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		<title>Cadia</title>
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		<summary type="html">&lt;p&gt;2601:1C0:5C00:C130:14B4:1A1A:5D1C:1EA5: /* The Fall of Cadia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Awesome}}&lt;br /&gt;
[[File:Cadian Cmdr female.jpg|400px|thumbnail|right|Even their officers serve in the frontlines.]]&lt;br /&gt;
{{Topquote|Send not your foolish and feeble; send me your strong and your sane — Strong for the red rage of battle; sane for I harry them sore; Send me men girt for the combat, men who are grit to the core.|The Law of the Yukon: by Robert W. Service }}&lt;br /&gt;
{{Topquote|The Guard dies and does not surrender!|Pierre Cambronne, general of the First French Empire}}&lt;br /&gt;
{{Topquote|Cadia is the end and the beginning.|White Dwarf, January 2017}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cadia&#039;&#039;&#039; is, or rather &#039;&#039;was&#039;&#039; an Imperial Guard fortress world located right beside the [[Eye of Terror]]. Due to being proximate to the only safe warp-passage into and out of the Eye, as well as large Xenos mobilization throughout the sector, it had become a [[fortress world]] and a strategic gem for the [[Imperium of Man]].&lt;br /&gt;
&lt;br /&gt;
==The Planet Itself==&lt;br /&gt;
Fortress. That&#039;s the one word that can sum up the planet of Cadia. Since it was close neighbors with [[Chaos Space Marines|those nice boys]] from [[Eye of Terror|across the street]], Cadia always needed to be on active defense. All the time one had their [[Lasgun]] shouldered and was twitching from a combination of going 47 hours without sleep and being raised to be paranoid as fuck. Of course, living basically inside the Eye of Terror, it isn&#039;t truly paranoia at all, just common sense.&lt;br /&gt;
&lt;br /&gt;
As far as geography goes, Cadia held a temperate climate not unlike the Holy [[Hiveworld]] of [[Terra]]. 70 percent of its surface was covered in bodies of water, and its landmasses were [[Grimdark|covered with bodies of guardsmen]]. &lt;br /&gt;
&lt;br /&gt;
If it weren&#039;t for the anti-warp pylons holding back the expansions of the Eye of Terror, it would have been subjected to [[Exterminatus]] long before [[Abaddon]] crashed his wrecked [[Blackstone Fortress]] into it. The place was a hellhole even before its destruction. It &#039;&#039;might&#039;&#039; have been a good vacation spot if you &#039;&#039;&#039;LIKE&#039;&#039;&#039; trenches filled with bodies and tracer fire lighting up your hotel room... on second thought... fuck that shit!&lt;br /&gt;
&lt;br /&gt;
By the way, when we say fortress, we mean fortress. Literally, the entire planet was designed from the ground up to be impossible to invade. First, you have miles of trenches, machine gun bunkers, pillboxes, field guns, and howitzers to dig through. That&#039;s the preliminary defensive elements. After that, you have the oh so casual heavy artillery stationed on the enormous walls, with plenty of snipers, riflemen, and angry grandmas throwing anything from macro weapons fire and grenades to rocks and dung buckets at you as you attempt to invade. Once, after losing several million men, you manage to siege the walls and get inside, you enter a labyrinth of streets and corridors, each designed to maximize the defensive advantage of the defending soldiers, meaning that the only way to advance up the street safely is to essentially breach and clear every building, which is also built to function as a small pillbox. Per room. Assuming you clear the ground floor with less than 110% casualties, you then repeat all day long, for weeks on end, until you realize: you took a wrong turn, and have now been cornered by Leman Russes that had a map. While trying to delay your doom, more snipers are on top of the castle tower like roofs shooting down at you, until finally you turn around the corner, and are cut down by a group of kids who decided to kill you as a recreational activity for the Imperial Guard scouts.&lt;br /&gt;
&lt;br /&gt;
Did we mention that all of this just describes the slum district of a minor city? Chaos gods help you if you are attacking a large city, which will likely have all of the above, but multiplied by 12.&lt;br /&gt;
&lt;br /&gt;
==Cadia and you==&lt;br /&gt;
First, let me start with saying that it [[Khorne|sucked to live on Cadia]]. Oh, you think where you live sucks? Live in a crime infested ghetto or something similar? A couple drive by shootings and a stolen TV are &#039;&#039;nothing&#039;&#039; compared to how much it sucked to live on Cadia. Why does it suck you ask? Oh, not much of a reason at all. Just the fact that it&#039;s like, six feet away from the fucking [[Eye of Terror]] (It also sucks to live &#039;&#039;there&#039;&#039;, but for many reasons other than Cadia).&lt;br /&gt;
&lt;br /&gt;
It just sucks to live on Cadia, period. Yes, there are several manly, redeeming qualities (see below) about the planet, but if you live on Cadia you&#039;re too busy replacing the power pack in your [[Lasgun|flashlight]] after throwing back Monday&#039;s Chaos invasion to notice. A short list includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
*Being drafted before you can walk, learning to shoot before you can count, and getting thrown in the meat-grinder (mostly figuratively, sometimes literally) by the age of 16.&lt;br /&gt;
*Learning how to shoot so young that when you&#039;re toilet-trained you&#039;re told to aim your dick like it&#039;s a lasgun.&lt;br /&gt;
*Marauding bands of [[Chaos Space Marines]] and assorted [[Heresy|heretics]] trying to kill you.&lt;br /&gt;
*Random WAAAGH!!!s of [[Orks|greenskins]] trying to kill you.&lt;br /&gt;
*Stealthy platoons of [[Eldar|Space Elves]] trying to kill you.&lt;br /&gt;
*Your own [[Commissar|superior officers]] trying to ki-{{BLAM|&#039;&#039;&#039;*BLAM!*&#039;&#039;&#039;}}&lt;br /&gt;
*No privacy whatsoever for your entire life.&lt;br /&gt;
*Constant fear of death before you reach puberty.&lt;br /&gt;
*Constant fear of death during puberty.&lt;br /&gt;
*Constant fear of death after puberty, but chances are you&#039;ll die before this, have your soul sold to/claimed by a chaos deity and for their lolz spend your death in constant fear of puberty.&lt;br /&gt;
*Superior officers barking orders down your neck for the 10-16 years that you&#039;re alive.&lt;br /&gt;
*&amp;lt;s&amp;gt;No time to screw around,&amp;lt;/s&amp;gt; you&#039;re always on duty. Sometimes said duty is to help train new recruits for their inevitable deaths.&lt;br /&gt;
*The top fashions in Cadia are camo patterns and body armor.&lt;br /&gt;
*[[Heresy|Heretical]] cults springing up by the dozen every week.&lt;br /&gt;
*[[Chaos|Voices]] keep telling you to ditch the duty and [[Slaanesh|relax]], [[Khorne|let loose]], call in [[Nurgle|sick]], or try something [[Tzeentch|different]].&lt;br /&gt;
*The fact that the planet&#039;s &amp;lt;s&amp;gt;main&amp;lt;/s&amp;gt; &#039;&#039;&#039;only&#039;&#039;&#039; export is Soldiers should clue you in.&lt;br /&gt;
*[[Mutant]]s springing up everywhere wanting to try out the new pincer claw they just got on your neck. &lt;br /&gt;
*[[Grimdark|Even after you die, Cadia doesn&#039;t stop being shitty to you, because once the engraving on your tombstone is illegible, it means you&#039;ve been dead for so long nobody alive cares about you anymore, so your corpse is dug up and thrown into an incinerator while a fresh corpse is thrown into your hole. And then &#039;&#039;they&#039;&#039; will be dug up and thrown away as well.]]&lt;br /&gt;
*Cadia is now destroyed and consumed by the Eye of Terror. If you&#039;re still living there, you&#039;re either a heretic, a warp entity, fighting a heroic last stand, or really &#039;&#039;really&#039;&#039; unlucky.&lt;br /&gt;
&lt;br /&gt;
Seriously, it just sucks to live there, just take my word for it. Avoid prolonged stays on Cadia at all costs.&lt;br /&gt;
&lt;br /&gt;
==Redeeming Qualities==&lt;br /&gt;
[[File:Cadian 8th Regiment-small.jpg|500px|thumb|right|Fuckers so hardcore, they take on fieldtrips on other hellhole planets when their own hellhole planet gets too stale.]]&lt;br /&gt;
Yes it sucked to live on Cadia, sucks beyond all Hell, but there are several reasons why it was one of the most [[awesome]] places in the Imperium.&lt;br /&gt;
&lt;br /&gt;
===Cadian Shock Troopers===&lt;br /&gt;
First and foremost, the finest (and perhaps most numerous) breed of the [[Imperial Guard]] were born, trained, and lived on Cadia. You see the Cadian as the common model for your generic, garden variety guardsmen figurine, and as such they are the most easily recognized. They fight tenaciously for the [[Empra]] and die with the same degree of vigor. Manliness is never in short order here on Cadia, making it one of the most awesome planets around.&lt;br /&gt;
&lt;br /&gt;
Their [[Stormtrooper|elite troops]] are the &#039;&#039;&#039;Kasrkin&#039;&#039;&#039;, basically the elite of the elite of the Guard. That are separate from the [[Warhammer 40,000/Tactics/Militarum Tempestus(7E)|Scions]] as they aren&#039;t trained in cozy little Scholas watched over by Commissars, but are trained right there on Cadia, combining all the battle conditioning and tactics learned by the Cadia Shock Troopers over the course of KILLING EVERYTHING IN THE GALAXY for the last several thousand years. Only [[Space Marines|SPESS MEHREENS]] are better. But the Kasrkin are probably scarier than the Spess Mehreens anyway, because they do about the same on the battlefield, without wearing a concrete wall on every inch of their body and not having [[Bolter|mini-rocket launcher guns]], no, they&#039;re just humans with balls of adamantium, both of which have their own pair of balls of adamantium (and that&#039;s the women). They don&#039;t wear carapace armor, either.  Full-bodied flack-armor for these motherfuckers.  To be fair though, they get shit done while wearing cardboard instead of the Guardsman&#039;s t-shirts, and they still use the older but far more advanced [[Hellgun|Hellguns]] over the Scion&#039;s Hot-shot lasguns, they shoot a lot more light than the Guardsman&#039;s flashlight. For example, [[Awesome|a Kasrkin Sergeant literally jumps on the back of a rampaging Daemonhost (which has already incapacitated the majority of an Inquisitorial retinue) and stabs it with a regular ol&#039; combat knife to save the life of an Inquisitor.]] Balls. Of. Adamantium. Before the battle even began that [[Eisenhorn|Inquisitor]] admitted to being scared of them, and this is an Inquisitor who has fought alongside Deathwatch Marines against traitor Legionaries of The [[Emperor&#039;s Children]] in a warp corrupted landscape, 100 years ago, and has seen and battled Emperor knows what since then. Let that sink in. Now, &#039;&#039;the Kasrkin scared him&#039;&#039;, [[Awesome|bad-fucking-ass]].&lt;br /&gt;
&lt;br /&gt;
In conclusion, Cadians are the best troopers, and Kasrkin are the best of the best, well at least when it comes to conventional warfare, other regiments have them beat in specialized roles (Siege and attrition warfare? Send forth the  [[Death Korps of Krieg|Death Korps]]. Guerrilla warfare and sabotage? Sneak some [[Catachan Jungle Fighters|Catachans]] or [[Tallarn Desert Raiders|Desert Raiders]] in depending on the environment. Rapid insertion and maneuvering? Drop the [[Elysian Drop Troops|Elysians]] on &#039;em). But when you aren&#039;t sure what you&#039;ll be up against or are expecting a prolonged encounter with rapidly changing tactical situations then you can&#039;t go wrong with the Cadian Shock Troopers.  When you need a certain [[Abbadon|failure]] to run away for awhile, catapult a Kasrkin at him.&lt;br /&gt;
&lt;br /&gt;
Also confirmed to be so fucking hardcore that their planet broke before they did. In spite of their homeworld&#039;s destruction, they&#039;ve managed to keep going as strong as ever and now fight even harder to avenge its loss.  Even better, with the scattered regiments settling on multiple other worlds, those worlds are probably soon going to be pumping out incredibly skilled regiments of their own.  Chaos fucked itself.  I mean, more than usual and not in &#039;&#039;[[Slaanesh|that way]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CADIA STANDS!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Defended===&lt;br /&gt;
