as Starting Equipment but did not deploy on the dice (do not reverse the digits). Slow and ranged
with this battle. If you have unspent Requisition for this weapons may not Blitz. Unless noted in an Angel’s
battle, you may spend it at the time you use this action to description, Angels may not Blitz with their Standard
receive a weapon of appropriate cost, though you may not Attacks.
re-spend or reallocate already spent Requisition.
Finally, you may choose to use this action to gain an extra
clip of ammunition for a ranged weapon, though it must still
be reloaded as normal.
Run: The Evangelion devotes their turn to moving as far as
possible. As a 3 Stamina Action, the Evangelion moves up
to 2 Sectors in a direction of their choice.
Simple Action: A Simple Action is a general sort of action
which covers anything that is significant enough to be
worth doing, but is so easy or uncomplicated that it would
never require a roll because there is no reasonable chance of
failure.
Examples of Simple Actions include retrieving a weapon
from a wing dock, safely storing an already held item in a
wing dock, passing an item to an ally in the same
engagement as you, or dropping Prone of your own free
will.
Given the abstract nature of the relative positioning system,
it is likely that other situations not covered by the default
actions will also present themselves. In such cases, ask
yourself whether or not what you are attempting is complex
enough to require a roll, or whether it can be handled as a
Simple Action?
Stand: When Prone, the Evangelion may use the Stand
action to rise to their feet.

192
Attacks and Damage

Attack Modes
Not all weapons attack in the same way. This is particularly true for firearms, where a single weapon may have multiple
firing modes. Ranged weapons will have one or more of the following Attack modes listed in its entry. If an attack mode is
not listed for a given weapon, that weapon may not attack in that fashion.

Single Shot (Single): The weapon may fire a single shot or volley as a Standard or Basic Attack. While the weapon may be
making a number of attacks, a Single Shot attack represents the minimum volume of fire needed to be effective. This uses up
1 ammunition, hits on an unmodified Eva Firearms test, and deals the damage listed for that weapon. All special abilities
apply as normal. Unless otherwise stated, all bonuses to damage apply only to Standard and Basic Attacks, and never the
damage provided by Burst Fire or Full Auto Fire.
Burst Fire: The weapon may fire continuously at a large volume. Like with Single Shot, the ammunition recorded in the
weapon’s entry is not representative of the number of rounds actually fired. It merely records how many effective barrages
you can make. While the full details can be found in the Actions section, remember that the weapon’s Primary attack is
resolved as a Basic Attack and only benefits from Talents that modify Burst Fire attacks.
Full Auto: Remember that only weapons with a Burst Fire mode can make Full Auto attacks. While many talents that
modify Full Auto also apply to Burst Fire attacks, be sure to read the Talent descriptions to check if they apply to your action
and if they modify the Primary or Secondary attack.

One Handed Rules


Evas who use a two handed melee weapon in one hand, or a two handed basic weapon in one hand, use only their Eva
Martial/Firearms score at a -20 Penalty. Evas may not use Heavy weapons one handed.

193
Attacks of Opportunity
In the chaos of battle, there arise certain situations where a specific action leaves the user especially vulnerable to enemy
attack. In such times, you can expect the enemy to take advantage of this fleeting opportunity. We call these swift reprisals
“Attacks of Opportunity”.
While the general mechanics of Attacks of Opportunity share certain similarities, players and enemies in Adeptus Evangelion
approach Attacks of Opportunity very differently. Players are generally assumed to outnumber their opponents in all but the
rarest of Angel encounters, and maintain a significant action advantage because of this. As such, Players have a more limited
ability to make use of Attacks of Opportunity compared to the Angels that they face.
Regardless of the nature of the Attack of Opportunity, at no point may one Attack of Opportunity provoke another Attack of
Opportunity by any participant in the battle. Attacks of Opportunity always resolve after the event or condition that triggered
them, not before. Finally, unless a rules element states otherwise, Attacks of Opportunity are always Basic Attacks. If a
weapon cannot make a Basic Attack for any reason, no Attack of Opportunity can be made, even if a relevant Trigger is
present.

Angel Attacks of Opportunity


All Angels have a certain number of Attack of Opportunity triggers. Unlike players, there is no limit to the number of Attacks
of Opportunity that an Angel can make in a given round. Any attack listed under Weapons is viable for an attack of
opportunity, unless it has the Infrequent weapon quality. They may use either melee or ranged attacks for this purpose, so
long as their target is within the normal range of their weapon.
An Angel cannot make more than one attack of opportunity against a specific target as a result of the same turn. So even if a
player triggered more than one Attack of Opportunity as a result of their actions on their turn, the Angel would still only
make a single Attack of Opportunity against them.
Angels generally have a small number of triggers for their Attacks of Opportunity, but select them from a large pool. As
such, there is no way to know what will trigger an attack of Opportunity from a particular Angel until you have already done
so. Good luck with that.

Player Attacks of Opportunity


All players have exactly 1 Attack of Opportunity available each round, regardless of the speed of their Eva. Unless otherwise
stated, Players may only make an Attack of Opportunity with a melee weapon.
Unlike Angels, Players have no natural triggers to use their Attack of Opportunity. They can only gain the ability to use their
Attack of Opportunity by purchasing talents that give them a specific trigger. Regardless of how many triggers they possess
to provoke an attack, the player still only has one Attack of Opportunity available each round.

194
Damage
The Angels show no mercy in their assault, and as such Evangelion fights tend to be especially brutal. For all of their armor
and power, against the force of an Angel’s attacks an Evangelion's defenses stand for little. In any extended fight, an
Evangelion managing to not suffer the loss of a limb or a similarly crippling injury is often a sign of a flawless victory.
Whenever an Evangelion Scale attack is made, it uses the following progression:

1: The Attacker tests the relevant score to hit the opponent (either Eva Martial for melee attacks, or Eva Firearms for ranged
attacks). If this test fails, the attack misses entirely and the attack action is wasted.
Result Location
2: The Body Location hit by the attack is usually determined by reversing the digits of the
original skill test used to hit (such that a 36 on the test would become a 63 for hit location). In 01-10 Head
any situation where there was no original attack roll, there are multiple attacks being made for 11-20 R.Arm
a single attack roll, or it is otherwise unclear what Body Location is to be hit by the attack, roll 21-30 L.Arm
1d100 for Hit Location separately. In any case where the determined Body Location is an
31-35 Cable*
invalid target for the attack (such as already being destroyed) roll 1d100 to determine a
replacement Hit Location. You may need to repeat this step as necessary. 36-70 Body
3: If you hit your target, they may attempt to use any Defensive Actions (such as Guard) they 71-00 Legs
have prepared at this time to neutralize your Attack. If this fails, or they have no such actions
prepared, you roll damage against them.
4: Roll the damage of your attack, and reduce the resulting amount by the Armor of the Target. If the remaining number
(known as the Effective Damage) is greater than or equal to the Toughness of the Target, you deal a Critical Hit so long as
they have achieved Minimum Momentum (described below). If the Effective Damage is less than the Toughness of the
Target, you deal a Glancing Hit. If the Effective Damage is reduced to 0 or below, no hit results. The attack has failed to
accomplish anything.

