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==Unit== [[Image:Unit02_Corrin1.jpg|thumb|right|500px]] <b>Designation:</b> Unit 02<br> <b>Primary Color:</b> Bright White <br> <b>Secondary Color:</b> Dark Red <br> <b>Eva Career:</b> Prototype<br> <b>Rank:</b> 4<br> <b>Description:</b><br> ===Characteristics=== {| border="1" ! Characteristic !! Total !! Pilot !! Points !! Eva !! Misc |- | Weapon Skill (WS) || 55 || 45 || -- || +10 || -- |- | Ballistic Skill (BS) || 50 || 40 || -- || +10 || -- |- | Strength (St) || 55 || 27 || +10 || 45 || -- |- | Toughness (To) || 50 || 27 || +5 || 45 || -- |- | Agility (Ag) || 44 || 34 || -- || +10 || -- |- | Intelligence (In) || 30 || 23 || -- || 10 || -- |- | Perception (Pe) || 30 || 30 || -- || 30 || -- |- | Willpower (WP) || 30 || 30 || -- || 30 || -- |- | Fellowship (Fe) || 25 || 25 || -- || 10 || -- |- | Synch Ratio (SR) || 50 || 40 || -- || +10 || -- |- |} <b>Wounds:</b> 15+ TBx5 +5 = 15+ 5x5 +5 = 45/45<br> <b>Movement Speeds:</b> (AB)/x2/x3/x6<br> <b>Berserk Points:</b> --<br> <b>Feedback Threshold:</b> TB=2<br> ===Distinguishing Features=== POSITIVE FEATURES Sprint When taking the Full Move action, you may move a number of meters equal to your Agility Bonus. When taking the Run action, you may double your Movement for one round. If you use this talent two turns in a row, you gain one level of fatigue. AT Proficiency (Hammerhand) DEEP FIELD Effect: A creature with this trait adds 20dm to its Neutralization Range. BESTIAL Effect: A creature with this trait adds their rank to unarmed or natural weapon damage and penetration. +5 Strength +5 Wounds NEGATIVE FEATURES Whenever you incur Synch Disruption, take 1 Identity Damage When a Pilot is in an Evangelion and takes Identity Damage, roll 2d10. If the sum is odd, subtract it from the Synch Ratio, if even, add to synch ratio. All instances of Synch Disruption in a battle are cumulative. No matter how many times it might be triggered, Synch Disruption is only ever rolled once per round for any single pilot. --5 SR*-- (New Features) ===Talents and Traits=== <b>Battery Life:</b> Aesir have 5 rounds of battery life once disconnected from their Umbilical (by called shot or Blast)<br> <b>From Beyond:</b> Immune to Fear, Pinning, Identity Damage, or AT Powers to control, cloud, or delude its mind<br> <b>Improved Natural Weapons:</b> Natural weapons become 1d10 + SB I, Pen 0<br> <b>Letter-Type Equipment:</b> An Aesir may equip one set of Letter-Type Gear.<br> <b>Light of the Soul (1):</b> Aesir possess 1 Layer and may use 1 AT Power a round.<br> <b>Lobotomized Monster:</b> Aesir may only be moved by a synched pilot. If the player spends a Fate point, an inert Aesir acts of its own accord for a scene (GM control).<br> <b>Undying:</b> Aesir can survive in a vacuum, and are immune to mere disease and toxin (not that Angels are 'mere' anything)<br> <b>Unnatural Speed (x2):</b> Double move speeds<br> <b>Hit Locations:</b> 1 head, 2 RArm, 3 LArm, 4-6 Body, 7-8 RLeg, 9-0 LLe<br> <b>Rank 4:</b> Acquire 5 RP per Rank (20 RP) +4 RP from TESTBED. 24 (6/24 RP) NEW FEATURES (x4) Effect: The Evangelion gains an additional positive distinguishing feature or loses a negative one. TESTBED Effect: A Prototype Unit gains 1 additional Requisition Point per Rank. OVERCLOCK Effect: You may spend a fate point to take an additional half action or reaction. This may be an action you have already taken this turn. BLEEDING EDGE Effect: You may requisition weapons and upgrades that require technology that the base does not possess. When requisitioning weapons and upgrades that do not require an unresearched technology, it costs 1 fewer Requisition Points, to a minimum of 1. HYBRID TECHNOLOGY Effect: The Evangelion may be equipped with two different Letter-Type Equipments simultaneously. It uses the higher Armor value of the two, and any penalties shared by both do not stack. ===Loadout=== <b>Natural Weapons:</b> 1d10 + SB I, Pen 0, Melee<br> MONITOR SUIT Cost: 1 Armor: 2 (All) Effect: +4 to Feedback Threshold. A-TYPE EQUIPMENT Cost: 2 (2 base) Machine: TL - 1 Effect: A-Type Grants Two Shoulder Pylons. Gain 5 full round actions worth of Flight (AB 4), split up as you wish. You can sustain flight between turns with a reaction. If you take 10+ Critical Damage, there is a 50% chance of explosion, as a Core detonation. Plug Breach chance increases by 50%. Upgrades: With Super Solenoid Technology the A-Type Equipment may be made permanent. If made so it loses two shoulder pylons. The Machine Rating becomes TL and the Flight Movement is now based on the Evangelion's Agility Bonus. There is no chance of explosion or greater chance of Plug Breach. E-TYPE EQUIPMENT Cost: 3 Machine: TL + 3 (7) Effect: Gain Space Movement (AB 4), with 10 full actions worth of power, once moving in a direction continue to drift. Spend a Reaction action to stop. Immune to space hazards, including radiation. Critical Damage to a body area does not compromise the others. +15 rounds of battery life. Entry Plug may not launch. Upgrades: With Super Solenoid Technology the E-Type Equipment grants two shoulder pylons. Additionally, you use your own Agility Bonus to determine space movement. You may stop drifts as a free action. It is compatible with Sprint. ABLATIVE ARMOR Prereq: Ablative Technology Cost: 1 (2 base, -1 from Bleeding Edge) Effect: The first time the Evangelion would take critical damage, it is ignored. If the damage occurs to all body areas, only the body does not take damage. Tactical Shield Cost: 2 AP 15 + TL Provides cover to one arm, one leg (same side) and body. FOREARM FINS Cost: 1 Effect: You effectively gain two more shoulder pylons, located on the Evangelion's arms. RANGED WEAPON (Pylon): Basic Assault Cost:4 (2 base, +1 from Upgrade, +1 from Technology) Basic Assault 1d10+5+TL (1d10+9) E, AT Breach 1, Pen 1+TL (5) Rng 120 S/3/5 Clip 30, Rld 1 POSITRON (Technology used with Bleeding Edge, +1 RP to Weapon Cost) The Weapon doubles its range and gains the AT Breach 1 trait. It deals E damage. Requires Positron Training. Integrated You do not use your hands to fire this weapon. Integrated weapons take up space in the unit's shoulder pylons. A Pistol or Basic weapon takes up one pylon, and a Heavy weapon takes up two. MELEE WEAPON: Hammer Cost:3 total (1 base) Hand 1d10+1+TL+SB (1d10+10) (Impact) Pen 1+TL (5) LANCE (Technology used with Bleeding Edge, +1 RP to Weapon Cost) The I or R Weapon gains the AT Breach 1 trait. Thrown (Upgrade, Cost 1) A melee weapon with this trait may be used as a ranged weapon with a range of SB x 4 dm. This does not qualify the weapon for any ranged upgrades. Solenoid (Free Hand Weapon Upgrade, Cost 0) As a free action at the beginning of the character's turn, a character armed with a melee weapon with this trait may have it assume any size between its default and small, as well as decide whether it will deal I or R damage. EXTRA MAGAZINE (Forearm Pylon) Cost: 1 (0 base, 1 from Upgrade) Effect: An Extra Magazine provide a full refill for any one weapon you possess. It takes up one Shoulder Pylon's worth of space, or two Shoulder Pylon's worth of space for a Heavy Assault magazine. You may take multiple magazines. Pistol (Pylon) Cost:0 1d10+3+TL (1d10+3+4) I Pen TL (4) Compact Rng 030 S/3/- Clip 10, Rld 1 Red-Dot Laser Sight A ranged weapon with this trait gains a +10 bonus to Ballistic Skill when firing on single fire mode. <div id="hide_content" style="display:none;"> Small Shield Cost:2 (2 base, -1 from Bleeding Edge, +1 Upgrade) Provides +TL AP to Arm +20 Parry (+10 base, +10 from Balanced) May attack as a Small Impact Weapon, which may be upgraded. Balanced This weapon grants a +10 to Parry attempts. Applied to an Unwieldy weapon it becomes Unbalanced. Applied to an Unbalanced weapon, the weapon loses the quality. This trait may be taken more than once, but never result in more than +20 to Parry attempts. STANDARD SUIT Cost: 0 Armor: 2 (All) Effect: None. MELEE WEAPON: Hammer (Pylon) Cost:2 total (0 base) Small 