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Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

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Page 1: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]
Page 2: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Hey there, AdEva Fans.

It’s been a long time since you got a new edition from me. Longer than I expected, and

longer than you probably hoped for. My bad. The reason is that we had a number of false

starts on that, going through several iterations of major design directions before realizing

how much a mistake it was and needing to start over from scratch. This took a lot of time, but

we are on the right path now.

We have brought it this far, but you know what one of the big problems with V2 was? It had

playtesting, but it didn’t have *enough* playtesting. It had editing (As hard as that may be to

believe now. Yeesh.) but it clearly didn’t have *enough* editing.

To prevent that from happing again for Version 2.5, I feel the best approach is a Public Beta

stage.

So by all means, read and use and play with this document. I want you to use it! While it is

not yet perfect (I’ll need your help for that) I am sure you will find it to be leagues better

than V2 was.

The plan is to let everyone have a chance to settle in and play with this draft for a while. I

won’t personally be taking direct feedback on 2.5 until March 1st,2012. I want to give at least

until then for people to build up a reasonable amount of experience with the system, rather

than first impressions. Feedback will be accepted until April 20th, 2012. Then, we will put

together the final version of the 2.5 PDF with the intent to release it sometime in May, 2012.

When in May depends on how many changes we need to make. If it is mostly minor stuff, it

could be as early as May 1st. If we need to redo a major mechanic from scratch? I want to

give myself enough wiggle room to get that job done right.

However, March 1st is a while away. And I can totally understand if you don’t want to wait

that long to give certain feedback. So, to that end, I have created a thread on the Adeptus

Evangelion Forums. Now, you are going to have to register to post, but it is free and such is

life. The thread can be found at:

http://tinyurl.com/2-5-Feedback

So drop by, and leave anything you feel like saying about 2.5. I thank you in advance for

your contribution, and I hope that together we can make 2.5 even better.

Have a Happy Holidays, AdEva fans! And everyone else too, I guess…

- Black Mesa Janitor

Page 3: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]
Page 4: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

CHARACTER CREATION

In Adeptus Evangelion, you take the role of one of the few Pilots of the monstrous Evangelion

war machines. Given the nature of the battle system described later, it is important for GMs

and players alike to note that this system plays best with a number of pilots between 2-4.

Character Creation Building your character is accomplished in the following steps:

Background

The Background of your character

represents how they came to be an Eva

pilot. Do they have a genetic disposition

for it that has only recently been

discovered, or have they been training for

this their whole life. Perhaps it is a position

they were made for, literally. In either

case, each Background has its own impact

on your skills and Characteristics, as well

as its own unique Traits. These Traits are

divided into two categories: Positive and

Negative. Choose two Positive Traits and

two Negative Traits from the lists

provided.

Characteristics

Once you have chosen your background,

you may roll your characteristics. To do

this, roll 2d10 11 separate times, and write

down the resulting numbers. Remove the

lowest number from the pool, and assign

the remaining 10 numbers to your

characteristics as you see fit. Your

Background will impose modifiers to

Page 5: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

various characteristics, so be sure to take

that into account.

Assets and Drawbacks

Each character is required to have 10

Depth worth of drawbacks, and may

choose to have more. Unlike in previous

editions of Adeptus Evangelion, taking

Drawbacks does not provide experience.

Instead, it provides Depth, which may be

spent on Assets before the game begins.

Once you have selected your Drawbacks,

and spent the resulting Depth on Assets,

you may continue on to your career.

Career

Choose which career you intent to play.

For pilots, the available options are

Skimrisher, Berserker, AT Tactician and

Pointman. At your GM’s discretion, you

may instead choose to play the special

non-pilot career of Operations Director.

There may be, at most, one Operations

Director in a given campaign. Each

Career provides a short list of starting

skills and talents to players. A starting

character has 400 experience to spend

before the first session begins.

Evangelion

Once your starting experience has been

spent, pilot characters should create their

Evangelions. Each Evangelion starts with

the same basic statline, and is then

modified by their Distinguishing Features.

To determine these features, roll 1d10 4

times. You may then assign the resulting

rolls as you see fit to each of the four

Distinguishing Features charts, not using

any roll more than once. In this way, the

pool of options that you have for

Distinguishing Features is random, but

you may pick from those options as you

like.

Once your Evangelion has been assigned

a Distinguishing Feature of each type, you

may spend any Biological, Structural or

Weapon upgrade points you have at this

time to enhance or equip your Evangelion.

Finishing Touches

The above steps handle the major

mechanical portion of your Adeptus

Evangelion character, but they do not

cover the most important part: making

your character a character. Your country

of origin, physical description, backstory

and personality all are very important

components of your character. While

many of the rules of the game may focus

on the combat between the Evangelions

and Angels for the fate of the world, the

best part of a well-run Adeptus Evangelion

campaign is the interaction between the

characters. Bring something to the table

that has the chance to take on a life of its

own, rather than sit in the corner and wait

for the next chance to roll initiative.

Page 6: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

BACKGROUNDS

Unlike the Dark Heresy system, all of the possible characters have the same Homeworld

(Earth). Instead, Adeptus Evangelion adapts the Homeworld system for background types.

Depending on the sort of campaign your GM wants to run, some of these Backgrounds may

not be available.

Backgrounds

Neo-Spartan Neo-Spartans have been trained in combat and piloting since a very

young age, taking the time to learn to use a large number of weapons.

They are defined by their roles as warriors and pilots. There is nothing

else for them.

Prodigy Prodigies are pilots that have only recently been tapped. They lack the

extensive training of most other pilots, but maintain a synch ratio well

above normal.

Manufactured A genetic experiment specifically designed to pilot an Evangelion.

Though they often suffer from various disorders, the Manufactured can

synchronize and pilot effectively - and are easily replaced.

Impact Survivor You remember Second Impact. You have seen the world at its worst and

survived. The resourcefulness and luck that got you through then is still

on your side now.

Page 7: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

NEO-SPARTAN

"The Neo-Spartan program has, over the course of the

last ten years, provided some of the best trained non

genetically engineered canidates, and also proved the

malleability of the adolescent psyche. Through rigid

indoctrination, training, and mental and psychical

conditioning, we have simultaneously produced both a

superior soldier, and a generation that has never had a

childhood."

-Dr. Amber Dickson, private notes

While still a child, one of many powerful organizations selected you as one of

humanity’s future saviors. Since then, your life has been orchestrated to prepare you for that

role. Hours of training in simulations as well as tactical training and, to a lesser degree,

physical conditioning, have made you a superior pilot and fighter in virtually all forms.

Neo-Spartan Skills

Used to military life and recognizing their own importance on the battlefield, Neo Spartans

begin play trained in Command and Common Lore (War).

Neo-Spartan traits

Each Neo-Spartan begins play with 4 traits, two of which are Positive and two of which are

Negative. Choose two traits from each of the following lists.

Positive Traits:

Trained for War

After years spent with a gun gripped

tightly in their hands, Neo-Spartans have

gained a preternatural connection with the

modern implements of death. They treat

the breach of any ranged weapon wielded

to be two higher than it is listed to be.

Know your Enemy

Clocking in thousands of hours in the

simulator against Angelic templates grants

Neo-Spartans an edge on finding where

and when to strike. The character gains

the Hatred (Angels) talent as from Dark

Heresy.

Loyalist

The character has been trained and

prepared for some of the greatest mental

stress the human body can take and live.

The character may spend a Fate Point to

take any status effect measured in rounds

applied to him or his Evangelion and

reduce its duration by a number of rounds

equal to your OD's FB or your own WPB

(whichever is higher), to a minimum of 0

rounds.

Reputation

The Neo-Spartan, having been raised and

trained by Nerv, has a lot of history with

the people that work there. He gets the

Good Reputation (Nerv) talent.

All I See are Weapons:

A Neo-Spartan is trained to never let their

guard down, and to protect the most

valuable asset in Nerv: the pilots.

Improvised weapons in their hands,

instead of dealing 1d10-2 damage, deal

1d10+1 damage, and furthermore do not

have the primitive trait.

Page 8: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Negative Traits:

Memento:

Nerv’s training is often brutal and in the

process many Neo-Spartans lose all ties

with their past life and family. However,

some manage to keep hold of some

fragment of their past. The Neo-Spartan

has, in their possession, one small item

that they consider irreplaceable and of

immense value. If taken or lost, the Neo-

Spartan must try everything they can to

retrieve it and suffer a -10 to all tests until

they have it back in their possession. If

lost permanently, the -10 penalty persists

until the character opts to take 10+1d5

insanity.

Living Weapon

Neo-Spartans are taught that the best

course of action isn’t to think of a way out

of a situation but to smash their way

through it. This Gordian Knot approach is

so ingrained that the Neo-Spartan must

test WP when presented with a problem

that can be solved with a proper

application of force or else solve it as

such. If required to harm a superior in the

process, the WP test is considered an

automatic success.

Lone Wolf: All organisations know the

benefit of having employees with good

self-esteem. Nerv’s training staff

unfortunately went a little far in pursuing

that goal and the character thinks that he

doesn’t need anybody else to succeed.

Any ability that grants a numerical bonus

through assistance (e.g. Gang Up, Aid

Another, or Precision Targeting) is halved.

Repression

Burying something away isn’t the same as

being over it. Either as a result of less than

human methods of training or trauma from

before even being inducted into the Neo-

Spartan programme, the character’s

mental state isn’t as stable as it seems.

They treat their insanity total as 10 higher

for the purpose of WP test modifiers and

disorders.

Know Your Place

All insubordination and cleverness when

reporting to superiors was slowly beaten

out of most Neo-Spartans. Any Fellowship-

based skill directed at a superior is

treated as failing with 0 degrees of failure

by default.

Starting Wounds

Neo-Spartan characters start with 1d5+ TB + 8 wounds.

Fate Points

Roll a 1d10 to determine starting Fate Points. On a 1-8, the character has 2 Fate Points. On a

9-10, they have 3.

Page 9: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

PRODIGY

"Subjects pulled from a civilian background into the Evangelion

program are usually given the codename designation 'Prodigy'.

Candidates are usually pulled due to being a statistical outlier in a

particular category that makes them specifically suited well to

piloting and synchronizing an Evangelion. Due to the fact that prior

to their contact with the program they have believed the global

facade that we have presented to the world regarding second

impact, they generally are psychologically unprepared for the

realities of the program. In practice, the best way to receive

continued positive results is to carefully cultivate and maintain the

fantasy that they will be allowed to leave."

-Dr. Amber Dickson, private address at NERV conference.

Not long ago, you had never even heard of the Evangelions. You were among the

vast majority of humanity that truly believed Second Impact to be the result of a meteorite

strike. That comfortable lie has since been shattered. You have been tapped by a powerful

organization to pilot a living weapon of war. Whether they knew of your talent before or only

recently discovered you, you possess the ability to synchronize with your Evangelion

without years of training.

Prodigy Skills

As a member of the general populace, a Prodigy is less sheltered than other pilots. They

begin play trained in any two Common Lores.

Prodigy traits

Each Prodigy begins play with 4 traits, two of which are Positive and two of which are

Negative. Choose two traits from each of the following lists.

Positive Traits:

Natural Talent

A Prodigy can come from virtually any

walk of life, and many have some personal

knack or skill as a result of their

upbringing. The Prodigy may add a +5

bonus to any single Characteristic other

than WS, BS, Ag or SR.

Beginners Luck:

Sometimes things just go a Prodigy’s way.

Whenever a Fate point is spent in order to

reroll, gain a +10 bonus to that reroll.

Expert Coward

Unlike other pilots, Prodigies have not

been taught to swallow their fears and

stare down an enemy barrelling down on

them. They may automatically succeed at

breaking from or resisting a Grapple and

may use the Disengage Action as a Half

instead of a Full Action. By succeeding at

an Acrobatics test, a Prodigy may use

Disengage as a Reaction Action.

Unindoctrinated

The Prodigy lacks the proper respect for

the chain of command beaten, trained or

bred into his fellows and may at any time

elect to be immune to the Command skill.

Page 10: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Synch Flux

By some quirk of fate or biology, the Prodigy has some degree of control over how their

Synch Ratio’s fluctuates. Whenever Synch Disruption is rolled, roll an extra 1d10. This 1d10

can either positive or negative and is applied at the same time as the normal Synch

Disruption roll.

Negative Traits:

Unprepared

You were not trained for this, and you are

not ready for the stresses of your position.

Frankly, it’s a wonder that anyone is.

Whenever you take Insanity as a result of

Critical Damage, take 1 extra.

Open Mind

The Prodigy’s strange connection to their

Evangelion unfortunately makes them

easily disturbed and distracted by foreign

sensations from its nervous system. The

character’s Feedback Threshold is 1 lower

than normal.

Untrained Eye

Lacking the combat training of other

Pilots, a Prodigy lacks the skill to feel

openings in enemy defences. They suffer

a -3 penalty to both WS and BS

Characteristics.

Pacifist

A Prodigy is not a soldier. The taking of

another human’s life is abominable to

them. In order to take any action that they

know would harm another person, they

must first spend a Fate Point. After this

expenditure, this trait may be ignored for

the rest of the confrontation, or session,

whichever is shorter.

Empathic

Abnormal Synch Ratios are commonly

detected in Prodigies, representing a

closer tie to the Eva than should be

expected. Whenever the pilot takes Ego

Damage, they take an extra amount equal

to their current SR Bonus.

Starting Wounds

Prodigy characters start with 1d5+ TB + 6 wounds.

Fate Points

Roll a 1d10 to determine starting Fate Points. On a 1-7, the character has 2 Fate Points. On a

8-10, they have 3.

Page 11: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

MANUFACTURED

"In regards to my latest denial of accepting

another manufactured candidate, I must officially

protest the constant pressure to use

manufactured candidates over the standard

trained candidates or the statistical anomalies

that you have codenamed 'prodigy'. Yes, they

are quiet suited to their task. Yes, they are easily

replaced and we have several backups in

storage as we speak. Yes, they even have a

delightful array of codephrases, conditioned responses, and cognitive impairment that makes

them good little soldiers. In our attempts to develop an appropriate candidate for Evangelion

use, we seem to have ignored the fact that we have managed to create the first biologically

separate caste of a human being. Do you expect the Angels to exist forever? What is going to

happen to these pilots when we no longer need them?"

-Dr. Amber Dickson, communications with SEELE

After it became obvious that Evangelions wouldn’t synchronize with just anyone,

many different solutions were investigated. You are the result of one such solution. A

genetically engineered human specifically designed for synchronization.

Manufactured Skills

Many manufactured display personality traits bordering on the Autistic or Sociopathic. All

manufactured begin play trained in Logic and Deceive.

Manufactured Traits

Each Manufactured begins play with 4 traits, two of which are Positive and two of which are

Negative. Choose two traits from each of the following lists.

Positive Traits:

Replaceable

Some Manufactured lines are considered

genetically stable enough and important

enough to be batch grown. Thus if one

copy should fall in the war with the

Angels, another can take its place.

Manufactured with this trait begin play

with 1d5+3 backup bodies. However, this

precludes being able to burn fate to

survive and the character may never burn

to survive for any reason. Whenever the

Manufactured dies, has a significant

physical penalty permanently applied

(such as blindness or limb loss), betrays

Nerv, would be removed from play or for

other reasons a GM might feel are

appropriate, a clone in perfect physical

health replaces the character. Any and all

drawbacks taken by the character are

assumed to apply to all clones equally.

Implanted Memories

Nerv can’t simply wait around for

Manufactured to learn naturally so they

did the next best thing: implanting the

memories of someone who did. Choose

any two skills that are not Dodge, gain the

Talented talent for them both.

Page 12: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Distinguished Donor:

There’s no sense in not using perfectly

good existing genetic material if the

opportunity arises. The Manufactured is

the spitting image of one of their genetic

donors and it is not uncommon for people

they have never met to feel like they know

them. The character gains the Peer talent

for a group of their choice. In addition, the

genetic strengths of the donor shine

through. The character gains an extra 5

Depth to spend on assets and one of the

bought assets should be strongly implied

to be an inherited trait.

Feedback Buffer

Manufactured have been specifically

designed to handle the rigors of piloting.

Their Feedback Threshold increases by 1.

Superior Specimen

When engineering a human being, there

is no reason not to have them win the

genetic lottery in the process. The

Manufactured’s Strength, Toughness, and

Agility Characteristics all increase by 3.

Negative Traits:

Mental Conditioning

Various forms of subliminal messaging

and indoctrination have been used to

make Manufactured incredibly obedient

resources for Nerv. To disobey a direct

order given in combat by a member of the

organization that created them, they must

pass a difficult (-10) Willpower Test.

Outside of combat this control lessens but

is still present requiring a Challenging

(+0) Willpower test to disobey.

Flawed

Whether due to a rushed job or an

unforeseen complication, the

Manufactured is deeply afflicted by

problems. The character must take 10

Depth worth of extra drawbacks in

addition to the minimum 10 which do not

count towards Depth to spend on Assets.

Gullible

The speed at which Manufactured are

brought to maturity sometimes means they

fail to gain certain social capabilities,

specifically an inability to notice ulterior

motives. Barter, Blather, Charm, and

Deceive Tests made against the character

are at a +20 bonus.

Artificial Ego

The compressed development time for

Manufactured can occasionally impact

negatively on the growth of something far

more important than the body. The

maximum value of the Character’s Ego

pool is 10 less than it should be.

Inhuman Biology

The saying ‘keep it simple’ never passes

through the heads of some scientists. The

Manufactured’s body is internally far more

complex than a human one. Choose one

common substance; it is now poison to the

character and if consumed they must test

Toughness or suffer a debilitating effect of

the GM’s choice (such as fatigue,

Characteristic reduction, or blindness). In

addition, the Medicae skill cannot be used

on the character.

Starting Wounds

Manufactured characters start with 1d5+ TB + 7 wounds.

Fate Points

Roll a 1d10 to determine starting Fate Points. On a 1-9, the character has 2 Fate Points. On a

10, they have 3.

Page 13: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

IMPACT SURVIVOR

"Second Impact, and the melting of very nearly

the entire continent of Antarctica, was the single

most catastrophic event in human history. When

the U.N. finally took control, nobody cared it had

long abandoned its original mission, or that is

was kept in power by oppressive force, for

mankind's soul had been purified by the near-

apocalypse. No more would we hold ourselves

apart in appeasement of tired lines of race,

politics, ideology, or religion. For the first time

in human history, we were united by the common goal of survival. No matter who they were, or

how they survived, everyone alive who remembers the days of Second Impact shares one goal:

Never again."

- Adrian Hertz, Director of Operations

Second Impact and the years of chaos that followed it was the closest thing to hell on

Earth in human history. And you survived.

This makes you, by implication, older than any pilot seen in the Evangelion series.

How much older is very much variable, but depending on how strict the GM sets the age

requirements, this background might not be available for pilots. It would, however, work for

“Operations Director”. Even in situations where an Impact Survivor may pilot an Evangelion,

their Synch Ratio is always noted to be dramatically lower than that of those born after the

Second Impact.

Impact Survivor Skills

Impact survivors learned to make do with very little. They begin play trained in Common

Lore (Second Impact) and either Tech-use or Medicae.

Impact Survivor Traits

Each Impact Survivor begins play with 4 traits, two of which are Positive and two of which

are Negative. Choose two traits from each of the following lists.

Positive Traits:

Resourceful

Impact Survivors had to learn to do a lot

with very little to make it through the

shortages of everything. When spending a

fate point to add 1 degree of success to a

roll, instead add 2 degrees. In addition, by

spending a fate point, degrees of failure

may be reduced to 0.

Better Lucky than Good

Lady Luck smiles on the Impact Survivor.

On a failed test, they may spend a fate

point to reverse the digits of the roll

instead of rerolling.

Just Try Me

Kids these days don’t know what a REAL

traumatic experience looks like.

Whenever the Impact Survivor takes

insanity points, reduce the amount taken

by their Willpower Bonus (to a minimum

of 1 Insanity Point gained).

Page 14: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Prepared for the Worst

A survivor of Second Impact can never be

caught without exactly what they need.

The Impact Survivor may spend a Fate

Point to suddenly have on their person a

small item even if they did not previously

appear to have it. This item requires GM

approval and may not be a weapon.

Impact Hero

Tough times call for brave and selfless

men and women and the Impact Survivor

was among their number during Second

Impact. They are well known for their

deeds and while it’s only worth the

occasional free drink most of the time, the

attributes that allowed them to keep

standing remain. The character’s

Toughness, Willpower and Fellowship

characteristics all increase by +3.

Negative Traits:

Trauma

No one got through Second Impact

unscathed. The character begins play with

1d5 Insanity points as well as a Minor

Mental Disorder of their choice.

Scarred

Either physically or mentally, Second

Impact left a mark on all survivors. The

character starts with a -5 to their

Fellowship characteristic.

Pick Your Battles

For some, no conflict is worth any pain to

themselves. When helping another person

would put the Impact Survivor at risk, they

must test WP. On a failure, they decide not

to. If helping them is absolutely crucial to

the Impact Survivor’s own success or

survival (such as having something they

need and cannot get elsewhere), they get

a +10 to their roll. This Trait cannot be

taken with Loss.

Flashback

Nightmares don’t always wait to claim the

survivor in his sleep. Whenever they

would be Stunned, they instead suffer the

effects of a Hallucinogenic Grenade

(details of which are in Dark Heresy) for

the amount of time they would be stunned.

Loss

During Second Impact, millions of people

lost their loved ones and Impact Survivor

is no exception. The loss of people so

close to them has affected them

considerably and haunts them to this day.

Whenever another human being in their

presence is in danger of death, they must

succeed on a difficult (-10) Willpower Test

or attempt to intervene, regardless of

consequences. If the Impact Survivor

knows the individual personally, the

penalty is instead -30.

Starting Wounds

Impact Survivor characters start with 1d5+ TB + 9 wounds.

Fate Points

Roll a 1d10 to determine starting Fate Points. On a 1-6, the character has 2 Fate Points. On a

7-10, they have 3.

Page 15: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Characteristics

Once you have chosen your background, you may roll your characteristics. To do this, roll

2d10 11 separate times, and write down the resulting numbers. Remove the lowest number

from the pool, and assign the remaining 10 numbers to your characteristics as you see fit.

Your Background will impose modifiers to various characteristics, so be sure to take that into

account.

Characteristic Base Neospartan Prodigy Manufactured Impact Survivor

Weapon Skill

(WS)

2d10 + 23 20 20 20

Ballistic Skill

(BS)

2d10 + 23 20 20 20

Strength

(S)

2d10 + 20 20 20 20

Toughness

(T)

2d10 + 25 20 20 23

Agility

(Ag)

2d10 + 20 20 20 20

Intelligence

(Int)

2d10 + 20 20 25 23

Perception

(Per)

2d10 + 20 20 15 20

Willpower

(WP)

2d10 + 20 20 23 20

Fellowship

(Fel)

2d10 + 15 20 20 25

Synch Ratio

(SR)

2d10 + 20 25 23 15

*Note: Unlike its parent system Dark Heresy, AdeptusEvangelion characters are

assumed to roll all of their characteristics separately, and then assign them where

they wish to best fit their character.

Page 16: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

ASSETS & DRAWBACKS

At Character Creation, all players are required to select Drawbacks for their characters

which represent the flawed nature of every pilot ever seen entering an Evangelion in the

series. However, in return for each drawback, the character gains a form of credit known as

‘Depth.’

Each character is required to select at least 10 Depth worth of Drawbacks. A character may

have as many Drawbacks as they wish, but still gain at most 25. The more inconvenient the

Drawback, the more Depth received in return to spend on Assets, which are much like

talents. What makes Assets special is that they may be selected by any career, but only at

character creation. At no time afterward may new Assets be gained even if Depth is left

unspent.

It is important to note that some Assets have corresponding drawbacks that cannot be taken

together, such as Fearless and Coward.

No Asset or Drawback can be taken multiple times unless specified otherwise

ASSETS

Academic Depth Value: 10

Effect: Before joining Nerv, the character received extensive higher education, to the point

of having a PhD.

Academics gain the following:

Higher Education: Become trained in 2 Common Lores and 1 Scholastic Lore of your choice.

Thesis Paper: Gain the “Talented” Talent in one of the three skills chosen above. Special: This Asset may only be taken by characters with an Intelligence score of 40 or

higher.

Athlete Depth Value: 10

Effect: Being in excellent physical shape, enough to be a star in some sport or field game, is

never a bad thing.

Athletes gain the following:

Physical Endurance: The character may spend a Fate Point to remove all their levels of

Fatigue.

Training Regime: The character trains their body with great efficiency. When making use of

the “Physical Training” Time Management option, the character may test the characteristic

they want to improve afterwards. On a success, they have enough time left over to use

another Time Management Option that month that isn’t “Physical Training”.

Tough Guy: In unarmed combat, the character deals 1d5 + SB damage. Also, double SB for

the purpose of determining carrying capacity in personal scale. Special: This Asset may not be taken with the Skinny or Overweight Drawbacks.

Charming Depth Value: 5

Effect: Gain a permanent +10 to Fellowship based skills involving the opposite gender.

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Common Sense Depth Value: 5

Effect: A sense that is uncommonly found in individuals despite the name. A character with

this asset may, no more than once per session, consult with the GM about a specific course

of action. The GM is required to explain if and how the idea is inherently flawed but only in

the context of information the character can be expected to know.

Cynic Depth Value: 10

Effect: The character is less easily swayed by emotion and always reads between the lines,

looking for the catch. They begin play with the Scrutiny skill, and furthermore gain a +20 to

Scrutiny to resist Charm and Deceive.

Driven Depth Value: 10

Effect: Never give up, never surrender. The character with this trait lives up to those words

never backing down in the face of adversity. The character gains a conditional Fate Point

that may only be spent in situations to overcome incredible odds or when refusing to back

down from a superior enemy. This Fate Point may never be burnt and must be announced as

being used specifically as opposed to the character’s normal pool of Fate Points.

Egghead Depth Value: 5

Effect: Gain proficiency in, and the “Talented” Talent for, any one Intelligence based skill.

Special: This Asset may be taken multiple times, but no more than the character’s

Intelligence Bonus.

Fast Depth Value: 5

Effect: There is something to be said about the ability to run away from things very quickly.

The character may spend a Fate Point and a Reaction Action in order to move a distance

equal to their Full Move. This may be done at any point during anyone's turn, but only before

or after actions are taken, not during. In addition, the character gets +1 AB when

determining their speed that does not apply to their Evangelion.

Fearless Depth Value: 15

Effect: Legendary courage or simply a special form of insanity? Either way the character

gains +10 to all tests to resist fear and are treated as if they had 20 more Insanity Points than

they actually do for the purposes of Fear immunity. Special: This Asset may not be taken with the “Coward” Drawback.

High Endurance Depth Value: 10

Effect: Any time the character takes a level of fatigue, they may attempt a Toughness Test.

On a success, they reduce the total levels of fatigue taken by 1 to a minimum of zero. In

addition, their Feedback Threshold is increased by 1. Special: This Asset may not be taken with the “Chronic Pain” Drawback.