Despite what is said about how much of a hellhole Cadia was due to the constant warfare, because of that selfsame constant warfare Cadia was one of the most well-defended planets in the Imperium. In fact, it was the 2nd most heavily defended world in the Imperium of Man, only Sol System is better defended than Cadia (And maaaaaybe [[Fenris]], with Catachan being a close third if you count batshit insane wildlife as a defensive element).  So, probably more heavily defended than &#039;&#039;Mars&#039;&#039;.  All cities are arranged in interlocking blocks that require roads to snake around buildings with blind corners and are defended by rockcrete and adamantium walls, all to favor the defenders in urban combat.  Massive shield generators keep the cities safe from all but the heaviest bombardment, forcing enemies to pay for them meter by bloody meter.  All &amp;quot;civilians&amp;quot; are technically Cadian military reservists, and have been through the same life-long military training that all Cadians are subject to.  As dangerous as Cadia is, the locals have learned to handle that danger and weather it as well as possible.  Given its strategic importance, the Imperium is more than willing to commit substantial other resources to the planet&#039;s defense, which means lots of ships patrolling the system and lots of depots stationed in nearby systems to quickly reinforce Cadia at a moment&#039;s notice.&lt;br /&gt;
&lt;br /&gt;
===Creed===&lt;br /&gt;
[[Creed|CREEEEEEEEEEEEEEEEEEEEEEEEEEEEED!!!!!!!!]]&lt;br /&gt;
This article has infiltrated your computer. You just got tactical geniused.&lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Birth rate and recruitment rate are synonymous. And if you see [[Grimdark|how many men and women die on the battlefield every day]]... better start doing your part for the Imperium. On Cadia, you were encouraged to fuck around wildly and have your partner push out the kid in a barracks to increase efficiency in recruiting.&lt;br /&gt;
&lt;br /&gt;
===Colonizers===&lt;br /&gt;
Cadia&#039;s, as you noticed, only real export was soldiers. The thing is, Cadia pumps out so many that they usually form the core cadre of amalgamated units that get clumped into entirely new Imperial Guard armies, and sent to wage campaigns against taken or occupied planets. These armies are never getting sent back home, and are intended, when they win, to form a new government and society, and settle down (as seen in Dawn of War WA and Dark Crusade). As the core is usually Cadian, a lot of the army doctrines and style end up being Cadian, at least for a millennia or so. Hell, they colonize empty planets this way even, especially if it&#039;s a dangerous sector of space. Even now, who knows how many planets that are distinct and vital started this way? [[neckbeard|Your DNA could be spread far and wide across the galaxy and you wouldn&#039;t even know]].&lt;br /&gt;
&lt;br /&gt;
This is of course to justify why everyone looks like Cadians, aka GW doesn&#039;t want to make a dozen different types of guards.&lt;br /&gt;
&lt;br /&gt;
===Violet Eyes===&lt;br /&gt;
Ever fancied having more eye color than is standard for man? Move to Cadia and your kids will likely get glowing purple/violet eyes, may explain how purple-eyed animu characters tend to be awesome, they must be Cadians. Have fun explaining (with a bayonet...and a few thousand friends) to mobs of angry locals on other planets that you&#039;re not a mutant before they crucify you and burn you alive.  Most likely the locals automatically assume their eyes are glowing with the Emperor’s divine light or something. It seems to be a result of living close to the Eye, as the original human settlers were completely culled by the Word Bearer&#039;s during the crusade and the trait popped up after the planet was resetteled.&lt;br /&gt;
&lt;br /&gt;
===The Place of Lorgar&#039;s Enlightenment===&lt;br /&gt;
While the Imperium would consider this quality the highest order of [[heresy]], perhaps the greatest reason for Cadia&#039;s importance is that it is, in many ways, the birthplace of the [[Horus Heresy]]. It was on Cadia the forces of the [[Word Bearers]] met with Ingethel the Chosen and were inducted into the service of the Ruinous Powers. As such, Cadia holds tremendous ideological importance and sentimental value for the Champions of Chaos.&lt;br /&gt;
&lt;br /&gt;
==The Fall of Cadia==&lt;br /&gt;
{{Template:Spoilers}}&lt;br /&gt;
{{Topquote|You are standing in the eye of the storm. Move an inch, and you&#039;ll be dead! You are standing underneath the towers of the teeth, [[Eye of Terror| And the eye blazes red!]] |The Towers of the Teeth}}&lt;br /&gt;
===Business As Usual===&lt;br /&gt;
&lt;br /&gt;
When Abaddon finally launched his [[13th Black Crusade]], Cadia stood ready. Millions perished in the initial attack, but there were still enough Imperial forces to first blunt, then repulse the Chaos incursion. In its wake however was a system on the edge of collapse, its surviving defenders too weary to even try to celebrate. What was worse, Cadia was effectively isolated, with most of its Astropathic choirs either dead or driven insane.&lt;br /&gt;
&lt;br /&gt;
Ursarkar Creed, now Lord Castellan, was worried. Throughout the fighting on-world, there was not even a single report of Abaddon being spotted.  As a result he was sure that another assault was on the way, and what was worse it was likely that the Despoiler&#039;s own fleet would pass through the system. Unfortunately there was little left of the Imperial Navy present to put up more than a token defense, barring the [[Space Wolves]] battle barge &#039;&#039;Firemane&#039;s Fang&#039;&#039;, and none of the ships there would be able to chase down Abaddon&#039;s ships once they made for deep space.&lt;br /&gt;
&lt;br /&gt;
Preparing for the inevitable, Creed dug in, and set his forces to fortifying Kasr Kraf, which included Marshall Amalrich&#039;s [[Black Templars]]. Similar scenes repeated themselves throughout Cadia, with surviving Shock Troops and Astartes companies setting up defenses where they can. The Space Wolves set themselves up in Kasr Jark, while further north the [[Dark Angels]] 4th Company reinforced their own grounded Strike Cruiser &#039;&#039;Sword of Defiance&#039;&#039;. In the days that followed the defenders drilled and trained, waiting for the inevitable to come.&lt;br /&gt;
&lt;br /&gt;
===Eye of Terror 2: Electric Boogaloo===&lt;br /&gt;
&lt;br /&gt;
And come it did, because Abaddon was not done with Cadia. Not by a long shot. His Black Fleet was inbound, an angry swarm of Traitor Legion warships, Daemon vessels, and space hulks, with the Blackstone Fortress &#039;&#039;Will of Eternity&#039;&#039; at its core. The remnants of Battlefleets Corona and Scarus, bloodied by the first wave of the Black Crusade, sought to stall the Black Fleet&#039;s advance, and paid for their defiance with their lives.  Still the Chaos fleet swept on.&lt;br /&gt;
&lt;br /&gt;
News that a Blackstone Fortress was incoming sent Creed&#039;s forces&#039; already fevered preparations into a frenzy.  Every Tech-adept that could be spared set about restoring Cadia&#039;s damaged null-array, which was damaged at the start of the Black Crusade.  Even then it would not be enough, because time had finally run out for Cadia.&lt;br /&gt;
&lt;br /&gt;
The Space Wolves however, disagreed. Sven Bloodhowl volunteered to lead his Great Company in boarding the &#039;&#039;Will of Eternity&#039;&#039;, and do what they can to slow its advance. Along with them came two hundred other battle-brothers from the various Chapter forces devastated at the start of the Black Crusade, survivors of the Cadian 13th, and a full maniple of [[Skitarii]]. It was the last throw of the dice, but Creed had very few options left.&lt;br /&gt;
&lt;br /&gt;
They failed. Abaddon&#039;s vanguard arrived on schedule a day later, soon followed by the Blackstone Fortress.  Cheers erupted among the defenders however when its devastation beam dispersed harmlessly across the upper atmosphere.  The null array worked!  Eeeeeeeexcept it seems that the projection grid now featured xenos tech that wasn&#039;t there a day ago...&lt;br /&gt;
&lt;br /&gt;
The cheers were a little short-lived however, as the skies of Cadia Secundus blacked with Traitor drop-ships.  Round two had begun, and Abaddon had all the advantages.&lt;br /&gt;
&lt;br /&gt;
The defenders put up a withering amount of fire, but it was not enough. Traitor Legionnaires made landfall, and daemonic reinforcements were summoned.  Defense positions were soon overrun, and Creed made the decision to recall defenders back to the curtain walls of Kasr Kraf.  The defenders made their fighting retreats, barring Marshall Amalrich&#039;s Black Templars, who stubbornly decided to stand their ground, and the Sisters of Battle that had made their defense at the Shrine of Saint Morrican. &lt;br /&gt;
&lt;br /&gt;
Hours passed, then days.  Orven Highfell&#039;s Ironwolves had counter-attacked the Iron Warriors force threatening Kasr Jark, while the Dark Angels defending the &#039;&#039;Sword of Defiance&#039;&#039; threw off three separate World Eater attacks.  Slowly though the defenders were losing ground, and Creed once again ordered a withdrawal to the second curtain wall.  The Novamarines 2nd Company sold their lives to stop Possessed from breaching one gate, but the West gate was lost, and with it so too was the 2nd curtain wall lost. Redoubt after redoubt fell, overwhelmed, with even the Dark Angels forced to abandon their grounded strike cruiser and join up with the surviving Space Wolves in their own withdrawal.&lt;br /&gt;
&lt;br /&gt;
Kasr Kraf could not hold forever. An assault by the traitor Legio Vulcanum nearly made its defenses buckle, but the final straw was the assault of the Hounds of Abaddon. Led by newly-ascended Daemon Prince Urkanthos, the Hounds broke through the Kriegan Gates, slaughtering the Kasrkin regiments Creed had sent there to stem the tide. It took Creed himself, leading the Cadian 8th, that finally became the wall that the tide of traitors broke against. The remaining Astartes did what they could, but it was the intervention of the remnants of Marshall Amalrich&#039;s Cruxis Crusade ([[Fail|who had finally admitted that he was an idiot in trying to defend AWAY from Kasr Kraf]]) that seemed to give the remaining defenders a chance at more than a final show of defiance.&lt;br /&gt;
&lt;br /&gt;
Urkanthos would not be denied however. His mission from Abaddon was clear: destroy the null array, and Cadia would fall. This was done with contemptuous ease. With its defenders dead and its ancient machinery reduced to cinders, nothing would stop the Blackstone Fortress from scouring the world clean.&lt;br /&gt;
&lt;br /&gt;
===The Living Saint Cometh===&lt;br /&gt;
&lt;br /&gt;
It was then [[Saint Celestine]] arrived, wreathed in the Emperor&#039;s own holy fire. Flagging faith was renewed, and strength was once brought to wearied limbs. Aside from this she brought with her reinforcements: five companies of the Order of Our Martyred Lady, long lost in the Warp, and the [[Imperial Fists]] that had been on-board the Phalanx during its emergency warp transition.  &lt;br /&gt;
&lt;br /&gt;
While Celestine lent aid to those on the ground, [[THe Phalanx|the Phalanx]] thundered into the heart of the Black Fleet, straight at the Blackstone Fortress. Dorn&#039;s fist was to be its executioner. With a little help from what remained of Bloodhowl&#039;s force ([[Awesome|who had somehow survived to board the fortress, and had been fighting a running battle within for days]]), the Phalanx&#039;s planet-busting forward guns fired into a suddenly un-shielded flank (unprotected thanks to Bloodhowl&#039;s force sacrificing itself to take out the generators there).  The &#039;&#039;Will of Eternity&#039;&#039; broke apart from the bombardment, its death throes throwing a third of gathered Traitor fleet there back into the Immaterium, and scattered the rest, while its broken husk hung in orbit.  &lt;br /&gt;
&lt;br /&gt;
The ground war fared better as the defenders threw off Urkanthos&#039; Hounds from the walls, with the Daemon Prince&#039;s own corpse being added to the pile.  Despite this, the Despoiler&#039;s forces still held air superiority, and scattered warbands gathered for yet another assault. This was no victory, but Cadia held off its doom for another day.&lt;br /&gt;
&lt;br /&gt;
Even more surprises, as some last-minute reinforcements were still streaming in: the 5th Company of the [[Crimson Fists]] led by Ruis Tracinto, elements of the Cadian 14th, tanks of the Armoured 51st, Knights of House Taranis. The last but most significant of these latecomers was a Mechanicus Explorator fleet led by one [[Belisarius Cawl]].  It is Cawl that revealed to the gathered defenders the importance of &#039;&#039;not&#039;&#039; abandoning Cadia, and just how deep the Destroyer&#039;s plans were. &lt;br /&gt;
&lt;br /&gt;
The last defenders withdrew to the Elysion Pylon fields, where the [[Legion of the Damned]] had manifested to keep watch over, to make their stand. Beyond the atmosphere the Phalanx moved to cover the field with its bombardment cannons, while far below the fields, Cawl and his adepts worked tirelessly to try and get the pylons to &#039;&#039;work&#039;&#039;, but nothing he tried made the pylons react even a little. Close to throwing the towel in frustration, it was then that [[Trazyn the Infinite]] decide to make his presence known.  The [[Necron]] proposed a truce, and promised to aid Cawl for its own inscrutable reasons.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Elysion Fields===&lt;br /&gt;