1d10+TL+SB (1d10+9) (Impact) Pen TL Compact LANCE (Technology used with Bleeding Edge, +1 RP to Weapon Cost) The I or R Weapon gains the AT Breach 1 trait. Basic Assault Cost: 2 (2 Base, +1 from Upgrade, -1 from Bleeding Edge) 1d10+5+TL (1d10+9) I Pen 1+TL (Pen 5) Rng 060 S/3/5 Clip 30, Rld 1 Signum Link (Upgrade, Cost 1) A ranged weapon with this trait may gain the benefits of gang-up and double team. If you attack a target in a round, you count for calculating the gang up bonus until the beginning of your next turn. A-TYPE EQUIPMENT Cost: 2 (2 base) Machine: TL - 1 Effect: A-Type Grants Two Shoulder Pylons. Gain 5 full round actions worth of Flight (AB 4), split up as you wish. You can sustain flight between turns with a reaction. If you take 10+ Critical Damage, there is a 50% chance of explosion, as a Core detonation. Plug Breach chance increases by 50%. Upgrades: With Super Solenoid Technology the A-Type Equipment may be made permanent. If made so it loses two shoulder pylons. The Machine Rating becomes TL and the Flight Movement is now based on the Evangelion's Agility Bonus. There is no chance of explosion or greater chance of Plug Breach. B-TYPE EQUIPMENT Cost: 0 Machine: TL Effect: B-Type Grants Two Shoulder Pylons. Tactical Shield Cost:3 AP 15 + TL Provides cover to one arm, one leg (same side) and body. Small Shield Cost:1 (2 base, -1 from Bleeding Edge) Provides +TL AP to Arm +10 Parry May attack as a Small Impact Weapon, which may be upgraded. D-TYPE EQUIPMENT Cost: 3 Armor: TL + 5 Machine: -20 WS, BS, and AG, and -10 to PE. Immune to Fire and Flame-based weaponry. Halve final damage from an E attack. When underwater and not standing on a stable surface, additional -10 AG. Treat water depth as 8000 meters less. Safe in molten rock to a depth of 1100 meters. Critical Damage to a body area does not compromise the others. Incapable of replacing Umbilical Cable by itself. Entry Plug may not launch. Upgrades: With Super Solenoid Technology the D-Type Equipment may be made permanent. If made so it grants two shoulder pylons. The Characteristic penalties are reduced to -10 WS, BS, and AG. </div> ===A.T.=== {| border="1" ! Synch Ratio !! Effect |- | SR 0 || You are unable to pilot an Evangelion. If you were synchronized with an Evangelion, it shuts down. |- | SR 1-30 || You can maintain a Synch Ratio capable of moving an Evangelion, but just barely. You may only take a single Half Action each round and may never use Reaction Actions. Your Feedback Threshold increases by 2. |- | SR 31-70 || Evangelion operates normally. |- | SR 71-100 || If you spend a fate point to reroll a test you may use your SR in place of the original characteristic. Your Feedback Threshold decreases by 2. |- | SR 101-150 || You take 10 points of Identity Damage at the beginning of your every turn. Your Feedback Threshold is considered 0. Once per round, when making a characteristic or skill test, the pilot may make an SR roll instead. |- | SR 151-200 || As above, but you take 15 points of Identity Damage at the beginning of your every turn. At the beginning of your every turn you gain a temporary Fate point that must be spent before the beginning of your next turn. Unspent Fate is lost. The pilot suffers Critical Wounds equal to one half of the Evangelion's. |- | SR 201+ || As above, but you take 20 points of Identity Damage at the beginning of your every turn. You Berserk. If your SR drops under 201, the benefits of Berserk are suppressed until your SR once again exceeds 200 or it ends, whichever comes first. |- |} ACCELERATE Activation: None Maintain: Free Effect: Decreases Movement actions by one step. Run, Charge, or Full Moves only require a Half Action, and once per turn you may turn a Half Action move into a free action. Enhancement: At SR 50, you may take more than one movement action a turn. AT SR 70 you gain a +10 bonus to all reaction rolls. AT SR 90 once per turn you may perform a Run, Charge, Full Move or Half Move as free action. At SR 151 you gain