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Innovative Depth Value: 10

Effect: Creativity and imagination have their own place on the battlefield. The character

gains one conditional Fate Point that may only be spent when attempting a creative plan of

their own making or when using a skill in an unorthodox way. This conditional fate point may

never be burnt, and must be announced as being used specifically as opposed to the

characters normal pool of Fate Points.

International Depth Value: 5

Effect: You were raised in an environment that left you well-suited to pick up new languages

on the fly. Or perhaps English is your second language and after that everything else is

easy. In either case, you being play with an extra language, and in addition may, halve the

cost of Skill Proficiencies to buy additional Speak Language skills.

Mad Skill Depth Value: 10

Effect: Mental health is fine but sometimes being reasonable isn’t going to help anyone and

pushing the limits of the human body or an Evangelion to the limit doesn’t come naturally

with sanity. At any time when the character would gain 1 or more Insanity Points, they may

spend a Fate Point. For the next 5 rounds, they may add half their Insanity score as a free

bonus on all rolls dependant on a single characteristic chosen when the Fate Point is spent.

When the 5 rounds are over, immediately roll on the Trauma table.

Military Nut Depth Value: 5

Effect: Wargames, wars, and the implements of wars; is there anything better to know about

when a war comes a-calling? Begin play trained in the “Common Lore (War)” and

“Scholastic Lore (Tactics)” skills, as well as the Talents “Talented(Common Lore (War))” and

“Talented(Scholastic Lore (Tactics))”.

Mimic Depth Value: 5

Effect: Some people collect stamps, others collect voices. Nothing strange about that. As the

Talent from Dark Heresy.

Paranoia Depth Value: 5

Effect: Normally extreme suspicion and distrust is viewed as a negative trait. But in the

dangerous, post-Impact world of the Eva pilots, it can save your life. As the Dark Heresy

Talent of the same name.

Prepared Depth Value: 10

Effect: Some people can feel the winds of change and get ready for the oncoming storm.

Gain an extra 100 experience points to spend; they do not count towards rank.

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Resilient Metabolism Depth Value: 5

Effect: True heroes train their internal organs and imbue them with the discipline and

efficiency of a modern Special Forces unit. Eating substandard food causes no problems for

the character and they gain Resistance (Poison), +20 to any tests to resist illness, and

automatically pass the toughness test when hit by Toxic weapons at P or E scale.

Shrewd Depth Value: 10

Effect: Brilliant negotiator and master of the social arts, the character gains one conditional

Fate Point that may only be spent in critical negotiations of business or diplomatic nature.

This conditional Fate Point may never be burnt and its use must be announced specifically.

Spending this conditional fate point for purposes other than “rerolling a failed Test” or

“adding 1 degree of success” are highly questionable.

Soldier Depth Value: 15

Effect: Prior experience in battles outside of an Evangelion before coming to Nerv, fighting

and killing human opponents, brings its own advantages for fighting Angels.

Soldiers gain the following:

Battlefield Experience: As the “Jaded” Talent from Dark Heresy. +20 to WP tests to snap out

of Fear. The character may un-jam a weapons as a half action.

Tough Guy: In unarmed combat, the character deals 1d5 + SB damage. Also, SB is doubled

for the purpose of determining carrying capacity in personal scale.

Thrill Seeker Depth Value: 5

Effect: Undaunted in the face of danger and the unknown, the character pursues them with

relish. Whenever the character spends a Fate Point in situations where they are outmatched

or performing some dangerous feat of exceptional bravery, roll a d10. One a roll of 9, the

Fate Point is not spent. This applies to conditional Fate Points as well. Special: This Asset may not be taken with the “Coward” Drawback.

Troublemaker Depth Value: 10

Effect: Raised without proper discipline, the character spent their younger years constantly

getting into trouble. And they got good at it. Troublemakers gain the following:

Street Skill: Become trained in any two of the following: Concealment, Deceive, Gamble,

Silent Move or Sleight of Hand.

Trouble with Authority: Anyone in a position of apparent authority over the pilot takes a -20 to

their Command or Charm skill tests to coerce them in any way. Intimidate works just fine,

though.

Uncanny Luck Depth Value: 5

Effect: A few lucky wins on scratchcards, a small payout from a local lottery, finding twenty

bucks on the street; the character has a record of having chance go their way. The character

is considered to be trained in the ‘Gamble’ skill and once per session may choose to modify

any single, already rolled skill test by rolling 2d10 and subtracting the total from their roll.

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Unremarkable Depth Value: 5

Effect: Everyone is special, unfortunately or fortunately for the character, they are

especially good at being forgotten. As the talent of the same name from Dark Heresy.

Unshippable Depth Value: 5

Chastity in this modern age requires either a strong will or incredible naiveté, enough to

make the most direct forms of emotional manipulation fall flat. Choosing this asset grants the

Chem Geld talent from Dark Heresy and immunity to the effects of the Charming asset. Special: If the character willingly enters into a romantic relationship, this Asset is lost, only

in relation to that individual.

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DRAWBACKS

“Madness, for most men, is a constant and looming dread. There is little that holds more terror

than the thought of losing one’s self, as though madness was some wicked doppelganger of the

mind, come to kill the man you are and replace it with a cruel shadow. But the bewildering

intricacy of the human mind defies any explanation so simple. Trooper Hong claims to be ‘fine’,

but has gone to such lengths to avoid me that he has nearly killed himself twice doing it. Adrian

Hertz hasn’t slept for more than thirty minutes in a row in the six years that I’ve known him.

Maxim Borusa is the only member of NERV CSAR without advanced-stage PSTD, but sleeps

holding an Action Joe doll and beat a man to death when he took it as a prank. Dr. Chandrahan is

nothing less than the most complete sociopath I have ever seen. And yet it is they who humanity

chooses to safeguard its very existence. Why? They know too well that madness is not a

condition, but a perspective; the ephemeral line drawn in the sand to give the functional the

false assurance that they are not like the men they fear. Mad is what those who have seen too

little must call those who have seen too much.

And we are all quite mad here.”

-Dr. Nina Credo, chief psychologist

Big Ego Depth Value: 10

Effect: There’s feeling good about oneself and then there’s believing, and needing to

prove, that one is the best of the best. In any situation when someone shows themselves to

be more skilled than the pilot with this drawback, the pilot must make an Ordinary (+10)

Willpower test or decide to prove their worth to those fools and show them how it is REALLY

done. At the next available opportunity, the pilot must choose to attempt some action that

imposes at least a net -20 penalty to its roll after all other effects have been applied. This

action must be at least somewhat flashy, attention getting, or a blatant attempt to show off

their skills. If the Willpower test is passed, they instead take a -10 penalty to Fellowship,

Intelligence, and Perception for one hour as they force themselves to swallow their pride,

which makes them irritable and distracted.

Chronic Pain Depth Value: 10

Effect: The character suffered a serious injury in the past, and ever since then has been

plagued by the wound. Whenever the character takes a level of fatigue for the first time in a

session, they immediately gain one extra.

Special: This Drawback may not be taken with the “High Endurance” Asset.

Civilian Depth Value: 10

Effect: Some are little prepared for the carnage and destruction left behind after a battle

and the images of the horror never leave them. In the aftermath of each battle, the pilot

gains a number of Insanity points equal to (the total Collateral Damage/10) * 2.

Compulsive Behavior Depth Value: 5

Effect: The character suffers from the psychological need to repeat some specific act, often

to offset some anxiety or depression. This act need not be dangerous or especially time

consuming, but must be a significant detour from a normal routine. Examples include

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extremely thorough cleaning of the hands, or approaching and counting the number of

outlets in every room they enter. In every session, until this action can be completed, the

character takes a -10 penalty to all tests. Should the compulsive behaviour be conditional

(such as holding open doors for crowds) failure to do so when presented the opportunity

triggers the -10 penalty for one hour.

Coward Depth Value: 10

Effect: The character shies away from danger and avoids harm. He takes a -20 penalty to all

rolls to resist fear. Special: This Drawback may not be taken with the “Fearless” Asset.

Damaged Goods Depth Value: 5

Effect: The character has suffered some sort of massive trauma in the past and never fully

recovered. They begin play with 10 Insanity Points.

Dark Secret Depth value: 10

Effect: There is a part of the character’s past that must never be revealed. Be it something

they did or simply saw, should it come to light it would ruin them. What this secret happens

to be is a matter for the player and the GM to decide. Anyone who learns the character’s

dark secret (hereafter referred to as the confidant) must immediately choose and apply one

of the following reactions to their character:

Anger: The confidant will not willingly speak with the character with Dark Secret for 1d5

sessions. If forced to speak face to face, any Fellowship based rolls made by the character

against the confidant automatically fail, and the confidant is treated as having the Short Fuse

drawback in the character's presence. If they already have Short Fuse, they automatically

fail rolls to resist its effects.

Denial: The confidant gains a major Delusion Disorder (see DH’s Insanity rules), with the

delusion being that the character with Dark Secret is perfectly normal. If nature of the Dark

Secret ever comes up in conversation, the confidant will forcefully change the topic. If their

delusion is ever openly disproven for them, they must roll on the trauma chart and

afterwards there is a 50% chance that the delusion is maintained. Otherwise, the effect ends.

Evasion: The confidant will not willingly come closer than a few feet from the character with

Dark Secret, and is visibly uncomfortable in that character’s presence. This effect lasts for

1d10+2 sessions.

Fear: The confidant immediately rolls on the shock table (ignoring any form of fear

resistance or immunity), and treats the character with Dark Secret as having Fear (1) for 1d5

weeks.

Disgust: The confidant will never use aid another or any other joint action (such as Double

Team or Synchronize Group) with the character with Dark Secret. In addition, they must Test

WP to perform any action whose sole purpose is to save the life of that character.

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Jaded: The confidant avoids being forced to react, but immediately gains 15 Insanity points

as the truth slowly festers in their mind. And because they picked the most boring option.

These Insanity Points cannot be reduced or negated.

Acceptance: In rare situations, by GM approval only, the confidant may decide that their

emotional attachment to the character is such that they are willing to ignore their shortfalls

and stand with them. However, they are then treated the same as the character by all other

confidants.

Once a reaction is chosen, it may not be changed. Depending on the nature of the secret,

additional penalties and punishments may apply.

Dependent Depth Value: 5

Effect: The pilot’s sense of self-worth is overly influenced by the opinions of others. They

must choose one person and, if their opinion of the pilot is ever negative, the pilot takes a -

10 to all rolls for 1d5 hours and must choose a new person to become dependent on.

Depressive Depth Value: 10

Effect: The character is prone to dark moods. At the beginning of each session, they must

roll a Willpower test. If this test is failed, the character begins the session with one level of

fatigue that persists for a number of hours equal to 1d5+the number of degrees of failure. No

ability may remove this level of fatigue until that time is up.

Diverse Troubles Depth Value: 5

Effect: You've got problems beyond what your peers experience. Choose any one negative

trait from any Background other than your own. You gain that trait. Special: It is encouraged that the chosen trait be given a slightly different explanation than

normal. A Prodigy with Inhuman Biology might instead have extreme allergies instead of

having overly complex internal organs, for example.

Duty of Care Depth Value: 15

Effect: Sometimes, surviving is its own punishment. There is someone, possibly a relative or

friend, who has no one else to care for them, and is incapable of caring for themselves.

Either as a result of obligation or compassion, the pilot’s attachment to this ward is a

defining aspect of their person.

This ward, the reason for their helplessness, and the pilot’s connection should be defined

through discussion with the GM.

If the pilot ever believes this person to be in danger (be it direct or indirect) they must pass

a difficult (-10) Willpower test or rush to their aid. If they have confirmed that their ward is in

immediate danger, they automatically fail the Willpower test, though in their frenzy to help

their charge they gain a +20 to all tests directly related to aiding the ward.

Should the person ever be harmed, the pilot takes 1 point of Insanity and a level of fatigue

for an hour afterwards due to depression. If the ward ever dies or is taken away from the

pilot permanently, the pilot immediately gains 2d10+10 Insanity Points.

In addition caring for this person takes up much of the pilot’s time. During the Time

Management stage, all options take one extra month for the pilot to gain the listed effect.

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Special: This Drawback requires special permission from the GM, and any GM unwilling to

give the player time to interact with their ward in character is recommended to not allow its

use.

Fanatical Depth Value: 10

Effect: Choose an organisation, cause, or moral code. The character will follow the tenants

of that code (or orders handed down by important officials of that organisation) even if it

means danger or death. Failure to attempt to do so (but not attempting to and failing)

permanently sacrifices a fate point.

Foe Depth Value: 5

Effect: Someone, for real or imagined reasons, hates the pilot and seeks to ruin him. This

person may be a superior officer, news reporter, or even a humble yet resourceful member

of the janitorial staff. The foe should be a constant interference in the pilot’s life, either as a

nagging nuisance or legitimate threat. The GM and player should discuss who this person is

and why the situation exists.

Hoarder Depth Value: 5

Effect: In a post-Impact world, resources are often scarce. Either because their caretakers

never provided it, or because their family never had much to go around, the pilot is used to

having only as much as they could gather and keep to themselves. Even now, these old

habits have a firm hold on them, and they have a tendency to collect and store things “just in

case.” In addition, sharing is against their nature and, unless someone uses Charm,

Command, or Intimidate to coerce them, the character must test Willpower or refuse to let

something leave their possession, no matter how much someone else might want or need it.

Impetuous Depth Value: 10

Effect: The character tends to rush into things, engaging the enemy with gusto and throwing

caution to the wind. In any combat, the player may not replace a destroyed umbilical,

neutralize, or willing spend a turn doing nothing UNTIL they have performed one of the

following actions: All Out Attack, Charge, Full Auto, or used a ranged attack in Point Blank

Range.

Ineptitude: Depth Value: 5

Effect: Choose one basic skill. The pilot automatically fails that basic skill and may never

gain bonuses to it.

Lonely Depth Value: 5

Effect: The pilot doesn’t handle being by themselves very well. They take a -10 to all tests

made when they are isolated with no other people around. Being alone in a space would

only count if they were not in contact with other people at the time; as such this does not

apply to being in the entry plug during a battle, as the constant contact with Nerv’s support

staff and other pilots provides plenty of emotional reinforcement.

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Low Pain Threshold Depth Value: 5

Effect: The character’s Toughness bonus is considered to be half (round down) its actual

value for all effects. Special: This Drawback may not be taken with the “High Endurance” Asset. This applies to

the pilot, not their Evangelion.

Medicated Depth Value: 5

Effect: Choose any one Characteristic that is not WS, BS, Fel or SR. The pilot has a chronic

condition that threatens that Characteristic, and any week in which they do not take

medication for their conditions means they reduce that Characteristic by 1d10 until they do

receive their medication and get some rest. However, even then, their chosen Characteristic

is not restored to full as they permanently lost 1 point in the Characteristic per week without

medication as their body has been weakened by the stress

Overweight Depth Value: 5

Effect: The pilot’s Agility Bonus is treated as 1 less for determining speed outside of the Eva.

If it makes you feel any better, you can tell people it is glandular… assuming you have the

Decieve skills to pull that off. Special: This Drawback may not be taken with the “Fast” Asset.

Phobia Depth Value: 5

Effect: Your character has an irrational fear of some specific thing. When confronted by

their phobia, they take a -20 to willpower and automatically fail any rolled Fear test for as

long as they in its presence or otherwise confronted by it. Special: This Drawback may not be taken with the “Fearless” Asset.

Physically Challenged Depth Value: 15

Effect: The character has trouble moving due to some physical injury, deformity, or

neurological condition. The character may only crawl without the use of assisting equipment

(such as crutches or a wheelchair). With such assisting equipment, their speed is half

normal. This does not affect their Evangelion. In addition, the stress this places on their body

has them roll all Toughness Tests at a -10 penalty, though their character’s actual Toughness

remains unchanged.

Poor Vision Depth Value: 5

Effect: The character's eyesight is impaired, halving their perception for sight-based skills

and halving the range of any ranged weapon they wield. The exact cause of this impairment

can range wildly, from partial blindness to an actual missing eye. However, no matter the

reason, it is crucial that this cannot be corrected. Saying that the character has poor

eyesight, but then wears corrective lenses to negate it, would not be a valid use of this

Drawback.

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Prejudice Depth Value: 5

Effect: The character considers one demographic to be subhuman, and will not willingly

tolerate their presence. Should they be forced to, all skills involving them take a -20 penalty

as the pilot barely contains their disgust.

Repellent Depth Value: 5

Effect: The character is, simply put, ugly as sin. They may only use half their Fellowship

score when interacting with the opposite sex. This does not affect their ability to take the

Asset “Charming.”

Sadistic Depth Value: 10

Effect: The pilot likes causing others pain way more than they should. It’s even hard for

them to resist doing so when presented the opportunity. When the character has a clear

chance to cause pain or discomfort (either physical or emotional) to another person and they

are reasonably sure that they can get away with it, they must. If they choose to let the

opportunity pass without incident, they must make a Willpower Test. On a failure, one

unspent Fate Point they have is considered spent for the rest of the session. If the character

and the potential target are on bad terms already, or the character would otherwise have

special reason to want this person to suffer, they take a -30 penalty to the test.

Second Fiddle Depth Value: 15

Effect: The pilot naturally assumes a subservient role to another, more dominant,

personality. Choose one other player character or suitable NPC. The pilot will never

intentionally show them up, and has a tendency to follow them around and do what they say.

Should the pilot ever roll higher than the chosen person for Initiative, they are wracked by

indecision and instead go immediately after them in the turn order. Any Fellowship-based

skill that they roll with the pilot as the target automatically succeeds, and the pilot takes a -10

to all rolls for 1 hour whenever they are scorned by the person they are subservient to.

Should this person die, appear to have died, or somehow become their mortal enemy, the

pilot gains 1d10+5 insanity points and rolls on the Mental Trauma chart as if they had 2

degrees of failure.

Unlike the Dependent Drawback, once chosen the person who the character is subservient

to is permanent. The choosing of this dominant person may be delayed until after character

creation at the GM’s discretion, but it must be chosen by the beginning of the second

session of play.

Short Fuse Depth Value: 5

Effect: The character has a hard time controlling himself when he gets angry. When

confronted or otherwise stressed and agitated, they must pass a Willpower test or fly into a

rage either yelling at the source of their anger or trashing the surrounding environment.

Punching someone in the face might also be appropriate, if ill advised.

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Suicidal Depth Value: 5

Effect: The character has no survival instinct, and will not retreat from combat of their own

will. If the character is asked to, or would have a motivation to retreat from a fight that isn’t

their own wellbeing, they may test Willpower to act normally.

Wimp: Depth Value: 5

Effect: The pilot’s Strength Bonus is treated as half its actual value (rounded down) for all

effects.

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CAREER PATHS

For obvious reasons, the careers from Dark Heresy would not be appropriate for play

in Adeptus Evangelion. Three Pilot Careers are provided below (Berserker, AT Tactician,

Skirmisher and Pointman), as well the non-pilot career of Operations Director.

Talents marked with a DH are to be found in the Dark Heresy Core Rulebook.

Scale

Adeptus Evangelion takes place in two scales of play: Personal Scale and Evangelion Scale.

Pilots operate in both scales, and gain abilities geared for this purpose. However, pilots are

only in one scale at a time. There are many Evangelion Scale abilities that are mechanically

the same as those in the Personal Scale Dark Heresy system. Of these, there are many that

the Pilot simply cannot use outside of an Evangelion’s Entry Plug.

To avoid confusion of where this line is drawn, a new Column has been added to all Rank

charts for all available Pilot career paths. This is the Scale column, and may have any one of

the following values in each row:

E: (Evangelion) This means that the listed Skill or Talent may only be used by the character

when piloting an Evangelion. This is usually an ability that the Pilot is simply incapable of

doing themselves.

P: (Personal) This means that the Listed Skill or Talent may only be used by the character

when outside of an Evangelion, or in rare cases when the pilot them self is acting inside of

the Evangelion. This is usually an ability that the Pilot does which the pilot can only do face

to face, and which does not translate to being inside a giant war machine.

E/P: (Evangelion/Personal) This means that the Skill or Talent crosses over the scale barrier,

and the Pilot may use it in both scales. This is usually an ability that the Pilot possesses that

they can use to full effect both on their own as well as from the perspective of an Evangelion.

The non-pilot Career of Operations Director is incapable of Piloting an Evangelion, and as

such may only operate in the Personal Scale.

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Skirmisher

“You know, hitting the broad side of a barn used to mean something that was very easy. But

when you are 40 meters tall, even the broad side of a barn is actually quite tiny! I can still hit it,

though.”

- Hikari Moto, the 6th Child.

Where Berserkers and A.T. Tacticians are the specialist pilot careers, Skirmishers

are the invaluable general fighters. No other pilot class can possibly match their

sheer skill and finesse in combat, or their mastery of heavy weapons. Skirmishers,

rather than rely on Evangelion specific attributes such as A.T. Fields and Berserking,

uses fighting styles and combat maneuvers that have been used by the best human

fighters on the ground for generations.

High level Skirmishers can be masters of Melee or Ranged combat, and use their

weapons to devastating effect. Successful Skirmishers do not focus on a single

weapon above all others, but instead keep a small armory of weapons handy,

deploying with the right weapon for the job every time.

Characteristic Simple Intermediate Trained Expert

Weapon Skill 100 250 500 750

Ballistic Skill 100 250 500 750

Strength 200 350 500 750

Toughness 200 350 500 750

Agility 100 250 500 750

Intelligence 200 350 500 750

Perception 100 200 300 400

Willpower 250 500 750 1500

Fellowship 200 350 500 750

Synch Ratio 250 500 750 1500

Starting Skills: Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR

Common Lore (Any) Starting Talents: AT Power (Deflective Field), A.T. Power (Neutralize), Skill Proficiency

(Twice), Structural Upgrade, Weapon Upgrade Starting Gear: Standard Plugsuit, Standard Entry Plug, Nerv ID

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Rank 1 : SCOUT(0-999)

Advance Freq Scale Cost Type Prerequisites

Awareness 1 E/P 100 S ---

Dodge 1 E/P 100 S ---

Skill Proficiency 3 E/P 100 T ---

Catfall DH 1 E/P 100 T Ag 30

Quick Draw DH 1 E/P 100 T ---

Commission 1 E 200 T ---

Weapon Expert 1 E 200 T ---

Biological Upgrade 3 E 100 T ---

Structural Upgrade 3 E 50 T ---

Weapon Upgrade 3 E 50 T ---

Sound Constitution DH 1 P 50 T ---

Rank 2 : WARRIOR (1000-1999)

Advance Freq Scale Cost Type Prerequisites

Skill Proficiency 4 E/P 100 T ---

Skill Training 1 E/P 100 T Skill Proficiency

AT Power (A.T. Ping) 1 E 100 T ---

Manipulation 1 1 E 200 T ---

Berserk Charge DH 1 E/P 100 T ---

Furious Assault DH 1 E 200 T WS 35

Leap Up DH 1 E/P 100 T Ag 30

Lightening Reflexes DH 1 E/P 100 T ---

Rapid Reaction DH 1 E/P 100 T Ag 40

Sprint DH 1 P 100 T ---

Target Acquisition 1 E 100 T ---

I am not Left Handed 1 E 100 T ---

Twin Weapon Wielder 1 E 200 T WS 35, BS 35, Ag 35

Biological Upgrade 2 E 100 T ---

Structural Upgrade 3 E 100 T ---

Weapon Upgrade 3 E 100 T ---

Sound Constitution DH 1 P 50 T ---

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Rank 3 : LANCER (2000-3999)

Advance Freq Scale Cost Type Prerequisites

Awareness +10 1 E/P 100 S Awareness

Dodge +10 1 E/P 100 S Dodge

Skill Proficiency 2 E/P 100 T ---

Skill Training 4 E/P 100 T Skill Proficiency

Skill Mastery 2 E/P 100 T Skill Training

Manipulation 1 1 E 200 T ---

Blind Fighting DH 1 E 100 T Per 30

Combat Master DH 1 E/P 100 T WS 30

Hip Shooting DH 1 E/P 100 T BS 40, Ag 40

Nerves of Steel DH 1 E/P 100 T ---

Akimbo 1 E 100 T BS 40, Twin Weapon

Wielder

Drop Trained 1 E 100 T ---

Expert Aim 1 E/P 100 T ---

Precision (Melee) 1 E 100 T ---

Precision (Pistol) 1 E 100 T ---

Precision (Basic) 1 E 100 T ---

Precision (Heavy) 1 E 100 T ---

Quick Spread 1 E 100 T ---

Biological Upgrade 1 E 200 T ---

Structural Upgrade 2 E 100 T ---

Weapon Upgrade 3 E 100 T ---

Sound Constitution DH 1 P 50 T ---

Page 32: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 4 : GUNSLINGER (4000-6999)

Advance Freq Scale Cost Type Prerequisites

Skill Proficiency 1 E/P 100 T ---

Skill Training 4 E/P 100 T Skill Proficiency

Skill Mastery 4 E/P 100 T Skill Training

Manipulation 1 1 E 200 T ---

Manipulation 2 1 E 200 T Manipulation 1

Hard Target DH 1 E/P 100 T Ag 40

Commission 1 E 200 T ---

Extra Precision 1 E 300 T Any 2 Precisions

Marksman DH 1 E/P 100 T BS 40

Swift Attack 1 E 300 T Furious Assault, WS 40

Gravity Kick 1 E 200 T Drop Trained

Please Move 1 E 100 T ---

Biological Upgrade 1 E 300 T ---

Structural Upgrade 2 E 150 T ---

Weapon Upgrade 3 E 100 T ---

Sound Constitution DH 1 P 50 T ---

Rank 5 : COMMANDO (7000-9999)

Advance Freq Scale Cost Type Prerequisites

Awareness +20 1 E/P 100 S Awareness +10

Dodge +20 1 E/P 100 S Dodge +10

Skill Training 2 E/P 100 T Skill Proficiency

Skill Mastery 4 E/P 100 T Skill Training

Manipulation 2 1 E 200 T Manipulation 1

Deadeye 1 E 100 T WS 40, BS 40, Expert Aim

Talented(Dodge) 1 E/P 200 T ---

Sniper 1 E 200 T BS 45

Biological Upgrade 1 E 300 T ---

Structural Upgrade 2 E 150 T ---

Weapon Upgrade 3 E 150 T ---

Sound Constitution DH 1 P 50 T ---

Page 33: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 6 : GOD OF WAR (10000+)

Advance Freq Scale Cost Type Prerequisites

Skill Proficiency * E/P 200 --

Skill Training * E/P 200 T Skill Proficiency

Skill Mastery * E/P 200 T Skill Training

Manipulation 2 2 E 200 T Manipulation 1

Extra Precision 1 E 200 T Any 2 Precisions

Biological Upgrade * E 400 T ---

Structural Upgrade * E 200 T ---

Weapon Upgrade * E 200 T ---

Sound Constitution DH * P 100 T ---

*This talent may be bought an unlimited number of times at this rank

Page 34: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

BERSERKER

"I've seen some things in my life. I lived through Second Impact, and survived wars. I was on the

ground when Israfel came through Boston. But the one thing that scares me more than anything

else are those

Evangelions. Nerv says that they are our only chance of getting out of this alive, but how much

control over them do we really have?”