&lt;br /&gt;
By this time the Battle of the Elysion Fields began to heat up, as Abaddon&#039;s forces slowly strangled the Imperial defenders. Days passed in desperate combat, with the Imperials hanging on just by the slimmest of margins, but that all changed once Abaddon himself teleported in to crush Cadia&#039;s last resistance himself.  Accompanied by the Bringers of Despair, they assaulted Creed&#039;s command directly, and it was only due to the sacrifice of Creed&#039;s friend Kell that the Lord Castellan was able to live and fight another day.  He, alongside the remnants of the Cadian 8th, made a fighting retreat into the catacombs beneath the Elysion pylons, before being finally pushed back into the deeper chambers that Cawl was still doing his work.&lt;br /&gt;
&lt;br /&gt;
Curious at seeing the end result of Cawl&#039;s labors, Trazyn deigned to release some of his &amp;quot;collection&amp;quot; to delay the Despoiler: Heresy-era Ultramarines, Vostroyans, Tanith, Salamanders, an odd Custodian... All joined the battle against Abaddon&#039;s forces. All except [[Ordo Hereticus]] Inquisitor Katarinya Greyfax and her bodyguard, that is.  Wulfren bearing the sigil of the Ironwolves soon joined the fray, followed by Highfell himself fighting with a near-feral wildness.&lt;br /&gt;
&lt;br /&gt;
It was then that Cawl coaxed the pylons to life. For those battling in the catacombs the effects were immediate, as Daemons were banished back to the Warp, and Possessed roared as their warp-spawned halves returned to the Immaterium. UNFORTUNATELY this also affected the [[Legion of the Damned]], and reduced Celestine&#039;s power to a mere Battle-Sister with a power weapon. Whoops. &lt;br /&gt;
&lt;br /&gt;
This proved to be a BIG problem for Celestine, as she had been dueling Abaddon at that point. Creed had to personally intervene, as he saw immediately that if the Living Saint fell, so would the remaining morale of the defenders there. Even Greyfax, for all her distate for the &amp;quot;false idol&amp;quot;, acted, and turned her psychic might at keeping the Despoiler at bay. In a moment of arrogance, Abaddon held off the deathblow to Celestine long enough to gloat over his impending success only to take a hit himself. Even depowered, Celestine had inflicted a wound upon the Despoiler which he had not felt the likes of since the Horus Heresy. &lt;br /&gt;
&lt;br /&gt;
High above the effects of the pylons intensified.  Against all expectation whatever was being transmitted from Cadia was actually &#039;&#039;causing the Eye of Terror to shrink&#039;&#039;, and soon anything remotely warp-based began to waver or outright fail, including the void shields of the warships still glaring at each other beyond the atmosphere. Even teleporting out would eventually be impossible.  It was at this point the Despoiler ordered his forces to withdraw, much to the shock and confusion of his ravaged foes. Even the forces on the surface were withdrawing en-masse, falling back to their Thunderhawks and drop-ships, and speeding back to the safety of the Black Fleet.&lt;br /&gt;
&lt;br /&gt;
Something was up, and there was only one thing for sure: the compost was about to hit the rotary impeller, and SOON.&lt;br /&gt;
&lt;br /&gt;
===Ragequit, Despoiler-style===  &lt;br /&gt;
&lt;br /&gt;
Once safely back upon the bridge of the &#039;&#039;Vengeful Spirit&#039;&#039;, Abaddon set his &amp;quot;Plan B&amp;quot; in motion: if he couldn&#039;t have Cadia, &#039;&#039;&#039;nobody would&#039;&#039;&#039;.  As soon as the last of the Traitor forces were retrieved, the Black Fleet pulled away from the planet, post-haste. At that point hidden plasma drives flared into life on the ruins of the &#039;&#039;Will of Eternity&#039;&#039;, and slowly the moon-sized mass started to fall in the direction of Cadia.  The batteries of the wounded &#039;&#039;Phalanx&#039;&#039; opened up in desperation, but nothing could stop its fall once the Blackstone Fortress was captured by Cadia&#039;s gravity well. Like the fist of an angry god, the fortress struck the planet hard, and the world burned.&lt;br /&gt;
&lt;br /&gt;
From his command throne, Abaddon opened up a bottle of vintage wine, raised a cup (made from the skull of the [[Horus]] clone he had killed in the [[Battle of Harmony]]) in toast of an old foe, and laughed. Guffawhaw! Kekeke! Huehuehue! Teeheehee!&lt;br /&gt;
&lt;br /&gt;
===Death of a World===&lt;br /&gt;
&lt;br /&gt;
Millions died in the aftermath of the impact, but the worst was yet to come.  As mountains crumbled and seas vanished into steam, the ancient Pylons scattered on the planet toppled as well. The ancient network sputtered and died, at which the Eye of Terror roared back into being, stronger and MUCH larger now that its ancient prison was sundered. With the echoing laughter of gods long-denied their prize, the maelstrom finally engulfed Cadia.&lt;br /&gt;
&lt;br /&gt;
Daemons previously banished by the awakening of the pylons once more fell upon the ravaged world. Those who survived the initial inferno now found themselves fighting for their lives. But in that darkest hour, hope also returned. With the destruction of the pylons, Saint Celestine&#039;s strength returned, and burning bright with the light of the Emperor, the Living Saint led the survivors out of the catacombs, to witness a world much changed.&lt;br /&gt;
&lt;br /&gt;
===The Exodus of Cadia===&lt;br /&gt;
&lt;br /&gt;
At the sight of all the ruin and destruction, Creed finally despaired. Before his despondence could spread to his men, Greyfax took the initiative, and ordered the planetary evacuation of all surviving Imperial forces. Countless troop transports and landing craft roared upwards to the relative safety of the &#039;&#039;Phalanx&#039;&#039;, though many more were lost amidst the burning atmosphere and the winged daemonspawn now infesting the skies.&lt;br /&gt;
&lt;br /&gt;
Back at the Elysion Fields, the evacuation was turning desperate, as the waves of daemons pushed back the defensive lines.  Soon there wouldn&#039;t be anywhere safe to land, and the evacuation zone would become a death trap. &lt;br /&gt;
&lt;br /&gt;
Something had to be done.  The Lord Castellan roused himself from his grief, and announced that the Cadian 8th would buy everyone the time they needed to escape. To their credit, none of the Castellan&#039;s Own blanched at the order, despite knowing full well what it meant.  They owed Creed their lives anyway, and now was as good a time as any to pay the Castellan back the debt.&lt;br /&gt;
&lt;br /&gt;
The last transports boosted away to safety, with the final one taking within the Knights of House Taranis, Marshall Amalrich&#039;s Black Templars, Saint Celestine&#039;s Sisters, and Grayfax.  As they left that blighted battlefield behind, a clear and proud cry could be heard, over the howling winds and the cannon roar.  It was a shout of defiance, bowed but unbroken: &#039;&#039;&#039;&amp;quot;CADIA STANDS!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Fate of Creed===&lt;br /&gt;
&lt;br /&gt;
Creed, wounded, weary, and about to bleed out, is confronted not by a Daemon, but by [[Trazyn|a metal giant wearing a scaled cloak]].  After that, a promise of eternity before darkness engulfs him, the giant&#039;s laughter ringing in his ears.&lt;br /&gt;
&lt;br /&gt;
[[File:Cadiain8th.png|300px|thumbnail|center|...wait, how the fuck did she take off her trousers whilst still wearing her boots? Did she take off her boots, take off her trousers, then put her boots back on? &amp;lt;s&amp;gt;Or was she just wearing shorts?&amp;lt;/s&amp;gt; &amp;quot;Battle Shorts&amp;quot; are not standard Kasrkin uniform, and thus she would be executed by a [[Commissar]] (and rightfully so) for being stupid enough to wear them to the final fucking battle of Cadia.]]&lt;br /&gt;
&lt;br /&gt;
==We&#039;re Not Through Yet, Motherfuckers!==&lt;br /&gt;
&lt;br /&gt;
According to the 7e Astra Militarum codex, every single Cadian regiment was recalled back to Cadia by Creed to defend it. Given that there were only 4 million Imperial survivors out of the original 850 million Imperials initially present, the vast majority of Cadian regiments were likely annihilated. Of course, it&#039;s unknown just how many Cadian regiments actually managed to get to Cadia in time before the shit hit the fan, but it&#039;s safe to say that certain [https://regimental-standard.com/2017/01/18/cadia-another-imperial-victory/ Imperium reports] that 90% of Cadia&#039;s Guard forces were off-world at the time and thus have survived the Fall of Cadia are either complete grox manure, or there were just THAT many Cadia guard regiments exported over the centuries. Given how long the Imperium has been around and the staggering size of the Guard, the latter may actually be more likely.&lt;br /&gt;
&lt;br /&gt;
You thought the Fall of Cadia was the end? Well guess what, 8th Edition says otherwise! Curiously the closure of the Cadian Gate hadn&#039;t affected Chaos fleets in the slightest, as they&#039;ve poured out the Eye everywhere across its borders with seemingly no effort while it expanded, no longer contained by the pylon network. This has actually worked out sort of okayish for the Imperium as well. With Cadia dealt with, a lot of warbands have decided to stop listening to the [[Abaddon|armless failure]] and go do their own thing to find things that are easier to kill than Cadia. This presents a bit of a problem for Chaos as Geedubs themselves have said there&#039;s still a fucking ton of defenders in the Cadian system and that the Chaos forces are starting to wear thin on the now-worthless planet. &lt;br /&gt;
&lt;br /&gt;
On top of that, Cadia took so fucking long to go down that the Imperium is entrenched deep into neighboring planets waiting for a second coordinated wave of Chaos attackers that is increasingly unlikely to show up. Needless to say, there are more than a few commanders that think having all these forces sitting around essentially doing nothing was a massive waste, when they could instead be bringing the fight to the Great Enemy...&lt;br /&gt;
&lt;br /&gt;
More worryingly, a detachment of the [[Adeptus Custodes]] has been sent there by order of the Captain-General. Specifically, the Custodes in charge of ensuring the Age of Strife-era horrors contained in the Imperial Palace&#039;s prisons (the mere knowledge of which could wreck the Imperium should they ever be known about) stay there. Seeing that several of said horrors were scattered across the galaxy by Chaos after the Great Rift opened, odds are that whatever the golden bananas were sent there for is &#039;&#039;very bad news&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Moral of the Story:  [[Humanity Fuck Yeah|Humans are incredibly good at creating superweapons.]]&lt;br /&gt;
&lt;br /&gt;
==New Cadia==&lt;br /&gt;
&lt;br /&gt;
In the wake of the Exodus from Cadia, several surviving regiments found themselves in the Agripinaa System.  Those lucky enough not to be &amp;quot;volunteered&amp;quot; by into servitor-dom by the neighboring forge-world of Agripinaa (which was unlikely to mess with a ton of the best army around and one so famous and beloved by the Imperium and important that screwing with them could get Agripinaa blown up) still had to fight off pursuing Chaos forces, which included renegade Astartes warbands from the [[Sons of Malice]] and the [[Crimson Slaughter]].  One of these forces, led by General Gruber, made it&#039;s last stand on ice moon of Faith&#039;s Anchorage. Although they were eventually overwhelmed, the Cadians went down fighting, with General Gruber himself -- an old man noted in-universe to neither be particularly brave &#039;&#039;or&#039;&#039; inspirational -- spitting defiance at his slayers, and doing one final banzai charge with his power sword.&lt;br /&gt;
&lt;br /&gt;
So focused were the Chaos forces on annihilating Gruber&#039;s forces that they didn&#039;t notice the &#039;&#039;other&#039;&#039; parts of the Cadian Exodus that had translated into the outer system -- which included elements of the battered but unbowed Battlefleet Cadia.  Eager for vengeance, the Cadians fell upon the Chaos Fleet, but even with their numbers it was a close thing, due to the damage the Imperial Fleet had already received prior.  Then out of nowhere, the Space Wolf [[Strike Cruiser]] &#039;&#039;Stiklestad&#039;&#039; entered the fray, and soon the odds were tipped in the Imperials&#039; favor.&lt;br /&gt;
&lt;br /&gt;
Very quickly, the forces that had destroyed General Gruber&#039;s forces found themselves stranded on Faith&#039;s Anchorage as the Stiklestad&#039;s crew demonstrated what happens when you face Astartes boarders to their ships. With nowhere to go, the Heretics soon found themselves facing regiment upon regiment of very VERY angry Cadian Shock Troopers.  It took two weeks to comprehensively clear Hope&#039;s Anchorage of Heretic filth. &lt;br /&gt;
&lt;br /&gt;