Hits impose a random negative effect on the target, based on their severity, damage type, and location struck. The damage
type will either be Kinetic or Energy, and is listed with the attack.
The severity of the Hit depends on whether it is Glancing or Critical. Both forms of hits roll on the same Hit Effect chart for
the relevant location and damage type, but a Glancing Hit rolls only a 1d6 while a Critical Hit rolls a 1d10. The higher your
roll, the more severe the nature of the effect will be.
As the battle continues, these rolls will be modified by a value called ‘Critical Momentum’.

Critical Momentum and the Damage Pool


The randomized Hit Effect system presented here makes each Critical Hit a potential threat, and is sure to keep your players
on the edge of their seats. However, leaving the Hit Effect entirely up to fate each time means that combat becomes slow, and
must wait on the few and far between high rolls to destroy limbs and defeat an opponent.
To usher the battle to a swift and brutal conclusion, the following rule is always in place. Every participant in a battle has a
temporary score called Critical Momentum, as well as a pool called Damage. At the start of a battle, Critical Momentum for
each participant is zero, and so is their Damage. Whenever they are hit by an attack, the player hit adds any damage they take
after applying Armor or any other Defensive Actions to their Damage pool. All damage taken by a player is applied to the
same Damage pool, regardless of what body location was struck.
On its own, the Damage pool does nothing. However, for every 15 points in their Damage pool, the Critical Momentum of
that player increases by +1.
Critical Momentum does not benefit the player that has it, rather it benefits future attacks by the enemy. When Hit Effects
against you are rolled, either Glancing or Critical, your Critical Momentum is added as a modifier to the roll. Damage from
an attack is always factored into the Damage Pool, and the resulting Critical Momentum determined, before rolling any Hit
Effect of that attack.
In this way, you become more likely to defeat an enemy the longer you fight it, even if you only land Glancing Hits.
Angels and other E-Scale opponents also make use of Critical Momentum against the players.

195
Minimum Momentum
While it is the goal of the players to bring the battle to as swift a conclusion as possible, instant victory is often less than
satisfying. A sudden and expected stroke of good luck in the first round killing a player, or worse yet the Angel they are
fighting, is only going to leave a bad taste in everyone’s mouth. A particularly crippling, but non-lethal, Critical Hit is only
slightly better so early in the fight.
As such, the last rule in regards to Hit Effects and Critical Damage is what is known as Minimum Momentum. Simply put,
until a target has at least +1 Critical Momentum (a Damage Pool of 15 or more) they may not be subject to Critical Hits.
Instead, so long as they fall beneath Minimum Momentum any Hit Effect rolled against them is a Glancing Hit, regardless of
the comparison to their Toughness.
Minimum Momentum greatly reduces the likelihood of a One Hit Kill or similarly unlikely effect from ending the fight
before it even begins, ensuring that the first few blows traded are a buildup to what is to come. In theory a single, powerful
blow can still result in a Critical Hit on the first attack, but the damage done would have to be truly huge to result in a
Damage Pool of 15 after Armor so quickly.

Soft Damage
Certain abilities and effects result in an increase to the Damage Pool of the target, but do not provoke a Hit Effect regardless
of how much damage is done. For convenience, such damage is known as “Soft Damage”. Soft Damage increases the
damage pool, and thus Critical Momentum, but is incapable of dealing any Hit Effects. Soft Damage contributes to the easy
downfall of the enemy in the long run, but is unable to defeat the enemy by itself.
Unless otherwise stated, Soft Damage is never reduced by Armor.

196
EVANGELION HIT EFFECTS
Evangelion -Energy, Head
Result Hit Effect
1 The Eva is disoriented, taking -10 to all tests until the end of their next turn. This stacks with all other penalties,
even itself.
2 The Eva is dazzled, taking a -20 to both Eva Martial and Eva Firearms until the end of their next turn.
3-4 The Eva's head chars. The head Smolders for 1d6 Intervals. Synch Disruption +5. Strain +1.
5 The Eva's systems short, blinding the Eva for 4 Intervals. Synch Disruption -10. Strain +1.
6-7 The Eva’s brain overheats and becomes sluggish. The Eva is Dazed until the end of their next turn. Strain +1.
8 The Eva’s head bursts into flames, and the Eva is now On Fire! Synch Disruption +10. Strain +2.
9+ The Eva's head explodes with a wet pop. The Eva is defeated, and the pilot gains 3 Fatigue and 2d10 Stress from the
pain.

Evangelion – Energy, Body


Result Hit Effect
1 The heat is bad for the Eva’s Internals, lowering the Eva’s Toughness by 2 for 1d10 Intervals.
2 The Evangelion’s armor becomes soft as it heats up, lowering its Armor by 2 for 2d6 Intervals. Strain +1.
3 The Eva’s armor glows red hot, the Body Smoldering for 1d6 Intervals. Strain +1
4-5 The temperature in the entry plug spikes, forcing the Eva to devote energy to cooling it. The Eva is Dazed for 3
Intervals. Synch Disruption -5. Strain +1.
6 The energy and heat overloads the battery! If the Eva is unplugged, it loses 1 round of battery life. If the Eva is still
plugged in, the Umbilical burns out. Synch Disruption -10. Strain +1.
7 The Eva's skin and armor boils and pops, and its body Smolders for 2d6 Intervals. Strain +2. Synch Disruption +10.
8 The Eva's internals begin to boil. The Pilot gains 1 Injury, Synch Disruption -10.
9 The Eva is now On Fire! Strain +3. Synch Disruption +10.
10 The attack burns clean through the body of the Eva and sets the torso on fire. The Eva is defeated. The Pilot gains
2d6 Stress and must test Physique or gain 1 Injury.
11+ Plug Breach. The Eva is more cinder than flesh, out of the fight. The Pilot within gains 2d10 Stress, and must
additionally roll 1d6. One a 1, the pilot is fine. On a 6, the pilot suffers Critical Injury. On any other result, the pilot
gains 1 Injury.

Evangelion - Energy, Arms


Result Hit Effect
1-2 The arm sparks from energy being dumped into it and goes numb. -10 to Eva Firearms and Eva Martial until the
end of your next turn. Synch Disruption +5. Strain +1.
3 The wing pylon on this arm melts, becoming useless. Whatever is in that Wing Dock is destroyed or lost for the
remainder of the battle. If that wing was unused, treat the Hit Effect roll as if it were 1 instead.
4-5 Electronic mechanisms in the arm short out and the arm spasms. Anything held in that arm is dropped on the
ground, and the arm may not be used for 3 Intervals. Strain +1.
6–7 The armor on that arm melts, painfully exposing vital mechanisms and muscles. The arm Smolders for 1d6
Intervals. Synch Disruption +5. Strain +2.
8 The entire arm becomes wreathed in flame, and somewhere in the arm vital hydraulics boil and pop. The arm is
Broken until repairs can be made. Synch Disruption +10. Strain +2.
9+ The arm is vaporized, sending both the Evangelion and its pilot reeling in shock. The arm is Broken and destroyed,
the pilot gains 1d6 Stress. Synch Disruption +15. Strain +3.