-Sergeant Walters, 2Div Infantry.

Berserkers are pilots whose usefulness is readily apparent. While skilled at melee

combat, they lack skill at ranged combat and master only a fraction of their A.T.

Field’s true potential.

However, they share a special bond with their Evangelion that few other pilots can

match. Their Evangelion will rise to protect them with increasing frequency, and as it

slowly becomes more self aware more and more of its devastating power is realized.

With encouragement from the pilot, the Evangelion can become even more

monstrous a fighter than the Angels themselves.

High level berserkers are decent at melee and poor at ranged and A.T. Field

manipulation. However, when they enter berserk their worth cannot be ignored.

Characteristic Simple Intermediate Trained Expert

Weapon Skill 100 250 500 750

Ballistic Skill 250 500 750 1500

Strength 100 200 300 400

Toughness 100 200 300 400

Agility 250 500 750 1500

Intelligence 200 350 500 750

Perception 200 350 500 750

Willpower 250 500 750 1500

Fellowship 200 350 500 750

Synch Ratio 100 250 500 750

Starting Skills: Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR

Common Lore (Any) Starting Talents: AT Power (Deflective Field), A.T. Power (Neutralize), Skill Proficiency

(Twice), Biological Upgrade, Weapon Upgrade. Starting Gear: Standard Plugsuit, Standard Entry Plug, Nerv ID

Page 35: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 1 : BRAWLER(0-999)

Advance Freq Scale Cost Type Prerequisites

Awareness 1 E/P 100 S ---

Skill Proficiency 3 E/P 100 T ---

AT Power (AT Flare)

Berserk Charge DH 1 E 100 T Ag 30

Bloodlust 1 E 100 T ---

Bestial 1 E 100 T ---

Ghost in the Machine 1 E 100 T ---

Please Move 1 E 100 T ---

Biological Upgrade 3 E 100 T ---

Structural Upgrade 3 E 50 T ---

Weapon Upgrade 3 E 50 T ---

Sound Constitution DH 1 P 50 T ---

Rank 2 : SAVAGE (1000-1999)

Advance Freq Scale Cost Type Prerequisites

Dodge 1 E/P 100 S ---

Skill Proficiency 4 E/P 100 T ---

Skill Training 1 E/P 100 T Skill Proficiency

Manipulation 1 1 E 200 T ---

Furious Assault DH 1 E 200 T WS 35

Hotblooded 1 E/P 100 T ---

Take Control(Relentless) 1 E 100 T ---

Quick Draw DH 1 E 100 T ---

Quick Spread 1 E 100 T ---

Self Preservation 1 E 200 T ---

Street Fighting DH 1 E 100 T ---

I am not Left Handed 1 E 100 T ---

Biological Upgrade 3 E 100 T ---

Structural Upgrade 2 E 200 T ---

Weapon Upgrade 3 E 100 T ---

Sound Constitution DH 1 P 50 T ---

Page 36: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 3 : BEASTLY (2000-3999)

Advance Freq Scale Cost Type Prerequisites

Awareness +10 1 E/P 100 S Awareness

Skill Proficiency 2 E/P 100 T ---

Skill Training 4 E/P 100 T Skill Proficiency

Skill Mastery 2 E/P 100 T Skill Training

Manipulation 1 1 E 200 T ---

Controlled Rage 1 E 100 T Bloodlust

Crushing Blow DH 1 E 100 T S 40

Drop Trained 1 E 100 T ---

Loose Control 1 E 200 T ---

Please Move 1 E 100 T ---

Rampage 1 E 200 T Bloodlust

Take Control(Stand) 1 E 100 T ---

Take Control(Mend) 1 E 100 T ---

Resistance (Fear) DH 1 E/P 100 T ---

Restraint 1 E 100 T ---

Sprint DH 1 E 100 T ---

Hidden Horror 1 E 100 T ---

Sum of Its Parts 1 E 100 T S 35

Together as One 1 E 200 T SR 50

Biological Upgrade 3 E 100 T ---

Structural Upgrade 1 E 200 T ---

Weapon Upgrade 2 E 100 T ---

Sound Constitution DH 1 P 50 T ---

Page 37: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 4 : TENACIOUS (4000-6999)

Advance Freq Scale Cost Type Prerequisites

Awareness +20 1 E/P 100 S Awareness +10

Dodge +10 1 E/P 100 S Dodge

Skill Proficiency 1 E/P 100 T ---

Skill Training 4 E/P 100 T Skill Proficiency

Skill Mastery 4 E/P 100 T Skill Training

Manipulation 2 1 E 200 T Manipulation 1

Awakening 1 E 100 T ---

Brutality 1 E 100 T ---

Cannibalize 1 E 100 T ---

Take Control(Destroy) 1 E 100 T ---

Gravity Kick 1 E 100 T Drop Trained

Hard Target 1 E/P 100 T Ag 40

Heart of the Machine 1 E 100 T Sum of Its Parts

I Cannot Be Defeated 1 E/P 100 T Hotblooded

Indomitable 1 E/P 100 T ---

Rip and Tear 1 E 100 I ---

Biological Upgrade 3 E 100 T ---

Structural Upgrade 1 E 300 T ---

Weapon Upgrade 2 E 150 T ---

Sound Constitution DH 1 P 50 T ---

Page 38: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 5 : DREADNOUGHT (7000-9999)

Advance Freq Scale Cost Type Prerequisites

Skill Training 2 E/P 100 T Skill Proficiency

Skill Mastery 4 E/P 100 T Skill Training

Manipulation 1 1 E 200 T ---

Manipulation 2 1 E 200 T Manipulation 1

From the Grave 1 E 200 T ---

Hostility Restrained 1 E 100 T Restraint

Like a Cruel Angel 1 E 200 T SR 60

Please Move 1 E 200 T ---

Ravenous 1 E 100 T Cannibalize

Rend Asunder 1 E 100 T ---

Together As One 1 E 200 T SR 50

Unlimited Potential 1 E 200 T ---

Biological Upgrade 3 E 150 T ---

Structural Upgrade 1 E 300 T ---

Weapon Upgrade 2 E 150 T ---

Sound Constitution DH 1 P 50 T ---

Page 39: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 6 : JUGGERNAUT (10000+)

Advance Freq Scale Cost Type Prerequisites

Skill Training * E/P 200 T Skill Proficiency

Skill Mastery * E/P 200 T Skill Training

Manipulation 1 1 E 200 T ---

Manipulation 2 1 E 200 T Manipulation 1

Manipulation 2 1 E 200 T Manipulation 2

Carnage 1 E 200 T ---

Lucid Eva 1 E 200 T Hidden Horror

Please Move * E 300 T ---

Quickening 1 E 200 T ---

Biological Upgrade * E 200 T ---

Structural Upgrade * E 400 T ---

Weapon Upgrade * E 200 T ---

Sound Constitution DH * P 100 T ---

*This talent may be bought an unlimited number of times at this rank

Page 40: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Pointman

“The others are special. Hong’s Eva is… unique. Camille is really smart, and does things I can’t

even explain. Hikari is a great shot. Me? I’m not really bad, but I’m not important like they are.

We've got an entire species to fight for. Perspective is everything, and I'm cursed with having

enough of it to do the things that nobody else is willing to.”

- Raj Misra, Pilot of Unit 02

Adeptus Evangelion is a game where teamwork is the key to victory, and the

Pointman career path epitomizes this. A well played Pointman seems suicidal, but by

their actions can shift a battle from being unwinnable to an easy victory, even if their

Evangelion is in pieces by the end of it.

Pointmen combine tactical exploitation and precision teamwork to open up

opportunities for other pilots to strike with impunity, as well as defend their fellow

pilots with their lives. A Pointman may rarely deal damage to an opponent, but by

their actions they can leave the enemy open to attack from better armed allies.

High level Pointmen are masters of defense in melee, a field where they generally

thrive.

Characteristic Simple Intermediate Trained Expert

Weapon Skill 100 250 500 750

Ballistic Skill 100 250 500 750

Strength 200 350 500 750

Toughness 100 200 300 400

Agility 100 250 500 750

Intelligence 200 350 500 750

Perception 200 350 500 750

Willpower 250 500 750 1500

Fellowship 100 200 300 400

Synch Ratio 250 500 750 1500

Starting Skills: Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR

Common Lore (Any) Starting Talents: AT Power (Deflective Field), A.T. Power (Neutralize), Skill Proficiency

(Twice), Structural Upgrade, Weapon Upgrade Starting Gear: Standard Plugsuit, Standard Entry Plug, Nerv ID

Page 41: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 1 : BLOCKER (0-999)

Advance Freq Scale Cost Type Prerequisites

Awareness 1 E/P 100 S ---

Skill Proficiency 3 E/P 100 T ---

Halt Advance 1 E 100 T ---

Maneuver Mastery 1 E 100 T ---

Hotblooded 1 E/P 100 T ---

Guardian 1 E 100 T ---

Rapid Reaction DH 1 E 100 T ---

Biological Upgrade 3 E 100 T ---

Structural Upgrade 3 E 50 T ---

Weapon Upgrade 3 E 50 T ---

Sound Constitution DH 1 P 50 T ---

Rank 2 : CHARGER (1000-1999)

Advance Freq Scale Cost Type Prerequisites

Dodge 1 E/P 100 S ---

Skill Proficiency 4 E/P 100 T ---

Skill Training 1 E/P 100 T Skill Proficiency

Manipulation 1 2 E 200 T ---

Sprint 1 P 100 T ---

Berserk Charge 1 E 100 T Sprint

Interference Pattern 1 E 100 T ---

Spotter 1 E 100 T ---

Quick Spread 1 E 100 T ---

Jaded 1 E/P 100 T ---

Biological Upgrade 3 E 100 T ---

Structural Upgrade 3 E 100 T ---

Weapon Upgrade 3 E 100 T ---

Sound Constitution DH 1 P 50 T ---

Page 42: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 3 : LIVING SHIELD (2000-3999)

Advance Freq Scale Cost Type Prerequisites

Awareness +10 1 E/P 100 S Awareness

Skill Proficiency 2 E/P 100 T ---

Skill Training 4 E/P 100 T Skill Proficiency

Skill Mastery 2 E/P 100 T Skill Training

AT Power (Containment) 1 E 200 T ---

Manipulation 1 1 E 200 T ---

Manipulation 2 1 E 200 T Manipulation 1

Sacrifice 1 E 300 T ---

Impervious 1 E 200 T ---

Force Move 1 E 100 T AT Power (Float)

Unshakeable Faith 1 E 100 T Hotblooded

Furious Assault 1 E 200 T WS 40

Drop Trained 1 E 100 T ---

Quick Draw 1 E/P 100 T ---

Biological Upgrade 2 E 200 T ---

Structural Upgrade 3 E 100 T ---

Weapon Upgrade 2 E 100 T ---

Sound Constitution DH 1 P 50 T ---

Page 43: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 4 : EXPLOITER (4000-6999)

Advance Freq Scale Cost Type Prerequisites

Skill Proficiency 1 E/P 100 T ---

Skill Training 4 E/P 100 T Skill Proficiency

Skill Mastery 4 E/P 100 T Skill Training

Manipulation 1 1 E 200 T ---

Manipulation 2 1 E 200 T Manipulation 1

Gravity Kick 1 E 200 T Drop Trained

Interference Pattern 1 E 200 T ---

Double Team DH 1 E 200 T ---

Support Fire 1 E 200 T ---

Combat Master DH 1 E 100 T ---

Counter Attack DH 1 E 200 T Furious Assault, Rapid

Reaction

Tactical Blow 1 E 100 T ---

Wall of Steel DH 1 E 200 T ---

Expert Aim 1 E 200 T WS 35, BS 35

Blitz 1 E 200 T Berserk Charge

Target Acquisition 1 E 200 T Expert Aim

Biological Upgrade 2 E 200 T ---

Structural Upgrade 3 E 100 T ---

Weapon Upgrade 2 E 100 T ---

Sound Constitution DH 1 P 50 T ---

Page 44: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 5 : DEEPSTRIKER (7000-9999)

Advance Freq Scale Cost Type Prerequisites

Awareness +20 1 E/P 100 S Awareness +10

Dodge +10 1 E/P 100 S Dodge

Skill Training 2 E/P 100 T Skill Proficiency

Skill Mastery 4 E/P 100 T Skill Training

Manipulation 1 1 E 200 T ---

Manipulation 2 1 E 200 T Manipulation 1

I Cannot Be Defeated 1 E 100 T ---

Hard Target DH 1 E 100 T ---

Takedown DH 1 E 100 T ---

Leap Up DH 1 E 100 T ---

Impervious 1 E 200 T ---

Biological Upgrade 2 E 300 T ---

Structural Upgrade 3 E 150 T ---

Weapon Upgrade 2 E 150 T ---

Sound Constitution DH 1 P 50 T ---

Rank 6 : PRAETORIAN (10000+)

Advance Freq Scale Cost Type Prerequisites

Dodge +20 1 E/P 100 S Dodge +10

Skill Proficiency * E/P 200 T ---

Skill Training * E/P 200 T Skill Proficiency

Skill Mastery * E/P 200 T Skill Training

Manipulation 1 1 E 200 T ---

Manipulation 2 1 E 200 T Manipulation 1

Tactical N2 Punch 1 E 200 T ---

Fearless 1 E 200 T ---

Biological Upgrade * E 400 T ---

Structural Upgrade * E 200 T ---

Weapon Upgrade * E 200 T ---

Sound Constitution DH * P 100 T ---

*This talent may be bought an unlimited number of times at this rank

Page 45: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

A.T. TACTICIAN

"Perhaps most chilling would be those subjects that have shown exceptional ability with regard

to the manipulation of AT fields while piloting an evangelion unit. It took two years, billions of

dollars, and some of the greatest scientific minds in existence to properly deploy a deflective

field under test conditions with the first prototypes. It took two weeks for the first high-

synchronizing pilot candidate to declare the laws of gravity an inconvenient nuisance. The

upper limits as to what these candidates can do is unknown, because no one has seen it. Their

greatest advantage is that they do not know their own strength. As long as we do not tell them

there is something they cannot accomplish, I expect they will continue to accomplish the

impossible."

- Dr. Sama Chandrahan

The Absolute Territory Field is the ultimate defense and weapon of choice of the

Angels. Evangelions are fielded against them primarily because of their ability to

generate their own A.T. Fields, and fight the Angels on equal ground.

Controlling these A.T. Fields requires intense concentration. AT Tacticians

supplement this with something even more vital: imagination. The reality warping

properties of the A.T. Field are capable of performing actions that are blatantly

impossible outside of them. AT Tacticians are capable of recognizing the awesome

potential of this and exploiting it.

High level AT Tacticians are poor at melee and mediocre at ranged, but are capable

of manipulating their A.T. Fields in ways that other pilots could never hope to

Characteristic Simple Intermediate Trained Expert

Weapon Skill 250 500 750 1500

Ballistic Skill 100 250 500 750

Strength 200 350 500 750

Toughness 200 350 500 750

Agility 250 500 750 1500

Intelligence 100 200 300 400

Perception 100 200 300 400

Willpower 100 250 500 750

Fellowship 200 350 500 750

Synch Ratio 100 250 500 750

Starting Skills: Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR

Common Lore (Any) Starting Talents: Skill Proficiency (Twice), A.T. Power (Deflective Field), AT Power

(Neutralize), Manipulation 1, Biological Upgrade or Structural Upgrade. Starting Gear: Standard Plugsuit, Standard Entry Plug, Nerv ID

Page 46: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 1 : A.T. ADEPT (0-999)

Advance Freq Scale Cost Type Prerequisites

Awareness 1 E/P 100 S ---

Skill Proficiency 3 E/P 100 T ---

Manipulation 1 3 E 100 T ---

A.T. Maneuver 1 E 100 T ---

Foresight DH 1 E/P 100 T Int 30

Quick Spread 1 E/P 100 T ---

Interference Pattern 1 E 100 T ---

Biological Upgrade 3 E 200 T ---

Structural Upgrade 3 E 200 T ---

Weapon Upgrade 3 E 200 T ---

Sound Constitution DH 1 P 50 T ---

Rank 2 : A.T. FOCUSED (1000-1999)

Advance Freq Scale Cost Type Prerequisites

Dodge 1 E/P 100 S ---

Skill Proficiency 4 E/P 100 T ---

Skill Training 1 E/P 100 T Skill Proficiency

Manipulation 1 1 E 100 T ---

Manipulation 2 2 E 100 T Manipulation 1

A.T. Maneuver 1 E 100 T ---

Blind Fighting DH 1 E 100 T AT Power (Ping)

Magnify 1 E 200 T Int 30 or WP 30

Resonance Pulse 1 E 200 T ---

Scan Field 1 E 100 T Awareness

Biological Upgrade 2 E 200 T ---

Structural Upgrade 2 E 200 T ---

Weapon Upgrade 2 E 200 T ---

Sound Constitution DH 1 P 50 T ---

Page 47: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 3 : A.T. MANIPULATOR (2000-3999)

Advance Freq Scale Cost Type Prerequisites

Awareness +10 1 E/P 100 S Awareness

Dodge +10 1 E/P 100 S Dodge

Skill Proficiency 2 E/P 100 T ---

Skill Training 4 E/P 100 T Skill Proficiency

Skill Mastery 2 E/P 100 T Skill Training

Manipulation 1 1 E 100 T ---

Manipulation 2 2 E 100 T Manipulation 1

Manipulation 3 2 E 100 T Manipulation 2

A.T. Maneuver 1 E 100 T ---

Analyze Field 1 E 100 T Scan Field

Causality Control 1 E 100 T Manipulation 2

Interference Pattern 1 E 100 T ---

Divert Field 1 E 200 T Resonance Pulse

Drop Trained 1 E 100 T ---

Please Move 1 E 100 T ---

Spark of Genius 1 E 200 T Int 40

Biological Upgrade 2 E 100 T ---

Structural Upgrade 2 E 100 T ---

Weapon Upgrade 2 E 100 T ---

Sound Constitution DH 1 P 50 T ---

Page 48: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 4 : A.T. WONDER (4000-6999)

Advance Freq Scale Cost Type Prerequisites

Skill Proficiency 1 E/P 100 T ---

Skill Training 4 E/P 100 T Skill Proficiency

Skill Mastery 4 E/P 100 T Skill Training

Manipulation 1 1 E 100 T ---

Manipulation 2 2 E 100 T Manipulation 1

Manipulation 3 2 E 100 T Manipulation 2

Gravity Kick 1 E 200 T Drop Trained

Kingdom of One 1 E 100 T ---

Deadeye Shot DH 1 E/P 100 T ---

A.T. Maneuver 1 E 100 T ---

Mimic Field 1 E 200 T Analyze Field

Synchronize Group 1 E 200 T Divert Field

Target Acquisition 1 E 200 T ---

Biological Upgrade 2 E 150 T ---

Structural Upgrade 2 E 150 T ---

Weapon Upgrade 2 E 150 T ---

Sound Constitution DH 1 P 50 T ---

Page 49: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Rank 5 : A.T. MASTER (7000-9999)

Advance Freq Scale Cost Type Prerequisites

Awareness +20 1 E/P 100 S Awareness +10

Skill Training 2 E/P 100 T Skill Proficiency

Skill Mastery 4 E/P 100 T Skill Training

Manipulation 1 1 E 100 T ---

Manipulation 2 1 E 100 T Manipulation 1

Manipulation 3 2 E 100 T Manipulation 2

A.T. Maneuver 1 E 100 T ---

Magnify 1 E 200 T Int 30 or WP 30

Power Efficiency 1 E 100 T A.T. Maneuver

Quantumsurge 1 E 200 T Kingdom of One

Furious Assault DH 1 E 100 T WS 35

Biological Upgrade 1 E 200 T ---

Structural Upgrade 1 E 200 T ---

Weapon Upgrade 1 E 200 T ---

Sound Constitution DH 1 P 50 T ---

Rank 6 : A.T. MAGICIAN (10000+)

Advance Freq Scale Cost Type Prerequisites

Dodge +20 1 E/P 100 S Dodge +10

Skill Proficiency * E/P 200 T ---

Skill Training * E/P 200 T Skill Proficiency

Skill Mastery * E/P 200 T Skill Training

Manipulation 1 1 E 100 T ---

Manipulation 2 1 E 100 T Manipulation 1

Manipulation 3 1 E 100 T Manipulation 2

Impossible 1 E 200 T ---

Biological Upgrade * E 200 T ---

Structural Upgrade * E 200 T ---

Weapon Upgrade * E 200 T ---

Sound Constitution DH * P 100 T ---

*This talent may be bought an unlimited number of times at this rank

Page 50: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

Talents (non-DH)

Akimbo Prerequisite: BS 40, Twin Weapon

Wielder Effect: Hours upon hours of practice (or

watching gun-fu flicks) have honed your

hands to an unnatural steadiness with your

beloved pistol. You do not suffer the Two

Weapon Wielder penalty for using a

Pistol.

Analyze Field Prerequisite: AT Tactician, Scan Field

Effect: As Scan Field, but AT Ping detects

the target's current Spread Pattern

automatically. The pilot may make an

Awareness Test, if successful they identify

one AT Power the target possesses plus

one more for every degree of success.

A.T. Maneuver

Prerequisite: none

Even when taking direct control via AT

Powers, as long as a pilot’s AT Field is

spread there is a powerful force at their

command, waiting to be used. Each time

this Talent is taken, choose one ability

from the following list. These abilities cost

no ATP to use. No ability may be taken

multiple times.

Energy Efficient – The pilot

maximizes the energy use of their

Evangelion, gaining an additional

round of battery power.

Fluid-Tuned – You may use your

Synch Ratio when Testing Swim,

instead of Strength.

Fortification – Your Fatigue

Threshold is increased by 1.

Inertia Boost – Your Agility Bonus is

increased by 1.

Kinetic Aid – You may use your

Synch Ratio when Testing

Acrobatics, instead of Agility.

Mind's Eye – You may use your

Synch Ratio when Testing

Awareness, instead of Perception.

Quick Draw – As the Talent from

Dark Heresy.

Wipe Clean – Ranged weapons you

use don't Jam.

Flux – You may spend a reaction

action to modify one rolled test

within 20 dam of you by an amount

equal to your current rank number.

This amount may be either added

to the roll, or subtracted from it,

your choice.

Awakening Prerequisite: None

Effect: Whenever you would roll a Test to

Berserk, you may instead spend a Fate

Point to automatically succeed.

Bestial Prerequisite: Berserker

Effect: When Berserk, the Berserker's

Evangelion is a terror to behold in

combat. All natural

weapons of the Evangelion gain +1

Penetration and when Berserk deal an

extra 1d10 damage.

Blitz Prerequisite: None

Effect: Line them up and knock them

down. The only thing that compares to the

sheer force that you barrel at your foes

with is the impact they feel when you

finally hit. As a Full Action, you may move

your Charge distance and make a Knock-

Down attempt at a +10 bonus.

Bloodlust Prerequisites: None

Effect: Your character boils up and

promptly explodes. As a Full Action you

incite yourself into a mad frenzy, gaining a

+20 bonus to Weapon Skill and Willpower

tests, but suffer a -20 penalty to Ballistic

Skill and Intelligence tests.

You must attack the nearest enemy in

melee combat if possible. If you are not

engaged with the nearest enemy, you

must move towards that enemy and

engage them if possible. You will not take

Page 51: Adeptus Evangelion v2.5 PUBLIC BETA[Bookmarked]

obviously suicidal actions such as leaping

off a building in order to engage someone

on the ground, but you will take any

actions that have a reasonable opportunity

to engage in melee with the nearest

enemy.

While Bloodlusted, you are immune to

fear, pinning, stunning effects, and the

effects of fatigue. You may not Parry, use

the Withdraw Action, or flee from Combat.

You must use the All-Out Attack option in

melee combat if possible and may never

make Called Shots under any

circumstance. You remain Bloodlusted for

the duration of the combat.

Brutality Prerequisite: None

Effect: The Berserker's Evangelion

demonstrates its fearsome nature,

empowering the pilot's attacks when he

employs similarly reckless tactics.

Whenever you use the All-Out Attack

Option with a Natural Weapon, they are

treated as if they had the Tearing quality.

Cannibalize Prerequisite: None

Effect: If an Angel or Evangelion has not

self destructed when defeated and your

Evangelion is Berserk, you may choose to

devour the flesh of the enemy to absorb its

biomass as a Full Action. The Evangelion

may either regenerate a number of

Wounds equal to 1d10 + Toughness

Bonus, applied how you choose across

body locations, or gain 1 BUP.

Carnage Prerequisite: None

Effect: While the Evangelion is Berserk,

you may perform a special attack once per

session by spending a Fate Point. When

activated, an arm of your choice reduces

its AP to 0 until repaired. The Evangelion

may then strike an Angel or Evangelion

with that arm as a normal attack and force

an Opposed Toughness Test. If successful,

the Evangelion’s flesh fuses with that of its

target, and it rips out its arm, dealing

(SB*2) damage that ignores Armor and

Toughness. The Evangelion immediately

absorbs this stolen biomass and gains

1d10 wounds to be divided up among its

body locations as chosen and 1 BUP which

it may spend immediately. At this time,

previously bought, but as yet unspent,

BUP may be spent as well to help pay for a

specific biological upgrade. If either the

Weapon Skill Test to hit or the Opposed

Toughness Test is failed, the Fate Point is

not expended, but the AP on the arm

remains at 0.

Causality Control Prerequisite: Manipulation 2

Effect: By bending the laws that govern

their ability to bend the laws of cause and

effect, a pilot can perform truly

spectacular feats. Choose one ability from

the following list that modifies a specific

AT Power. Displacement (Entropy Flux) - For as

long as Entropy Flux is activated, the pilot

may give their Evangelion‘s melee attacks

a reach equal to the ATP used to augment

Entropy Flux. Guided Funnel (Spatial Funnel) - The

pilot‘s shots almost aim themselves at the

target and even appear to be able to

predict where they would go. Enemies

take a -20 to Dodge Tests when reacting to

an attack enhanced with Spatial Funnel. Shunt (Dirac Cache) - When retrieving an

item from a Dirac Cache, the pilot may

have it appear at any spot they can see

within 50 dam. Newtonian Flip (Float) - Using an equal

yet opposite reaction, the pilot may

choose one object or willing target within

range of their Float distance. Both lift into

the air and switch places.

Commission Prerequisites: none

Effect: Gain one bonus from the following

list that applies to all ranged weapons of

the associated technology you wield. You

may not select the same option more than

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once, even with multiple purchases of this

talent. Explosive Shells (General): +2 Damage

to all General Ranged weapons High Power (Maser): +2 Breach to all

Maser weapons Charged (Positron): +1 Critical Damage

whenever Critical Damage is dealt with

Positron Weapons Concussive (HE Bolt): In addition to the

normal effects based on damage amount

and body location, whenever HE Bolt

weapons deal critical damage they always

knock the target prone.