The Cadians were &#039;&#039;very&#039;&#039; thorough. &lt;br /&gt;
&lt;br /&gt;
In the wake of this, the highest commanding officer of the Cadian military, General Benedikt of the 101st, consolidated his weary and battered forces on Chaeros, the 7th world of the Agripinaa system. It was soon renamed &#039;&#039;&#039;New Cadia&#039;&#039;&#039;, a place to lick wounds and mourn lost comrades, a new place to call home, and a place to strike back from when the time finally came.&lt;br /&gt;
&lt;br /&gt;
As for the other Cadian regiments, it says something that even after the destruction of their homeworld, Cadian regiments are still making up the bulk of the Guard forces in the Vigilus campaign. Even the Cadian 8th is active in the campaign, though they&#039;ve renamed themselves &#039;&#039;&#039;Creed&#039;s Legacy&#039;&#039;&#039;. New troopers are made up of descendants of original regiment men and survivor colonists.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Regiments}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Planets}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:C130:14B4:1A1A:5D1C:1EA5</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=JAEVA:_Giant_Robot_RPG_system&amp;diff=279926</id>
		<title>JAEVA: Giant Robot RPG system</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=JAEVA:_Giant_Robot_RPG_system&amp;diff=279926"/>
		<updated>2019-12-18T11:55:35Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:C130:14B4:1A1A:5D1C:1EA5: /* Personality */&lt;/p&gt;
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&lt;div&gt;[[File:JAEVA_logo.png|200px|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
JAEVA: Giant Robot RPG is meant to be a deceptively simple game that runs off the idea of d10 pools established by games like [[World of Darkness]] and made to work (optionally) with the crossover setting of the [[JAEVA project]], which combines the universes of Neon Genesis Evangelion and the excellent Pacific Rim franchises into a single world plagued by massive alien monsters, out of control powers-that-be, and the collateral damage wrought by massive (usually) humanoid robots. Characters have a list of attributes and skills with dots that, when added together, give a number of dice a character uses for an average roll. Unlike other games, however, when you are in a robot/Jaeger/EVA, you use their physical attributes instead of your own.&lt;br /&gt;
&lt;br /&gt;
== PDF Compilation and Condensation == &lt;br /&gt;
&lt;br /&gt;
There will be be a PDF made that has the all the rules formatted in a manner that is a bit more pleasing and accessible than this current wiki scrolling format, and condensed, that shall be shared here soon.&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
As just mentioned above, a standard test requires you to roll a number of D10s equal to the sum of an attribute and a relevant skill to get a result of successes and failures. A target number is the number on the die which you must meet or exceed on the facing side of any rolled dice to determine if a roll is indeed a success or failure.&lt;br /&gt;
&lt;br /&gt;
*The way to determine the target number to meet or exceed is to compare 5 as the average. Finding the difficulty of an enemy means subtracting the player&#039;s level from the enemy and adding the difference to 5. (a level 5 enemy against a level 3 player has a difference of 2, thus has a target number of 7 for the player to hit. in contrast, a level 3 enemy against a level 5 player has a target number of 3 for the player.&lt;br /&gt;
&lt;br /&gt;
*Rolling a 10 “explodes” and gives an extra die to the roll, allowing a chance for an extra success or more exploding successes. if they fail it still counts as a failure.&lt;br /&gt;
&lt;br /&gt;
*Rolling a 1 removes the highest success from the roll, always taking 10s first&lt;br /&gt;
&lt;br /&gt;
*The average test&#039;s difficulty is a 5, 4, 3, and 2 are progressively easier, and 6, 7, 8, and 9 are progressively harder. give a test that fits the difficulty. no test should be as easy as a 1, and no test should be as hard as a 10.&lt;br /&gt;
&lt;br /&gt;
*Rolling 5 or more successes and still beating the target number of successes results in an exceptional success for the test. In combat, do what the Exceptional success description of your weapon says.  &lt;br /&gt;
&lt;br /&gt;
Subtract any further modifiers from the successes. If they are over 0 you have succeeded and (if in combat) may now go to the Damage roll, otherwise you have simply passed: &lt;br /&gt;
Add these successes and the bonus on your weapon&#039;s stats (these are considered automatic successes) and subtract them from your opponent&#039;s armor of the hit location you targeted, or rolled for on the hit location table. The result is what damage you do to that area, which may result in that appendage/part being destroyed, crippled, or simply damaged.&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
[[File:Prisim_sync2.png|200px|thumb|left|The Personality Table, from top, clockwise: Optimist, Passionate, Furious, Pessimist, Melancholic, and Apathetic]]&lt;br /&gt;
Personality of a character (or even robot!) can effect a lot both in roleplay and gameplay. The most basic way to describe a personality is using the color wheel to the left which uses an easy way to describe a character&#039;s personality in a single word by seeing which feeling they connect with most. These are, from the top, clockwise: : Optimist, Passionate, Furious, Pessimist, Melancholic, and Apathetic. You may note these personality map pretty well on to various mecha anime characters, indeed, Furious, Apathetic and Melancholic/Pessimist describe the leads of Evangelion. This is intentional.&lt;br /&gt;
&lt;br /&gt;
When dealing with, piloting alongside, or trying to convince other characters, characters will take a +1 bonus for rolls dealing with characters who have personalities next to theirs on the chart, and +2 for dealing with those who have personalities identical to their own. alternatively, characters dealing with their exact opposite personality (the one across from theirs on the chart) get a penalty of -2 to rolls dealing with these characters, and take -1 penalties when dealing with characters that are next to their opposite on the chart &lt;br /&gt;
For example: if a pessimistic character is trying to pilot a robot alongside an optimistic character, they would be at a -2 on all their rolls to work with that character due to how little they understand them. On the flipside, if the optimistic character was working with another optimistic character, they would be at a +2, and would be fighting better if the person understands them. &lt;br /&gt;
&lt;br /&gt;
This is the concept of synchronicity, and the idea of it is to bring a more psychological element to the game, where a two pilots can have a hard time getting along with each other and have it reflect in their performance. &lt;br /&gt;
&lt;br /&gt;
*[NOTE: At the moment Personality is a very simple mechanic. there is intent to eventually change this into a &amp;quot;mood shift&amp;quot; mechanic where a character has a defending mood, and will change depending on the situation they find themselves in. It is currently a very confusing idea that keeps us from simplifying it, so until we are able to find a simpler solution, personality it is.]&lt;br /&gt;
&lt;br /&gt;
=== Triggers and Insanity ===&lt;br /&gt;
&#039;&#039;What&#039;s that? Evangelion&#039;s involved? &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That&#039;s right, you saw this coming if you know anything about NGE. &lt;br /&gt;
There&#039;s no absolute cause of insanity. Perhaps something traumatic happened in the character&#039;s past they go insane remembering, or see something right in front of them that they can&#039;t believe. &lt;br /&gt;
Whenever your character sees something like a tank of naked clones of their mother that look like their crush, gets psychologically triggered by one of their RABITs, or has some other pants-shittingly weird thing happen that gives them a total mindfuck, they get a point of insanity and roll a sanity test at +1 difficulty and needed success for every point of insanity they have (3 sanity points would give a difficulty of 3 and 3 successes needed to pass), against their Composure+Wits. Failing the roll results in rolling on the insanity table (below) which gives conditions or actions for them to follow through on, such as going bezerk, or having a breakdown and doing nothing. However, succeeding in the roll removes that point of insanity.&lt;br /&gt;
&lt;br /&gt;
Insanity can spring up any time, but it&#039;s not suggested that GMs overuse it when running games, as it can render characters uncontrollable. Insanity points can be gotten rid of through therapy, which can be whatever makes sense for the character and whatever the GM sees fit.&lt;br /&gt;
&lt;br /&gt;
==== Insanity Table ====&lt;br /&gt;
Roll a D10 and follow the result. Only roll on this table if your character has failed a Sanity test (above).  Effects without a specified duration are left to gm discretion, and will usually last the duration of a scene.&lt;br /&gt;
&lt;br /&gt;
# Mood Shift: The character&#039;s personality shifts by one step on the personality wheel (direction should be decided based on the cause of the insanity test). &lt;br /&gt;
# Shell Shock: The player loses their next X actions, where X is equal to their current insanity points. &lt;br /&gt;
# RABIT Event: Traumatic RABITs begin flowing in both directions on the Drift, potentially revealing secrets, adding penalties to actions, or forcing the player to make an additional insanity test. &lt;br /&gt;
# Blind rage: The character goes into a berserk rage, and can only take aggressive actions against nearest ally/enemy. Allies no longer exist. &lt;br /&gt;
# Personality break: see below (specialized to individual personalities) [under construction]&lt;br /&gt;
## Optimistic: Hysterics. the character begins laughing maniacally, everything always ends up ok in the end... right? &lt;br /&gt;
## Apathetic:  ((Recommend: Sloth. Who cares? Cannot take actions for two turns. If they do, take another point of insanity.))&lt;br /&gt;
## Melancholic: ((Recommend: Depression. Sorrow and pity for all the world. Cannot take aggressive action.))&lt;br /&gt;
## Pessimistic: ((Recommend: Dying of the light. The worst possible outcome is the only possible outcome. All interactions this character makes or that are made with this character suffer a -2 penalty, regardless of personality.)) &lt;br /&gt;
## Furious: ((Recommend: Bloodlust. I MUST TASTE COMBAT! The character must deal damage in close combat within 2 turns, or else they gain another insanity point (the effect persists until they have dealt damage), Damage can be against any living being, ally or enemy.))&lt;br /&gt;
## Passionate: ((Recommend: Perfectionist. The next check that the character attempts must be done very well (for instance, not just repairing a bit of wiring but improving it or making it &amp;quot;like new.&amp;quot; Mechanically, this means getting a roll above the DC of the check). If this doesn&#039;t happen on the next check, gain an insanity point.))&lt;br /&gt;
# Mad World: The character begins experiencing hallucinations, and is unable to tell them apart from reality. &lt;br /&gt;
# Shattered Mind: (under construction)&lt;br /&gt;
# Catatonic State: The character falls unconscious.&lt;br /&gt;
# Mental Relapse: Repeat the effects of a previous failed insanity test, and roll again. Both effects take place simultaneously.&lt;br /&gt;
# Madness: Roll again. This effect is now permanent (psychological help can reduce and eventually remove this.&lt;br /&gt;
&lt;br /&gt;
=== Character Advancement ===&lt;br /&gt;
Unlike a certain other RPG franchise, where EXP needs to be in the thousands to get anywhere, JAEVA sits more in the area of [[Numenera]], where you only need a few EXP to advance. How does it work? Well, you start at 0 EXP at level 1, then 5 EXP later you&#039;re at level 2 with a couple more dots in your character sheet and some requisition points in your pocket, and now you are 5 EXP away from level 3. Here&#039;s how to earn EXP: &lt;br /&gt;
&lt;br /&gt;
*Show up to a session and participate: 1 EXP &lt;br /&gt;
*Win a combat outside of the giant robot: 1-3 EXP&lt;br /&gt;
*Win a combat with a kaiju (or other bot): EXP equal to twice the kaiju&#039;s level &lt;br /&gt;
*Uncover a conspiracy, or discover something about the Kaiju or their origins: 1-3 EXP&lt;br /&gt;
*Complete one of your character&#039;s goals: 1-5 EXP&lt;br /&gt;
*Complete a GM intrusion: 1-3 EXP&lt;br /&gt;
&lt;br /&gt;
Levels advance at double the EXP whatever the last one was. starting at 5 EXP for level 2, third level is 10, fourth level is 20, fifth level is 40, and so on. &lt;br /&gt;
With every level a character gains they get 30 character points to invest in their stats, and 30 requisition points to invest in their bot. &lt;br /&gt;
&lt;br /&gt;