Evangelion - Energy, Legs


Result Hit Effect
1-3 Slowed for 1d6 Intervals. Synch Disruption -5. Strain +1.
4-5 The leg buckles, and the Eva is Immobilized for 1d6 Intervals. Strain +1.
6-7 The Eva’s Leg starts to burn! The Leg Smolders for 1 1d6 Intervals, Synch Disruption +5. Strain +2.
8-9 The leg becomes blackened and crisp, nearly unusable. The Eva is Hobbled for 6 Intervals. Strain +2. Synch
Disruption +5, 2 Stress.
10+ The leg is badly crippled, sending both the Evangelion and its pilot reeling in shock. The Eva is Hobbled, the pilot
gains 1d6 Stress. Synch Disruption +10. Strain +3.

197
Evangelion -Kinetic, Head
Result Hit Effect
1-2 The Eva is knocked senseless. The Pilot must Test Synch Ratio. On a failure, the Eva is Winded until the end of
their next turn. Synch Disruption -5. Strain +1.
3-4 The Evangelion is Dazed by the blow and becomes less responsive. The Eva is Dazed for 1for the next 3 Intervals.
Synch Disruption -5. Strain +1.
5 The blow leaves the pilot highly disoriented, unable to concentrate. The Pilot is Surprised for 1d6 Intervals. Synch
Disruption -10. Strain +1.
6-7 The attack leaves not only the Eva damaged, but the pilot's own head ringing. The pilot is Stunned for 3 Intervals.
Strain +2. Synch Disruption -5.
8 The Eva’s skull cracks. The Pilot gains 1 Fatigue, and then is Winded for a number of Intervals equal to twice their
current Fatigue.
9+ The Evangelion has its head messily removed from its body. The Eva is defeated, and the pilot gains 2 Fatigue and
2d10 Stress from the pain.

Evangelion – Kinetic, Body


Result Hit Effect
1 The attack misses your Eva, but not your cable. Your Umbilical is destroyed. If you have no Umbilical, nothing
happens. Count your lucky stars.
2-3 The force of the blow knocks the Eva off balance. They cannot use Reactions until the start of their next turn, and in
addition must test Balance at a -10 penalty or fall Prone. Strain +1
4 The chest armor is torn open, spraying blood everywhere. The Eva suffers a -1 Penalty to Strength until repaired.
Strain +1. Synch Disruption +5.
5-7 The Eva’s integrity is badly compromised. The Eva lowers its Toughness by 1 until repaired.
Synch Disruption +10. Strain +2.
8-9 A solid blow to the chest has the entry plug ringing. The Pilot must Test Physique. On a success, he takes 1 Fatigue.
On a failure, he takes 1 Injury. Either way, he is Winded for 2 Intervals. Synch Disruption -5.
10 The attack penetrates deep into the Eva, hitting vital systems. The Eva is defeated. The Pilot gains 2d6 Stress, and
must test Physique or gain 1 Injury.
11+ Plug Breach. The Eva is torn open by the force. The Eva is defeated. Additionally roll 1d6. One a 1 or 2, the pilot is
fine. On a 5 or 6, the pilot suffers Critical Injury. On any other result, the pilot gains 1 Injury.

Evangelion - Kinetic, Arms


Result Hit Effect
1 The arm is knocked away violently. Anything held in that hand is tossed to 1 Sector further away from the attacker.
2 The wing pylon on this arm is blasted off. Whatever is in that Wing Dock is destroyed or lost for the remainder of
the battle. If there is nothing in that Wing slot, treat the Hit Effect roll as if it were 1 instead.
3-4 The Eva is battered and sore, lowering its Strength by 1 for the rest of the battle. Synch Disruption +5.
Strain +1.
5–6 The arm tears open, leaking blood. The arm is useless for 5 Intervals, and drops anything held.
Synch Disruption +5. Strain +1.
7-8 The Arm is wrenched horribly, almost dislodging it. The arm is Broken for 2d6 Intervals, and the pilot is Stunned
for 2 Intervals from the pain. Synch Disruption +10. Strain +2.
9+ With a terribly wet ripping noise, the arm is explosively removed from the body. The arm is Broken and destroyed,
the pilot gains 1d6 Stress. Synch Disruption +10. Strain +3.

Evangelion - Kinetic Legs


Result Hit Effect
1-3 The leg buckles slightly under the strain. The Eva is Slowed for 1d6 Intervals. Synch Disruption +5. Strain +1.
4-5 The Eva falls Prone. Synch Disruption -5. Strain +1.
6-7 There is a resounding snap as bone and armor fractures. The Eva is Immobilized for 1d6 Intervals and is also
Slowed for 4 Intervals after that. Synch Disruption +5. Strain +1.
8-9 The Eva’s knee is shattered, Hobbling it for 10 Intervals. +1 Fatigue, Synch Disruption +5. Strain +2.
10+ The Eva’s leg shatters and splinters. The leg is Hobbled. The pilot gains 1d6 Stress. Synch Disruption +10. Strain
+3.

198
ANGEL HIT EFFECTS
Angel -Energy, Head
Result Hit Effect
1- 2 The Angel takes a -10 penalty to all tests on their next Interval.
3-4 The Angel is Winded on their next Interval.
5–6 The Angel's head is scorched. The head Smolders for 5 Intervals.
7-8 The Angel’s Head Smolders and it takes a -20 penalty to all Eva Martial or Eva Firearms tests for 4 Intervals .
9 The Angel is Staggered for 1d6 Intervals.
10+ The Angel's head explodes and is destroyed. The Angel is now Blind.

Angel – Energy, Body


Result Hit Effect
1-3 The Angel’s skin blisters and cracks. Lower Toughness by 1 for 3 rounds.
4-6 The Angel's body is scorched, and Smolders for 1d6 Intervals.
7-8 The Angel's body begins to burn to ash. -2 Toughness for the rest of the battle and the Angel Smolders for 1d6
Intervals.
9 The Angel bursts into flames! The Angel is now On Fire.
10+ The Angel's body is a blackened ruin, and it falls to the ground. The Angel becomes Prone, Immobilized and
Helpless. All body locations Smolder for 3 Intervals.

Angel - Energy, Arms


Result Hit Effect
1-3 The arm crackles and spasms. This arm may not be used for 3 Intervals.
4-5 The Angel concentrates on healing the damage. They are Staggered on their next Interval.
6-7 The entire arm is scorched and Smolders for 1d6 Intervals.
8 The arm is Broken for 1d6 Intervals.
9+ The arm is vaporized, Broken and destroyed.