Controlled Rage Prerequisite: Bloodlust

Effect: You've managed to figure out how

to keep your wits about you some while

still being a raving lunatic. While in

Bloodlust you are no longer required to

use the All Out Attack Action, although

you must still attack if possible and may

not use the Multiple Attacks Action. You

may use the Neutralize A.T. Power and any

Enhancement A.T. Powers that you know

and may now Parry.

Deadeye Prerequisite: WS 40, BS 40, Expert Aim

Effect: You know precisely where to aim

your attacks and landing them is entirely

effortless. In any round in which you have

taken the Aim action, you do not suffer the

-20 Penalty for making a Called Shot. This

talent replaces Expert Aim.

Divert Field Prerequisite: Manipulation 3

Effect: You have the ability to displace

your AT Field from yourself, redirecting

your power at will, though doing so will

leave you without all of its defenses. You

may Test BS to activate any AT Power that

you know as if you were at some point of

your choosing within 20 dm of your actual

position, changing direction and range as

appropriate. Doing this completely

reduces your ATS to 0, regardless of

however much ATP you have left over

after using the power. If you fail the BS

Test, the power simply fizzles and you lose

your Action, though you don't lose any

ATP.

This Talent may not be used to divert

Spread Patterns or any A.T. Field Powers

that only affect the user.

Drop Trained Prerequisite: None

Effect: You have been trained in strategic

insertion from significant heights, or

maybe you just finally learned how to stop

falling flat on your ass. When falling from

heights of 10 dam or more, you always

land on your feet and treat your falling

distance as if you had fallen only 1/3rd as

far for the purposes of damage. Heights

below 10 dam are simply too short for you

to prepare yourself in time.

Expert Aim Prerequisite: WS 35, BS 35

Effect: You can hit the broad side of a

barn from 50 paces. You can also hit the

fly that you were aiming for. In any round

in which you have taken the Aim action,

the penalty for making a Called Shot is

only -10 instead of the normal -20.

From The Grave Prerequisite: None

Effect: The Evangelion is a force that

defies NERV's better predictions. After the

Evangelion has been defeated, you may

spend a Fate Point to Test for Berserk as

normal. If the Eva successfully Berserks, it

rises up one Round later and continues to

fight, having defaulted to 0 wounds and 0

critical damage on the body location that

was damaged to the point of defeat. No

Critical Damage effect applies from this,

although effects already applied other

than 'Evangelion defeated' remain. This is

an especially traumatic event for the pilot,

and they must make a Willpower Test, on

a Failure they gain 1d10 Insanity Points, on

a Success they gain 1d5 Insanity Points.

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Gravity Kick Prerequisite: Drop Trained

Effect: A stylish move favored by aces,

which you count yourself among. When

above an opponent, you may make a

downwards Charge attack unarmed,

having your Evangelion drop onto the

enemy and gaining a bonus d10 to the

damage dealt, with a bonus to breach and

penetration equal to the fall distance in

dam halved (rounding down). This

unarmed attack may not be parried and

loses the primitive quality, but if you miss

the target the Evangelion falls to the

ground prone and the Evangelion's leg

suffers the same damage that the enemy

would have been dealt with this attack.

Ghost in the Machine Prerequisites: None

Effect: The pilot has a unique relationship

with their Evangelion, one that will grow

into a weapon far greater than anything

one can hold in their hands. When rolling

to Berserk, you do not suffer the usual -30

penalty to the SR Test.

In addition, the Evangelion can and will

awaken to fight should it be pushed to its

limit. Once per session, if the Evangelion

would be defeated, you may choose to

burn a Fate Point. Instead of being

defeated, the Evangelion reactivates on

the spot and Berserks automatically. In

addition to all other applicable bonuses,

the Evangelion is treated as being at full

health on all body locations, even going

so far as to regrow a missing limb. All

Critical Damage effects in place cease to

apply to this Eva. All remaining Fate

points default to unspent. After burning

Fate for this Talent, the pilot may not be

killed or forced to burn Fate to survive

barring truly exceptional circumstances. If

you would be forced to burn a Fate Point

to survive in the entry plug, this Talent

may be immediately activated to force the

Eva to berserk as well as save the pilot

from death.

Guardian Prerequisite: None

Effect: Your training has taught you to not

only look out for yourself, but for others as

well. You may expend your Reaction to

Parry an attack against an adjacent ally.

Halt Advance Prerequisite: None

Effect: On a successful melee attack the

pilot may instead cancel an enemy’s

ability to move for one round in place of

dealing damage. This does not affect their

ability to attack or defend, only change

their position.

Heart of the Machine Prerequisite: Sum of Its Parts

Effects: Sometimes, just jamming on the

triggers and shouting your lungs out as

you scream bloody murder just isn’t

enough. Usually, it's when you aren't toe to

toe with a giant alien abomination. The

pilot increases the melee damage of their

Eva by an amount equal to (their own

Strength Bonus) - 2. This Talent cannot be

used if the pilot is unconscious.

Hidden Horror Prerequisite: None

Effect: The Evangelion you pilot has

become the equivalent of a light sleeper,

and enters Berserk mode with ease. You

gain a +1 bonus to your Initiative and +10

bonus to the SR Test to Berserk.

Hostility Restrained Prerequisite: Restraint

Effect: Though still filled with an all-

consuming rage, you manage to channel

that rage into its enemies, and only its

enemies. You automatically succeed on

the Test to fall Dormant if circumstances

would not force you to attack an ally. If

circumstances would force you to attack

an ally, such as the Angelic Distinguishing

Feature or the special ability of an Angel,

you may make a Test to fall Dormant at an

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additional +10 bonus (to a total of +20)

and, on a success, you do not attack them.

Hotblooded Prerequisite: None

Effect: The only way to keep you down is

with overwhelming force and violence.

Increase your Feedback Threshold by 1.

In addition, whenever you roll on the

Shock Table, you may roll twice and

choose whichever result you prefer.

I am NOT Left-Handed Prerequisite: None

Effect: You are equally competent with

both of your hands, a good thing when

your Evangelion happens to lose one or

the other. As a Free Action, you may

change which hand is your dominant one.

I Cannot be Defeated Prerequisite: Hotblooded

Effect: You refuse to give in, even when

pressed to your absolute limits. Treat your

Toughness Bonus as being 2 higher for the

purposes of determining whether or not

you pass out from Fatigue.

Impervious Prerequisite: Hotblooded

Effect: Painting a giant target on yourself

does the team little good if you cannot

withstand the heat, fortunately you’re a

little tougher than the average teenager.

Whenever you purchase this Talent,

choose one of the following: •Feedback Resistance- Increase your

Feedback Threshold by 1. •Resistance (Fear)- DH

•Stable Synch- Once per session, after

rolling for Synch Disruption, you may

choose to discard the roll and keep your

current Synch Ratio instead. •Shrug it Off- Once per session, you may

ignore all the effects of accumulated

Fatigue (including falling unconscious)

until the end of your next turn.

Impossible! Prerequisite: None

Effect: There are some ideas that just

sound crazy, but they might just be crazy

enough to work. Choose one ability from

the following list: Hostile Synch - The pilot may Test SR as a

Half Action when within 20 dam of an

enemy to forcibly attune its AT Field with

their Evangelion's. If the Test fails, the

pilot is Stunned and their field collapses,

requiring it to be re-spread. If successful,

the AT Fields become one, and neither the

enemy or the ATT have any Deflection

against the other. If the pilot's ATS is lower

than that of their opponent, their Ego

Barrier decreases each round by an

amount equal to the difference. Oscillating Field - It is a well known fact

that two separate Spread Patterns cannot

be active at the same time. However,

pilots can change between them. So the

AT Tactician does. Several times a second,

in fact. They may choose to have the effect

of any two Spread Patterns, using the

lowest Deflection of the two. They are

treated as having both spread patterns

active for any and all relevant abilities. Delta Waveform - By utilizing unstable

constructions of phase-space, the pilot

may do things which are physically

possible yet are statistically very unlikely

to ever occur. By spending a Fate Point,

the pilot may use any AT Power they know

to perform a single action that the player

can

convince the GM it could theoretically be

used for. The first time that you attempt to

use Delta Waveform in a session and the

GM rejects all ideas, all spent fate Points

reset to un-spent. However, this is the first

time only. After that, any turn in which the

GM rejects all ideas is a wasted turn on

your part.

Indomitable Prerequisite: None.

Effect: Your sense of self is incredibly

strong and will not easily be broken.

Whenever you remove points from your

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Ego Barrier, remove one less (to a

minimum of one).

Interference Pattern Prerequisite: None

Effect: The act of Neutralizing an enemy

AT Field is usually an undertaking in force

rather than skill. But skill has its place too.

Every time this Talent is taken, choose one

option from the following list that may be

applied as an additional effect when

neutralizing the enemy. However, each

effect has a listed minimum amount of ATP

that must be Neutralized for in order to

trigger the effect, and no more than one

Interference Pattern effect can be active in

a single round. Using these effects, while

not directly harmful, may result in the

enemy considering the pilot a priority

target. •Deep (3 ATP): Neutralization range is

increased by 20. •Harmful (5 ATP): The Neutralized

opponent takes a -10 to all Tests this

round. •Broadcast (5 ATP): Neutralization,

instead of affecting one target, may affect

any number of targets within 10 dam of the

pilot. •Counter (Special): Choose one single AT

Field power that the character knows. The

minimum ATP to activate this effect is

equal to the ATP cost of that power, and

the Neutralized enemy cannot use that AT

Power this round. •Lock (7 ATP): The Neutralized enemy

must pass a WP test to successfully

teleport, and on a failure moves 0 dam.

Dirac Powers used by the enemy cost 4

ATP more. •Reality Reinforcement (Special): The

Minimum ATP is equal to the Angel's TB.

Select one Trait that the Angel possesses.

The Angel is treated as if it did not possess

that Trait. If the Angel moves out of

neutralization range, this effect ends

immediately. Certain Traits are so intrinsic

to the Angel that they may not be inhibited

in this manner. These include the

following traits: Amorphous, Angel, From

Beyond, Flyer, Natural Weapon, Size

(any), Swarm, Swim, and Decentralized

Core. At The GM‘s discretion, certain

Traits unique to an Angel (indicated by

one or more *’s in Angel entries) may also

be immune to this power. In general, any

Trait that if inhibited would cause the

Angel to change its physical shape, size or

composition is immune to this power. •Pattern Master (Special): The character

may have any two Interference Pattern

effects active in the same round, so long

as they meet the ATP minimum of both of

them.

Kingdom of One Prerequisite: None

Effect: The Tactician knows how to extend

themselves without becoming completely

defenseless, they get the most out of their

Spread Patterns and mandate their A.T.

Fields to reach heights and dimension

unknown before them. Choose one ability

from the following list that modifies a

specific AT Power. Particle Screen (Deflective Field) - As

the most basic of spread patterns, the pilot

can draw power from it quickly and easily.

For as long as you have Deflective Field

active, your Deflection increases by 2

against non-Energy based attacks. Faster Than the Eye can See

(Accelerated Territory) - During any

round in which the pilot has taken a

Movement action with Accelerated

Territory spread, they gain a +10 bonus to

all Dodge Tests. Mind Over Matter (Layered Field) -

Should the pilot’s Evangelion lose a limb

other than the Head, upon activating the

Layered Field A.T. Power a new limb of

energy is created in its place, so long as

the Layered Field maintains an ATS of 3

and an additional 3 per each limb past the

first replaced.

This new limb has a Strength Bonus and a

Toughness Bonus equal to the

Evangelion‘s current ATS for all intents

and purposes. If it takes damage, the limb

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is disrupted and may not be used until the

beginning of the pilot‘s next turn. If a limb

is lost while Layered Field is already

active, this talent takes effect next turn or

by spending a Reaction Action to manifest

the new limb. EM Cushion (Bunker Field) - For as long

as the pilot has Bunker Field spread with

an ATS of 5 or higher, all within 20 dam of

the pilot‘s Evangelion take only half

damage from Area attacks. In addition, all

area attacks that overlap with this area of

protection deal collateral damage as if

they were one category smaller, to a

minimum of small. All allies within range

are treated as having a spread field with 1

ATS for relevant effects, even if they are

normally incapable of spreading a field at

all. If they have their own spread AT Field,

use the higher ATS.

Like a Cruel Angel Prerequisite: SR 50

Effect: There is more to the Evangelions

than would first appear. Simply

synchronizing your soul with that of the

machine causes a resonance between the

two, allowing the awakened monstrosity to

draw upon its true nature. Whenever the

Evangelion Berserks, it gains additional

benefits, depending on which Berserk

Type it has. If an Evangelion has more

than one Berserk Type, only the one

chosen when it was created is modified. Apex Predator - The Evangelion is an

unstoppable beast, barreling through any

opposition. Nothing can stop it once it has

chosen its path. When Berserk, The Eva

ignores any effect that would force the

Evangelion to move, hold it in place,

lower its Agility or prevent it from taking

actions, and it may ignore the effects of

the Barrier AT Power. This effect modifies

a Savage Evangelion. Deus In Machina - The Evangelion is

unnaturally quick, slipping through the

gaps in gunfire and striking in the space

between seconds, moving fast enough to

be naught but a blur. When Berserk, the

Evangelion gain the Unnatural Speed(x2)

Trait and may make use of an additional

Reaction Action each round that may only

be used to Parry or Dodge. However,

using this extra Reaction deals 1d5 Impact

damage, instead of the normal 1 from

using a Reaction while Berserk with the

Hunter Berserk type. This effect modifies a

Hunter Evangelion. Seraphic Halo - The Evangelion is a

master of manipulating local reality, on

par with the Angels themselves. When

Berserk, the Evangelion gains the

Heavenly Trait. This effect modifies a

Supernatural Evangelion. Unbound Soul - The Evangelion has finally

managed to surpass the limiters placed on

it by those who made it, its own

personality breaking free. When Berserk,

you may choose an additional Berserk

type, gaining all of its benefits and

penalties. This effect modifies a Protective

Evangelion. Immortal Being - Nothing stops the

Evangelion. It is a tireless juggernaut, an

irresistible force, a fundamental law of

nature. When Berserk, the Evangelion

gains the Stuff of Nightmares Trait. This

effect modifies an Unyielding Evangelion.

Loose Control Prerequisite: None

Effect: Whenever you are Stunned, you

may Test to Berserk.

Lucid Eva Prerequisite: Hidden Horror

Effect: The Evangelion has become self

aware, tolerating the pilot‘s presence but

ready to take control from the pilot at the

first sign of weakness. Whenever the pilot

suffers Synch Disruption, the Evangelion

Berserks. In any situation where you

would normally Test to Berserk, the

Evangelion Berserks automatically.

Magnify Prerequisite: None

Effect: An AT Field is a powerful tool

under normal conditions, but by

employing either clever or stupidly

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dangerous methods a pilot can make it

even more so. Choose one ability from the

following list: AT Focus: As a Half Action, the AT

Tactician may designate a single AT Field

Power that they know, and 'stock' a

number of AT Field Points (ATP) no

greater than their Intelligence bonus.

Their ATS is decreased as if they had used

an AT Power of the same cost. One round

later, the AT Tactician begins their turn

with an ATS equal to what they would have

normally, but with a number of extra ATP

equal to the amount they stocked the

previous round. These

extra ATP may only be used to pay for the

power the AT Tactician declared on their

previous turn or to augment it. Self Dilation: Once during the round as a

Free Action a pilot may choose to 'spend'

an amount of Ego Barrier up to their

Willpower Bonus and gain a like amount of

ATP. If unused by the start of their next

turn, it is not refreshed with the rest of

their ATP. They will suffer Synch

Disruption after this ability resolves as

normal.

Maneuver Mastery Prerequisite: None

Effect: With impeccable footwork and a

judicious use of force you are more than

able to dictate the terms of your

engagement. When using the Maneuver

Action, you may roll twice and pick the

better result.

Manipulation 1

The pilot is a novice with AT Fields, but

has learnt some of its basic functions. Each

time this talent is taken, gain one AT

Power from the following list:

A.T. Ping

A.T. Flare

Inertia

Accelerated Territory

Bunker Field

Layered Field

Barrier

Restrict Shot

Manipulation 2 Prerequisites: Manipulation 1

Effect: The pilot is now competent with AT

Fields, and can utilize it with skill. Each

time this talent is taken, gain one AT

Power from the following list:

Entropy Flux

Spatial Funnel

Containment

Dirac Cache

Kinetic Manipulation

Kinetic Wave

Wrap Beam

Float

Manipulation 3 Prerequisites: Manipulation 2

Effect: The pilot is shockingly good with

AT Fields, and can perform feats

unimagined even a few years ago in less

time than it takes to explain them. Each

time this talent is taken, gain one AT

Power from the following:

Rutherford Chain

Anti-A.T. Field

Dirac Jaunt

Inverted Field

Friction Flood

Repulsion

Krasnikov Tube

Teleforce Blast

Mimic Field Prerequisite: AT Tactician, Analyze Field

Effect: As Analyze Field, but AT Ping

detects the target's AT Powers

automatically. The pilot may make an

Awareness Test; if successful they may

add an AT Power from the target's known

powers to their own for the duration of the

battle.

Please Move Prerequisites: None

Effect: For one time only, the Evangelion

may enter berserk without being

triggered. It is encouraged by GMs and

players to trigger this at a suitably

dramatic moment or otherwise under

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special circumstances, rather than have it

seem completely random. Once used, this

ability may not be used again.

Power Efficiency Prerequisite: A.T. Maneuver

Effect: Through either long hours of

research and contemplation, or maybe

just a flash of insight, you've learned how

to better tune the usage of your power,

doing things no one else has with them.

Whenever you select this Talent, choose

one of the following options.

Efficient Breach - Whenever you

use an Enhancement power to

enhance an attack, that attack gains

a +1 bonus to Breach.

Efficient Cache – As long as you

have a spread A.T. Field, the cost

to Maintain your Dirac Cache costs

2 less ATP, though activating it still

costs the normal amount. If you are

storing only a single object, it costs

no ATP to Maintain the Cache.

Efficient Shot - Whenever you

enhance an attack with the Restrict

Shot or Spatial Funnel powers, that

attack ignores the penalties for

firing into melee, the target being

Prone, or the target being in

darkness.

Efficient Field – Your ATS is treated

as being 1 higher for the purpose

of Deflection and any special

ability of your Spread Pattern, but

not ATP or Breach.

Precision (Melee) Prerequisites: none

Effect: The pilot learns to make exact

motions with melee weaponry. Each time

this talent is taken, choose one ability from

the following list. This bonus applies to all

Standard Attacks made with this class of

weapon. You may not select the same

option more than once, even with multiple

purchases of this talent. Touché: This attack cannot by Parried.

Fast: Target takes a -20 penalty to Dodge

against this attack.

Cleaving: +2 Pen.

Crippling: If this attack deals Critical

Damage, deal 1 extra. Overwhelm: After Toughness, Armor, and

any special ability that the angel has that

might reduce damage (but not any form of

damage immunity) is applied, the attack

deals a minimum of 2 wounds worth of

damage. Finesse: You may modify your hit location

roll result by an amount equal to your

Weapon Skill Bonus, in either a positive

(to a maximum of 00) or negative (to a

minimum of 01) direction.

Precision (Pistol) Prerequisites: none

Effect: The pilot learns to use skill over

volume of fire. Each time this talent is

taken, choose one ability from the

following list. This bonus applies to all

Standard Attacks made with this class of

weapon. You may not select the same

option more than once, even with multiple

purchases of this talent. Well-Placed: Roll Ballistic Skill twice, take

the better roll. Fast: Target takes a -20 penalty to Dodge

against this attack. Cleaving: +2 Pen.

Crippling: If this attack deals Critical

Damage, deal 1 extra. Execution: In Point Blank Range or closer,

the weapon deals +3 damage. Gun Kata: When within 10 dam of the

enemy, you may use your WS in place of

your BS to fire this weapon.

Precision (Basic) Prerequisites: none

Effect: The pilot learns to use skill over

volume of fire. Each time this talent is

taken, choose one ability from the

following list. This bonus applies to all

Standard Attacks made with this class of

weapon. You may not select the same

option more than once, even with multiple

purchases of this talent. Well-Placed: Roll Ballistic Skill twice, take

the better roll.

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Fast: Target takes a -20 penalty to Dodge

against this attack. Cleaving: +2 Pen.

Crippling: If this attack deals Critical

Damage, deal 1 extra. Double Tap: Deal an extra +2 damage,

but use up one extra ammunition. Sideshot: The attack gains a +2 Breach if

you moved immediately prior to firing.

Precision (Heavy) Prerequisites: none

Effect: The pilot learns to use skill over

volume of fire. Each time this talent is

taken, choose one ability from the

following list. This bonus applies to all

Standard Attacks made with this class of

weapon. You may not select the same

option more than once, even with multiple

purchases of this talent. Well-Placed: Roll Ballistic Skill twice, take

the better roll. Fast: Target takes a -20 penalty to Dodge

against this attack. Cleaving: +2 Pen.

Overpower: You may choose to not apply

your weapon’s Penetration to your attack

to instead lower the Deflection of this

enemy by 2 for 1 round. Brutal: Deal an extra +2 damage.

Arc: The attack gains a +3 Breach bonus if

fired from further away than Short Range.

Quantumsurge Prerequisite: Kingdom of One

Effect: By spending a fate point, you may

activate two powers in the same turn and

only spend ATP once, treating both

powers as if you had paid that amount of

ATP on them. This may not be used to

activate the same power twice, and takes

the same action to activate as the slower of

the two powers. Both powers resolve

simultaneously. The two powers do not

need to have the same target.

This talent may only work on AT Powers

that require ATP, and as such may not be

used on Spread Patterns.

Quickening Prerequisite: None

Effect: You may choose an additional

Berserk effect (Savage, Unbound, Spiral,

Unyielding, or Restraint), which applies to

any Evangelion you pilot. If an Evangelion

would have the same Berserk effect twice,

only one instance applies.

Quick Spread Prerequisite: None

Effect: Extending the Evangelion’s AT

Field has become familiar to you and you

are able to manifest it in significantly less

time. You may now Full Spread your A.T.

Field as a Half Action. As a Free Action

you may Spread your A.T. Field by an

amount of ATS and ATP up to your

Willpower Bonus.

Rampage Prerequisite: Bloodlust

Effect: While you are under Bloodlust or

Berserk and you make an All-Out Attack,

you may expend your own Reaction to

penalize any Reactions to your attack by -

10 for every 2 Degrees of Success in your

WS Test.

Ravenous Prerequisite: Cannibalize

Effect: Your Evangelion knows hunger,

and knows it well. A neverending

yearning, a bottomless hole that NEEDS to

be filled, and it begins to affect you, as

well. Simply the scent of a fresh meal

draws the still-slumbering beast towards

it, You may use the Cannibalize Talent

when not Berserk, the sleepwalking

monster pulling you along for the ride and

the meal. When Berserk, you may resolve

both effects of Cannibalize as it more fully

indulges itself, devouring every scrap it

can find.

Rend Asunder Prerequisite: None

Effect: When using a Weapon (Natural or

Otherwise) with the Tearing Quality, you

may roll an additional damage die and

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drop the two lowest instead of just the

lowest.

Resonance Pulse Prerequisite: None

Effect: You attune your A.T. Field to an

ally's momentarily to transfer the

beneficial effects of your A.T. Field

temporarily to them. You may use A.T.

Field Powers that would normally only

affect you on another ally within 10 dm,

but only if they have an A.T. Field of their

own. This Talent may not be used to give

another your own ATS or Spread Pattern.

Restraint Prerequisite: None

Effect: You may reroll a failed Test to fall

Dormant. If circumstances would force you

to attack an ally, such as the Angelic or

Nemesis Distinguishing Features, you may

still attempt a Test to fall Dormant and, if

you succeed by 2 or more degrees, you

do not attack them.

Rip and Tear Prerequisite: None

Effect: When you deal Critical Damage to

a limb in melee, you may immediately

make a Strength Test opposed by the

enemy’s Toughness. If you succeed, the

limb in question is automatically removed

and the target suffers the maximum

Rending Critical Effect for that body

location.

Sacrifice Prerequisite: Pointman

Effect: The only wound that matters is the

one that finally puts you and your

Evangelion down, everything else is but a

nuisance. When hit with an attack, but

before rolling for damage, you may

declare that the attack has hit one of your

arms rather than any other body part,

whether the location was rolled randomly

or result of a Called Shot. The limb takes

damage as normal, and you must have an

arm to take the damage to use this Talent.

Attacks that have an area of effect or the

Blast Quality may not be redirected with

this Talent, and multiple hits from the

same attack (such as Full Auto) will treat

the chosen arm as the location for the first

hit only.

Special: If you have the Guardian talent,

you may use this Talent to allocate an

attack against an adjacent ally to yourself,

but if you do so you may not attempt to

Dodge or Parry this attack.

Scan Field Prerequisite: AT Tactician, AT Power

(Ping) Effect: AT Ping now detects the current

ATS value of the target. The pilot may

make an

Awareness Test; if successful they identify

the target's current Spread Pattern.

Self Preservation Prerequisite: None

Effect: If the Evangelion is crippled by an

attack and the pilot is incapable of

maintaining composure, the Eva feels

threatened and wrests control of the fight

from the pilot. Whenever the Evangelion

loses a limb, Test to see if the Evangelion

Berserks.

Skill Proficiency Prerequisite: None

Effect: Become trained in one skill from

the following list: Acrobatics, Barter,

Blather, Carouse, Charm, Climb, Common

Lore, Contortionist, Deceive, Demolition,

Disguise, Drive, Evaluate, Gamble,

Inquiry, Interrogation, Intimidate,

Literacy, Logic, Medicae, Performer, Pilot,

Scholastic Lore, Scrutiny, Search, Security,

Sleight of Hand, Speak Language,

Survival, Swim, Tech-Use, Tracking,

Trade, or Wrangling.

Skill Training Prerequisite: Skill Proficiency

Effect: gain a +10 bonus in any one skill

that you are trained in from the following

list:

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Acrobatics, Barter, Blather, Carouse,

Charm, Climb, Common Lore,

Contortionist, Deceive, Demolition,

Disguise, Drive, Evaluate, Gamble,

Inquiry, Interrogation, Intimidate,

Literacy, Logic, Medicae, Performer, Pilot,

Scholastic Lore, Scrutiny, Search, Security,

Sleight of Hand, Speak Language,

Survival, Swim, Tech-Use, Tracking,

Trade, or Wrangling.