Characters may also be awarded an extra character point from the GM every time they do things the GM finds interesting, impressive, or creative in the game. extra requisition points may be earned for completing missions and killing kaiju by collecting the price on their head.&lt;br /&gt;
&lt;br /&gt;
=== Jaeger/Eva advancement ===&lt;br /&gt;
Robots don&#039;t advance like people do: they require immense funding to repair their massive and rare parts, and upgrades to increase their effectiveness. A battleworn machine in JAEVA will have many unique weapons and pieces of gear that turn it from something fairly normal into something wildly different by the end of a campaign. This is done through Requisition points, which are an easy way to account for, and pay for, the massive funding these programs need to sustain themselves, usually paid for through taxes, imaginary created money sending future generations into a swirling vortex of debt (but hey, it&#039;s all for them, right?), and the United Nations. Each requisition point is worth quite a bit of money, though the amount is vague to keep the paperwork down&lt;br /&gt;
&lt;br /&gt;
so how do you get them? Here&#039;s how: &lt;br /&gt;
*Kill Kaiju: you saw this coming. What use are giant robots if they don&#039;t defend the cities from massive beasts? Every Kaiju you fight will have a price on his head of around 10 Requisition points per level. kill it, and you get some points, however....&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t cause collateral damage: that&#039;s what the kaiju are here to do. causing collateral damage gets points docked from your pay. Don&#039;t sweat the small stuff though; crushed cars, massive footprints in the streets, and broken windows/lamp posts are covered by the UN, no questions asked. but the golden gate bridge? tokyo tower? empire state building? the forbidden city? that comes out of your pay. flattening an entire city block isn&#039;t what they hired you for, so don&#039;t fuck up. GMs will subtract fitting amounts of requisition from your bounty if you cause wanton destruction. &lt;br /&gt;
&lt;br /&gt;
*Keep it intact: Guess what? Hannibal Chau and his compatriots want those kaiju corpses for sellin&#039; purposes, and he has more actual money than most countries at this point. The more intact a dead kaiju is, the more they are likely to pay (and thus more of a bonus you and your team are likely to get). keep that in mind as you weigh the risks of blowing the head off one. They also come in handy for research purposes too, I guess, but scientists are cheap-asses. &lt;br /&gt;
&lt;br /&gt;
With Requisition you will buy repairs, custom weapons, and equipment for your bot that will make them your own. Weapons work on a point-buy system: simply buy the basic weapon type (cannon, launcher, blade, fist, club, spear, shield) which as a very basic set of stats, and then buy descriptors which give the weapon a number of options, but not all descriptors are available to every type of weapon (you won&#039;t have an automatic blade, or a piston cannon. What  the hell would those even look like?). Weapons are limited to 3 descriptors each. Gear and equipment add to your bot in a similar way to how descriptors add to your weapon; each gives new abilities or enhances old ones. Equipment like the Rear Jets would allow a bot to move from medium range to long range in a single action, while equipment like a targeting system would increase the accuracy of the user, a full and ever-expanding list will be ready at the bottom of this page that will have all weapon/equipment types, their requisition price, and their effects. &lt;br /&gt;
&lt;br /&gt;
Creation of Characters, Evas, and Jaegers will all be covered in a later section.&lt;br /&gt;
&lt;br /&gt;
== The Character Sheet ==&lt;br /&gt;
Every player needs one to be able to play the game. Here are the stats you will see on the character sheet:  &lt;br /&gt;
&lt;br /&gt;
=== Basic Info ===&lt;br /&gt;
Your character&#039;s name, height, weight, gender, Level, EXP, Goals, and other information go up here at the top. you always begin at level 1 with 0 EXP.&lt;br /&gt;
&lt;br /&gt;
=== Attributes and Skills ===&lt;br /&gt;
Characters have nine attributes, three physical, mental and social. These are: Mental: Intelligence, Wits, Resolve. Physical: Strength, Dexterity, Stamina. Social: Presence, Manipulation, Composure. all attributes begin at 1 automatically and can be upgraded to a max of 5 in character creation and between sessions with points they are awarded. [NOTE]: While piloting, a character will use the bot&#039;s physical attributes in place of their own. &lt;br /&gt;
&lt;br /&gt;
Skills are more numerous, yet all are useful in some way. they begin at 0, and each can be upgraded to 5. the skills are; Physical: Athletics, Brawl,  Firearms, Larceny, Pilot, Stealth, Survival, Weaponry. Mental: Academics, Computer, Crafting, Investigation, Medicine, Religion, Politics, Science. Social: Animal ken, Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise,&lt;br /&gt;
&lt;br /&gt;
=== Health and other aspects ===&lt;br /&gt;
[[File:Damage_track_2_v3.png|200px|thumb|left|The Damage track]]&lt;br /&gt;
Your health is tracked through damage boxes on your character sheet. you begin with 20 boxes (shaded light grey) and can upgrade this to the full track of 30 boxes in character creation and between sessions. Once you take damage (subtracting your armor) you add the damage to your track, marking down the highest box on the left, and going to the right. once you have gone all the way to the right you begin on the next line. If you have a box filled on a line that says &amp;quot;-1/-3/-5&amp;quot; you take that penalty to all rolls, this represents pain taking your attention away from what you are doing (or in the case of a jaeger/eva, damage done to your systems only allowing a few signals through). &lt;br /&gt;
&lt;br /&gt;
Jaegers, EVAs, and Kaiju have similar boxes, except they have one for each part of the body and only take the modifier when using a weapon or piece of gear on that area of the body.&lt;br /&gt;
&lt;br /&gt;
Armor is right below this, and represents the armor that you buy with requisition points (usually used on jaegers/evas). The amount of armor you have lowers the amount of damage you take by 1 for each point of armor you have. armor begins at 0.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Mod. ===&lt;br /&gt;
Face it, some people and things are just faster than others, to reflect this, players begin at 0, a player may buy an initiative modifier of +1 die for every 2 character points spent on it. Alternatively, a player may sell 1 point for a -1 modifier that yields 2 character points to add to their stock. Add one success for each +1 on your initiative mod, or subtract one success for every -1 on your initiative mod.&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
This is a character&#039;s personality, which, despite how they may be at some times, this is their basic outlook on the world that they return to. looking at the personality chart above, write down their modifiers when dealing with other personality types. (example, an optimistic character would write: Optimistic: +2, Passionate: +1, Apathetic: +1, Furious: -1, Melancholic: -1 and Pessimistic: -2.)&lt;br /&gt;
&lt;br /&gt;
=== Insanity and Triggers ===&lt;br /&gt;
&lt;br /&gt;
Psychological triggers, known as RABITS (Random Access Brain Impulse Triggers) affect a character&#039;s mental state. A character does not have to begin with any triggers whatsoever, but having a trigger does not only add depth to a character, but also gives extra character points to improve  your stats, showing that a person who has more experiences will do better in stressful situations, provided they don&#039;t get triggered. Players get 5 character points per trigger, at a maximum of three triggers at start, and one insanity point per trigger.&lt;br /&gt;
&lt;br /&gt;
Whenever a character is triggered by seeing something similar to a past traumatic experience, or having to relive those experiences with a new drift partner, they add an insanity point to their sheet and take an insanity test (composure+wits) at a +1 difficulty for each insanity point they have on their sheet. Failing makes them roll on the insanity table and succeeding removes an insanity point if they succeed. As mentioned in the basics, insanity points can be shed off through therapy, which is whatever the GM feels will work for the character in question.&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
&lt;br /&gt;
Size effects the evasiveness and difficulty to hit/ease to wound that changes up combat depending on what you are fighting. humans start at size 2 (equivalent of 5-6&#039; tall), and can be as big as size 3 (over 6&#039;, to ~7&#039; tall) and can be as short as size 1 (as low as 3&#039;, the size of a child). True Jaegers, EVAs, and Kaiju begin at size 5 (around 100 feet for the smaller ones), and can go up to size 9. There is no definite size for each level up, so use common sense and decide the size of your beasts and bots using this scale. (For further reference, the baby Kaiju found in Otachi would be size 4.)&lt;br /&gt;
&lt;br /&gt;
For every size lower a character is to you, add a success when determining damage. When fighting something larger than you: subtract a difficulty to a minimum of 1 (ones being exceptional failures) on your hitting roll, and subtract a success from your damage determination. This represents what might happen if a human attempted to attack a kaiju without a bot, still giving them a chance to succeed (as seen with Eureka Striker&#039;s team in Pacific Rim, using flare guns to attack Leatherback). it&#039;s hard to damage a massive beast or bot due to their thick hide/armor, but sometimes it&#039;s worth a shot. This also gives adventure opportunities to fight enemies above the size of a human, but not quite the size of a kaiju, (something that many other RPG systems just don&#039;t do). Being outside of a bot isn&#039;t a preferred situation when fighting massive beasts, but sometimes you just have to work with what you&#039;ve got.&lt;br /&gt;
&lt;br /&gt;
==== Size Categories ==== &lt;br /&gt;
sizes are split into 10 different steps, and three scale categories (Regular, Huge, and Massive) these categories help divide the sizes of things up so that combat with multiple scales (next section) makes a bit more sense and is easier to run.  &lt;br /&gt;
&lt;br /&gt;
sizes: &lt;br /&gt;
&lt;br /&gt;
Regular sized characters:&lt;br /&gt;
&lt;br /&gt;
1. something with the mass of a child or smaller&lt;br /&gt;
&lt;br /&gt;
2. something around the mass of an adult human or bigger (lamp posts, food stands, cars etc)&lt;br /&gt;
&lt;br /&gt;
3. something around the mass of a bus or bigger&lt;br /&gt;
&lt;br /&gt;
4. something around the mass of a small building or bigger&lt;br /&gt;
&lt;br /&gt;
Huge sized characters:&lt;br /&gt;
&lt;br /&gt;
5. something around the mass of a mk. 1 jaeger or category 1 kaiju (100~ feet tall)&lt;br /&gt;
&lt;br /&gt;
6. something around the mass of a medium building or standard EVA (~200 ft tall)&lt;br /&gt;
&lt;br /&gt;
7. something around the mass of a mk 3 jaeger (or any you see in the movie, ~300 feet tall)&lt;br /&gt;
&lt;br /&gt;
8. something around the mass of a Category 5 Kaiju (~400 ft tall)&lt;br /&gt;
&lt;br /&gt;
9. something around the mass of a large building (~500 feet tall)&lt;br /&gt;
&lt;br /&gt;
Massive sized characters:&lt;br /&gt;
&lt;br /&gt;
10+. something impeccably large, at least double the size of your average jaeger&lt;br /&gt;
&lt;br /&gt;
== Scaled ranges ==&lt;br /&gt;
&lt;br /&gt;
If a character in a Godzilla movie attempted to hit the aforementioned massive beast with a gun, he would have to stay at least a medium range away to avoid being squished by falling debris and the footsteps of the mighty beast. to show some realism like this, for every scale category a bot or beast is above something they are attacking, subtract a range increment from the range the target considers himself from you (a huge monster who is considered to be at short range from a regular sized target at his own scale, will be considered to be at medium range at the target&#039;s scale. a massive monster that considers a regular sized target to be at short range at his own scale will be considered to be at long range at the target&#039;s scale. if a regular sized character wishes to get into a range (at their own scale) of the huge/massive thing that may harm them, they must try to dodge debris by rolling their Stamina+Survival each range closer they get at the huge/massive thing&#039;s difficulty, rolling a number of successes equal to or better than the GM decides. if they fail, they take a number of damage points to their damage track (after subtracting their armor) equal to the number of extra successes they would have needed to dodge the entirety of it. &lt;br /&gt;
 &lt;br /&gt;