Angel - Energy, Legs


Result Hit Effect
1 The Angel is pained, and is considered Immobilized on their next Interval.
2-3 The leg is injured, and the Angel is Slowed for 3 Intervals.
4-6 The leg burns. The Angel is Immobilized for 4 Intervals and the leg itself Smolders for 2 Intervals.
7-8 The leg becomes blackened and crisp, clearly unusable. The Angel is Immobilized for 10 Intervals and the leg itself
Smolders for 5 Intervals.
9+ The Angel is Hobbled for the rest of the fight.

Angel -Energy, Core


Result Hit Effect
1-3 The Core heats up, but nothing more.
4 The Core is blisteringly hot now, and Smolders for 1d6 Intervals.
5-6 The Core blackens. The Angel is Winded for 1d6 Intervals.
7-8 The Core burns and the Angel seeks escape. The Angel is Surprised for 3 Intervals.
9 – 10 The Core overheats and dies. The Angel is defeated.
11+ The Angel is defeated. Roll 1d6: on a 4, 5 or 6 the Core glows white and explodes. The Angel is defeated, but deals
1d6 damage +1d6 for every non-destroyed body location Energy damage to everything within the same Sector as an
Area attack.

199
Angel - Kinetic, Head
Result Hit Effect
1 -2 The Angel takes the blow like a champ, effectively unharmed. It is Staggered for 1 Interval.
3–6 The attack leaves the Angel reeling, it may not use Attack Actions for 3 Intervals.
7-8 The Angel is Winded for 3 Intervals.
9 The Angel is Staggered for 1d6 Intervals.
10+ The Angel's head is destroyed, blood spraying everywhere. The Angel is now Blind.

Angel – Kinetic, Body


Result Hit Effect
1- 3 The Angel is off balance, and may not use Defensive Actions for 1d6 Intervals.
4-6 The Angel is knocked about by the attack, and is Staggered for 2 Intervals.
7-8 The Angels defenses are in tatters. The Angel’s Armor is lowered by 2 for 10 Intervals.
9 The Angel bursts open like a ripe fruit, barely holding together. It is Stunned for 3 Intervals.
10+ The Angel's body is a ragged mess. The Angel becomes Prone, Immobilized and Helpless.

Angel - Kinetic, Arms


Result Hit Effect
1–2 The arm tears open, leaking blood. The Angel takes a -20 penalty to Eva Martial for 4 Intervals.
3-5 The arm leaks strange fluids. -2 Strength for 1d10 Intervals.
6-8 The arm is clearly broken, but barely usable. It is Broken for 1d10 Intervals.
9+ The arm is torn apart, Broken and destroyed.

Angel – Kinetic, Legs


Result Hit Effect
1 The Angel is forced to favor its other leg, and cannot Guard for 6 Intervals.
2-4 The Angel is Slowed for 1d6 Intervals.
5-6 There is a resounding snap of bone, the Angel falls Prone.
7-8 The Angel is Hobbled for 1d6 Intervals.
9+ The Angel is Hobbled for the rest of the fight.

Angel - Kinetic, Core


Result Hit Effect
1-5 The Core is not obviously harmed.
6 The Angel is Staggered for 3 Intervals.
7-8 The Core cracks, and the Angel flails for escape. It is Surprised for 3 Intervals.
9-10 The Core shatters. The Angel is defeated.
11+ The Angel is defeated. Roll 1d6: on a 4, 5 or 6 the Core glows white and explodes. The Angel is defeated, but deals
1d6 damage +1d6 for every non-destroyed body location Energy damage to everything within the same Sector as an
Area attack.

200
Tumbling Down
Conditions
Terrible things happen to people sometimes. Especially when you are an adolescent fighting powerful monstrosities that can
bend reality. Conditions are usually temporary, and last for a duration that is often measured in Intervals. All Interval based
duration affect the target (either an Eva and its pilot, or an Angel or some other enemy) until such time as that many Intervals
have completed. Conditions gained during an Interval count the end of that Interval towards their duration.
The following list of conditions detail some of the more common conditions that can manifest:

Blind: Physique based skills, Eva Martial tests, and all Reactions have a 50% chance of failing outright before any other roll
or mechanic comes into play (though Stamina is still spent on the Action for having attempted it). Ranged Attacks cannot be
made at all.

Broken: This condition applies to a specific Arm location rather than the Evangelion as a whole. When an Evangelion’s Arm
is Broken, that arm may not be used for any attacks, grapples, or talents. Unless otherwise stated, once an Arm is Broken, it
remains so until the Evangelion is repaired.
If the same arm would be Broken again before repaired, the arm is instead destroyed. If all arms for an Evangelion are
Broken, they have no means left to make physical attacks (though they may still use AT Powers) and are considered
Helpless.

Catatonic: When catatonic, an individual may not respond or take any actions and are Helpless.

Dazed: Gains only 1 Stamina each turn instead of 3. If Dazed would be gained again while this condition is already in effect,
this condition is replaced with Stunned for the remaining duration.

Fear: You are subject to a frightful situation, and suffer a temporary leave of your senses. You gain 1d6 Stress, and
additionally roll on the following table. Once you have suffered the effects of Fear, regardless of in what form, you gain a
+20 bonus to all Bravery tests to resist Fear for the rest of the session. Unlike most bonuses, this +20 is cumulative and stacks
with itself.
If you should gain the Fear condition while already suffering from Fear, you instead suffer from the Terror condition.

Roll Name Effect


1-2 Repulsed The character is taken aback, recoiling reflexively from the source of this shock and is
Surprised until the end of their next turn.
3-4 Frozen The character freezes up in terror, and is unable to move. They are Immobilized until the end of
their next turn.
5-6 Shaken The character becomes unable to think clearly, making mistakes in their panic. They are
Winded until the end of their next turn.

Helpless: All tests to hit this target with a Standard Attack automatically succeed, and may automatically choose your hit
location. The attack still deals normal damage. In the event that your attack has an effect determined by Degrees of Success
or some other function of the test to hit (other that hit location) the player may choose to roll the test to hit anyway purely for
the purpose of determining the result for that effect. Otherwise, ignore that effect when attacking a Helpless opponent.

Hobbled: This condition applies to an Eva’s Legs location rather than the Evangelion as a whole. When an Evangelion’s legs
are Hobbled (representing one of its legs being too damaged to use without it being completely removed) the Eva loses the
ability to Guard or Run. Unless otherwise stated, once a Leg is Hobbled, it remains so until the Evangelion is repaired.
If the Hobbled condition is gained again while the Eva already suffers from it, they fall Prone and may not stand again until
the Eva is repaired. This represents either both legs being rendered inoperable, or one leg being removed entirely, and the
Eva being forced to crawl.

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Immobilized: The player may not use any Movement Action, even if it also counts as another type of action. If Immobilized
would be gained again while this condition is already in effect, the player is Dazed for 3 Intervals.