Skill Mastery

Prerequisite: Skill Training

Effect: gain a +20 bonus in any one skill

that you are trained in from the following

list:

Acrobatics, Barter, Blather, Carouse,

Charm, Climb, Common Lore,

Contortionist, Deceive, Demolition,

Disguise, Drive, Evaluate, Gamble,

Inquiry, Interrogation, Intimidate,

Literacy, Logic, Medicae, Performer, Pilot,

Scholastic Lore, Scrutiny, Search, Security,

Sleight of Hand, Speak Language,

Survival, Swim, Tech-Use, Tracking,

Trade, or Wrangling.

Sniper Prerequisite: BS 45

Effect: Your aim is unerring. Your nerves

are cool. The barrel of the gun is an

extension of your arm. Before rolling, you

may choose to spend a Fate Point to

automatically succeed on a single BS test

with 1d5+2 degrees of success.

Spark of Genius Prerequisite: A.T. Tactician, Intelligence

40 Effect: Usually, manipulating an A.T. Field

is a work of concentration and skill. But,

like much of the Evangelion, it is primarily

driven by thoughts. And the right

epiphany at the right time under pressure

can go a long way towards creating an

effect one could never replicate on

purpose.

By spending a Fate Point, an A.T. Tactician

may use any single A.T. Field Power

available through a Manipulation Talent

that they already have at least one

instance of, even if they did not purchase

that specific power using it. This power

costs as much ATP as it would normally if

they knew it, until the end of the battle.

Spotter Prerequisite: None

Effect: By feeding targeting data from

your Evangelion to an ally, they are able

to get a precise lock on their target. As a

Half Action you may designate a single

ally, on their next ranged attack they may

treat their distance modifier from a target

as if they were firing from your location. If

you are engaged in melee, the distance

modifier is treated as 0, not point-blank.

This does not allow them to attack beyond

the maximum range of their weapon or

beyond their line of sight without an

appropriate weapon.

Sum of Its Parts Prerequisite: Strength 35

Effect: Though the Evangelion is

controlled almost entirely through mental

action, being able to actually DO

something can help with that, and the plug

has those awfully convenient triggers just

sitting there… If you succeed on a

Strength Test in Eva, you may add a

number of Degrees of Success equal to the

pilot's Strength Bonus minus 2. In addition,

you may add the pilot's full Strength Bonus

to the Evangelion's for the purposes of

carrying, lifting, pushing, and leaping.

This Talent cannot be used if the pilot is

unconscious.

Support Fire Prerequisite: BS 35

Effect: CQC is not a requirement for

interference tactics, and indeed it would

be foolish to deprive yourself of all the

ways in which the use of a gun can deter

an enemy that it cannot kill. Whenever

you purchase this Talent, choose one of

the following: •Maser Overload- By adjusting your

weapon’s output, you bathe the target in a

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wave of radiation that superheats their

body to incredible temperatures. While

not lethal on its own, this is excruciatingly

painful even to Angels. On a successful

attack with a Maser weapon, you may

choose to not roll for damage and instead

cause the target to suffer a -10 penalty to

all Tests for a number of rounds equal to

the number of shots that hit the target.

Multiple uses of this talent do not increase

the penalty but do add to its duration. •Positron Burrow- With a carefully placed

shot, you rend the target’s AT Field to

pieces if for just a moment. It’s up to your

allies to follow through and take

advantage of this lapse in defense. On a

successful attack with a Positron weapon

fired on single shot, you may choose to not

roll for damage and instead reduce the

target’s Deflection by an amount equal to

the weapon’s Penetration for the next

attack against the target. •Shell Shock- In a hailstorm of shrapnel

and fire, you aim for glancing shots that

rock the Angel and tear up its surface,

leaving it vulnerable. On a successful

attack with an N2 Shell weapon, you may

choose to not roll for damage and instead

halve the target’s Toughness Bonus until

the beginning of your next turn. Multiple

uses of this talent do not stack.

Synchronize Group Prerequisite: AT Tactician

Effect: As a Full Round Action the

Tactician may merge his or her AT Field

with those of friendly units within 20 dam.

All pilots involved must expend a Reaction

Action or Test SR (their choice) or the

merging fails on their part.

The ATT adds the strongest ATS to his

own, plus 1 ATS per additional participant.

All participants other than the initiator lose

their AT Field and cannot re-spread it

while they participate. All members must

either Test SR or expend a Reaction Action

each round to maintain the Group

Synchronization. If a participant lapses,

the group synch itself continues (if the

highest ATS participant leaves, the next

grants their full ATS), if the initiator lapses,

the group synchronization ends.

Tactical Blow Prerequisite: None

Effect: On a successful Maneuver against

an Angel, the target is moved an amount

equal to 1d5+ the Eva’s Strength bonus.

Take Control Prerequisite: None

Effect: The Pilot has learned to force the

Eva to do his bidding while slumbering,

exploiting its incredible power. However,

this requires tapping into a unique and

dangerous connection with the Eva.

Whenever you take this talent, you gain

one specified option from the following

list. Each option allows you to perform

some powerful new action, at a cost to

your Ego. Unlike other sources of Ego

Damage, Ego lost by using this talent

never provokes Synch Disruption. If any

ability would reduce or negate the amount

of Ego spent, the power of the produced

effect is changed accordingly. Mend: The pilot may spend a variable

amount of ego to heal wounds as a half

action. For every 3 Ego spent, the pilot

may heal 1d5 wounds to a single body

location of their choice. These d5 may be

applied to different locations or the same

location. This may not be used to heal

critical damage, but it may add wounds as

a buffer that must be bypassed as normal

before more critical damage can be

inflicted. Stand: By spending up to 10 Ego as a half

action, the pilot may increase the

Deflection of his Eva by an amount equal

to the Ego he spent until the beginning of

his next turn. Relentless: By spending 3 Ego as a

reaction action, the pilot can prevent this

round of activity from counting against his

remaining operation time. This ability

cannot force the Eva to move when the

battery is already depleted, but it can

extend the lifetime of that battery.

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Destroy: By spending up to 5 Ego as a

reaction action, the pilot may increase the

Penetration of all melee attacks he makes

for 1 round by an amount equal to the Ego

spent.

Target Acquisition Prerequisite: None

Effect: Selecting your targets is one thing,

but hitting them in a confusing melee

while avoiding allies is quite another. You

only suffer a -10 penalty for firing into

melee instead of the normal -20.

Together as One Prerequisite: SR 40

Effect: The Evangelion and pilot are in

constant mental contact through

synchronization, and the Evangelion

begins to learn from it. Where the pilot

does well, the Evangelion will seek to

copy and together the two can do perform

even better. Choose one option from the

following list: Tool User - You know well enough how

best to use a weapon - smash your enemy

with them and never let up, grinding your

weapon into your foe's flesh. When

Berserk, and after a successful melee

attack on the previous round with a

Natural or Compact Weapon, you may use

a Full Action to make a standard half

action attack that automatically succeeds

on the WS Test to hit against the same

target. This attack may not be Parried or

Dodged, Deflected or otherwise negated,

and is resolved against the same hit

location as the initial attack. You may not

use this Talent if the target has left melee

range between your turns. Hunter - You gain the Mighty Shot talent.

As well, when Berserk and using the

Semiautomatic Burst or Full Auto Burst

actions, you gain a +20 bonus to Ballistic

Skill. Bloodlust does not reduce your

Ballistic Skill. Absolute Weapon - Not every Evangelion

is a master of brute physical force. Yours,

for example, is a bastion of brute mental

force, and synchronizing with it has

allowed you to tap into its capabilities.

You gain the Kinetic Wave and Teleforce

Blast A.T. Powers. As well, when Berserk,

any A.T. Powers you use are treated as if

they were augmented by 2 additional ATP

as the Evangelion violates the laws of

physics not with finesse, but through a

massive outpouring of raw power. Predator - Your Evangelion is a primal

killer, feral and murderous. Synchronizing

with such a creature tends to leave a bit of

an imprint. You may use the All-Out Attack

Action with the Charge Action. In addition,

when Berserk your Evangelion gains the

Quadruped and Brutal Charge Traits from

Dark Heresy as long as it holds nothing in

its hands, using all four limbs to rush at its

foes. Breakthrough - An Evangelion's purpose

is to defeat Angels. Your Evangelion’s

purpose is to shatter the Angel's defenses,

and you are quite happy to oblige it.

When taking the Charge Action, you may

use the Neutralize A.T. Power as a Free

Action against your target as you slam

through its defenses like they were panes

of glass. In addition, when Berserk you

may add your Strength Bonus to the

amount of Deflection you Neutralize as the

Evangelion physically tears through any

remaining resistance.

Twin Weapon Wielder Prerequisite: WS 35, BS 35, Ag 35

Effect: Why should you only use one hand

when you have another that is perfectly

serviceable? You gain the Two Weapon

Wielder (Ballistic) and Two Weapon

Wielder (Melee) Talents from Dark

Heresy.

Unlimited Potential Prerequisite: None

Effect: An awakened Evangelion is an

incredible, unearthly thing, capable of

partially rewriting local reality, much like

the Angels themselves can. You gain a

conditional Fate Point that may only be

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used while Berserk and may never be

Burnt.

Weapon Expert Prerequisite: None

Effect: Piercing an AT Field with

conventional weaponry is all but

impossible. Too bad you didn’t get the

memo (or maybe you just ignored it).

When calculating total Breach for an

attack, you gain a bonus equal to every

degree of success on the test to hit instead

of the normal bonus for every two degrees

of success.

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EVANGELIONS

"The Evangelion is a marvelously resilient tool, combining the self repair of biological systems

with the multiple redundancy of artificial weapons. It is capable of sustaining damage that

would be catastrophic to any other mechanical or biological weapon and continue performing,

and even when it is utterly defeated, so long as it can be recovered it can be restored to full

function. Their only weakness is the pilot itself. While an Evangelion can have its waist bisected

and continue to fight, it may be difficult to demonstrate to a panicking nerve-linked child that

their own legs are, in fact, still attached."

-Nerv Director of Operations Adrian Hertz

Although they appear to be giant humanoid robots, the Evas are actually cyborgs,

integrating a mostly biological being with a substantial mechanical infrastructure and

flexible polymer sheathing and armor plating. But like the Angels, their real defense is the

Absolute Territory Field (A.T. Field for short). A.T. Fields are almost invulnerable to

conventional weaponry, but can be neutralized by deploying an opposing A.T. Field,

allowing the Evas to fight the Angels with greater effectiveness than the conventional army.

More information on A.T. Fields can be found in Chapter 4.

PILOTING YOUR EVANGELION

Contrary to both the title of this section, and the designation of the characters as

‘pilots’, the Pilot skill is not involved in any way with the Evangelions. This results from a

combination of the following:

Evangelions are not machines. They are cybernetically enhanced and armor plated,

but they are still living creatures. The proper way to stat their abilities in the Dark

Heresy rule set (of which Adeptus Evangelion is a modification) would be as

creatures. Albeit very large and powerful creatures.

Evangelions are not controlled through a manual interface. Hand controls are

present, but lack the ability to actually manipulate the Evangelion with the range and

dexterity required. They are merely a focus for the pilot, a part of a larger, telepathic

control system achieved by synchronizing with the Evangelion. At this point the

Evangelion becomes an extension of the pilot, and normal vehicle rules cease to

apply.

For these reasons, piloting an Evangelion is represented by control of a large, powerful

character fighting similarly sized opponents. This does not render you ‘true’ character

obsolete, as many of your skills and talents carry over. After all, your character is the one

in control, not the Evangelion itself.

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Know your Evangelion

An Evangelion is an unrivaled

fighting machine that is as much a product

of conspiracy and deceit as it is science

and engineering. Created by the secret

organization SEELE through its puppet

organization NERV, the Evangelions are a

mix of Angel and human DNA that have

been partially lobotomized and

cybernetically enhanced and restrained.

Evangelions are all humanoid in

shape, but of a vastly alien biology and a

monstrous appearance even with the

armor covering. They also have a number

of important primary systems beyond

simple locomotion and fighting.

Entry Plug

"Did you know LCL sticks to you? It's

disgusting. Even when they drain the entry

plug I still feel a layer of film on me. Most of

the time it even gets under the plugsuit.

That's not the worst of it, though. That all

washes off. It's what gets inside you that I

just can't stand.

You spend the first minute or so coughing

the stuff up, just so you're breathing air

again. But it still takes hours to get the taste

out of your mouth. I don’t know why but it

always seems to taste like blood.”

- Camille von Zeppelin, Pilot of Unit 01

The entry plugs are long,

cylindrical structures with rounded ends

which contain the cockpits for the

Evangelions. A pilot enters a plug through

a hatch in its center; once the hatch is

sealed, the plug is filled with LCL (a

yellow-tinted, translucent liquid used to

mentally link a pilot with the Evangelion

and supply oxygen directly to the lungs

when breathed). Each Eva has a socket in

a cervical vertebra in its upper spine,

covered by a retractable plate; the entry

plug is inserted into this socket, the hatch

closes, and pilot control of the Eva is

established. The plugs are heavily

armored and equipped with parachutes

and rockets to aid in escape from a badly

damaged Evangelion (see “Defeat” in

Chapter 5).

Control from within the entry plugs

for activation of the Evas usually consists

of voice-commands in conjunction with

mental thought, although this is usually

done remotely by Nerv personnel.

Apparatuses found within the entry plug

include two distinctly designed hand-

triggers which are used for simple, but

delicate, finger movements, such as using

firearms. The screens that show the

external environment surround the pilot

and are picked up by cameras mounted

on the Eva's head, and from the eyes of the

Eva itself. They also display other

information, and are apparently three-

dimensional projections. Smaller images

can be superimposed over the

environmental views for communication

between pilots and/or the command

station in Central Dogma.

The pilots must be able to

"synchronize" with their Evas in order to

control them. To aid in this, pilots wear the

distinctive uniform of their position: the

plug suit. The plug suit is a form-fitting full

body garment which the Eva pilots wear to

aid in synchronization with their Evas. The

suits are normally baggy but shrink to

conform to the pilot's body through a

mechanism housed in the wrists of the

suits. The suits contain devices which help

monitor the pilot's status and give medical

aid, such as defibrillation or CPR. No two

suits are alike: each suit bears its

corresponding Eva's numerical

designation on the chest and back and is

roughly color-coordinated with that Eva.

Pilots also wear A10 nerve clips, brain-

computer interface devices worn by Eva

pilots on their heads in order to better

establish a direct mental link with their

Evangelion.

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Plugsuits – Dressed to Kill

The pilots must be able to

"synchronize" with their Evas in order to

control them. To aid in this, pilots wear the

distinctive uniform of their position: the

plugsuit. The plugsuit is a form-fitting full

body garment which the Eva pilots wear to

aid in synchronization with their Evas. The

suits are normally baggy but shrink to

conform to the pilot's body through a

mechanism housed in the wrists of the

suits. The suits contain devices which help

monitor the pilot's status and give medical

aid, such as defibrillation or CPR. No two

suits are alike: each suit bears its

corresponding Eva's numerical

designation on the chest and back and is

roughly color-coordinated with that Eva.

Pilots also wear A10 nerve clips, brain-

computer interface devices worn by Eva

pilots on their heads in order to better

establish a direct mental link with their

Evangelion.

An Eva pilot dressed in a plugsuit

has a natural +20 bonus to Synch Ratio in

the Evangelion.

Umbilical Cable

Evangelions have a massive

energy requirement, so much so that for

functions beyond pilot life support, their

internal batteries' charge only lasts for a

maximum of 3 rounds. To deploy Evas for

longer periods of time, power cables

referred to as "umbilical cables" are

inserted into the Evas' backs, instantly

recharging the battery and giving them

unlimited operation time so long as they

are plugged in. Evas are capable of

reaching behind themselves to attach a

new umbilical cable without external help.

When Evas are deployed to areas other

than the Base of Operations, portable sets

of umbilical cables attached to Mobile

Support Structures are often brought

along to connect them to an external

power supply.

Umbilical Cables also have a set,

standard length (starting at 60 dm, and

which can be increased by spending

surplus) that they may be used at. Though

most Evangelion movement speeds

automatically take into account changing

over to new Umbilicals, if an Evangelion

moves more dm in a single round than the

standard Umbilical length, the umbilical

they are plugged into is maxed out and

automatically ejects to not hinder the Evas

movement, defaulting them to battery

power. Evangelions can be voluntarily

disconnected from their umbilical cables

to provide greater mobility, albeit

knowing that they will only have 3 rounds

of power. Umbilicals that are ejected

voluntarily or for movement are not

counted as destroyed.

The Base of Operations has many

Umbilical Cables scattered across its

surface, which is abstracted to a small

number of available Umbilical ports in the

part of the Base of Operations that is the

current battlefield. This small number

maybe be increased by spending Surplus

to purchase additional Umbilical Cables.

An Eva’s Umbilical Cable may be targeted

as a Called Shot, and is instantly

destroyed on a successful hit. The Eva

may attempt to Parry or Dodge, but takes

a -10 penalty since it is not actually a part

of them they can move at will. An area

effect automatically destroys the

umbilical.

If an umbilical cable is severed

during battle, the end plugged into the

Eva's back will automatically eject from

the Eva so as not to hinder its movements.

If the Evangelion is within the Base of

Operations, they may spend a full action

to 'fall back' a distance equal to their

maximum Run away from the Angel and

plug in using another Umbilical port. If,

between Umbilicals currently in use and

Umbilicals destroyed this battle, no more

available Umbilical ports exist this action

may not be taken.

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CREATING YOUR EVANGELION

In AdeptusEvangelion, in addition to filling out the character sheet for the pilot, there is an

additional page for the Evangelion itself.

Each Evangelion has the following sections of its character

sheets that need completing.

Characteristics

Evangelions are powerful beings, which start with the following

statline:

WS BS S T Ag

Pilot WS Pilot BS 30 30 Pilot Ag

Armor

Points

Wounds

Head 4 (TB)+2

R.Arm 4 (TB) + 4

L.Arm 4 (TB) + 4

Body 7 (TB*2) + 5

R.Leg 4 (TB) + 4

L.Leg 4 (TB) + 4

Note the complete omission of the Intelligence, Perception, Willpower, Fellowship and

Synch Ratio characteristics. These characteristics are derived from the pilot of the

Evangelion. The Evangelion’s WS and BS is often impacted by systems in the pilot’s Entry

Plug.

Evangelions also start with the following armor and wound placement:

Unlike characters, Evangelions do not have a single pool of wounds. Instead, each section of

the body has its own pool of wounds in addition to its own armor rating. This allows the

Evangelion to take massive damage to a limb and lose it without risk of instant death (such

as the normal Dark Heresy rules would have it). Unless otherwise stated, any temporary gain

of Toughness will not result in additional wounds.

However, if either the body or head are destroyed through critical damage, the Evangelion

is ‘killed’. However, much like an Angel, as long as the Evangelion’s core is intact the

Evangelion can be repaired back to full operating efficiency. The Pilot is often not so lucky.

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Evangelion-Scale Movement (Decameters per Round)

AB Half Move Full Move Charge Run

0 1 2 4 6 1 2 4 6 8 2 4 8 12 16 3 6 12 18 24 4 8 16 24 32 5 10 20 30 40 6 12 24 36 48 7 14 28 42 56 8 16 32 48 64 9 18 36 54 72

10 20 40 60 80

Evangelion Falling Damage

Distance Damage

6 dam or less 1d5

7-15 dam 1d10

16-30 dam 1d10+2

31-50 dam 1d10+4, 1d10 to Pilot

51-100 dam 1d10+6, 1d10+1 to Pilot

100-200 dam 2d10+2, 1d10+3 to Pilot, +1 level of Fatigue

300+dam 2d10+5, 1d10+4 to Pilot, +2 levels of Fatigue

Orbit 2d10+8, 1d10+5 to Pilot, +1d5 levels of Fatigue

Evangelions use double their SB for the purpose of Jumping and Leaping.

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A Unique Evangelion

Color Scheme

When everything is finished being grown, manufactured, installed and covered in 12,000

pounds of fortified armor, it still needs a proper paint job.

Roll 1d100 on the Descriptor and Color charts twice. The first is for your primary color, the

other is for your secondary color. If your color rolled is clearly nonsensical (such as Bright

Black), feel free to roll again.

Descriptor

Roll Result Descriptor

01-20 Plain

21-40 Bright

41-60 Dull

61-80 Dark

81-00 Neon

"Throughout my career, every project I have worked on has been the 'last, best hope to save

the human race', and in each of those projects there have been those devising a new way to kill

us all. NERV however, is different. NERV actually has a chance to actually make one of those

happen. I wish I could tell you which one.”

-Dr. Charles Eisenberg, Vice-Commander

Distinguishing Features

Evangelions are grown more than built, and can vary wildly even when based on the same

basic design. Additionally, many Eva’s are built with entirely new implementations of

systems, making the creation of any two Evangelions with more than a passing resemblance

unlikely. Even if an Evangelion seems physically according to plan, any number of

imperfections in the core, growing process or synchronization systems can lead to

psychological instability on the part of the Evangelion.

When creating a new Evangelion, roll 4d10. Apply the results of the rolls to the following

charts in any order; however no result may be used twice and each chart must have a result

attributed to it.

Color

Roll Result Color

1-11 Red

12-22 Orange

23-33 Yellow

34-44 Blue

45-55 Green

56-66 White

67-77 Black

78-88 Purple

89-100 Grey

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Distinguishing Features - History

Roll Name Effect

1 Machina

Diabolus

While it may be a coincidence, you’re convinced the Eva it is actually trying to

get you killed. Whenever this Eva’s pilot takes damage while in the Entry Plug,

they take an additional point of damage. Its sadism is not purely limited to its

pilot, thankfully, and whenever you inflict Critical Damage, inflict one extra.

2 Resurrected During initial testing, there was a cataclysmic core failure that nearly destroyed

the Eva entirely. Only by rebuilding the body with parts salvaged from other,

failed Evangelions was this Unit saved. Its fractured nature provides a unique

buffer in the feedback response, reducing your SR by 5 while you are its pilot

but increasing your Feedback Threshold by 1.

3 REDACTED Your Eva's history has been systematically erased. Despite being an older

model, there is not one file, document, or reference on it before it was

transferred to your posting. Roll another d10, you may apply that roll to gain a

bonus Construction or Mutation Feature.

4 Super

Prototype

Designed to test the limits of next-generation Evangelion Synchronization

technology, your Evangelion treats its Synch Ratio as one category higher for

the purposes of the Synch Ratio effects chart.

5 Flagship As the symbol of a national power or major corporation, your Eva is expected to

perform at its utmost and never appear to be weak. Your Eva represents an

investment by your benefactors, but if it is damaged Nerv is held liable. You

gain an additional 1d5 + Fellowship Bonus surplus after every battle unless the

Evangelion was defeated. If the Eva was defeated, the collateral caused from

damage dealt to it is doubled.

6 Brand New Your Evangelion is fresh out of the box. It is in excellent condition and has

plenty of spare parts to use. Whenever this Eva loses a limb or is defeated, it

generates 1 less Collateral Damage. Unfortunately, it is untested and poorly

calibrated. Lower your WS, BS or Agility in the Eva by 5.

7 Nemesis Your Evangelion wasn't built to fight the Angels, and some of the systems almost

seem more suited to fighting people or other Evas. While in your Eva, you gain

Hatred (Evangelions) and Hatred (Mecha). Whenever your Eva berserks, it will

treat allied Evangelion-Scale units (including Conventional Forces) as if they

were the enemy.

8 Mismanaged This Evangelion is plagued with terrible paperwork, horribly complicating

things whenever funds for this Eva are involved. Your Evangelion's armor is

terrible and they suffer an additional point of damage every time they take

critical damage. On the plus side, you have more guns! You begin play with an

additional WUP.

9 Concept

Model

Built using only the best, newest, most expensive tech. It's like a sports car

compared to the other Evas. The Evangelion begins play with 1 free SUP and 1

free BUP, but on any deployment it automatically incurs an extra 2 points of

collateral damage as high maintenance parts must constantly be replaced.

0 Destined to

Meet

The personal history of your Evangelion is a complicated one, with many turns

and twists, that have somehow made their way towards you as its chosen pilot.

Choose any one History Feature other than this one, you keep that Feature.

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Distinguishing Features – Construction

Roll Name Effect

1 Expansive

View

When you look down on the world from the towering height of your

Evangelion, it all looks so small to you, like even things far away are only at

arm's length. The ranges of AT Powers you use are increased by 10 dam.

However, as this screws with your depth perception at close ranges, you have

trouble recognizing an enemy’s melee range, and may not use the Disengage

action.

2 Wingless Because of a production flaw, the EVA lacks Shoulder Pylons on both arms.

However, all is not lost. You can still be equipped with wing loadout Structural

upgrades, and are no longer limited by the traditional space of 2 wing slots.

You may have a number of wing loadout upgrades equal to your Eva’s

Toughness Bonus, but each wing loadout costs 1 more SUP than normal.

3 Rescue

Charges

Your EVA’s frame includes a number of ironically-named devices intended to

stave off potential encroachment by the practical expedient of blowing the

affected limb off with high explosives. If one of your Evangelion's Arms or Legs

becomes individually subject to the effects of an ability that lowers your Ego

Barrier, that limb instantly takes 5 critical Explosive damage that cannot be

prevented. The limb is lost, but the Ego Barrier damage is prevented entirely.

4 Lightweight

Chassis

The Eva’s armor is especially light, and any time you would be knocked prone

or stunned, the other one also happens. However, the resulting freedom of

movement improves your response times granting you a bonus of +10 to your

Dodge tests.

5 Hulking

Frame

Your Evangelion is well-muscled and well-armored, providing the unit a +5 to

its Strength and Toughness, but its Agility is lowered by 5.

6 Feedback

Suppressors

Your Evangelion has an amount of nerve buffers that protect the pilot from all

but the worst of the Eva's hardships, at the cost of feeling so numb that your

effectiveness in combat is impacted. Raise your Feedback Threshold by 1, but

receive a penalty of -1 to all of your damage rolls.

7 Faulty

Wiring

There are serious flaws in the electrical system of your Eva, all the way from

the sensors to the computers to the wiring itself. Even after repairs, there are

flaws in the system. But after removing so many of the limiters, at least your

Synchronization has been enhanced. Take a -5 penalty to WS and BS inside

your Evangelion, but increase SR by 5.

8 Reactive

Armor

Your armor is lined with shaped charges meant to deflect powerful attacks,

though said charges are larger and deeper in the armor than is safe. When you

take critical damage for the first time in any battle, said damage is halved

(rounding up) and becomes of the Explosive instead of the normal type.

9 Reinforced

The Eva has multiple layers of armor, internal and external, making it

considerably hardier but also more difficult to properly power as the cableage

very obviously wasn't designed with such protection in mind. Increase the

Eva's AP in all areas by 1, but it has one less round of operational time without

an umbilical cable.

0 Black Box Deep in the labyrinthine wiring of your EVA, there is a small sealed box not

present in the blueprints. It has no external features to give clues as to its

purpose. The positive and negative aspects of this box are left in the hands of

the GM.