If a huge robot attempts to squish a human sized thing, chances are they&#039;ll squish a lot more than they intended. to show this, all attacks done by attackers one category bigger than their target (huge to regular, massive to huge) does area damage to everything and everyone within short range (at the target&#039;s scale category, not the attacker&#039;s scale category.) If an attacker is 2 categories bigger than the target (massive to regular) then their attacks do area damage to everyone and everything within medium range of the target at the target&#039;s scale. However, if a creature another scale category up was attempting to hit only a specific person in that area without destroying the block (think Gypsy Danger trying to squish otachi jr.) then they would have to add 1 to the difficulty of the attack roll for each size they were above the target (Gypsy would be size 7 against otachi jr.&#039;s size 4. the difference is 3, so this is added to the difficulty determined by the difference in levels, mentioned earlier in the rules)&lt;br /&gt;
&lt;br /&gt;
=== Willpower ===&lt;br /&gt;
Willpower:&lt;br /&gt;
Players can spend points willpower to add successes to any roll. For every point of willpower spent, they gain one extra die on their roll. this can be done to a maximum of 3 per roll. If willpower is depleted, the character must wait a full turn resting, then roll a die to see how many points they regain. Between combats and events willpower is regained. You can never regain more than the number of willpower points you have purchased. Each point of willpower costs 8 character points.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Equipment ===&lt;br /&gt;
Characters can carry weapons and equipment just like the bots they control, but these are not customizable and they can only carry two of each.&lt;br /&gt;
&lt;br /&gt;
=== Modifiers ===&lt;br /&gt;
Simply a space to write down what modifiers you have against what at the moment. This makes it a hell of a lot easier to keep track of things in a fight.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Combat in JAEVA is handled with less detail than most games, allowing for better narrative action and descriptions from the players and GM about what is going on and how they are handling it. &lt;br /&gt;
&lt;br /&gt;
=== Ranges ===&lt;br /&gt;
Range in JAEVA is very simple: there are a total of 4 ranges you can be at from your allies and enemies.these ranges are only suggestions of distance to keep things simple  They are:&lt;br /&gt;
*Short: within reach or hitting distance. not far at all. all melee weapons have this range. Ranged weapons firing at this range have a +2 to accuracy.&lt;br /&gt;
&lt;br /&gt;
*Medium: this is between just out of reach and just short of long range. for scale, it&#039;s the distance Gypsy Danger dragged the boat to smash across Otachi&#039;s face, or when Asuka ran forward to pounce on one of the Mass-Produced EVAs and break it&#039;s skull. If it&#039;s not close enough to hit with a melee weapon, but not far away enough that you wouldn&#039;t be able to brisky walk there in a few seconds, then it is at medium range. you may always walk from medium to short range in one movement action. thrown weapons can hit this range at a -2, range weapons hit this range with no penalty&lt;br /&gt;
&lt;br /&gt;
*Long: this is range just out of a short walking distance, around the scale distance of a city block compared to a human, but not up to extreme range. weapons can be shot to a long range at a -2 penalty to both accuracy and damage.&lt;br /&gt;
&lt;br /&gt;
*Extreme: Extreme range is around the length of around a mile away, hitting something  this far would require a ranged weapon, as no weapon can be thrown this far. Ranged weapons firing this far are at a -4 penalty to accuracy and damage. a comparison of scale would be the Evangelion fight with Ramiel, where Shinji was equipped with a positron rifle. that fight would have been juuust within extreme range. &lt;br /&gt;
&lt;br /&gt;
GMs: do not overly abuse the use of range to ridiculous amounts, as mentioned before, it is just a vague indication of range. Because of this, it is suggested that GMs equip the table with a map of the city or area they are in and simply use markers or miniatures to note down where characters and enemies are to get a basic sense of scale and distance.&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
Players and enemies roll their Dexterity + Athletics at a difficulty of 5, add up the successes, and compare the number to the other combatants. the one with the highest number of successes goes first.&lt;br /&gt;
&lt;br /&gt;
=== The Structure of a Turn ===&lt;br /&gt;
What can you do in a turn? the answer: any combination of two of these actions:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A standard action: attacking, doing a maneuver, and other simple things that take a short time to complete are only worth one of your two actions.&lt;br /&gt;
&lt;br /&gt;
*A movement action: moving from medium to short range (or any single increment of range as mentioned above) is only worth a single action. &lt;br /&gt;
&lt;br /&gt;
*A slow action: slow actions, which are actions that take time and effort, such as aiming a difficult weapon or pulling up a building and throwing it are strenuous and difficult to achieve. these are worth both your actions if you are wanting to complete the slow action on your turn, or if you do one action and initiate the slow action, it takes effect as a free instant action on your next turn. the downside of these is, while you are finishing the action waiting for your next turn, you can be interrupted. Interruptions are made by attacking the character doing the slow action, or a strong enough distraction must be made to distract the character from their goal somehow within the narrative (a character&#039;s friend is attacked and nearly dead, a kaiju causes a massive explosion, etc). &lt;br /&gt;
&lt;br /&gt;
a Resolve+Composure roll must be made at the difficulty of the enemy causing the distraction, or the difficulty of the distraction itself (when the distraction isn&#039;t caused by an enemy) when a strong enough attempt to distract is made. if the character has at least 3 successes, they continue the task as normal, if they have less than 3 ,the slow action is canceled.&lt;br /&gt;
&lt;br /&gt;
*An Instant action: instant actions cost no actions for your turn. insignificant or easily done things on the fly such as talking to allies or finishing a slow action cost nothing. your GM will tell you if he allows an instant action of a certain complexity or requires it to be a standard action.&lt;br /&gt;
&lt;br /&gt;
*Readied actions: a player may ready an action with specific things to trigger it (much like how Gypsy Danger raised it&#039;s sword at the right moment when crippled and being attacked, leading to a certain kaiju being cut down the middle). readied actions may be performed at any time they are triggered, often on ally and enemy turns. readied actions may be used to interrupt slow or standard actions if set up properly. a readied action is usually a standard action, but can be a slow action if it has been waiting to be used. &lt;br /&gt;
&lt;br /&gt;
*Specific actions: actions such as disarming and grappling are deliberate attempts to do something specific, so such actions must be handled differently:&lt;br /&gt;
&lt;br /&gt;
**Grappling: roll your Strength+Brawl against an opponent&#039;s roll of Dexterity+Athletics. a roll with more successes than the opponent wins and the losing character is grappled. A failure means they escape the grapple attempt while grappled you cannot move, you may only attack your assailant at a -2, and may try to escape with an opposed roll by force (strength+brawl) finesse (Dexterity+athletics) or by outlasting them (stamina+survival). While grappled, an enemy is at a +4 to hit. when making grapple rolls, apply size bonuses/penalties directly to the roll, rather than damage (since no amage is done simply by grappling).&lt;br /&gt;
&lt;br /&gt;
***Throwing: if a character is grappled and you wish to throw them, use another action to make another Strength+Brawl roll against one of the opponent&#039;s escape rolls  (look in grappling, right above). you need at least one success over the opponent&#039;s number of successes to throw them one range increment (at your scale), and an extra 2 successes for every subsequent range increment. apply damage is done the same way, applying size modifiers to the number of successes and subtracting them from the target&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
**Disarming: roll your Strength+Brawl opposed to an opponent&#039;s roll of Strength+athletics, winning the roll means the victim is disarmed, and the assailant may take the weapon as a standard action (if they have a free hand). failing the opposed roll allows the victim to keep their weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While actions are often varied, you can usually tell what type they will be. any combination of 2 (plus any free instant actions) is the composition of your turn. if more specific actions are thought of, be creative, combine whatever attributes and skills that make sense.&lt;br /&gt;
&lt;br /&gt;
=== Attacking === &lt;br /&gt;
To attack, first find the defender&#039;s difficulty. Reiterating previously mentioned rules, this is simply adding the difference of the defender&#039;s level to the attackers level to 5, giving a resulted target number (level 3 player attacking a level 5 enemy would have a target number of 7, flip the levels and he would have a target number of 3.) Roll on the hit location table, then adding size modifiers and any other modifiers you have, roll your relevant stats (Strength+Brawl for unarmed melee, Strength+weaponry for armed melee, Dexterity+Firearms for ranged weapons, Dexterity+Weaponry for thrown weapons, etc. Whatever makes sense. if you are in a bot, you will roll any attributes or skills they have in place of your own).&lt;br /&gt;
&lt;br /&gt;
If any successes pass the difficulty of the enemy, add your weapon bonus to them and find a total. subtract the enemy&#039;s armor of the hit location and find the amount of damage done to that part. mark down damage on the sheet.&lt;br /&gt;
&lt;br /&gt;
Hit chart:&lt;br /&gt;
&lt;br /&gt;
roll a 1d5(1d10/2 rounding up)&lt;br /&gt;
&lt;br /&gt;
1-head&lt;br /&gt;
&lt;br /&gt;
2-arms(roll 1d2, 1=right)&lt;br /&gt;
&lt;br /&gt;
3-legs(see arms)&lt;br /&gt;
&lt;br /&gt;
4-torso&lt;br /&gt;
&lt;br /&gt;
5-your choice&lt;br /&gt;
&lt;br /&gt;
=== Defending === &lt;br /&gt;
Defending is a passive thing that gives the enemy a difficulty for them to hit, the way of finding the difficulty is mentioned in the &amp;quot;attacking&amp;quot; section above.&lt;br /&gt;
 &lt;br /&gt;
=== Moving ===&lt;br /&gt;
you may move your character one range increment for each action they spend moving, if the legs of your character are taken out, they must take 2 actions to move one increment instead. Also see the kaiju traits list for flying rules.&lt;br /&gt;
&lt;br /&gt;
[UNDER CONSTRUCTION]&lt;br /&gt;
&lt;br /&gt;
== Character Creation == &lt;br /&gt;
&lt;br /&gt;
Character creation is easy, once you understand it. You upgrade your character&#039;s stats with &amp;quot;Character points&amp;quot;, and it is suggested that you use all of the ones you get in the character creation process. you will get more of these points as you progress through levels. The Character Sheet (coming soon) has everything you see in the character sheet section on it. stats that have dots have different prices for each stat, and stats that use points.&lt;br /&gt;
&lt;br /&gt;
Characters begin with 225 character points, and gain 30 character points per level they gain. if you wish to begin beyond level 1, give your players an extra 30 points per level you plan on raising them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the Price of your stats are as follows: &lt;br /&gt;
&lt;br /&gt;
*15 per attribute dot&lt;br /&gt;
&lt;br /&gt;
*5 per skill dot &lt;br /&gt;
&lt;br /&gt;
*8 per extra health dot (maximum 30 total)&lt;br /&gt;
&lt;br /&gt;
*8 points per dot of willpower&lt;br /&gt;
&lt;br /&gt;
*2 points per +1 initiative mod.&lt;br /&gt;
&lt;br /&gt;
*You can get some extra character points by having RABITs, giving an extra 5 points per trigger, maximum 3 triggers to start, also giving you an automatic 1 insanity point for each trigger (which may be shed with enough therapy)&lt;br /&gt;
&lt;br /&gt;
*Lowering your initiative mod extra 2 character points per -1 modifier you take&lt;br /&gt;
&lt;br /&gt;
You may now decide the size of your character, between sizes 1, 2, and 3. Being size one means you are petite and around the mass of a child. Being size 2 means you are the mass of a normal human. And finally being size 3 means that you can [[Rip and Tear]] a normal human to pieces in a fight.   &lt;br /&gt;
&lt;br /&gt;