On Fire: The Eva is set aflame. No small feat, these fires will continue to damage and weaken the Evangelion until
extinguished. At the start of their turn each round, the Eva takes 1d10 Soft Damage. Unlike most Soft Damage, On Fire is
treated as Energy damage for any ability or defenses related to Energy Damage.
In addition, if the Eva is so unfortunate as to be hit with the On Fire condition again while already On Fire, they immediately
take 10 more Soft Damage. This extra damage is applied only when the new instance of On Fire is triggered, and afterwards
the damage per round continues as normal.
Any Evangelion that is On Fire may, as a 2 Stamina Action, test Reflexes to attempt to put out the flames and remove this
condition.

Overlap: Signifying that two Evangelion-scale units are too close to be cleanly separate targets, the Overlap condition means
that attempts to hurt one can accidently hit the other. This is described as X being in Overlap with Y, which also means that
Y is in Overlap with X at the same time.
Unless you are a part of the Overlap, aiming for one of the units engaged in the Overlap means that on a to hit roll (either Eva
Martial or Eva Firearms) where you roll doubles (11, 88, etc.) you hit the unit that they are in Overlap with in addition to
hitting your target. The original Hit Location roll, as well as damage and any other quality, is applied equally to both, though
they apply that damage to their Armor and Toughness separately, as well as roll separate Hit Effects.
If you roll doubles and would miss the original target, you deal damage only to the other unit in the Overlap. If more than two
units are involved in the Overlap, whenever an above effect would be applied to the other Overlapped unit, it applies to all
other Overlapped units beyond the target as well.

Oversynch: The pilot’s synch ratio is dangerously high. Whenever this condition is gained it will have an associated amount
(often 1d6 or 1d10). At the start of each turn where the pilot suffers from this condition, that pilot gains that amount of Stress.
Stress from Oversynch is still gained, even if a pilot has experienced a Stress Break this session.

Prone: Requires the Stand action to get back to your feet. While Prone, enemies take a -10 to hit you with ranged attacks
unless they are Engaged with you, but you also take a -20 penalty to Eva Martial. While Prone, you are considered Slowed.
If Prone would be gained again while this condition is already in effect, the player is Immobilized for 3 Intervals.

Terror: As Fear, but instead you gain 1d10 Stress and roll on the following table.
If you should gain the Terror condition while already suffering from Terror, you instead become Catatonic for 1d6 Intervals.
Roll Name Effect
1-2 Run Screaming The character is gripped by their primal instinct to flee, whether they rationalize it or
not, and may only take Movement actions for 1d10 Intervals.
3-4 Fainting The character almost passes out from the experience, and gains 1 Fatigue.
5-6 Snap The character suffers a mental break, stumbling through the battlefield in a dazed state.
They are Surprised for 1d6 Intervals.

Slowed: The Eva’s movement is hindered, usually for only a short time. It costs 1 additional Stamina to take any Movement
action for as long as this condition is in effect. Multiple instances of Slowed stack and increase the cost of the effect, and may
make it impossible for the Eva to move at all due to being unable to meet the cost.

Smolder: Affected body location treats all attacks against it as +1 Critical Momentum until the listed duration ends. If
Smolder would be gained again for a body location while this condition is already in effect on that specific body location, the
player is set On Fire instead.

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Staggered: Gain 1 fewer Stamina on your turn/interval than you would normally (to a minimum of 0). If you would gain the
Staggered condition again while already suffering from it, increase the duration of Staggered by 1 Interval.

Sympathetic: While this condition is in effect, whenever the pilot would gain Fatigue as a result of Strain, they must test
Physique or Will (pilot’s choice) or gain 1 Injury instead.

Stunned: The pilot or Evangelion may take no actions, and immediately drops anything held. They count as having 0
Stamina. If Stunned would be gained again while this condition is already in effect, the player is Catatonic for the remaining
duration instead.

Surprised: The character may not make Defense actions or any Attack actions on their turn. Offensive AT Powers count as
an attack action for the purpose of this condition. If Surprised would be gained again while this condition is already in effect,
the player becomes Staggered as well.

Winded: For as long as this condition applies, any test that the player makes is an automatic failure. If Winded would be
gained again while this condition is already in effect, the player falls Prone.

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Injury and Fatigue
In situations where a character would suffer extreme pain or stress, or otherwise would be the target of a non-lethal but still
non-trivial amount of damage, they gain Fatigue. Characters begin play with 0 Fatigue, and can gain an unlimited amount of
Fatigue.
Each point of Fatigue imposes a -10 penalty to the Physique score, and a -5 penalty to all other Personal Scores. In addition,
it imposes a -5 penalty to both the Eva Martial and Eva Firearms scores, in place of those scores being affected by the
changes to the Personal Scores on which they are based. A character may have multiple points of Fatigue, and the penalties
are cumulative. While this is obviously more of a threat to the Physique score, if the Fatigue effect would reduce any
Personal Score to 0 or less the character passes out. Additional points of Fatigue cannot cause the character lasting harm in
any fashion, though being unconscious does, obviously, leave them open to other threats.
Points of Fatigue naturally remove themselves over time. A character may choose to rest for an hour, and take no stressful
actions during that time, to Test Physique. On a success, they remove 1 point of Fatigue. Sleeping for 8 hours removes all
Fatigue, no roll required.
Injury represents more serious bodily harm. No mere paper cut, every Injury indicates significant and debilitating damage.
Mechanically, Injury is treated the same as Fatigue, but with some differences. If the total penalties to Physique from Injury
exceed the total Physique of the character under normal circumstances, the character gains a Critical Injury (see below).
Injury heals at a rate of 1 per week, and testing Physique may not accelerate the process.
Critical Injuries invariably require hospitalization and treatment for the pilot to get over. A Critical Injury has the same
penalties as a normal Injury, but it does not begin to heal until the end of the next Act. After the next Act is over, the pilot
heals Critical Injuries at the same rate as normal Injuries.
When a character has both Injury and Fatigue at the same time, reduce the character’s Physique from the Injury first. If the
Fatigue then reduces their Physique to 0, the character passes out. Only if the penalty from Injury alone is enough to reduce
their Physique to 0 does the character gain Critical Injury.
In the case of a combination of normal Injuries and Critical Injuries reducing Physique to 0, the pilot cannot operate an
Evangelion until at least one Injury has healed. If the penalty from Critical Injuries alone is enough to reduce their Physique
to 0, the pilot passes out for 8 hours, will not be able to participate in this Act's Angel Battles, and automatically fails any
Physique tests. At the end of the current Act the pilot heals one Critical Injury but the others persist until the end of the next
Act where they begin to heal as normal.

Synch Disruption
The pilot’s control of their Evangelion is based primarily on empathic control. While this might be done reliably and
consistently through concentration in ideal conditions, in the stress of battle a pilot’s Synchronization Ratio is likely to
fluctuate wildly.
Many results on the Hit Effect charts will list ‘Synch Disruption’ followed by a + or – sign and a value. So a ‘Synch
Disruption +5’ would raise your SR by 5, and a ‘Synch Disruption -10’ would lower your SR by 10.
All Synch Disruptions are cumulative over the course of the battle. Any changes to your Synch Ratio, Synch Disruption or
otherwise, persist until the end of the battle in which they occurred. Unless otherwise stated, you will begin your next fight at
the normal Synch Ratio of your character.

