Adeptus Evangelion Game
This game will draw from the 2.5 Beta version of Adeptus Evangelion for now, which can be found here:
The game uses Dark Heresy as a base, the simplified rules of which can be found on pages 36-40 of this pdf:
Characters and NPCs
Character Creation
-Roll 2d10+20 4 times, assign die rolls to Willpower, Combat Skill, and Synch Ratio as desired, dropping the lowest roll.
-Roll 2d5+6 to determine starting wounds
-Choose an Origin
-Choose a Career Path
-Select at least 10 depth worth of assets and drawbacks
-Select 400xp worth of advances
-Select distinguishing features of your EVA unit
-Apply upgrades to your EVA unit
Origins
Neo-Spartan:
+3 combat skill, +1 wound
positive traits:
Trained for War: Ranged weapons used by the Neo-Spartan count as having +2 breach
Know your Enemy: +10 bonus on melee attacks vs. angels
Loyalist: May spend a fate point to immediately recover from any temporary status effect once per battle
Reputation: +2 upgrade points (choose type when selected)
All I see are weapons: improvised weapons gain +3 damage and don't count as primitive
negative traits:
Memento: The Neo-Spartan has a treasured item or pet. If treasured item is lost, the Neo-Spartan suffers a -10 to all tests until it is recovered or 1d5+10 insanity if
Living Weapon: Must test willpower to avoid following commands from superior officers
Lone Wolf: Cannot gain any bonuses through teamwork
Repression: Begins with 10 insanity points
Know your Place: Cannot bring self to question superior officers outside the EVA; their orders cannot be disobeyed until the Neo-Spartan enters the entry plug, unless obedience would cause the Neo Spartan to gain insanity points or suffer grevious bodily harm.
Prodigy:
+5 synch ratio; select two positive and negative traits:
positive traits:
Natural Talent: Gain +5 willpower or +5 synch ratio
Beginner's Luck: When spending a fate point to re-roll, gain a +10 bonus on the roll (as printed on page 9)
Expert Coward: as printed on page 9
Unindoctrinated: Completely immune to being bullied or commanded by superior officers
Synch Flux: Roll an extra d10 and apply it as desired during synch disruption
negative traits:
Unprepared: Suffer 1 additional insanity whenever you suffer insanity from critical damage
Open Mind: Lower feedback threshold by 1
Pacifist: Must spend a fate point to harm another human being
Untrained Eye: Lower combat skill by 3
Empathic: Ego barrier damage is increased (As printed on page 10)
Fate Points: 3
Manufactured:
+3 willpower, +3 synch ratio, select two positive and negative traits:
positive traits:
Replacable: Begins with 8 backup bodies; they are activated whenever needed
Implanted Memories: Gain +5 combat skill
Distinguished Donor: Gain 10 depth of assets without having to purchase drawbacks
Made to Pilot: Gain +5 synch ratio
Negative traits:
Mental Conditioning: Must test willpower at -10 to avoid obeying commands from NERV
Flawed: Suffers -10 depth
Artificial Ego: Maximum ego barrier is limited to Willpower - 10
Inhuman Biology: All medical treatment only grants half benefit, and the manufactured must
take medications to survive.
Fate Points: 2
Impact Survivor:
+1 wound, -5 synch ratio, select two positive and negative traits:
positive traits:
Resourceful: When spending a fate point to add a degree of success, may add two degrees instead of one, or reduce degrees of failure to zero.
Better Lucky than Good: May spend a fate point to reverse the digits of a die roll instead of rerolling
Just Try Me: Reduce all insanity gained by the tens digit of the willpower trait, to a mimimum of 1
Prepared for the Worst: May spend a fate point to have needed equipment on hand
Impact Hero: Begins with +5 willpower
negative traits:
Trauma: Suffers 1d5 insanity
Scarred: -3 willpower
Pick your Battles: Must roll willpower to risk life helping another
Flashbacks: Suffer mental disorders when stunned
Fate Points: 4
Career Paths
Skirmisher
The Skirmisher specializes in tactical ranged combat, gaining access to specialized weapon upgrades and amazing levels of skill with ranged weapons. For as much use as that is against angels.
Berserker
The Berserker has a unique relationship with her EVA unit, granting her an amazing ability to go berserk and be alarmingly effective. Berserkers are also more skilled with their AT field than any other career save the A.T. Tactician
Pointman
The pointman has suicidal resolve, and a good deal of defensive prowess, enabling him to absorb wounds for the other pilots.
A.T. Tactician
The AT Tactician can use his AT field as a weapon with remarkable effectiveness, eventually gaining the ability to cancel the laws of physics.
Operations Director
The Operations Director helps support the pilots from the Command Bunker, and commands the conventional forces which fight the Angel.
Assets and Drawbacks
All characters must have at least 10 depth worth of drawbacks, for which they can purchase an equivelent depth of assets.
Assets are as printed in the Adeptus Evangelion pdf, with the following exceptions. Any asset which provides a skill simply implies that the character is extremely capable in the field that skill covers.
Academic: The pilot gains +3 willpower; battles in which the pilot participates generate 1 extra research point. Cost: 10 depth
Egghead: Battles in which the pilot participates generate 1 extra research point, stacks with academic. Cost: 5 depth
High Endurance: All effects which apply to toughness apply to willpower instead. Cost: 10 depth
Military Nut: The pilot gains +5 to willpower tests against fear. Cost: 5 depth
Soldier: The pilot gains +3 combat skill, as well as a +10 bonus to willpower tests against fear. Cost: 10 depth
Unremarkable: Battles in which the pilot participates generate 2 less collateral damage, thanks to lack of media coverage. Cost: 5 depth
Drawbacks are also generally as printed, with the following adjusted drawbacks.
Compulsive Behavior: This drawback is not permitted
Ineptitude: This drawback is not permitted
Low Pain Threshold: Substitute willpower for toughness for this effect
Physically Challenged: This drawback is not permitted
Wimp: This drawback affects the strength bonus of the pilot's EVA, and automatically causes the pilot to lose all unarmed fights when not piloting an EVA. Value: 10
Rule Notes
Combat Skill takes the place of the Strength, Agility, Ballistic Skill, and Weapon Skill stats
Willpower takes the place of the Intelligence, Fellowship, Perception, and Willpower stats
For all Effects involving toughness in the Dark Heresy core rules, subsitute willpower instead. Therefore, a character can stay conscious through a number of levels of fatigue equal to the tens digit of their willpower score, suffering a -10 penalty on all tests while the character suffers any amount of fatigue. A character's feedback threshold is similarly equal to the tens digit of their willpower score, plus any bonuses.
All characters are assumed to be trained in the dodge skill, and substitute combat skill for agility for all effects. Therefore, the speed at which an EVA unit moves is determined by the pilot's combat skill, representing their skill at piloting. Initiative is also calculated using the tens digit of the character's combat skill.
House Rule: An evangelion wielding a progressive knife or a core knife while grappling may choose to deal damage equal to the damage of the progressive knife, instead of unarmed damage.
House Rule: When spending support at the start of a battle, the Operations director may purchase Evangelion scale weapons at a rate of 1 support per WUP. The operations director may purchase weapons that have not been invented yet, but they cost +3 support if the technology to develop them hasn't been developed, and cost double the normal cost if the weapon comes from a higher tech tier.
Expanded Upgrade Options: Several weapons, upgrades, and constructions have been imported from other versions of Adeptus Evangelion for use. This shouldn't imply that these are the only imported rules you may use, simply the ones that have been made ready for play.