Finally, choose your personality, then follow the charts and see what modifiers you have when dealing with other personalities (an optimistic character would have a +2 dealing with optimists, a +1 when dealing with apathetic and passionate people, a -2 when dealing with furious and melancholic people, and a -2 when dealing with pessimistic people. &lt;br /&gt;
&lt;br /&gt;
(weapons, armor (which may not exceed 10 on anything!), and equipment are bought with requisition points, the same that are used for buying upgrades for your Jaeger/EVA, and may be used similarly, but to scale accounting for your size)&lt;br /&gt;
&lt;br /&gt;
== Bot creation ==&lt;br /&gt;
Just like character creation, Bot creation works in the same way, however instead of using character points, you use Requisition points (which are the equivalent of large amounts of money, money that would be far too cumbersome to count in dollar amounts.) Requisition is given out from killing kaiju, finishing missions for clients, and leveling up. If you are beginning at Level 1 you get 285 requisition points to invest in your bot, (and for yourself, buying weapons, equipment, and armor for your character is done with requisition points rather than character points). GMs: if you are intending to let your players begin at a higher level, give them an extra 30 points per level they go above 1. &lt;br /&gt;
&lt;br /&gt;
You begin with a basic frame for your bot, a simple skeleton that has whatever sizes the GM sees fit for the story he plans to tell (see the size section for full rules on the advantages and disadvantages based on your size). The GM may also roll for personality of the bot if it&#039;s applicable. if a pilot is using an EVA or other bot with somewhat of a mind of it&#039;s own the bot will have a personality, however if it is clear the bot is simply a tool like a jaeger, (which will require two pilots) or a more generic bot, you will simply put &amp;quot;N/A&amp;quot;. From here you will buy upgrades and build your bot from the ground up. &lt;br /&gt;
&lt;br /&gt;
A Bot begins with three physical attributes, Strength, Dexterity, and Stamina, all of which begin at 1 dot automatically and have a maximum of 10 dots. you also have 6 hit locations, each with their own damage track: Head (Starting damage: 20, max damage 30), right/left arms (Starting damage: 20, max damage 30 each), Left/right legs (Starting damage: 20, max damage 30 each), and lastly Torso: (Starting damage: 25, max damage 40). you must choose one of these hit locations to be your cockpit location (this is usually the Head or Torso, due to how well protected they are compared to the rest of the bot.). &lt;br /&gt;
&lt;br /&gt;
On each of these hit locations, you have weapon/equipment slots, these are used to hold your various upgrades. most of the weapon and equipment upgrades you have must be built-in to your bot. for if you have a fist as a weapon you may use it to carry weapons that are not built in. the weapon slots are split like so: Head: 2 slots, Torso: 2 slots, Arms: 3 slots each, +1 slot for handheld weapons if you took one of your built-in slots for a fist or claw weapon, Legs: 1 slot each. &lt;br /&gt;
&lt;br /&gt;
=== Requisition costs ===&lt;br /&gt;
Requisition points may be spent on bots (and human weapons/equipment) in the following ways, for every size under 5 your bot/character is, subtract a requisition point from the price. for every size up your bot/kaiju is from 5, add 1 requisition point to the price (this represents the difference in cost of making something sized for a massive bot, or sized for a human): &lt;br /&gt;
&lt;br /&gt;
Bots/kaiju only: &lt;br /&gt;
*Attribute point (Strength, Dexterity, Stamina): 20 requisition each&lt;br /&gt;
*Durability (+1 dot to the damage track of a specific hit location on the bot): 10 Requisition each&lt;br /&gt;
&lt;br /&gt;
Characters and bots:&lt;br /&gt;
*Armor: 12 Requisition each point&lt;br /&gt;
*Equipment: Varied, see list in Rules Appendix&lt;br /&gt;
*Weapons and Descriptors: Varied, see list in Rules Appendix&lt;br /&gt;
&lt;br /&gt;
== Rules Appendix == &lt;br /&gt;
Here you will find lists of weapons/equipment, tables, an other rules not found previously detailed in the rules.&lt;br /&gt;
&lt;br /&gt;
=== Insanity Table ===&lt;br /&gt;
Roll a D10 and follow the result. Only roll on this table if your character has failed a Sanity test (above).  Effects without a specified duration are left to gm discretion, and will usually last the duration of a scene.&lt;br /&gt;
&lt;br /&gt;
# Mood Shift: The character&#039;s personality shifts by one step on the personality wheel (direction should be decided based on the cause of the insanity test). &lt;br /&gt;
# Shell Shock: The player loses their next X actions, where X is equal to their current insanity score. &lt;br /&gt;
# RABIT Event: Traumatic RABITs begin flowing in both directions on the Drift, potentially revealing secrets, adding penalties to actions, or forcing the player to make an additional insanity test &lt;br /&gt;
# Blind rage: The character goes into a berserk rage, and can only take aggressive actions against nearest ally/enemy. Allies no longer exist. &lt;br /&gt;
# Personality break: see below (specialized to individual personalities)&lt;br /&gt;
# Mad World: The character begins experiencing hallucinations, and is unable to tell them apart from reality. &lt;br /&gt;
# Shattered Mind: (under construction)&lt;br /&gt;
# Catatonic State: The character falls unconscious.&lt;br /&gt;
# Mental Relapse: Repeat the effects of a previous failed insanity test, and roll again. Both effects take place simultaneously.&lt;br /&gt;
# Madness: Roll again. This effect is now permanent (psychological help can reduce and eventually remove this.&lt;br /&gt;
&lt;br /&gt;
=== Damage types [under construction] ===&lt;br /&gt;
Every weapon has it&#039;s own type of damage. more detail to come (some immunities cancel out some damage types, possibly exceptional success effects)&lt;br /&gt;
&lt;br /&gt;
*Chemical - Poison and acid&lt;br /&gt;
&lt;br /&gt;
*Slashing - Blades, claws&lt;br /&gt;
&lt;br /&gt;
*Ballistic - Cannons&lt;br /&gt;
&lt;br /&gt;
*Blunt - Fists, clubs&lt;br /&gt;
&lt;br /&gt;
*Heat - Flamethrowers, lasers, plasma weapons&lt;br /&gt;
&lt;br /&gt;
*Electrical - Tesla weapons&lt;br /&gt;
&lt;br /&gt;
*Cold - Masers&lt;br /&gt;
&lt;br /&gt;
*Explosive - launchers, grenades&lt;br /&gt;
&lt;br /&gt;
=== Weapon Types ===&lt;br /&gt;
These are the basic types of weapons that jaegers, EVAs, and Kaiju can use. A weapon cannot be more than one of these types. all weapons can be thrown and must be retrieved unless &amp;quot;built-in&amp;quot;, and thus cannot be thrown. for price adjustments, -1 Req. for each size lower than 5 the bot it is being added to is. alternatively, +1 Req. to the price for each size above 5 the user (bot/kaiju) is. (making or grafting on huge weapons for  can cost quite a bit, this reflects that). &lt;br /&gt;
&lt;br /&gt;
==== Basic melee ====&lt;br /&gt;
Fisticuffs, hand to hand, weapon-free close quarters combat tools. all of these automatically have the &amp;quot;built-in&amp;quot; descriptor and take one slot from your arm/leg&#039;s built in weapons. basic melee weapons are rolled by using your Strength+Brawl stats&lt;br /&gt;
&lt;br /&gt;
*Claw/Fang Price: 9 Req. Damage Bonus: +2 Range: short Exceptional Success: Auto-grapple the target from the affected hit location, no opposed roll. Additional info:  Automatically &amp;quot;built-in&amp;quot;, slashing damage. &lt;br /&gt;
&lt;br /&gt;
*Fist Price: 8 Damage Bonus: +1 Range: short Exceptional success: target is stunned, and must spend one action to recover before doing anything else Additional info: Automatically &amp;quot;built-in&amp;quot;, blunt damage&lt;br /&gt;
&lt;br /&gt;
==== Melee weapons ====&lt;br /&gt;
Close range weapons, handheld or built-in use Strength+Weaponry. throwing any of these uses Dexterity+Weaponry.&lt;br /&gt;
  &lt;br /&gt;
*Blade: price: 10 req. Damage Bonus: +3 Range: short Exceptional success: do half the damage of the limb&#039;s total damage track, rounded down (if the limb had a total of 20 on it&#039;s damage track, it takes 10 damage) Additional info: slashing damage&lt;br /&gt;
&lt;br /&gt;
*Club: price: 10 req. damage bonus: +3 Range: short Exceptional success: target is stunned, and must spend one action to recover before doing anything else. Additional info:  -1 when thrown, blunt damage &lt;br /&gt;
&lt;br /&gt;
*Shield price: 9 req. Damage bonus: +1 Range: short Exceptional success: target is automatically shoved to medium range or stunned (see above). Additional info: target adds a +2 to difficulty when attempting to be hit, blunt damage  &lt;br /&gt;
&lt;br /&gt;
*Spear price: 10 req. Damage bonus: +2 Range: short Exceptional success: ignores armor of target when calculating damage. Additional info: +1 when thrown, piercing damage&lt;br /&gt;
&lt;br /&gt;
==== Ranged weapons ====&lt;br /&gt;
&lt;br /&gt;
*Cannon price 9 req. Damage Bonus: +2 Range: medium Exceptional success: either double the damage to the targeted area, or extend the same amount of damage to an adjacent hit location (e.g., aiming for torso can do damage to any other hit location, while doing damage to any other hit location may only extend damage to the torso) Additional info: -1 to being thrown, base ammo capacity 6, ballistic damage&lt;br /&gt;
&lt;br /&gt;
*Launcher price 9 req. Damage bonus: +2 Range: medium Exceptional success: automatically hit everything in the area of effect. Additional info: launchers are used to hurl explosives and chemicals at enemies, inflicting the damage to all within a short range of the target if they hit, requires descriptor. base ammo cap: 6 damage type: descriptor.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Descriptors ===&lt;br /&gt;
Descriptors describe the weapon in question in detail. they may be bought with requisition points earned throughout the game. Weapons are limited to 3 descriptors each.  just like the last section, +1 req. to the price for every size the thing you&#039;re buying it for is are above 5, -1 req. for every size below 5 the thing you are buying it for is. &lt;br /&gt;
&lt;br /&gt;
*Acid: &#039;&#039;A spray of green erupts from the cannon that dissolves alloy and flesh all the same.&#039;&#039; Price: 9 Damage bonus: +2 Compatible weapons: Launcher. Effect: if the weapon has done 3 or more points of damage, the user can elect to instead lower the target&#039;s armor of that area by 3.&lt;br /&gt;
&lt;br /&gt;
*Automatic: &#039;&#039;&amp;quot;Say hello to my little friend!&amp;quot;&#039;&#039; Price: 8 req. Effect: +3 to hit with this weapon.&lt;br /&gt;
&lt;br /&gt;
*Built-in: &#039;&#039;The appendage transforms as it reveals a weapon hidden within.&#039;&#039; Price: 8 req. Compatible weapons: all Effect: weapon is now built into the hit location it is attached to, and the user of this weapon cannot be disarmed of it without destroying the hit location. All Kaiju weapons are considered &amp;quot;built-in&amp;quot;, as are claws/fangs and fists. &lt;br /&gt;
&lt;br /&gt;
*Heavy: &#039;&#039;&amp;quot;...I have to admit, I envy the size of your rifle.&amp;quot;&#039;&#039;  Price: 7 req. Compatible weapons: all Effect: +2 damage bonus, -2 Initiative mod.  &lt;br /&gt;
&lt;br /&gt;
*Long: &#039;&#039;&amp;quot;That&#039;s not a knife... this, is a knife.&amp;quot;&#039;&#039; Price: 8 req. Compatible weapons: Blade, Claw, Cannon, Spear. Effect: +2 to hit with this weapon, +1 damage bonus.&lt;br /&gt;
&lt;br /&gt;
*Piston: &#039;&#039;The weapon&#039;s hit connects, then it hits even harder.&#039;&#039; Price: 8 Compatible weapons: Fist, Spear. Effect: +3 to damage bonus when hitting with this weapon. &lt;br /&gt;
&lt;br /&gt;
*Plasma: &#039;&#039;Blue light bathes the area as the weapon discharges arcs of electricity.&#039;&#039; Price: 9 req. Compatible weapons: Cannon, Blade. Effect: +2 to damage bonus, extra +1 bonus if in short range, attacks from this weapon now do Heat damage. &lt;br /&gt;
&lt;br /&gt;
*Rocket: &#039;&#039;A gout of orange thrust erupts from the back of the weapon as it hurdles toward the enemy at an astounding rate of speed.&#039;&#039; Price: 8 req. Compatible weapons: Fist, Launcher, Spear. Effect: +2 to damage bonus, +1 to hit with this weapon. Fists with this descriptor are no longer &amp;quot;built-in&amp;quot; but still take up a spot on the &amp;quot;built-in&amp;quot; weapons slot instead of the regular weapon slot. fists may now do &amp;quot;thrown&amp;quot; attacks with a medium range, but must be retrieved like any other thrown weapon. a player may repurchase &amp;quot;built-in&amp;quot; to regain the benefit, but the fist would then no longer be able to make ranged attacks&lt;br /&gt;
&lt;br /&gt;
*Scatter: &#039;&#039;A dozen balls of iron explode toward a nearby enemy, tearing it to pieces.&#039;&#039;  Price 6 req. Compatible weapons: Cannon. Effect: +2 when attacking with the weapon, random hit location, weapon is now one range increment shorter than it was originally.&lt;br /&gt;
&lt;br /&gt;