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Distinguishing Features – Mutation

Roll Name Effect

1 Cyclopean Your Evangelion has a single dominant eye or optical array, far removed

from the way human optics work. You begin play with a free Unnatural Eye

type Biological Upgrade of your choice and may possess multiple of them at

once and their effects stack. The total number of wounds on the head is

lowered by 1.

2 Perverse

Anatomy

The Evangelion looks bloated, and inside it’s even worse. Everything about it

is wrong in some way, and the strange qualities of its physiology make it

inordinately difficult, and disturbing, to pilot. Take a -5 penalty to Agility, but

the unit has an additional +2 Wounds in all areas.

3 Photosynthetic The Evangelion takes in sunlight and converts it to energy, though all analysis

seems to indicate a lack of chlorophyll, in addition to being unusually

lethargic and slow on the uptake. You do not add your AB to your Initiative

rolls, but when fighting in appropriate levels of sunlight, the Eva’s

operational time is 1 round longer.

4 Regenerative When the Evangelion is repaired, it is found to have already healed its minor

wounds, which need not be paid for. Subtract one point of collateral from the

pool after every fight in which this Evangelion took Critical Damage, but lose

1 Wound in all body areas.

5 Leaper Possessed of abnormally powerful legs and an "enhanced" Synchronization

system to abuse this feature, your EVA is not only exceptionally fast when

underway, but also capable of particularly dramatic jumping. Double your

Eva's AB and SB for the purposes of the Run and Jump actions, but lower your

Feedback Threshold by 1.

6 Steel Giant The Evangelion beneath the armor is a powerful beast, noticeably stockier

than a normal Eva. The Eva gains an additional AP of 2 for all body locations,

but Tests to attack it are at a +10 bonus.

7 Small-Scale

Model

Smaller and sleeker than the others, it none the less moves and strikes with

vicious efficiency. The Eva has -2 AP for all body parts but Tests to attack it

are at a -10 penalty.

8 Multieyes The Evangelion has an extra set of eyes, usually totaling 4 or 6 eyes. It’s

increases sense of sight grants it a +5 to Ballistic Skill, making it extra

sensitive. Anytime you take Fatigue the Evangelion is blind for 1 round.

9 Extremophile Your Eva is naturally adapted to very deadly environments. It treats sea

pressure depth as 500 meters less, may not be set on fire, and can survive in

Space unharmed until it has taken Critical damage (at which point all normal

penalties apply). However, your Eva built to be tough, not strong, and

reduces its Strength score by 5.

0 The Beast The Evangelion is very difficult to keep restrained, and tests involving the

unit often ended in an attempt to break free in a violent manner. Gain a +20

bonus to your rolls to Berserk, but generate an additional point of collateral

from failing to fall dormant and thrashing about.

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Distinguishing Features - Soul

Roll Name Effect

1 Mighty Soul Your EVA is possessed of an incredibly strong willpower, and it is all you can

do to keep it restrained during combat. The Eva has the Savage Berserk Type.

2 The Joy Piloting this Eva always puts you in a good mood and makes you feel like you

can take on the world. Sometimes, you are actually disappointed when a fight

ends. The Eva has the Savage Berserk Type.

3 Twin Soul Your EVA is unusually easy to synchronize with, and feels inordinately familiar.

It’s probably just you, but at times it feels almost like it isn’t another creature at

all, but rather an extension of yourself. The Eva has the Hunter Berserk Type.

4 Skittish Being in the Eva makes you feel like a trapped animal, always alert of every

threat around you and ready to make a run for it at the first opportunity. The

Eva has the Hunter Berserk Type.

5 Invasive Whenever you are in the Eva, you can feel something watching you. Worse yet,

sometimes you feel the same presence when you dream. The Eva has the

Supernatural Berserk Type.

6 Angelic Your EVA seems to work subtly differently to all the others, its A.T. Field

pattern reads as Blue and is sometimes referred to as an "Angel" by monitoring

equipment. The Eva has the Supernatural Berserk Type.

7 Maternal You feel… safe within the Eva. Like you have a friend that will allow you to

come to no harm. The Eva has the Protective Berserk Type.

8 Calm Particular care has been put into making sure your Evangelion does not go out

of control, a system of extremely powerful brainwave regulators make it so that

the Evangelion stays docile, even when awake. The Eva has the Protective

Berserk Type.

9 Bonded Your EVA has somehow become bonded with you on a fundamental level. You

and only you can bring out its true potential and it will not be cooperative to

other pilots. The Eva has the Unyielding Berserk Type.

0 Invincible You feel extremely confident in your Entry Plug, like there is nothing that can

stand in your way. The Eva has the Unyielding Berserk Type.

"Sometimes, I like to go to the Eva cages at night. I'm pretty cool with Perkins- yeah, the janitor-

and he lets me in if I bring him a coke. I like to sleep under my Eva. Not sure why, but I feel like

it’s safer there. Like something's watching over me. Same reason Hikari sleeps with a doll, I

guess."

-Trooper Hong, Pilot of Unit 00

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CUSTOMIZING YOUR EVANGELION

"We can watch the Angel fights on the monitors down in Engineering, you know. Some people

might think that it’s not right, that it’s like watching a gladiator fight or whatever. It’s not like

that, at least for us. We've been worked ragged keeping those Evas and their equipment

fighting fit, so the higher ups let us watch to see it all in action in real time.

At the start, you're nervous obviously, fate of the Earth at stake and all, but then you see those

kids turn it around, and you can’t help but cheer them on. Remember that last attack? When the

second unit finished the Angel off with a hard left jab and a uppercut? Yeah, the military big

wigs and the egg heads all nodded their heads, wrote notes down, and assessed the damages.

But us down here in Engineering? We went nuts, totally. There were party hats, noise makers,

and I think one guy had a stereo blasting what I can only describe as victory music.

Believe me, we worry just as much as everyone else, but when you've got a hand in it, you get

your own satisfaction out of victory, even if you're not in the cockpit."

-Dr. Joseph Zarkev, Evangelion equipment engineer

As the pilot advances in their chosen career path, they will be able to purchase

upgrades for their Evangelions. Given the expensive nature of the Evangelions, and the fact

that any upgrade takes a team of technicians to install, this can hardly be assumed to be

something that comes out of the pilot’s own pocketbook or something they can do on their

own.

Instead, pilots may requisition upgrades for their Evangelion by spending

experience to

acquire Upgrade Points, in much the same way that normal characters might acquire more

Wounds by spending experience on Sound Constitution. When a pilot buys an Upgrade

Point, they put it into a pool of available Upgrade Points that need not be spent immediately.

They may then spend these points in between battles to make specific changes to their

Evangelion.

There are three types of Upgrade Points. These points are distinct from each other,

and may only be used to buy upgrades of their type.

Biological Upgrade Points (BUP) may be used to increase the Strength and Toughness

Characteristics of the Evangelion, or provoke changes in its external or internal anatomy.

Structural Upgrade Points (SUP) may be used to buy more armor for the Evangelion, or

otherwise modify the technological aspect of the Evangelion.

Weapon Upgrade Points (WUP) work differently from the other types and have their own

expanded description later in this chapter.

There are three Research Tiers which represent the resources and technology

available to the Nerv branch the pilots belong to. At the beginning of the campaign, Nerv is

at Research Tier 1. The

Research required to reach Tiers 2 and 3 must be paid for using the Research funds

acquired at the end of battles. More information on the process of researching Technologies

can be found in the post battle section of Chapter 5.

Weapons and Upgrades are available based on what the highest Research Tier is. A

pilot may still purchase from lower tiers, but under no circumstances may purchase from

higher tiers.

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In addition to these Tiers are Technologies. Technologies are researched in the same

way as Research Tiers, but represent the development of a specific new technology rather

than a general upgrade to all currently existing fields. When a new technology is

researched, Nerv gains all of its relevant upgrades or weapons up to the current highest

Research Tier. Similarly, upon reaching a new Research Tier, the next tier of all currently

researched Technologies are unlocked as well.

Biological Upgrades

Biological Upgrades (Tier 1)

Upgrade Prerequisite Effect BUP Cost

Natural Weapon --- Acquire a Natural Weapon for your Eva. 1

Natural Talent Natural Weapon Increase the damage of your Natural Weapon. 1

Bulging Biceps --- As the Talent from Dark Heresy 1

Redundant Organs I --- +1 wound to all areas 1

Sprint --- As the Talent from Dark Heresy 1

Stronger* --- Increase the Eva's Strength 1

Biological Upgrades (Tier 2)

Sturdy --- As the Talent from Dark Heresy 1

Natural Sharpness* Natural Weapon Increase the Penetration of your Natural

Weapon.

1

Unnatural Eye(Clarity) --- Improve your Awareness in your Evangelion. 1

Unnatural

Eye(Farsight)

--- Improve your aim over long distances in your

Evangelion.

1

Unnatural

Eye(Spectrum)

--- Improve your ability to see in poor conditions. 1

Redundant Organs II Redundant Organs I +1 wound to all areas 1

Tougher* --- Increase the Eva's Toughness 1

Stronger* --- Increase the Eva's Strength 2

Biological Upgrades (Tier 3)

Dense Field

(Defensive)

SR 60 Increase the Evangelion's Deflection. 2

Dense Field (Offensive) SR 60 Increase the Evangelion's Breach. 2

Dense Field (Utility) SR 60 Increase the Evangelion's available ATP. 2

Redundant Organs III Redundant Organs II +1 wound to all areas 1

Tougher* --- Increase the Eva's Toughness 2

* This Upgrade may be purchased Twice at this Tier, and stacks with itself.

Bulging Biceps Prerequisites: None

Effect: As the Talent from Dark Heresy,

applied to the Evangelion.

Dense Field (Defensive) Prerequisites: SR 60+

Effect: Whenever the Evangelion's AT

Field is spread, it is treated as having an

ATS of 4 higher for the purpose of

Deflection.

The effects of multiple Dense Field

upgrades do not stack. Once one Dense

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Field option has been purchased, the

player may not purchase another.

Dense Field (Offensive) Prerequisites: SR 60+

Effect: Whenever the Evangelion's AT

Field is spread, it is treated as having an

ATS of 2 higher for the purpose of Breach.

The effects of multiple Dense Field

upgrades do not stack. Once one Dense

Field option has been purchased, the

player may not purchase another.

Dense Field (Utility) Prerequisites: SR 60+

Effect: Whenever the Evangelion's AT

Field is spread, it is treated as having an

ATS of 1 higher for the purpose of

generating ATP.

The effects of multiple Dense Field

upgrades do not stack. Once one Dense

Field option has been purchased, the

player may not purchase another.

Natural Weapon Prerequisites: None

Effect: The Evangelion’s biology alters to

unlock a primitive form of melee attack.

Often a Bite, Claw, Fist or Cranial Horn

attack this natural weapon deals 1d10+SB

Rending or Impact Damage. Natural

weapons, regardless of Damage Type,

may not be upgraded with WUP or be

used to Parry.

Natural Talent Prerequisites: Natural Weapon

Effect: The Evangelion is especially adept

at using it's natural tools. Any and all

Natural Weapons of the Eva deal an extra

2 damage.

Natural Sharpness Prerequisites: Natural Weapon

Effect: The Evangelion's natural weapons

are especially good as tearing through

armor. Any and all Natural Weapons of the

Eva gain +1 Pen.

Sturdy Prerequisites: None

Effect: As the Trait in Dark Heresy,

applied

to the Evangelion.

Redundant Organs I Prerequisites: None

Effect: +1 Wound to all hit locations.

Redundant Organs II Prerequisites: Redundant Organs I

Effect: +1 Wound to all hit locations.

Redundant Organs III Prerequisites: Redundant Organs II

Effect: +1 Wound to all hit locations.

Sprint Prerequisites: None

Effect: As the Talent from Dark Heresy,

applied to the Evangelion.

Stronger Prerequisites: None

Effect: Increase the Evangelion's Strength

by +5.

Tougher Prerequisites: None

Effect: Increase the Evangelion's

Toughness by +5.

Unnatural Eye (Clarity) Prerequisites: None

Effect: The Eva may look human, but it is

still an alien beast with inhuman ability.

This Evangelion is blessed with an

incredible eye for detail, and when in it

the Pilot may test Awareness twice and

use the better roll.

The effects of multiple Uncanny Eye

upgrades do not stack. Once one Uncanny

Eye option has been purchased, the

player may not purchase another.

Unnatural Eye (Farsight) Prerequisites: None

Effect: The Eva may look human, but it is

still an alien beast with inhuman ability.

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This Evangelion is especially good at

seeing long distances, and treats the

Range of all Ranged Weapons to be 10

more than it really is.

The effects of multiple Uncanny Eye

upgrades do not stack. Once one Uncanny

Eye option has been purchased, the

player may not purchase another.

Unnatural Eye (Spectrum) Prerequisites: None

Effect: The Eva may look human, but it is

still an alien beast with inhuman ability.

This Evangelion proves the point more

than most, as it can see in ranges outside

what mere humans call “visible light”. The

pilot of this Eva is never treated as being

in Darkness, and may test Awareness to

see things that would otherwise be

classified as “invisible”.

The effects of multiple Uncanny Eye

upgrades do not stack. Once one Uncanny

Eye option has been purchased, the

player may not purchase another.

"My biggest fear is that we're going to keep them. We're going to keep them, bring them into

the next human war, let them rip apart our enemies. Look, normally, I'd be all for this. I mean,

shit, I've got relatives who built the fucking N2 bomb. But we gotta look at the bigger picture;

necessary as the Evas are, they're going to be the death of humanity."

- Jason Wareheim, NERV R&D Technician

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Structural Upgrades

Structural Upgrades (Tier 1)

Upgrade Prerequisite Effect SUP Cost

Armor Enhancement I --- Increase the Eva's Armor by 1. 1

Wing Loadout*

(Storage)

--- Store equipment in one wing 1

Wing Loadout* (Battery

I)

--- Gain an extra round of activity without the

umbilical

1

Autobalancer --- Increase Acrobatics in the Evangelion by +10 1

Entry Plug(Improved) --- Improve general weapons accuracy. 1

Entry Plug(Armored) Armor Enhancement I Protect the Pilot from Plug Breaches. 1

Structural Upgrades (Tier 2)

Armor Enhancement II Armor Enhancement I Increase the Eva's Armor by an additional 1. 2

Heavy Chassis --- Modify the Eva's body armor to support heavy

equipment.

2

N2 Powercell Heavy Chassis Equip the Eva with a small N2 powerplant. 2

Entry Plug(Trace) --- Improve melee weapons accuracy. 1

Entry Plug(HarOS) --- Improve ranged weapons accuracy. 1

Wing Loadout (Assault

Dock)

--- Store a weapon of larger size in a wing dock. 2

Wing Loadout

(Markerlight)

--- Store a markerlight in one wing. 1

Wing Loadout (Smoke

Launcher)

--- Store a smoke grenade launcher in one wing. 1

Wing Loadout (Spike

Launcher)

--- Store a small missile launcher in one wing. 1

Wing Loadout (MAGI-

RMD)

--- Aid the MAGI with a direct uplink. 1

Wing Loadout* (Battery

II)

Wing Loadout (Battery

I)

Gain an extra round of activity without the

umbilical

1

Structural Upgrades (Tier 3)

Armor Enhancement III Armor Enhancement

II

Increase the Eva's Armor by an additional 1. 3

Wing Loadout

(Integrated Weapon)

--- Install a compact weapon into one wing, ready

to fire.

2

Wing Loadout* (Battery

III)

Wing Loadout (Battery

II)

Gain an extra round of activity without the

umbilical

1

*This Upgrade may be purchased Twice at this Tier, and stacks with itself.

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Armor Enhancement I Prerequisites: None

Effect: Increases the Armor for all Body

Locations by 1 point.

Armor Enhancement II Prerequisites: Armor Enhancement I,

Research Tier 2 Effect: Increases the Armor for all body

locations by 1 point which stacks with the

bonus from Armor Enhancement I.

Armor Enhancement III Prerequisites: Armor Enhancement II,

Research Tier 3 Effect: Increases the Armor for all Body

Locations by 1 point which stacks with the

bonus from Armor Enhancement II.

Autobalancer Prerequisites: None

Effect: The Evangelion's armor is laced

with a dense fluid counterweight system,

which allows it to change it's weight

distribution on the fly. The Pilot gains a

+10 to all Acrobatics tests made in the

Eva.

Entry Plug (Armored) Prerequisites: Armor Enhancement I

Effect: This Entry Plug has been

reinforced with a stronger armor layer.

When rolling damage for an Entry Plug

Breach, the damage dealt is halved.

Multiple Entry Plug upgrades may not be

equipped at the same time.

Entry Plug (HarOS) Prerequisites: Research Tier 2

Effect: Standing for Heads-up Artillery

Resource, the H.A.R. Operating System

(HarOS for short) is a unique form of

heads-up display for interfacing with the

Evangelion's targeting systems. Benefiting

from an interactive interface, the system

computes and feeds ballistic data in real

time using onboard equipment. While the

advantages of using this system as a

sniper are obvious, the analysis system

becomes rather enthusiastic in close

range, providing too much information on

too many variables to be useful.

Pilots using this Entry Plug gain a +10 to

BS (but no bonus to WS) when using the

Evangelion.

Multiple Entry Plug upgrades may not be

equipped at the same time.

Entry Plug (Improved) Prerequisites: none

Effect: An advanced version of the

baseline Entry Plug design, the hand

controls are more sensitive and the

targeting algorithms are more refined.

Pilots using this Entry Plug gain a +5 to WS

and BS when using the Evangelion.

Multiple Entry Plug upgrades may not be

equipped at the same time.

Entry Plug (Trace) Prerequisites: Research Tier 2

Effect: This revolutionary new plug

design replaces the standard seat and

hand controls with a spherical chamber

with view screens on all sides. The pilot is

suspended in the center by pressurized

LCL, and their movements correspond to

that of the Eva.

This system provides ample ease of

control of an Evangelion's dexterity and

footwork, enough to compensate for low

Synch Ratio scores at times, but has only

basic additional firearms support. Pilots

using this Entry Plug gain a +10 to WS (but

no bonus to BS) when using the

Evangelion.

Multiple Entry Plug upgrades may not be

equipped at the same time.

Heavy Chassis Prerequisites: Armor Enhancement I,

Research Tier 2 Effect: The Evangelion is outfitted with a

network of armored structural supports

designed to serve as a hardpoint for heavy

equipment the Evangelion would

otherwise be incapable of using. This also

grants the Evangelion 1 extra wound on

the body. If the Evangelion takes any

critical damage to the body, the structural

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supports provided by Heavy Chassis are

ruined and any upgrades dependent on

Heavy Chassis that may be equipped

cannot be used until the Evangelion has

been repaired.

N2 Powercell Prerequisites: Heavy Chassis

Effect: The Evangelion is mounted with a

small N2 power source that generates an

enormous amount of power at a steady,

but ultimately limited, rate. The Eva may

not plug into an Umbilical Cable for

additional power, but has 1 hour of

operational time instead of the normal 3

rounds.

However, the N2 powercell is volatile. If

the Evangelion is defeated by the

destruction of its body, it always is treated

as having taken 10 Energy Critical

Damage to the body and the powercell

explodes dealing 1d10+3 X damage, Pen

2, with a Breach of +4 in a 3 dm area.

Only one Heavy Chassis-dependent

Upgrade or Weapon may be equipped at

a time.

Wing Loadout (Assault Dock) Prerequisites: None

Effect: The Evangelion has a reinforced

clamp built into one wing, designed to

twist and move as the Eva moves, ducks,

and dives. In this way, the clamp can hold

a single one-hanged melee weapon, or a

basic ranged weapon, without off-

balancing the Eva or encumbering it as it

moves.

Each Wing may only have one Loadout at

a time.

Wing Loadout (Battery Mk 1) Prerequisites: None

Effect: Choose one Wing of the

Evangelion (left or right). An additional

battery that allows your Evangelion to

operate longer when separated from its

umbilical has been installed. The

Evangelion may operate for 1 additional

round when disconnected from a power

source.

Each Wing may only have one Loadout at

a time.

Wing Loadout (Battery Mk 2) Prerequisites: Research Tier 2, Wing

Loadout (Battery Mk 1) Effect: Choose one Battery Mk 1 already

purchased and upgrade it to a Mk 2. The

Evangelion may now operate for 2 rounds

longer than normal when disconnected

from a power source.

Each Wing may only have one Loadout at

a time.

Wing Loadout (Battery Mk 3) Prerequisites: Research Tier 3, Wing

Loadout (Battery Mk 2) Effect: Choose one Battery Mk 2 already

purchased and upgrade it to a Mk 3. The

Evangelion may now operate for 3 rounds

longer than normal when disconnected

from a power source.

Each Wing may only have one Loadout at

a time.

Wing Loadout (Integrated Weapon) Prerequisites: Research Tier 3

Effect: Choose one compact ranged

weapon that the pilot may purchase. The

WUP required to purchase this weapon

are permanently sacrificed in order to be

built into the Eva’s shoulder ‘Wing’ as an

integrated weapon. Reduce the WUP pool

available to the pilot accordingly. The

weapon’s stats remain the same, except

that its range is decreased by 10 dam and

its ammo capacity is increased by 50%.

While not requiring the use of the Eva’s

hands, it requires a similar amount of

concentration to fire, thus requiring the

same action as if it was being used in the

Eva's hands.

Each Wing may only have one Loadout at

a time.

Wing Loadout (Launcher) Prerequisites: None

Effect: Choose one Wing of the

Evangelion. A row of small missile

launchers has been installed there. The

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missiles may be fired at any target within

20 dam, dealing 1d10+4 X damage as a

single attack with a penetration of 2 and a

Breach of 3.

Any missile that strikes an area

unprotected by armor (before Penetration

is applied) deals an extra 4 damage. This

weapon may only be used once per battle,

and is fired as a reaction action. This

weapon may not be upgraded with WUP.

Each Wing may only have one Loadout at

a time.

Wing Loadout (MAGI-RMD) Prerequisites: none

Effect: The MAGI- Remote Monitoring

Device (RMD for short) is a complicated

sensory array in constant communication

with the MAGI system. The OD gains +20

bonus on MAGI analysis rolls or the ability

to utilize MAGI analysis while not on the

base of operations as long as this Eva has

been fielded there.

Each Wing may only have one Loadout at

a time.

Wing Loadout (Markerlight)

Prerequisites: None

Effect: As the weapon upgrade, which

may be used as a half action. (page ref).

Each Wing may only have one Loadout at

a time.

Wing Loadout (Smoke Launcher) Prerequisites: None

Effect: As the weapon upgrade, which

may be used as a half action. (page ref)

Each Wing may only have one Loadout at

a time.

Wing Loadout (Storage) Prerequisites: None

Effect: Choose one Wing of the

Evangelion (left or right). A specialized

container that may store and be deployed

with one Knife, Pistol or clip of ammo for

the pilot to use is installed.

Each Wing may only have one Loadout at

a time. Special: All Evangelions begin play with

one instance of this upgrade, and a

Progressive Knife to store there. Extra

ammo is always free, but any pistol stored

here must be paid for separately.

Ablative Structural Upgrades

Ablative Upgrades (Tier 1)

Upgrade Prerequisite Effect SUP Cost

Ablative Shield Ablative Technology,

Armor Enhancement I

Outfit the Evangelion with an Ablative Shield

that negates damage from one hit to one arm.

1

Ablative Upgrades (Tier 2)

Ablative Carapace Ablative Technology,

Armor Enhancement II

Negate damage from one hit to the body. 2

Fortified Armor Ablative Technology,

Armor Enhancement II

Become immune to Righteous Furies. 3

Ablative Absorbers Ablative Technology,

Heavy Chassis

Negate damage from one instance of falling

damage or an area attack.

2

Ablative Heavy Shield Ablative Technology,

Armor Enhancement II

Equip a heavy Ablative Shield that can be used

as mobile cover.

3

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Ablative Absorbers Prerequisites: Ablative Technology,

Heavy Chassis, Research Tier 2 Effect: The Evangelion is outfitted with a

complex but fragile system of shock

absorbers, high energy capacitors and

ablative structural supports. This system

may absorb and negate the damage from

any one area effect or instance of falling

damage, no matter how much damage that

attack would have done. It always absorbs

the first possible attack that overcomes

the Eva’s Armor and Toughness, and

afterward is rendered useless until it can

be repaired and vital parts replaced.

Only one Heavy Chassis-dependent

Upgrade or Weapon may be equipped at

a time.

Ablative Carapace Prerequisites: Ablative Technology,

Research Tier 2 Effect: The Evangelion is outfitted with an

ablative shell of advanced armored plates

around the body. This shell may absorb

and negate the damage from any one non-

area of effect attack to the body, no matter

how much damage that attack would have

done. It always absorbs the first possible

attack (any attack that hits the body, is

neither dodged or parried, and would

deal damage after armor and toughness

have been taken into account), and

afterward is rendered useless until it can

be repaired and vital parts replaced.

Ablative Shield Prerequisites: Ablative Technology,

Research Tier 1 Effect: The Evangelion is granted an

advanced shell of ablative armor, grafted

onto one arm. This shield mayabsorb and

negate the damage from any one attack to

the arm on which it is attached, no matter

how much damage that attack would have

done. It always absorbs the first possible

attack (any attack that hits that specific

arm, is neither dodged nor parried, and

would deal damage after armor and

toughness have been taken into account),

and afterward is rendered useless until it

can be repaired and vital parts replaced.

This does not take up a hand, and is a part

of the arm itself.

Ablative Heavy Shield Prerequisites: Ablative Technology,

Research Tier 2 Effect: The Evangelion acquires a massive

protective shield. Large enough for the

entire

Evangelion to crouch behind, it is far too

massive for any Evangelion to parry with

(and does not count as being on an arm for

the purpose of the Sacrifice talent).

However, the Shield is designed to act as

mobile cover against ranged attacks. As a

half action, the Pilot may set the shield to

face a specific direction and crouch down

behind it. Thus set, any ranged attack from

that direction that requires a Ballistic Skill

roll to hit instead hits the shield. Ranged

attacks that do not require a Ballistic Skill

roll, or which have the Blast quality or

some other form of area attack, ignore the

shield entirely. In addition, melee attacks

from the specified direction made by an

enemy of a size equal to or smaller than

the Eva similarly hit the shield instead,

though they may easily move to a more

advantageous position.

The Ablative Shield is very thick, and has

multiple ablative layers. Any attack with a

Penetration of 3 or less is negated as

normal but does not expend the shield on

a hit. An attack that hits the shield with a

Penetration of 4 or more is still negated,

but destroys the shield.

It takes two hands to hold this massive

shield.

Fortified Armor Prerequisites: Ablative Technology,

Armor Enhancement 2 Effect: The Evangelion’s Armor is

designed to handle the worst. Enemies

can no longer score a Righteous Fury on

the Evangelion. The attack still deals

damage as normal, but no extra damage

die are rolled.