Strain
Synchronization with an Evangelion is more than transmitting your thoughts to the cybernetic war machine around you. The
telepathic contact runs both ways, and critical injuries to the Evangelion can inflict massive amounts of pain on the pilot. On
top of that the physical exertion on the human body being carried around inside of the much stronger and faster Eva can have
a cumulative effect as well.
These factors and more are represented by the Strain mechanic, which represents how much pain a pilot can tolerate before it
begins to affect their performance. A Pilot's resistance to Strain is measured by their Strain Threshold, which is normally
equal to their Physique Bonus. High or low Synch Ratio will modify this Threshold, but it can never be lower than 1.
On many Hit effect results, it will list ‘Strain +’ a number. In every battle, the pilot has a Strain Score that is increased
whenever such Hit Effect results are rolled. Whenever the Strain Score is greater than the character’s Strain Threshold, the
Character gains 1 Fatigue and the Strain Score resets to 0, though further Hit Effect rolls can and will cause it to rise again.

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Chapter 10: After Action

Collateral Damage
An Evangelion scale fight involves a level of firepower that is truly devastating, especially if you happen to be fighting in a
city or similarly developed area. There, even a conservative fight can lead to massive damage to the Evangelion’s
surroundings. By either the use of especially destructive attacks, reckless fighting, or simple bad luck, the battleground
surrounding an Evangelion can quickly become a pile of burning rubble. Events that occur during the battle dictate the level
of collateral damage inflicted on the surrounding city, and this collateral damage has consequences. Some of them impact the
pilots’ lives directly, but many more ruin the lives of others in a way that is almost entirely off-screen.
As the battle progresses, consult the following lists of triggers to determine what your Level of Collateral is. Your Level of
Collateral is always equal to that of the highest level that has been triggered this fight. No number of lower level events can
compound into a higher level event.
After the fight, roll once on the chart of appropriate Collateral Effects for your Level of Collateral, as well as all lower Levels
of Collateral. Having higher levels of collateral damage not only causes worse results, but more.
The Levels of Collateral, from least to greatest, are:

Mild: A Mild Level of Collateral means that the fight against the Angel was highly successful, often causing damage to
your surroundings that can be excused purely as the result of negligence or poor coordination.
Moderate: A Moderate Level of Collateral damage causes significant damage to your surroundings, but not enough that
it exceeds Nerv’s ability to handle the situation.
Heavy: A Heavy level of Collateral Damage indicates that something went wrong this fight, and likely means that
hundreds of lives were lost on the ground. Nerv may yet salvage the situation, but not without great cost.
Devastating: A Devastating Level of collateral is usually evidence of gross negligence and total disregard for human life,
or a truly terrifying Angel that nearly obliterated Nerv HQ. The battlefield is roughly indistinguishable from the target of
a massive bombing campaign, or even the site of a WMD.

Events that can trigger Levels of Collateral Include:


Level Triggers
An Evangelion falling Prone.
Missing a ranged attack.
Use of a weapon with the Scattershot quality.
An Evangelion-scale target has been set on fire!
Mild
An Evangelion has lost a limb!
The fight has gone on for 5 or more rounds.
Use of Full Auto.
Drop a held item or weapon.
Use of a weapon with the Area, Implosion or Repulsion quality.
Use of a weapon with the Line quality.
An Evangelion has been defeated by a Hit Effect!
Moderate
The fight has gone on for 10 or more rounds.
Being attacked while in Cover.
You fight more than one Evangelion-Scale target (such as multiple Angels).
An Evangelion has gone Berserk!
More than one Evangelion has been defeated by a Hit Effect!
Heavy
The Geofront has been breached by force.
The Nerv HQ building has taken damage.
Use of an N2 Mine.
Devastating The Geofront is totally exposed!
The Nerv HQ building has been destroyed.

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Collateral Damage Effects
At the end of a battle, the Angel being dead means that you have succeeded. But the amount of Collateral Damage done in
the process answers the question of “at what cost?”
Once you have determined your Level of Collateral for the battle (based on the highest level trigger that occurred during the
fight) roll once on the following chart for that level of collateral damage, as well as once for each lower level. Keep in mind
that these effects do not represent the sum total of all damage done to the area as a result of the battle, but rather a sort of
highlight of some random details of that damage.
If, for whatever reason, it is impossible for the result to apply, roll again.

Mild
Roll Effect
01-03 Someone, who shall remain nameless, has stepped on the car of a local political official. Thankfully, no one
was harmed.
04-06 A major intersection in the middle of the city is closed for repair work. Traffic is a mess until it is fixed.
07-09 A city park is marred by a giant footprint. Nerv argues that it should be left as a landmark of the historic event
before eventually turning it into a duck pond.
10-12 Local bakery flattened!
13-15 The entrance to one of the underground emergency bunkers is ruined during the attack. Those inside are
trapped until an excavation team cuts open a hole a week later.
16-18 Local office building crumbles. No one is harmed.
19-21 Shopping mall hit by debris. Only the food court is left standing.
22-24 Nearby apartment building is damaged during the fight. Occupants are moved into temporary housing.
25-27 Retirement home flattened. Several dead.
28-30 Shell casings litter the streets, in some cases crushing whole cars.
31-33 Nerv receives several thousand requests to repair windows shattered during the battle.
34-36 Damaged office building is declared structurally unsound after the battle and is demolished.
37-39 Evangelion Umbilical cable drags through a street, crushing cars and street lights.
40-42 All of the power lines on main street are down. Citizens complain.
43-45 Main street is in flames! Fire department rushes to contain the damage.
46-48 Cave in blocks subway!
49-51 Launch port blocked by wreckage! Repair crews rush to make it usable in time for the next Angel attack.
52-54 City skyline filled with cranes as repairs continue.
55-57 A minor celebrity is found dead in the wreckage after the battle. The nation mourns.
58-60 White girl goes missing during the Angel attack. Newspapers talk about nothing else for the next week.
61-63 Major road into the city is destroyed. Many commuters, including Nerv employees, are perpetually late for
work.
64-66 The city's central administration building is destroyed. City employees are temporarily relocated to NERV.
The base is crowded and everyone is grumpy.
67-69 Nerv public broadcasting crashes during the fight, taking most other televised content with it. Maybe you
should read a book instead.
70-72 All civilian communication systems are down for 2-3 days.
73-75 Food stores destroyed during the attack, emergency rations are flown in until a more extensive resupply effort
can be organized.
76-78 Despite the efforts of cleanup crews, large splashes of blood mark the city until the next rainfall.
79-81 Warehouse full of goods destroyed. Nerv billed for compensation.
82-84 In the chaos of evacuation, many pets are abandoned. Packs of wild dogs roam the street.
85-87 Public water system damaged. Only Nerv facilities have flushing toilets for the next week.
88-90 Nerv HQ suffers minor damage throughout its internal structure. It is nothing that cannot be fixed, but all
elevators are off-limits for 7-10 days
91-93 Low income housing district goes up in flames. Only the church is left standing.
94-96 For reasons unknown, Nerv institutes a military-enforced curfew for several days after the battle. What are
they afraid of?
97-99 A photogenic orphaned child becomes the focus of a series of sad news stories.
100 Roll again twice.