*Syringe: &#039;&#039;The massive needle penetrates the skin, unleashing a torrent of toxic liquid into it&#039;s bloodstream&#039;&#039; Price 6 req. Compatible weapons: spear, blade, claw/fang Effect: weapon may now take a descriptor that does Chemical damage. &lt;br /&gt;
&lt;br /&gt;
*Twin: &#039;&#039;&amp;quot;You know what they say- two barrels are better than one.&amp;quot;&#039;&#039; Price: 8 (requires identical weapon (type and descriptors, including this one) compatible weapons: any Effect: failures made with this weapon can be rerolled once.  Requires a weapon slot that has an identical weapon to take this descriptor. &lt;br /&gt;
More to come.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Weapons ===&lt;br /&gt;
Remember this scene? :&lt;br /&gt;
&lt;br /&gt;
[[File:boat_sword.gif]]&lt;br /&gt;
&lt;br /&gt;
You can do that too. Using an improvised weapon is easy, though your ability to use it may be the problem.  Much like figuring out difficulty of an enemy, the difficulty of a weapon is a similar: subtract your character/bot&#039;s size from the object&#039;s size, the difference + 5 is the difficulty (an object 2 sizes smaller than you is -2 + 5= difficulty 3). Roll your Dexterity + weaponry at the difficulty, you need however many successes the GM tells you to be able to wield it as a weapon, as some objects of similar mass will be more difficult than others. the bonus the weapon gives is equal to it&#039;s size (a lamp post would be size 2, and provide a +2 bonus to damage, added to size bonus/penalty of the character/bot wielding it.) GMs, be realistic on the number of successes they need. you won&#039;t have a human who can wield a container ship, and you won&#039;t have a jaeger that can&#039;t throw a car. lacking successes on something under your size means it either broke, or slipped out of your hands. &lt;br /&gt;
&lt;br /&gt;
Size: &lt;br /&gt;
&lt;br /&gt;
# something with the mass of a child or smaller&lt;br /&gt;
# something around the mass of an adult human or bigger (lamp posts, food stands, cars etc)&lt;br /&gt;
# something around the mass of a bus or bigger&lt;br /&gt;
# something around the mass of a small building or bigger&lt;br /&gt;
# something around the mass of a mk. 1 jaeger or category 1 kaiju (100~ feet tall) &lt;br /&gt;
# something around the mass of a medium building or standard EVA (~200 ft tall)&lt;br /&gt;
# something around the mass of a mk 3 jaeger (or any you see in the movie, ~300 feet tall)&lt;br /&gt;
# something around the mass of a Category 5 Kaiju (~400 ft tall) &lt;br /&gt;
# something around the mass of a large building (~500 feet tall)&lt;br /&gt;
# something impeccably large, at least double the size of your average jaeger &lt;br /&gt;
&lt;br /&gt;
And the list keeps going on. this is a game of big things hitting each other, you&#039;ll get some huge stuff. use your head and creativity. I&#039;m sure you can come up with a lot. &lt;br /&gt;
&lt;br /&gt;
As a general rule, improvised weapons break after a few hits, so GMs: give them at least one or two successful hits before they break, players: use them creatively while you have them.&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Gear ===&lt;br /&gt;
[under construction] the gist: these are things added to your EVA or jaeger to boost their effectiveness or change their role entirely.&lt;br /&gt;
&lt;br /&gt;
*--Shield Generator-- (X Req): A machine, usually embedded into a robot, that generates a passive force field. Grants Y armor to all locations if part of the robot itself. In this case, X = 3*Size*Y, thus if you want to put it on a Size 6 robot you&#039;ll need to pay 18 Requisition per point of Armor you want it to provide.&lt;br /&gt;
&lt;br /&gt;
*--Shield Booster-- (30 Req, Requires Shield Generator): An upgrade for a S.G. that allows for a temporary increase in shield strength. Requires a Standard Action to activate. Causes the Shield Generator to grant 2Y armor. (Where Y is the normal value of the robot&#039;s Shield Generator.) This armour &amp;quot;boost&amp;quot; lasts for two turns and after those two turns are up the shield generator goes down and cannot be used for two more turns, after which the shield can be re-activated as a standard action, the shield boost can be used after the reactivation immediately but the same effects still apply.&lt;br /&gt;
&lt;br /&gt;
*--Jet pack/Rocket pack-- (X Req) : Just what it sounds like, it is a pack of jets or rockets that propel you or your robot. The cost is represented by this equation : (2S)F)=X where s equals size and f equals how many trips or jumps in the pack. The pack allows you to move 2 ranges and/or gain the fly trait(found in kaiju traits section) in one action instead of 2, each action spent spends a fuel, which is a non renewable resource that you go into combat full if you spent 1 req point before combat. you can also renew it if you get a supply drop in combat and replace the tanks of fuel. You can do 2 actions with this spending the appropriate amount of fuel. If you end your turn in the air(flying) on your subsequent turn you need to spend 1 fuel, and then either spend an action and a fuel to land, or spend an action and a fuel to maintain flight. If you run out of fuel in air you refer to the flight trait for fall damage. You can also land on an opponent to negate fall damage(refer to kaiju traits), if you use the regular jump to enhance a melee attack the bonus is +5.&lt;br /&gt;
&lt;br /&gt;
=== Kaiju Creation === &lt;br /&gt;
&lt;br /&gt;
A kaiju is, mechanically, a mix between a character and a bot. they act on their own, and thus need a full set of attributes and at least some skills to work with. because of this they get both character and requisition points, the amount completely depending on their level. for killing a kaiju you receive a reward of requisition listed on their level amounts. causing collateral damage lowers the amount of requisition you receive for killing them. you may get extra requisition for killing them, but leaving their bodies mostly intact.&lt;br /&gt;
&lt;br /&gt;
The compisition of a kaiju sheet: &lt;br /&gt;
&lt;br /&gt;
9 attributes: Mental: Intelligence, Wits, Resolve. Physical: Strength, Dexterity, Stamina. Social: Presence, Manipulation, Composure. all attributes begin at 1 automatically and can be upgraded to a max of 10, 10 skills (no mental ones due to the lack of capacity, social skills are usually limited to intimidation and communicating with their own kind): Physical: Athletics, Brawl, Firearms, Larceny, Stealth, Survival, Weaponry. Social: Empathy, Expression, Intimidation.  &lt;br /&gt;
&lt;br /&gt;
Health begins the same as a bot, except a seventh hit location is added (for those that have it): tail. tails begin at 20 damage and can be maxed out at 30, and provide a single weapon slot. armor begins at 0. Initiative modifiers may be bought/sold as well at the same price of -2/+2 character points. a kaiju may be any size, thought it is recommended that you begin at whatever the average size the average size of the group&#039;s bots are, this effects requisition prices the same as always.  Kaiju can buy willpower just like a regular character can, for the same price. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating a kaiju is almost identical to creating an EVA or Jaeger, all the weapons are the same, the only difference is that all of them are automatically considered &amp;quot;built-in&amp;quot; for the purposes of being organically part of the monster. also, instead of just making up requisition values and levels, each kaiju has a number of requisition points to buy it&#039;s pieces dependent on it&#039;s level. when buying health for a kaiju, always spend requisition, not character points. when buying attributes, always spend character points. Players who kill kaiju, earn EXP equal to twice the Kaiju&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Kaiju Level/character points/requisiton/reward (for each level, add 30 character and requisition points, and 10 requisition to the reward): &lt;br /&gt;
&lt;br /&gt;
*1/225cp/300req/10rew&lt;br /&gt;
*2/255cp/330req/20rew&lt;br /&gt;
*3/285cp/360req/30rew&lt;br /&gt;
*4/315cp/390req/40rew&lt;br /&gt;
*5/345cp/420req/50rew&lt;br /&gt;
*6/360cp/450req/60rew&lt;br /&gt;
*7/390cp/480req/70rew&lt;br /&gt;
*8/420cp/510req/80rew&lt;br /&gt;
*9/450cp/540req/90rew&lt;br /&gt;
*10/480cp/540req/100rew&lt;br /&gt;
&lt;br /&gt;
Each kaiju gets a special trait to make it unique, it gets an additional one every 4 levels.&lt;br /&gt;
&lt;br /&gt;
Traits:&lt;br /&gt;
&lt;br /&gt;
lumbering on after death, head and arms must be max damage to be defeated and the kaiju gets one last turn.&lt;br /&gt;
&lt;br /&gt;
Flight, the kaiju(or robot or person) is capable of flight, it comes naturally to them and either can fly at 1 range an action or 2 range an action for 10 Cha points or 10 Req points. The flight trait adds an extra range table to play, the height range, you use this and the regular range during play, its the same mechanically except for every range past short you get +1 to hit the enemy, and if you stop flight and fall you take 1d10 damage for every range increment above short(ignoring armour), or if you land on an enemy you get +5 damage if you hit per every range increment above short instead of the damage. you can carry something up to your own size but you have to make a strength check, for every size lower you get +1 die.&lt;br /&gt;
&lt;br /&gt;
(under construction)&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Keeping it simple, you can use the crafting skill to get discounts on items that require requisition points.&lt;br /&gt;
&lt;br /&gt;
To do this you have to spend at least one requisition point(for parts and the like) and make a crafting skill test(difficulty 5), the number of successes on that test is multiplied by two and that number is now requisition points you can spend on one item(and one item only) to make it cheaper or get it for basically nothing. You cannot save leftover requisition points made in this manner and can only use them on one item, if you were to use crafting on another item you would have to make another crafting test.&lt;br /&gt;
&lt;br /&gt;
== See Also: ==&lt;br /&gt;
*[[JAEVA Project]] The fluff that inspired the system! combining the worlds of Pacific Rim and Neon Genesis Evangelion into a single crossover&lt;br /&gt;
&lt;br /&gt;
*[[Adeptus Evangelion]] A previous homebrew by /tg/ of a different flavour that inspired this one. More geared toward Evangelion than this more generic system is. Check it out if you want just EVA and you like/understand the [[Dark Heresy]] system (Also more tables for insanity &#039;n shit. if thats what you want). give it a look and see how much work went into it at the very least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:JAEVA character sheet v4.png|200px|thumb|left|The Character sheet|New version with updated heath track and fixed skill list]]&lt;br /&gt;
[[File:Jaeger_Character_Sheet_v2.png|200px|thumb|left|The Jaeger/EVA sheet|Proposed second version of the character sheet for giant robots]]&lt;br /&gt;
[[File:Kaiju_Character_Sheet_v1.png|200px|thumb|left|The Kaiju sheet|Proposed first version of the character sheet for giant monsters]]&lt;br /&gt;
&lt;br /&gt;
== Edits currently needed and suggested ideas for the Beta: ==&lt;br /&gt;
As we are in the pre-alpha stages of the game, I thought I would make it a point to make a list of currently unmade sections that need detail before being put into action:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;the character sheet needs to be fixed so that the mental skill &amp;quot;crafting&amp;quot; is replaced with &amp;quot;awareness&amp;quot; for perception checks (which are wits+awareness). also, the character sheet&#039;s current damage track needs replacing with the newest damage track (which now has 10 more boxes)&amp;lt;/s&amp;gt;. Done -CMD. Tarquin  &lt;br /&gt;
&lt;br /&gt;
*we NEED weapon descriptors and equipment ideas before attempting the alpha. get to it people&lt;br /&gt;
&lt;br /&gt;
*Anything that says [under construction] needs to be fleshed out further.&lt;br /&gt;
&lt;br /&gt;
*we eventually need a &amp;quot;Settings&amp;quot; section that gives ways to play a campaign in certain settings, providing plot ideas, rules additions, and details about the robots and characters limitations and direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have any suggestions for an edit, place them below:&lt;br /&gt;
pilot affinity? increasing the effectiveness of a bot much like how the personality system does depending on the pilot&lt;br /&gt;
&lt;br /&gt;
P.S. sorry if my edits to add some features don&#039;t get received so well. feel free to delete them if they don&#039;t fit or are just bad -denny&#039;s billionaire&lt;br /&gt;
&lt;br /&gt;
What he said *points upwards* -CMD. Tarquin&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:C130:14B4:1A1A:5D1C:1EA5</name></author>
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