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Weapon Upgrade Points

In the fight against the Angels, nothing short of the survival of the human race is at stake. To

this end, there is not cost, no amount of resources, that would be considered too high to

devote to the cause of Nerv and the Evangelions. Even so, resources are limited by what can

be produced. While it has resulted in the economic collapse of more than one country,

China’s production capacity has been utilized by the UN to produce virtually all of the

weapons for the Evangelion program in state of that art, modular factories designed to

produce many different kinds of E-Scale firearms with only a few days to modify the

equipment between production runs, often saving resources further by cannibalizing old,

discarded weapons. Given this sort of backing, each Player’s access to these resources has

been abstracted into a pool called Weapon Upgrade Points (WUP).

Each player has access to a limited amount of WUP. This requisition is spent at the beginning

of each new Angel attack to buy the weapons they will be using for that battle. At the end of

each battle, players have the option of re-spending their requisition as they see fit, but it is

important to note that weapons purchased by requisition are on-loan only. If the player does

not re-spend the necessary requisition for the weapon at the start of their next mission, they

no longer have that weapon available until such a time until they DO allocate their WUP to

use it again. Regardless of WUP costs, none may not have more than 2 of any given weapon

at a time.

Independent of what they purchase with their WUP, each pilot begins play with 1 Pallet Gun

and 1 Progressive Knife. These weapons are always available to the pilots, regardless of

how much WUP they have or what they spend it on. They are not required to deploy with

either, but they may not permenatly trade it away or lose it.

"The pallet gun? Oh lord, not another reporter asking about that travesty. Look, no one had

ever designed something that large to be moved before. To fire at anything other than single

shot? Never. To be accurate in the hands of someone 40 meters tall? Does this line of

questioning answer your question?

I admit, the thing is and was pathetic, perhaps the single worst part is that we can’t get rid of

them, its listed in the production procedures that 'all Evangelions are to be issued a Mark 2

progressive Knife, and a Pallet Rifle at the time of production.' Now the progressive Knife,

there’s a solid piece of work, designed by some no name corporation that made Box cutters.

Can you believe that? Box cutters. Even has a built in second blade in the event the first one

shatters."

-Dr. Joseph Zarkev, Evangelion equipment engineer

"You want me to fight those with a defective gun and a box cutter?"

- Trooper Hong

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New Weapon Special Qualities

Beam

This energy attack, when used on single

shot, automatically succeeds its roll to hit

with as many degrees of success as last

round if it successfully hit the target last

round. A new half action must still be

spent on 'maintaining' the single,

continuous attack. Deflection and dodge is

assumed to resolve in exactly the same

manner as it did in the previous round.

Burning

On a successful hit that deals at least 1

damage after armor and TB, the target

must test Agility or be set on fire.

This trait may only be applied to weapons

that deal E damage. Regardless of how

many times this is triggered, the target

need only test Agility once per round at

most.

Burst

This weapon may be fired on semi auto as

a half action, but does not gain a bonus to

BS for doing so.

Carbine

Through various space-saving design

traits, the weapon is much smaller, lighter,

and easier to control than its class would

suggest. Though it is still designed to be

wielded like a rifle, it can, if necessary, be

used like a much smaller weapon, such a

pistol or submachine gun. Basic weapons

with the Carbine Quality impose only a -10

penalty when wielded single handedly,

rather than the normal -20.

Chain

A crude but effective form of attack, this

weapon has traded any fine edge it might

have had to instead mount a high-speed

diamond-tipped titanium chain. Which

effective at tearing through all but the

toughest of metals, it can’t be fought with

like traditional weapon as it does its

damage via surface contact rather than

cleaving into the enemy with brute force. Effect: The weapon deals an extra 1d10

damage, but does not add its SB to

damage. In addition, it gains the

‘Unwieldy’ quality. This weapon has a +0

Breach modifier.

This Trait may only be applied to Rending

Melee Weapons.

Compact

Different from the Weapon upgrade of the

same name, in Adeptus Evangelion a

weapon with the ‘Compact’ quality is

small enough to fit in a wing dock (either a

knife dock for a melee weapon or a pistol

dock for a ranged one).

Heat

This weapon has its edge treated with a

chemical accelerant that, when activated,

causes the edge of the weapon to become

incredibly hot. Were the weapon not built

out of the same material as the space

shuttle, it would surely melt almost

instantly.

Whenever this weapon deals Critical

Damage, it sets the hit body location on

fire. In addition, the weapon gains +2

breach and the Power Field quality from

Dark Heresy.

Longshot

This weapon has an incredibly long range,

and indeed is designed to work best at

such ranges. The takes a -30 penalty

instead of a +30 bonus for being in Point

Blank Range, a -10 penalty within 20 dm,

gains a +10 against anything further than

100 dm away and gains a +30 bonus

against an enemy in Orbit or on another

continent. However, the weapon is still

controlled by a person, and may not be

fired against enemies that the player

cannot see or do not have accurate

coordinates provided for by a third party.

For such long distance shots, it is up to the

GM whether such a shot is possible.

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Mounted

Due to either complex power

requirements, staggering weight, or the

need for bracing beyond that which can

be provided otherwise, the weapon must

be mounted in some fashion in order to be

used; either using a deployable support

rest, or on the Evangelion's chassis itself

by interfacing with pre-installed weight

distribution, power feed and shock

reduction systems, to offset its outstanding

requirements. Mounted weaponry cannot

be fired from a non-mounted position. The

weapon must be mounted on an

Evangelion equipped with the Heavy

Chassis upgrade. Fitting the weapon to an

Eva requires a Full Action. The weapon

still requires two hands to operate, but is

Braced by default when mounted. A Heavy

weapon, while mounted on a Heavy

Chassis, reduces the Evangelion's Agility

by 20.

Maser

Masers, as high-intensity microwave

weapons, pass through most forms of

matter with little to no impediment and

can cause severe internal damage to most

organic structures. Effect: This quality bestows the Proven(4)

quality, with the addition that its effect

applies to extra damage die rolled during

Righteous Fury as well.

Pneumatic

Pneumatic weapons are weapons with a

built in set of high-energy pistons set to

fire off on impact, adding an extra driving

force to each blow. Effect: A Pneumatic weapon automatically

passes the WS test to confirm a 'Righteous

Fury'. Additionally it increases the

damage of the weapon by 1. This Trait

may only be applied to Impact Melee

Weapons. This weapon has a +1 Breach

modifier.

Positron

Positron weaponry fires a dense and

powerful beam of positrons, the antimatter

equivalent of electrons. At sufficiently high

outputs, Positron Weaponry has the

unique destructive power to penetrate an

active A.T. Field. Effect: Positron Weapons have a Breach

Rating equal to their Penetration.

Precise

This weapon is designed for pinpoint

accuracy. When using this weapon, the

pilot may spend a Reaction Action to get

the same benefit as the Half Action Aim

action.

Progressive

With a vibrating weapon, the constant

oscillating motion of the blade results in

multiple impacts per second to create a

shredding effect more like a jackhammer

than a knife. Progressive Weapons take

this one step further by oscillating at such

high speeds that the friction causes the

blade of the weapon to become white hot.

The Progressive special quality can only

be applied to rending weapons, and

results in the exact same effect as the

Tearing special quality from Dark Heresy,

as well as increasing the penetration of the

weapon by 1. This weapon has a +1

Breach modifier.

Proven

This weapon is especially well

engineered, and is based on an

extensively tested design. Each weapon

with this trait has an accompanying rating,

and should it ever roll a number on the die

for damage lower than its rating, it is

treated as having rolled the rating instead.

This counts for initial damage rolls only,

and not extra damage from Righteous Fury

or any other additional damage source

that would stack with the original.

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Slow

This weapon takes a lot of effort to use,

and depends on a clean follow through to

be effective, making quick strikes with it

almost worthless. This weapon may not be

used to make multiple attacks with the

Swift Attack, Lightning Attack, or Furious

Blow talents.

Tesla

The outer edge of the weapon is replaced

by a complex array of conductors and

coils, enabling it to dispense ultra-high

voltage shocks to the enemy on contact.

While exceptionally painful, electrocuting

something the size of an Angel to death is

almost impossible.

Effect: The weapon deals an extra 1d10

damage and increases its Pen by 2, but,

no matter what the damage rolled is, it

cannot deal more than 1 Critical Damage

per attack. This weapon has a +1 Breach

modifier. The damage type of this weapon

changes to E.

Throwing

This weapon is designed to be thrown at

the enemy in addition to its role as a

Melee

weapon. It may be thrown using a Ballistic

Skill test, and has a range of 4*SB. This

cannot be applied to Natural Weapons.

Specific Weapons

Melee Weapons: Specific (Tier 1)

Name Class Hands Damage BR Pen Special Cost

Progressive Knife Mk1 Melee 1 1d5+3 R +1 4 Progressive,

Proven(3), Compact

1 WUP

Tonfa Melee 1 1d10 I +0 2 Balanced, Compact 1 WUP

Melee Weapons: Specific (Tier 2)

Progressive Knife Mk 2 Melee 1 1d5+4 R +2 5 Progressive,

Proven(3), Compact

2 WUP

Core Knife Melee 1 1d5+1 R +1 4 Progressive,

Compact

1 WUP

Sonic Guillotine Melee 1 See Text +5 -- Compact, Throwing,

See Text

2 WUP

Melee Weapons: Specific (Tier 3)

Magorake-E Sword Melee 2 1d10+4 +2 4 Progressive,

Proven(4), Balanced

5 WUP

“The latest technological breakthrough? Are you kidding me? This core knife is just four prog

knives strapped to one handle! They actually pay people money to come up with this crap?”

-Trooper Hong

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Core Knife

Based on an old design, the Core Knife is

built with the principal in mind that the

Angel’s only true weakness is the Core.

This modified Progressive Knife is

designed to deal a mortal blow, or at least

a potentially mortal one, on a direct hit to

the Core. Unfortunately, it required a level

of sophistication in Progressive

technology that Nerv lacked. Until now,

that is.

The Core Knife is built around four small

progressive blades parallel to each other

on a single hilt. This is because it is

designed to break. If the Core Knife ever

deals Critical Damage, the Evangelion can

choose to plunge in the knife into the

wound, causing the separate blades to

snap off of the hilt and, through their own

progressive vibration, burrow their way

into the target in four separate directions,

dealing massive internal damage to the

target. This destroys the Knife, but deals

an extra 5 Critical Damage to the struck

body part.

Progressive Knife MK I

The standard issue melee weapon of the

Evangelions, Progressive Knives

represent one of the

best reasons to get in close to the enemy.

The blade of a Progressive Knife vibrates

at a speed that causes such extreme

friction with the air around it to make glow

white hot. A Progressive Knife can cut

through most things like paper, and even

heavily armored targets can be taken

down with a well struck blow.

Each Evangelion begins play with a

Progressive Knife.

Progressive Knife MK II

Utilizing recent advances in progressive

technology, the Mark 2 Prog Knife has a

blade built out of smaller, independent,

progressive sections of blade. This not

only results in a significant increase in the

knife’s destructive potential with no

increase in size, but also allows the knife

to continue operating after a section of

blade has been snapped off.

To this end, the standard knife design has

been replaced by one rather like a

boxcutter in design. Whenever the

weapon would be destroyed, as a free

action the Eva may extend another section

of progressive blade segments from the

hilt and continue using it. However, each

knife only carries enough spare segments

to do this once. If the knife would be

destroyed a second time before the knife

can be repaired, the knife is destroyed as

normal.

Progressive Sword

Until recently, large progressive weapons

were impossible to build. Or, more

accurately, possible to build but

impossible to wield without breaking

them. The Progressive Sword, also known

as “MagorokE(xterminate) Sword”,

heralds a new age of weapons technology

by finally mastering a scaled-up version of

the Progressive Knife. While a powerful

cutting weapon, it is rather heavy and

requires both hands.

When this weapon confirms a Righteous

Fury, it deals an extra 2d10 damage

instead of 1d10, but may not explode

further.

Sonic Guillotine

One of the more esoteric weapons in

Nerv’s arsenal, resonance drill technology

uses oscillation technology not unlike that

found in progressive weapons to create a

destructive resonance in the target. While

a stunningly effective weapon, the

resonators used are fragile, and when

applied to Evangelion scale quickly break

under the strain. Even worse, the process

requires two resonators on opposite sides

of the target for the effect to be created,

making its implementation in any form of

conventional weapon impossible.

The Sonic Guillotine, however, is not a

conventional weapon. The set of two

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poles, each containing a series of

resonance emitters, are meant to be

placed on opposite sides of a target and

then activated remotely. Each pole is

collapsible, and may fit into a Wing with

the Wing Loadout (Storage) upgrade.

Sadly, each wing can only store one

compact pole at a time, requiring the

other pole to be stored elsewhere. For

obvious reasons, a common tactic is to

give the other pole to an ally for a

synchronized attack.

If the pole is already in hand, it may be

planted in the ground as a reaction action.

If still

stored in a wing, it may be retrieved and

planted in the ground as part of the same

half action. If both poles have been

planted in the ground, and are within 10

dam of each other, they activate.

Anything directly in between the two

poles immediately takes 1d5 R critical

damage to the body, regardless of how

many wounds they still have. This ‘attack’

may be deflected by an A.T. Field as

normal, but may not be dodged. Keep in

mind that while this imposes the effects of

the listed critical damage, the enemy

maintains their remaining normal wounds

on the body, and such wounds must still

be addressed before more critical

damage may be applied as normal. These

poles may be thrown as a spear, and due

to internal gyroscopes are considered to

be planted in any space in which they

land.

After activating, the poles are rendered

useless until repaired.

Tonfa

A heavy club designed to align parallel to

the arm rather than perpendicular when

held. If more than one Tonfa is wielded at

a time, the user gets a +20 bonus to parry

in place of the normal +10 from Balanced.

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Melee Weapons: General (Tier 1)

Name Class Hands Damage BR Pen Special Cost

Axe Melee 1 1d10+2 R +1 1 Unbalanced 1 WUP

Flail Melee 1 1d10+2 I +1 1 Flexible, Slow,

Unwieldy

1 WUP

Hammer Melee 1 1d10+4 I +0 2 Slow, Unbalanced 1 WUP

Other Melee 2 1d10+1 I/R +0 2 2 WUP

Spear Melee 2 1d10+3 R +1 2 Throwing 1 WUP

Shield Melee 1 1d5 I +0 0 Defensive 2 WUP

Sword Melee 1 1d10+1 R +1 1 Balanced 2 WUP

Unarmed* Melee 1 1d5 I +2 0 0 WUP

Melee Weapons: General (Tier 2)

Great Weapon Melee 2 2d10+2 I/R +0 2 Unbalanced, Slow 3 WUP

*The Evangelion always has this weapon available so long as it has arms

Axe

A heavy sharp blade on a reinforced shaft, the axe is a powerful close combat weapon.

When made progressive, only the cutting edge of the axe is modified, effectively

incorporating a Progressive knife blade (or sometimes two) into the overall design rather

than making the entire weapon truly Progressive.

Flail

A heavy weight (usually outfitted with ridges or spikes) on the end of a reinforced chain, this

weapon looks as if it belongs in medieval Europe. And perhaps its does. Regardless of what

the flail is adorned with, it may not be made Progressive.

Great Weapon

Quite simply, a very large weapon. Be it an axe, a blade or (with an appropriate change to

Impact damage) a Hammer, the Great Weapon represents a two handed weapon that can do

some serious damage.

The Great Weapon is also designed to reflect the double headed heavy blades wielded by

the Mass Produced Evangelions, although obviously lacking the ability to assume the form

and properties of the Lance of Longinus. Currently, this weapon is far too large to be made

Progressive even if it does end up doing Rending Damage.

Hammer

A solid block of heavy metal on a shaft, hammers represent a simple but brutally effective

melee weapon.

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Knife

A small blade or dagger, designed to either fold or retract for easy storage in a wing dock.

Other

This is a catch-all category for any unique form of melee weapon you want your Evangelion

to be equipped with, but is not listed specifically as an option in the charts. Examples

include sickles, drills or staves. Such a weapon always deals Impact or Rending damage.

Consult with your GM to ensure that the form of weapon you choose is in keeping with their

intended theme of the game.

Spear

A sharp bladed weapon on the end of a reinforced pole some 30 meters in length. The Spear

is also designed to be thrown short distances.

Shield

A reinforced armor plate held in one hand by the Evangelion, the shield can be used as a

crude and ineffective weapon. The arm holding the shield is considered to have 2 more AP

than it actually does.

Shields cannot be upgraded as weapons.

Unarmed

The Unarmed attack, while unimpressive, is always available to Evangelions so long as they

have one arm remaining. No WUP expenditure is necessary to use it.

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Melee Upgrades

There are two types of Upgrades for Melee Weapons: Enhancements and Technologies.

Enhancements are minor mechanical bonuses, and each may only be selected once for a

given weapon though one weapon may have multiple Enhancements. Technologies are

more advanced traits, and each weapon may have at most one Technology, though they may

have Enhancements as well. Premade Specific Melee weapons may select Enhancements,

but not Technologies.

Enhancements

Name Prerequisite Effect Cost

Throwing One handed The weapon gains the Throwing Quality. 1 WUP

Light None The weapon gains – 1 Damage, -1 Pen (to a minimum

of 0), and a +10 bonus to WS tests.

1 WUP

Heavy None The weapon gains +1 Damage, +1 Pen, and a -10

penalty to WS tests.

1 WUP

Technologies

Name Prerequisite Effect Cost

Progressive Rending Damage The weapon gains the Progressive Quality. 2 WUP

Pneumatic Impact Damage The weapon gains the Pneumatic Quality. 2 WUP

Chain Rending Damage, Chain

Technology

The weapon gains the Chain Quality. 2 WUP

Heat Rending Damage, Heat

Technology

The weapon gains the Heat Quality 2 WUP

Tesla Impact Damage, Tesla

Technology

The weapon gains the Tesla Quality. 3 WUP

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RANGED WEAPONS

BALLISTIC

Ballistic (Tier 1)

Name Class Range RoF Dam Br Pen Clip Rld Special Cost

M-7 Handcannon Pistol 30dam S/-/- 1d10+2 I + 0 2 6 1Half Compact,

Reliable

1 WUP

Pallet Rifle Basic 50dam S/2/3 1d10+2 I + 0 0 6 1Half Carbine,

Reliable

1 WUP

Gatling Gun Heavy 30dam -/-/5 1d10+1 I + 0 0 20 2Full Inaccurate 3 WUP

Ballistic (Tier 2)

M-8 Handcannon Pistol 40dam S/-/3 1d10+2 I + 0 2 6 1Half Compact,

Reliable

2 WUP

P-8 Carbine Basic 60dam S/3/4 1d10+2 I + 0 2 18 1Half Burst, Carbine,

Reliable

2 WUP

Rocket Rifle Basic 150dam S/-/- 1d10+6 X + 1 3 3 1Half Blast (4) 3 WUP

Heavy Railgun Heavy * S/-/- 1d10+5 I + 3 5 4 2Full Longshot,

Mounted

5 WUP

Ballistic (Tier 3)

Anti-Eva Bazooka Heavy 500dam S/-/- 2d10+2 X + 2 2 4 2Full Blast (6) 6WUP

PALLET RIFLE

Colloquially known as the Pallet Rifle, the

officially designated MM-99 AU Assault

Rifle is the first firearm ever manufactured

for Evangelion scale use. In order to

account for every possibility of an Angel

combat situation, unprecedented amounts

of time and money went into designing the

perfect standard combat rifle that all

Evangelion weaponry would follow.

Incorporating elements of all the most

successful rifles throughout history, the

Pallet Rifle is a durable and lightweight

bullpup configuration carbine with

multiple selective fire settings and

entirely ambidextrous components. It

would be heralded as the UN's crown

jewel and a multinational pinnacle of

firearms technology, if it weren't for one

thing: it is only barely effective at killing

Angels. The utter ineffectiveness of

conventional ballistic shells in combat

against the Angels has ensured that the

Pallet Rifle is the first, and last, of its kind.

M-7 HANDCANNON

Designed as a "hold-out" sidearm to be

distributed to Evangelions entering

combat along with the Pallet Rifle, the M-7

is just as superbly designed as its

intended companion. The compact frame

fits perfectly into the slightly

disproportionate hands of an Evangelion,

and is built to be easily stored in a wing

dock for quick release. Despite its small

size, it manages to chamber and fire

massive cartridges originally designed as

shells for battleship deck cannons at an

astounding effective range. The internal

components are also cleverly constructed

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using interchangeable parts with the

Pallet Rifle to ensure ruggedness,

reliability, and easy maintenance.

Unfortunately, it shares another trait with

its partner system. It is also, a woefully

inadequate weapon for combating Angels;

only causing marginally more damage per

shot, with a much smaller ammo capacity.

GATLING GUN

The 'EM-266 Evangelion Revolving Multi-

Barrel Machine Gun' was the first heavy

weapons platform designed for

Evangelion "Man Portable" use. Created

and manufactured during the initial wave

of Evangelion firearms production, the

Eva-sized Gatling Gun utilizes many of the

same design principles that went into the

Pallet Rifle and the Handcannon.

Incorporating interchangeable parts,

redundant electric motors and drive

chains, high performance recoil-

dampening muzzle breaks, lightweight

polymer and carbon fibre construction,

and internal liquid nitrogen barrel cooling

systems, it fires colossal rounds at a

blistering rate from a drum magazine

inserted under the weapon, making it an

absolutely devastating weapon when used

against just about anything . . . but an

Angel. While specialty ammunition can

turn it into a respectable weapon, the

mass produced default shells have such

poor ballistics as to make them even less

effective than the Pallet Rifle individually.

P-8 CARBINE

Representing the two generation leap in

technology between its construction and

that of its predecessor, the Powered-8

Carbine is massively improved over the

Pallet Rifle in nearly every respect.

Discarding conventional, gas driven

ballistics, the P-8 applies the same

electromagnetic rail technology

employed in the Evangelion launch

elevators to discharge solid metal

flechettes at supersonic velocities with the

range and firing speed of an assault rifle.

Though the rounds themselves are smaller

than that of the Pallet Rifle, the new

technology surpasses the old weapon's

rate of fire and penetration, and triples its

ammo capacity while sacrificing nothing

in reliability or versatility, making it a

perfect standard weapon system.

ROCKET RIFLE

The Rocket Rifle is a somewhat unusual,

gun sized device resembling a grenade

launcher mixed with an anti-armor rifle.

Repurposing the old, unsuccessful

concept of gyroscopically stabilized

rocket-propelled ammunition, the original

bullet design found itself replaced with a

warhead tip packed with powerful high-

explosives. Overall ammo capacity is

small, but each shot packs a tremendous

punch for a weapon as portable as a rifle.

The self stabilized rockets also lend the

weapon an extreme range and unfaltering

accuracy, though the blast range should

be watched carefully.

HEAVY RAILGUN

When new, experimental technology

proves to be wildly successful as a

weapon, the most natural progression is to

then build the biggest gun one can

possibly make out of it. The simply named

“Heavy Railgun” is little more than an

enormous series of electromagnetic plates

and rails forming a rectangular, open

"barrel". Requiring a colossal bank of high

performance generators and electrical

capacitors, the Heavy Railgun is too heavy

to be easily portable without specialized

shock absorbing braces. Otherwise, it

would be more than capable of knocking

over an Evangelion unit with its

tremendous recoil! The multi-ton, ferrous

jacketed slugs it fires are heavy enough to

have to be mechanically loaded one by

one, but when fired, are capable of punch

through even heavy armor at great

distance. The force of such mass at such

speed seems to be hard for even an AT

Field to handle!

ANTI-EVA BAZOOKA

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Though nothing much more than a simple

upscaling of the previously successful

Rocket Rifle, the Anti-Eva Bazooka is a

fearsome weapon. With the extra space

and weight allowances provided by its

redesign into a heavy weapons platform,

the rockets the weapon carries in its

vertically inserted magazine rack are

nearly triple the size of the Rocket Rifle,

and are capable of detonating with

enough force to level city blocks. Though

the name indicates the project's original

direction (a weapon system meant to be

used in the situation of a hostile nation

attacking with an Evangelion) the Anti-Eva

Bazooka finds much more frequent use

blowing Angels to itty bitty pieces.

MASER

Maser (Tier 1)

Name Class Range RoF Dam Br Pen Clip Rld Special Cost

MAS Pistol Pistol 40dam S/-/3 1d10+1 E + 1 3 30 1Full Maser, Compact 1 WUP

MAS Rifle Basic 80dam S/3/- 1d10+2 E + 1 3 30 1Full Maser 1 WUP

HELIOS Rifle Basic 150dam S/-/- 1d10+2 E + 2 4 10 1Full Maser, Precise 2 WUP

Maser (Tier 2)

MAS Repeater Basic 80dam -/4/8 1d10+1 E + 1 3 40 1Full Maser, Burst,

Carbine

3 WUP

MAS Tactical Pistol 80dam S/2/- 1d10 E + 2 2 10 1Full Maser, Burst, See

Text

2 WUP

HELIOS

Annihilator

Heavy 50dam S/-/- 1d10+6 E + 2 7 10 1Full Maser, Blast (3),

Burning, Recharge

5 WUP

Maser (Tier 3)

HELIOS Pistol Pistol 40dam S/-/- 1d10+6 E + 3 5 1 1Full Maser, Compact,

Overheats

2 WUP

Siege Maser Heavy * S/-/- 2d10+3 E + 2 5 5 1Full Maser, Beam,

Longshot, Mounted

6 WUP

MAS RIFLE

Of the two separate energy weapon

projects commissioned by Nerv, MAS was

the first to deliver a working prototype. As

such, it was the MAS Rifle that set the

standard for maser technology. Mainly

composed of compact electrical systems

dispersed throughout an ergonomic

gunframe, the entire weapon has almost

no moving parts, and is incredibly

lightweight. Power is supplied to the

weapon via portable batteries that are

inserted into the gun's charging port like a

magazine, and similarly discarded when

drained. Being the archetypal maser

weapon, the MAS Rifle boasts greater

range and accuracy than a solid projectile

weapon, and stores enough power in its

battery for a staggering number of shots.

What it lacks in stopping power, it makes

up for in its general ability to penetrate

armor to cook the flesh beneath.

HELIOS RIFLE

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Not to be left behind, the HELIOS project

sought to compete with MAS by aiming for

a different application of maser

technology entirely. While delivering

comparable damage to the MAS Rifle per

shot, HELIOS provides a much tighter

beam allowing for greater armor

penetration and a dramatically improved

range. This increase, however, is not

without price, and is draining on the

battery. While an excellent long ranged

weapon, it lacks the rate of fire and ammo

capacity of its MAS counterpart. Despite

these setbacks, the weapon proved

successful in the field, and this style of

maser weapon would prove to be

definitive of weapons developed by the

HELIOS project in the future.

MAS PISTOL

The MAS Pistol uses almost all the same

internals as the rest of the MAS series and

functions at almost exactly the same

capacity, with only a small reduction in

effective range due to the shorter focal

array necessary to fit the weapon into

wing dock storage. Though it is a lower

powered weapon than more conventional

handguns, its staggering rate of fire, high

ammo capacity, and supreme reliability

make it a popular backup weapon.