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Moderate
Roll Effect
01-03 An evacuation train is derailed during the fight. Several die, and many more are injured.
06-09 A major street has flooded with water due to a ruptured pipe.
10-12 Fires spread throughout residential district.
13-16 Fires spread throughout office district.
17-19 Fires spread throughout shopping district.
20-22 The pilot’s school is damaged, and closes for several days.
23-25 The pilot's school is destroyed, forcing them to have class in some other, less suitable, building for the
foreseeable future.
26-29 A city's historic landmark is destroyed or damaged during the fight. Tourism (if any) takes a dip.
30-32 The favorite restaurant of one of the pilots closes. It seems that the owner died during a recent attack.
33-35 A public hospital is demolished in the attack. Nerv’s private infirmaries are opened to the public to handle the
wounded.
36-38 A power substation explodes! Some sections of the city are without power for days.
39-42 Explosive equipment failure injures Nerv personnel.
43-46 Police station destroyed. Looters take advantage of the disorganized police force in the coming days.
47-49 Battlefield sectioned off by biohazard teams. Access to the area is restricted for days.
50-52 The remains of the Angel obstruct the battlefield. It takes Nerv crews weeks to fully remove them.
53-56 Fires on the surface spread to sewers. Fire department run ragged to prevent city-wide catastrophe.
57-59 Local schoolchildren trapped in wreckage. Not all of them make it out unharmed. All pilots gain +1 Stress
from the backlash at school.
60-62 Several shops close as store owners choose to take their business elsewhere.
63-65 As a result of the battle damage, the Magi refuse to fully shut down Nerv’s combat resources. At the time the
civilian population leaves the bunkers, structures such as turrets, launch ports and other tools are still plainly
visible, causing unease.
66-68 Local radio talk show host demands that the Nerv Commander be held accountable for the damage… before
he suddenly disappears.
69-72 Local church goes down in flames, trapped petitioners perish.
73-76 After the battle, strange lights can be seen in the sky at night over the battle zone. Scientists blame the AT
Field. All pilots take 1 Stress Damage over the course of the next week.
77-79 An NPC that the players know has been injured!
80-82 The battle has taxed Nerv’s reserves. The players have 1 less Nerv Resources to spend on the next Angel fight.
83-87 A large crater is left over from the battle. Nerv fills it with water and reclassifies it as a lake.
88-91 The pilot’s favorite NPC has been injured!
92-95 Medical facilities stretched to their limit as hospitals overflow with the critically injured. Injuries gained this
fight take twice as long to heal.
96-99 Power supply becomes unreliable, -1 Umbilical next fight. Extras may still be purchased.
100 Roll again twice.

207
Heavy
Roll Effect
01-05 Fires rage through Nerv HQ! Damage to several systems. -2 Nerv Resources next fight.
06-10 An NPC that the pilots know has been permanently injured!
11-15 Fires sweep through city! Thousands without homes or jobs!
16-20 The pilot’s home has been damage! They are forced to live elsewhere for some weeks before it is repaired.
21-25 Panicked civilians flee city, leaving behind empty homes and empty streets.
26-30 Nerv funds used to build an Orphanage for those whose parents were killed during the Angel attacks. It is
named after one of the pilots. That pilot gains 1d6 Stress.
31-35 Riots break out in city, military intervention required to break them up. All pilots gain 2 Stress.
36-40 Weapons cache explodes, claiming the lives of nearby Nerv officers.
41-45 One other collateral damage effect rolled this fight never gets fixed, leaving a permanent reminder of this
event. If no viable targets for this permanency exist, roll again.
46-50 Nerv’s security network is compromised by the battle damage. Sneaking in and out of the city just became a
whole lot easier…
51-55 In an effort to sidestep budgetary constraints, Nerv temporarily scraps some of its Evangelion-scale weapons.
For the next fight, any and all “Starting Equipment” is not free.
56-60 An NPC that the players know has been killed!
61-65 Contact with outlying detection systems has been lost. The next Angel shows up one Sector closer to Nerv HQ
than they otherwise would.
66-70 Nerv is publically denounced by the UN as being unfit to combat the Angel menace, and its budget suffers
accordingly. The Players have 4 less Nerv resources to spend on the next Angel fight.
71-75 Nerv, in an effort to raise money, lends much of its prototype Evangelion weapons to foreign militaries for
study. All weapons cost 1 more Requisition than normal next fight, including weapons that would otherwise
cost 0 Req like Starting Equipment.
76-80 An Evangelion accidently obliterates an armored battalion on loan from a national government. Reparations
talks are already underway, but the pilots may not make use of the Tank Barrage ability next battle.
81-85 Morale plummets as the death toll continues to rise. All players lose 1 Luck, to a minimum of 1.
86-90 A critical ammunition depot erupts into an enormous fireball, killing Nerv personnel and costing Nerv billions
in lost assets. Players may not deploy with, or request during the battle, additional clips of ammunition.
91-95 Part of the armory collapses, crushing everything stored in that section. One Technology of the GM’s choice
(other than General) is totally unavailable to the players’ next fight.
96-99 Nerv is forced to enter to negotiations to increase its budget, which take some time to conclude. All pilots
have 1 less Req to spend next battle.
100 Roll again twice.

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Devastating
Roll Effect
01-07 Power grid in ruins. All non-essential systems are offline for days. Evas are forced to deploy with Mobile
support stations for the next fight in the Base of Operations
08-14 Critical supply shortage! All players have 1 less Req to spend next fight.
15-21 Total carnage! Bodies line the streets, and an NPC that the players know is among the dead! All players gain
1d6 Stress.
22-28 Nerv is running low on spare parts for the high-maintenance Evangelion weapons. Melee weapons based on a
Technology cost twice as much Requisition next fight.
29-35 Repair facilities flooded! Two Evangelions of the player’s choice deploys to the next fight without repairs.
36-42 Newspaper headlines declare that Nerv is dangerously close to losing the war against the Angels. As morale
plummets, it may yet be a self-fulfilling prophecy. All pilots have 1 less luck (to a minimum of 0) until the
end of the next fight.
43-49 With the recent damage to the city, Nerv simply cannot justify costly new additions to the Evangelions. Until
the end of the next Angel fight, pilots may not purchase Upgrades for their Evangelions.
50-56 Nerv’s data resources are stretched to their limit trying to handle all of the damage calculations and
projections to cover the current holes in the system. There is simply nothing left over to devote to theoretical
physics simulations. Until the end of the next Angel fight, no AT talents may be purchased.
57-63 Given the state of affairs, Nerv becomes overprotective any injured pilots, and forbids them any strenuous or
risky activity. Any pilot who ended the battle with one or more Injury cannot purchase any Physical talents
until the end of the next battle.
64-70 Given the extend of the damage to the internal computer network, Nerv takes the opportunity to do a system
overhaul. Unfortunately, this means that the pilot simulators are down. Until the end of the next Angel fight,
no Combat talents may be purchased.
71-77 A broken pipe has flooded the entire Evangelion armory with Bakelite! It will take weeks, maybe even
months, to fully excavate and clean everything inside. All pilots have 2 less Requisition to spend next fight.
78-84 Magi Offline! Nerv Resources are halved next fight, and the players cannot roll on the Magi effects chart.
85-92 The Angel takes advantage of Nerv’s weakness, gaining 1 extra point to spend on situational effects.
93-99 Nerv is unprepared, and the next Angel increases its Difficulty by 1.
100 Roll again twice.