Celerity. Both your turns are at the top of the initiative. BUNKER Activation: None, on your turn or Reaction, when attacked. Maintain: Free Effect: Double your armor value. Enhancement: At SR 70 you halve the final damage you suffer from attacks with the Blast (X) trait. This does not apply against N2 Strikes. At SR 80 all final damage from attacks with the Blast (X) trait within 90 dm is halved. At SR Z you double your penetration value. At SR 110 all your attacks gain AT Breach 1. HAMMERHAND Activation: None, may interrupt. Maintain: No Effect: You gain access to the following attack profiles, which you may use in the same manner as any other attack until the beginning of your next turn. These attacks are treated like any weapon of their type. Small 1d10+5+S E Pen 5 AT Breach 1, Compact Great 1d10+5+Sx2 E Pen 5 AT Breach 1, Unwieldy Enhancement: At SR 50 all attack modes gain Tearing. AT SR 70 Small attacks gain Balanced +20 and Great Weapons loose the Unwieldy Trait. At SR 80 AT Breach improves by 1. At SR 130 your melee attacks gain a reach equal to your Synch Ratio Bonus. FLARE Activation: Reaction, when a valid target expends a reaction. Maintain: No Effect: Target within SR dm does not take their reaction. Target gains a +30 bonus to hit you until the end of its next turn. Enhancement: At SR 60 a target with Unnatural Senses or AT Ping loses the trait until the end of its next turn. At SR 70 a target with Unnatural Senses or AT Ping may not make called shots until the beginning of its next turn. At SR 90 the target loses the reaction. At SR 101 a target with Unnatural Senses or AT Ping suffers a penalty to Observation Tests equal to your Synch Ratio - 100 until it takes reaction to clear its senses. If this penalty would bring the target's Perception + Observation TN to 0 the creature is completely blind. BARRIER (Trained, +10) Activation: Half Action, on your turn. Maintain: Half Action Effect: Creates a translucent barrier tangent to your space with a height and length of up to your Synch Ratio in dm. You cannot attack through your own Barrier, but if it is small enough, you may use cover rules where appropriate. It is treated as being an additional layer of AT Field and is the last layer to be neutralized. If you move, it moves with you, retaining its facing and at the beginning of a round when you maintain this power you may redefine its dimensions and its facing. If the barrier must support weight, treat its effective lifting capacity as two times your Synch Ratio Bonus. Enhancement: At SR 45 you may make your barrier opaque in one direction. At SR 55, as a reaction you may declare your Barrier anchored to space, essentially rendering you immovable from your space as long as the barrier exists. You may use your Synch Ratio in any opposed strength tests. You may end this anchoring as reaction. At SR 85 you may instead create a sphere or hemisphere with you as the center point, with a radius equal to your SR in dm. At SR 130 your Barrier has an extra layer. AT PING Activation: Free, on your turn. Maintain: Free Effect: You detect the presence of all E-Scale Fields within SR/10 km and your distance from them. Enhancement: At SR 60 you also detect the presence of all P-Scale Fields within SR dm and your distance from them. At SR 101 you gain Unnatural Senses with a range of SR dm. FLOAT Activation: None, on your action or Reaction, may interrupt. Maintain: No Effect: You gain a flight speed equal to your normal ground movement speed. You may use this speed underwater or in space. It is compatible with the Sprint talent. If you activate this talent while falling you land without taking damage. Enhancement: At SR 50 once per turn when you take off or land all targets within 1 dm of you are knocked back 1 dm away from you. At SR 70 the power may be maintained as a half action. At SR 90 the power may be maintained as a reaction. At SR 150 the power may be maintained as a free action.
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