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Stress
Piloting an Evangelion is an incredibly self-destructive activity. On the one hand you have the issues of being put into such a
high risk position where your life and many others, possibly even the fate of all mankind, rest on your performance. The
incredible pressure that puts on a person would be extreme for even an adult pilot, much less an adolescent. In addition to that
you have new risks the likes of which there is no preparing for, attacks against your mind and soul from the Angels or even
just too much exposure to the very beast you pilot.
From the moment that an Evangelion Pilot is chosen, they are almost destined to buckle between the weight of these
problems and more. In AdEva, this is handled by Stress.
Stress accounts for things that slowly push you over the edge. Extreme pain, emotional distress or even just feeling helpless
and alone can all push you down the path of Stress. But as unpleasant as these are, there is some comfort to be had in
knowing that these are the sort of things that can happen to anyone. Stress also represents the new threats to your mind;
things that simply do not happen to those beyond the walls of Nerv. Exposure to hostile AT Fields or contact with the mind
of an Angel, these things change you on a level that is hard for psychologists to pin down because your psyche is not where
the real damage is.

The Downward Spiral


Over the course of play, AdEva characters will be exposed to Stress. As this happens, they will gain Stress in varying
amounts and add it to their Stress pool. Stress builds up over time, and the amount in those pools carries over between
sessions.
However, when the Stress in your Stress pool equals or exceeds your pool size (so 25/25 Stress, or even 27/25) then you
trigger a Stress Break. A Stress Break causes the Stress in your Stress Pool to reset to 0, but for your Stress Pool to
permanently reduce its size by 5. So a Stress Pool of 25 would become 20 during the first Stress Break, making it easier for
you to suffer another Stress Break in the future which would reduce your Stress Pool size to 15, and so on.
In this manner Stress lowers over time, as you can handle less and less strain. Should your Stress Pool be reduced to a
maximum size of 0, the pool instead resets to 10 and can no longer be reduced. Once your Stress Pool has reached this stage,
every Stress Break triggers a Breakdown.

Milestones and Breakdowns


Whenever a pilot suffers a Stress Break, they also undergo either a Milestone or a Breakdown. At every odd numbered
Stress Break, a pilot suffers a Breakdown, while at every even numbered Stress Break, they experience a Milestone.
Breakdowns, as mentioned in Character Creation, are when a character’s Symptoms go wild and control the character’s life.
In addition to the roleplaying aspect, there are a few rules for what happens during a Breakdown:
 The character cannot gain any more Stress in the session in which the Stress Break that triggered the Breakdown
occurred.
 The character loses the ability to Trigger their Symptoms or Destrudo for Luck.
 The character must behave in a way that is in accordance with their Breakdown description. These actions should
usually cause significant setbacks to the character or the group as a whole. If the GM decides that an action is not in
keeping with a Breakdown's description, or if he believes that the player is “pulling his punches”, he can declare that
the character must take a different course of action or spend 1 Luck.
 A Breakdown has a duration that is dependent on the character's current Doom. The GM may rule that the
Breakdown's duration does not begin until the next session, if he feels that it would be more appropriate to the
game's situation. Additionally, a GM may extend the duration of a Breakdown if he deems that there has not been
enough game time committed to its play.
◦ Doom 0 – 2: 1 session.
◦ Doom 3 +: 2 sessions.

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Milestones are pivotal encounters in the pilot's development. The player's Destrudo, Symptoms, or relevant Drawbacks
become a significant scenario for the game's story during a Milestone. After a session where a Milestone was triggered, the
GM will discuss which of the pilot's Symptoms or Destrudo that the player wishes to highlight and any relevant details the
GM might need in order to craft this portion of the story. Milestones have fewer rules than Breakdowns do, but they are as
follows:
 The character cannot gain any more Stress in the session in which the Stress Break that triggered the Milestone
occurred.
 The GM may delay the arrival of the Milestone to the next Act if he feels its inclusion would be disruptive at the
time.
 A Milestone has a maximum duration of 1 Act.
While a Milestone does not control a character's behavior like a Breakdown does, it is still an ordeal for them to go through.
Milestones are never pleasant experiences, as they are centered on the character's weak points. It is very likely that a
Milestone could cause another Stress Break and consequently, a Breakdown. While a Milestone is ultimately up to the
creativity of the GM, the following are common Milestone scenarios.
 An Angel that can only be defeated by the pilot confronting their weaknesses.
 A drawn out, social event that threatens to make the pilot's Destrudo or Symptoms public knowledge.
 A new or existing NPC involves the players in their own situation, which has unnerving similarities to the pilot's.
 An unusual situation arises that brings one or more of the Pilot's Drawbacks to the forefront, and severely impacts
their ability to accomplish their goals.
 The GM secretly enlists the aid of the other players to craft a scenario where the pilots directly engage with the
character's flaws.
Whatever the scenario, at the end of a Milestone, the player receives 30 XP and 3 Enrichment. This is the Milestone Reward
as the ordeal has made the pilot grow stronger—if potentially less stable. Optionally, at the end of the Session, the GM will
secretly ask the other players about what they thought about the player's roleplaying during the Milestone. If even one player
says that it was above average, exciting, or some other superlative, the player also gains 1 Luck at the start of the next
Session.

Managing Stress
Depending on circumstances or if you've just been unlucky, you may find that you want to reduce the pilot's Stress. The
method for dealing with Stress is Catharsis.
Catharsis works similarly to your Breakdown, including the restrictions on your actions. Unlike a Breakdown, however, you
gain Stress as normal, it only lasts one session, and you are free to gain luck from Triggering your Destrudo and other
Symptom (as long as it would still be in alignment with your Breakdown description). At the end of a Session in which you
use Catharsis, you remove 1d6 Stress but you cannot lower your Stress past the next multiple of 10. As an example, if you
have 23 Stress and you rolled a 6, you Stress is reduced to 20.

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