MAS REPEATER

Unable to compete with the sheer power

of HELIOS produced weapons, MAS

instead took refuge in their advantage in

rate of fire. And the MAS Repeater

certainly has rate of fire to spare. Firing a

relatively weak maser hundreds of times

per second, it generates considerable

heat buildup on the target area. Dealing

with a weaker beam, the weapon requires

less heat shielding and other heavy

equipment, making it easily gripped in a

single hand. Why representatives from

HELIOS delight in pointing out the pitiful

damage be shot comparison to their

products, the MAS Repeater proves that

quantity has a quality all its own.

MAS TACTICAL

During development of the repeater,

experimentation with different beam

frequencies revealed that radiation

buildup could occur on the target area

after certain alternating beam

frequencies. It was not until after the

Repeater was completed that the potential

for this “side effect” was realized. By

intentionally creating a tiny, controlled

and pinpoint-accurate radiation flare on

the surface of the target of a pre-

determined isotope type, the maser

weapon could “tag” a point on the enemy

that would be very easily tracked and

targeted by any sufficiently advanced

monitoring equipment. Such as that

available to Nerv and the Magi.

Whenever this weapon strikes an enemy,

regardless if damage is dealt, it is as if that

enemy was the target of a Markerlight.

HELIOS ANNIHILATOR

Almost entirely eschewing focal

components, this shoulder-mounted bulk

of the weapon is equipped with a wide

bore firing lens. The HELIOS Maser

Annihilator represents maser technology

at its unrefined, raw potential: laying

flaming waste to entire swaths of land by

bombarding every square inch of its

surface with penetrating radiation. Though

it is classed as a heavy weapon, the

relatively light weight afforded by maser

technology allows it to be easily portable

and require no special firing setup.

However, as expected of all proprietary

HELIOS technology, the strength of the

weapon is not without cost. The HELIOS

Annihilator has a very strictly enforced

mandatory cool down period between

shots built into its hardware. The

alternative, as MAS gleefully reminds

Nerv, is “massive explosion”.

HELIOS PISTOL

The HELIOS Pistol is an unusual weapon

for its classification, and reeks of being

rushed and poorly planned (even for

HELIOS). The first and only pistol class

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weapon ever created by HELIOS, it is hard

to feel that they did not somewhat miss the

point. Producing an incredibly high-

intensity beam, the HELIOS pistol exceeds

the destructive potential, armor

penetration, and even AT Penetration of

all but the heaviest maser weapons that

came before it. While very impressive on

a per-shot comparison, it has the distinct

disadvantage of having to be manually

reloaded after every firing. It does not so

much drain its internal battery as it does

destroy it. Sometimes, this proves to be

too much for the weapon as a whole to

handle, causing what HELIOS advertises

as “occasional bonus energy release”.

SIEGE MASER

Nerv, in a rare show of intelligence, sold

the plans it bought from HELIOS to MAS

once they witnessed the destructive

potential of the weapon. They just wanted

a version that didn’t explode. MAS built

something much different. By using the

same platform as the HELIOS Annihilator,

the Siege Maser wields a similar level of

pure, destructive potential, but in a totally

opposite fashion. Taking a more unwieldy,

distinctively cannon-like shape makes the

Siege Maser significantly less portable

than its counterpart; requiring a direct

uplink to an Evangelion's targeting

software to utilize the incredibly complex

systems that account for its length. The

benefit is that the Siege Maser can

generate a continuous beam of

unparalleled intensity over distances

measured in triple digit kilometers. Using

the high-energy output indicative of

HELIOS technology, it can maintain this

devastating "death ray" almost

indefinitely, lending itself perfectly to

prolonged, precision bombardments.

"Can you believe those nerds down here? They spent, like, all day getting us to test their new

laser cannon things. Can you believe it? Six hours of my life just gone because they couldn't

work the output up to theoretical energy density targets. Hello? It's a visible wavelength!

Atmospheric diffusion, much? And that army kid was totally staring at me the whole time, too.

Ugh!"

-Camille von Zeppelin, Pilot of Evangelion Unit 01

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N2 SHELL

N2 Shell (Tier 1)

Name Class Range RoF Dam Br Pen Clip Rld Special Cost

Shellgun Basic 30dam S/2/- 1d10+6 X + 2 1 8 1Full Tearing 3 WUP

N2 Shell (Tier 2)

Heavy Pistol Pistol 20dam S/-/- 1d10+6 X + 2 1 3 1Full Tearing, Compact 4 WUP

Railshell Rifle Basic 60dam S/-/- 1d10+6 X + 2 1 3 2Full Tearing, Precise 6 WUP

N2 Shell (Tier 3)

Supershell

Launcher

Heavy * S/-/- 2d10+5 X + 5 2 1 1Full Tearing, Blast (12),

Longshot

8 WUP

Shellcannon Heavy 30dam -/-/6 1d10+6 X + 2 1 20 1Full Tearing, Inaccurate,

See Text

12 WUP

SHELLGUN

Being the ancestor of all N2 Shell

weaponry, the Shellgun's simplistic name

belies its groundbreaking function. An

exceedingly heavy and bulky rifle with an

angular and uncomfortable profile, the

Shellgun lays dubious claim to a tragically

uncontrollable recoil, which greatly limits

its range. In reality, the Shellgun is simply

a crude, experimental vehicle for the real

genius of its design. The rounds fired by

the Shellgun, despite their weight and

size, are not slugs but rather bullet shaped

containment shells for almost insignificant

antimatter charges, inactive until the

impact of the round striking its target

destroys the fragile stasis equipment and

allows annihilation to occur. The resulting

explosion is only a tiny spark compared to

an N2 mine, but still boasts a greater

release of energy than any chemical

explosive of comparable size. Though the

Shellgun itself is a substandard weapon in

all respects, it is still indescribably lethal

to anything on the business end of the

barrel.

HEAVY PISTOL

Even as a compact pistol, the Heavy

Pistol’s trademark size, heft and poor

balance unmistakably give away as an N2

Shell weapon. Since nothing of a pistol's

size would be capable of propelling an N2

shell any distance, the Heavy Pistol is

instead design to fire specially prepared

N2 Shells in custom rocket-propelled

casings. Even though the construction

barely leaves room for a revolving

chamber mechanism, never mind a

magazine, the Heavy Pistol is the last word

in sheer firepower per shot in a compact

weapon.

RAILSHOT RIFLE

Accomplishing what was once thought

impossible, the Railshot Rifle managed to

mix two previously exclusive

technologies. Railgun technology has

always specialized in moving very small

objects very fast, but that same

technology repurposed has managed to

launch standard N2 Shells only

moderately fast, which is still a huge

improvement over other firing

mechanisms. This weapon is still,

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however, essentially a prototype, and

leaves much to be desired in both

ammunition capacity and rate of fire.

SUPERSHELL LAUNCHER

Modified from the Anti-Eva Bazooka, the

Supershell Launcher larger, self contained

antimatter charges that are as large as

Nerv could get away with without

classifying them as WMDs. Effectively an

advanced cruise missile, a Supershell can

easily be fired over the horizon, or even

low orbital range. More than one nation

argues that putting such a weapon in the

hands of the Evas is an incredibly

dangerous step towards arming them to

fight other humans. Nevertheless, its

effectiveness at annihilating Angels, as

well as everything immediately around

them, cannot be denied.

SHELLCANNON

Building off of the success of the Railshell

Rifle, the Shellcannon represents the

pinnacle of N2 Shell weapons technology

that the project has been aiming for since

the beginning: a simple and effective

delivery system capable of firing N2

Shells at a steady and rapid rate of fire.

Indeed, that is all the Shellcannon is good

for, being incapable of any other firing

mode! The size of the ammunition,

combined with its rate of fire, required an

ammunition cache external to the weapon

itself. As such, the actual ammo cache is

carried on the Evas back, giving it the

Mounted quality, and is belt fed into the

Shellcannon itself.

POSITRON

Positron (Tier 1)

Name Class Range RoF Dam Br Pen Clip Rld Special Cost

Positron Proto-Rifle Basic 40dam S/-/- 1d10+3

E

+

4

4 6 2Full Positron, Overheats 5 WUP

Positron (Tier 2)

Positron Cannon Heavy 200dam S/-/- 3d10 E +

8

8 3 1Full Positron, Mounted 7 WUP

Positron Rifle Basic 80dam S/2/4 1d10+3

E

+

4

4 10 1Full Positron, Burst 5 WUP

Positron (Tier 3)

Great Positron Cannon Heavy * S/-/- 4d10 E +

12

12 4 1Full Positron, Longshot,

Recharge,

See Text

10 WUP

POSITRON PROTO-RIFLE

Though still more of a proof-of-concept

model than a weapon, the Proto-Rifle can

be pressed into service as a combat

system if needed. The this “weapon”

combines an ionizing beam to create a

path, and then unleashes a stream of

antiparticles from a powerful internal

toroidal positron trap linked to a particle

accelerator. This bulky accelerator was

designed primarily for lab purposes, not

combat, and is not designed to handle the

stresses of being treated like a weapon.

Even so, the Proto-Rifle's A.T. Field

piercing capabilities are strong enough to

be an advantage in combat, and its output

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is more than powerful enough to injure an

Angel, though also quite likely to injure

the operator if mishandled.

POSITRON RIFLE

While very heavy and possessing

demanding requirements, the Positron

Rifle possesses impressive range, decent

rate of fire, and the ability to punch

through weak A.T. Fields with minimal

support. Unfortunately, a proper system to

deal with the extreme amounts of energy

utilized by the weapon has yet to be

devised. Instead, whole banks of fuses

must be replaced after each battle to

prevent the weapon from shutting down

when next used.

POSITRON CANNON

Developed to meet increasing demand for

a weapon capable of punching through AT

Fields, the Positron Cannon was originally

designed to be part of a static, turret like

weapon. Despite testing well offensively,

the Magi conclusively disproved the

usefulness of such an investment in a

groundbreaking series of simulations that

showed that, if relied on as a stationary

defense, the positron cannon had a 40%

chance of being destroyed by the first

Angel it fought, and a 100% chance of

being destroyed by any subsequent

Angels due to its inability to evade

attacks. While a setback for its original

purpose, much of the same technology

was later re-purposed into the Eva-

portable version now in use today.

GREAT POSITRON CANNON

The Great Positron Cannon is, in every

way, the final culmination of Evangelion

portable positron weaponry. Resembling

a massive, high powered anti-materiel

sniper rifle, the Great Positron Cannon is

powered by a pair of enormous, multi-

tiered Toroidal Accelerator turbines which

provide the required injection of high

energy particles. These generators add

such considerable bulk to the weapon that

they must be detached and carried

separately, and then cold started on site.

This configuration prevents the cannon

from being portably fired by an

Evangelion, or even mounted on one.

The Positron Cannon requires two Full

Actions to be set up at a fixed location,

and once set up may not be moved,

though it may be realigned to aim at an

enemy that is now a different facing from

the original firing position. In addition, the

Eva using the Great Positron Cannon may

only fire from a Prone position. If the Eva

using the Great Positron Cannon dodges

an attack, or willing moves away from the

cannon, it requires a half action to later

resume firing control of the massive

weapon.

Ranged Weapon Upgrades

Name Effect Cost

Guard Plate Attach a shield to your weapon, making it able to parry. 1 WUP

Extra Grip As the upgrade from Dark Heresy. 2 WUP

Melee Attachment Attach a melee weapon to the underside of a basic weapon. 2 WUP

Scoped Make your weapon quickly and easily aimed. 1 WUP

Smoke Launcher Attach a smoke grenade launcher to the underside of a

basic weapon.

1 WUP

Markerlight Attach a Markerlight to the underside of a basic weapon. 1 WUP

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Melee Attachment

Your Basic weapon is equipped with a fixed blade, which may be used as a 1d10 R, Br +0,

Pen 0 melee weapon with the Unbalanced quality. This weapon may be upgraded using

Enhancements and Technologies per normal (see Melee weapon rules). This takes up the

same slot as the Markerlight or Smoke Launcher Upgrade, and no weapon may have more

than one.

Scoped

As the Precise Weapon Trait. This upgrade may only be applied to Basic Weapons.

Smoke Launcher

The weapon becomes outfitted with an underslung Smoke Grenade Launcher, which holds

one single grenade and has the same effect as Blind Grenades from Dark Heresy, but in dm

instead of m. This takes up the same slot as the Melee Attachment or Markerlight Upgrade,

and no weapon may have more than one. This may only be applied to Basic Weapons.

Guard Plate

The Weapon includes a heavy metal plate in its construction, and may be used to parry. This

upgrade may only be applied to Basic Weapons.

Mounted Holder

The weapon includes a small rack or sheath for holding a single knife or extra clip of

ammunition. This is only a holder, and the contents must be removed and used as normal.

This may only be applied to Basic or Heavy Weapons.

Markerlight

The Markerlight is a relatively small device that can be attached to any basic or heavy

weapon. The pilot may target any enemy within the range of their weapon as a half action

and hit with the Markerlight automatically. The data from the Markerlight can be relayed to

any one friendly attack against the target hit by the Markerlight, adding a +10 to their BS for

the roll. Even if multiple Markerlights hit the same target, no ally can be granted more than a

+10 by markerlights in a round. This takes up the same slot as the Melee Attachment or

Smoke Launcher Upgrade, and no weapon may have more than one.

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MODIFIED RULES

Synch Ratio

FROM:[email protected]

TO: [email protected]

I would appreciate it if the more conspiratorial members of our staff could stop spreading these

ridiculous rumors about so-called “feedback damage”. The notion that, at extreme levels of

synchronization, damage inflicted on an Evangelion unit is suffered by its pilot is utterly imbecilic and

demonstrates the complete failure to understand even the most basic of biological and neurological

sciences that I have come to expect from the staff here. While the nature of the psychoneural bonding is

such that tactile sensations are transmitted, it is not possible for a physiological change to project itself

along the pathways. It is not possible for the body’s cells to spontaneously elect to hurl themselves apart

violently, irrelevant of whether or not empathic sensation would make them want to, which anybody

possessed of the sort of education beyond books labeled ‘bath safe and chewable’ would know they do not

anyway.

The incident involving pilot Misra is in no way evidence of this in action. While I concede that to the

incapacitated mind the damage to his arm would appear similar to that of the Evangelion unit, the scale

and biology involved are so different that it would be equally valid under this nonsensical theory for his

head to shrivel to the size of a walnut. It may not have occurred to you that having your unit destroyed so

violently that your plug was exposed to weapons fire intended to destroy forty-story pseudobiological

monstrosities may have caused some damage by itself. If I receive even one more of these offensively

poorly-written paranoiac raving emails, I will personally demonstrate the difference between not being

hurt and being hurt to every single person who that email has been through. I assure you that the

demonstration will be adequate to communicate the point.

Get back to work and do something useful with your time. A strange and foreign concept, I know, but

recent academic studies have shown that it is in fact what you simpletons are being paid for.

Piloting an Evangelion requires the use of a new characteristic: Synch Ratio. This is

the pilot’s ability to synchronize with their Evangelion, and for obvious reasons is absolutely

useless to any person who does not pilot an Evangelion.

As per other characteristics, your Synch Ratio Bonus is equal to your Characteristic

divided by 10 and rounding down to the nearest integer.

Your Synch Ratio may be increased over time, but certain conditions and events such

as Synch Disruption can cause your Synch Ratio to change dramatically for short periods of

time (See Chapter 5 for more information).

Depending on your current Synch Ratio, the following conditions apply:

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Synch Ratio Effects

Synch Ratio of 20 or less You are unable to Pilot an Evangelion. If you are currently inside an

Evangelion, you may take no actions as the Eva shuts down.

Synch Ratio of 21-40 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 1.

Synch Ratio of 41-70 Evangelion operates normally.

Synch Ratio of 71-100 Your Evangelion operates in tune with your own abilities, if you would

spend a Fate Point to reroll a Test, you may use your SR in place of any

other Characteristic. Your Feedback Threshold decreases by 1.

Synch Ratio of 101-150 As above, but your Synch Ratio is dangerously high and deals 1d10

points of Ego Barrier damage each round. Should you pass out or die

in the Entry Plug, the Evangelion automatically Berserks. Your

Feedback Threshold is considered 0.

Synch Ratio of 151-200 As above, but you take 1d10+5 points of Ego Barrier damage instead.

Any Critical Damage suffered by the Evangelion is dealt in Wounds to

the Pilot, ignoring TB and AP. Every round you gain a temporary Fate

Point that you may spend however you see fit, but never burn, and if

unspent vanishes at the beginning of your next turn.

Synch Ratio of 201+ As above, but the pilot suffers 1d10+10 Ego Barrier erosion every turn

and gains the Light of the Soul and Superior Action Traits. The GM

decides what occurs after this point.

Synch Ratio of 400+ The Magi have yet to yield a predictive model for what happens at this

point. It is a matter of great debate amongst the science team.

FROM: [email protected]

TO: [email protected]

If you aren’t going to approve reopening the synchronization trials, at least replicate this event in-field. I

can’t work with such sparse data and the sooner I know why it happened the sooner I can stop it.

Unless you particularly enjoy your pilots’ arms tearing themselves apart?

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SKILLS

Dark Heresy, a game focused around the uncovering and annihilation of heresy, is a

mixture of investigation and combat. In the world of Evangelion, such investigation is hardly

the domain of the pilots that the characters are expected to play. While many of the skills are

no less valid (if likely to be rarely used) certain skills simply have no place in a setting

where intrigue or the Warp are not at the fore. Such skills have been removed.

Others, like the various knowledge skills, simply need to have their areas of

specialization changed to reflect their new setting. These skills are marked “Modified”, and

provided with new descriptions below.

In addition, the way in which skills are gained has been changed. With such focus on

the piloting the Evangelion in the career paths, most skills are no more or less appropriate

for any given career path. As such, rather than assigning skill proficiency and training

specifically, Adeptus Evangelion characters may take the Talent “Skill Proficiency” to

choose a skill they feel is appropriate for them, and later advance these skills with “Skill

Training” and “Skill Mastery”.

Skills

Name Type Status Name Type Status

Acrobatics Advanced As in Dark Heresy Invocation -- Removed Awareness Basic As in Dark Heresy Lip Reading Advanced As in Dark Heresy

Barter Basic As in Dark Heresy Literacy Advanced As in Dark Heresy Blather Advanced As in Dark Heresy Logic Basic As in Dark Heresy Carouse Basic As in Dark Heresy Medicae Advanced As in Dark Heresy Charm Basic As in Dark Heresy Navigation -- Removed

Chem-Use -- Removed Performer Advanced As in Dark Heresy Ciphers -- Removed Pilot Advanced As in Dark Heresy Climb Basic As in Dark Heresy Psynisience -- Removed

Command Advanced As in Dark Heresy Scholastic

Lore

Advanced Modified

Common Lore Basic Modified Scrutiny Basic As in Dark Heresy Computer Use Advanced New Search Basic As in Dark Heresy Concealment Basic As in Dark Heresy Secret

Tongue

-- Removed

Contortionist Basic As in Dark Heresy Security Advanced As in Dark Heresy Deceive Basic As in Dark Heresy Shadowing Advanced As in Dark Heresy

Demolition Advanced As in Dark Heresy Silent Move Basic As in Dark Heresy Disguise Basic As in Dark Heresy Sleight of

Hand

Advanced As in Dark Heresy

Dodge Basic As in Dark Heresy Speak

Language

Advanced Modified

Drive Advanced Modified Survival Advanced As in Dark Heresy Evaluate Basic As in Dark Heresy Swim Basic As in Dark Heresy

Forbidden lore -- Removed Tech-Use Advanced Modified Gamble Basic As in Dark Heresy Tracking Advanced As in Dark Heresy Inquiry Basic As in Dark Heresy Trade Advanced As in Dark Heresy

Interrogation Advanced As in Dark Heresy Wrangling Advanced As in Dark Heresy

Intimidate Basic As in Dark Heresy

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Skill Descriptions

Common Lore

(Basic)

Intelligence

Common Lore represents the knowledge

that a person can be expected to know

without advanced study. While it can be

specifically researched and honed, most

people can be expected to have come

across at least some knowledge in these

areas. When this skill is taken, the

character may choose their own area of

specialization.

The possible areas of specialization in this

skill include:

Second Impact: A knowledge of the

historical events of Second Impact. This

will be a combination of historical

accounts and verifiable facts as well as

rumors and stories from the time. As this is

based on common knowledge, all of this

information assumes that Second Impact

was caused by a meteor strike.

Science: A basic knowledge of the

various sciences, this skill does not

represent advanced study in any field and

does not cover anything above the high

school level.

United States: A knowledge of the history,

customs and policies of the United States

of America, both before and after Second

Impact.

United Nations: A knowledge of the

history, customs and policies of the United

Nations, both before and after Second

Impact.

Chinese Federation: A knowledge of the

history, customs and policies of the

Chinese Federation, both before and after

Second Impact.

Soviet: A knowledge of the history,

customs and policies of the New Soviet

Union, both before and after Second

Impact.

Local News: A general knowledge of who

and what are important in the daily affairs

of the people in and around your Base of

Operations.

History: A knowledge of the general

history of the world and its major events

and civilizations.

Religion: A knowledge of the various

religions of the world and their beliefs,

both before and after Second Impact.

War: A knowledge of the major wars in

human history, who fought them, who won

and a basic understanding of the tactics

they used.

Computer Use

(Advanced)

Intelligence

Computer use allows the character to use

and access computer systems and

perform tasks with them. Using a normal

computer under typical circumstances

requires no test, like checking your email

or surfing websites. Computer Use tests

are necessary when attempting to do the

unusual - getting access where you

shouldn't have it, squeezing function out of

a broken system, and otherwise using it to

do something you shouldn't be doing or in

a condition you normally couldn't do it in.

Hacking

Often, a character will want to gain access

to a computer he isn't allowed to have

access to. Hacking a system is, naturally,

Computer Use. While under most

circumstances this will be a test with the

difficult determined by the computer's

security, there may be someone active

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(like a SysOp) or the computer may be

active enough to counter-hack (like a

MAGI) - in these cases, the roll may be an

opposed check instead.

When you have access to a system, you

can use some skills through that system -

Inquiry can be used to find files and data,

Security can be used to defeat existing

safeguards on a computer (which

otherwise might raise alarms or leave a

record of what you've done), and so forth.

There are other things a character might

be able to do - unlock electronic locks,

search an area with security cameras, or

cutting off the access of others. These tests

may require the use of other skills in

addition to or instead of Computer Use.

The GM will determine the necessary Skill

Tests required for a particular task.

Drive

(Basic)

Agility

As in Dark Heresy, but with the following

areas of specialization: Automobile (cars,

jeeps, and trucks), Heavy (Tanks and

APCs) and Motorcycle.

Scholastic Lore

(Advanced)

Intelligence

As in Dark Heresy, but with the following

areas of specialization:

Angels: A knowledge of the Angels thus

fought, their forms and their abilities. It

may also be used to recognize similar

abilities in new Angels, but cannot be

used to research an Angel before it

appears.

Astronomy: A knowledge of the universe

beyond our world, the stars and their

constellations. Certain technologies

integral to space travel and certain basic

principles of astrophysics might also be a

part of this skill.

Chemistry: A knowledge of the

composition of various chemicals and how

they might be created.

Evangelions: A knowledge of the origins

and abilities of the Evangelions.

Government: A knowledge of various

social, political and economic systems

used around the world.

Physics: A knowledge of the laws which

run the physical world, and the ability to

use them to your advantage or recognize

when something is physically impossible.

Note that this does not take into account

the reality-warping properties of an A.T.

Field.

Tactics: A knowledge of famous military

stratagems and how they might be

applied to your situation.

Speak Language

(Advanced)

Intelligence

The proficiency in speaking a language.

Available languages include English,

German, Japanese, Chinese, Russian,

French, Spanish, Italian and any other

human language that the GM chooses to

include.

Tech-Use

(Advanced)

Intelligence

A character may use Tech-Use to repair

mechanical items and to work out how

unusual pieces of technology function.

When using a simple piece of mechanical

equipment under normal circumstances,

such as a two way radio, or night vision

goggles, no test is required. Generally

speaking a test is only required when the

item is unusual, malfunctioning, or

operating under troublesome conditions.

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Tech-Use may also be used to repair faulty

or damaged items or vehicles, the

difficulty depending on the complexity of

the item and how damaged it is. Notably

this only pertains to repair of its physical

and simple electronic systems. If for

instance it became necessary to write a

new operating system to render it

functional, a computer use test would be

required. All uses of tech use do not

pertain to the complex aspects of

computational components.

It can also be used to build a suitably

mechanical item from scratch (not a

computer however), although a relevant

trade skill is more common.

A tech-use test to determine the function

of an item usually takes one minute, but

may take more or less time depending on

the complexity. A test made to repair an

item generally takes much longer: one

hour reduced by ten minutes for every

degree of success.

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Ego Barrier “For all the damage they do, it is not entirely accurate to describe the effects of Angelic mental

encroachment as an attack. Rather, they seem to fall into three relatively distinct categories. The first is

simple exposure to their ambient field. This is no more an attack than skin cancer is an attempt by the sun

to kill you. The second, and notably rarer, is direct contact with an Angelic mind. The mentality of these

creatures is fundamentally anathematic to our own, and where the two coexist one must yield and yield

utterly. It is invariably the case that the Angelic strength of will, potent enough to create its own AT Field,

dwarfs that of any human mind I have ever studied. Finally, and most rare of all, you have the inquiry.

Just as we seek to understand the Angels, certain of the Angels appear to seek to understand us. By taking

control of a human mind directly, the Angel can strip away all our ignorance, delusion, and willful

blindness, and refine it to a purity and truth beyond our ability to withstand. Though they do not seek to

harm us, the experience is so cruel, harrowing, and comprehensively destructive that it can be described

as nothing less than a rape of the soul. Our only defense against such an assault is the hope that perhaps

the experience is as agonizing for the Angels themselves.”

Dr. Nina Credo, 5th branch chief psychologist

In the series, we see that humans have their own personal A.T. Fields. Nothing like

the power force fields that the Angels wield, the human A.T. Field is a psycho-somatic

boundary that defines the edges of a person’s mind and maintains their coherency of self.

On the occasions where this personal A.T. Field collapses, the result is the person’s

complete dissolution into LCL, the blood of Lilith that served as the template for all life on

Earth in the distant past.

Ego Barriers Each character begins play with an Ego Barrier. Not everyone has the same mental

strength and sense of self, and some are more vulnerable than others. Your Ego Barrier is

equal to 20 + (Willpower Bonus * 5). As they become exposed to hostile A.T. Fields and

other, more insidious, forms of attack, characters will remove points off of their Ego Barrier.

This effectively works just like wounds, except that upon reaching an Ego Barrier of 0 you

instantly dissolve into LCL.

The Ego barrier is a natural part of the psyche, and will heal itself over time given the

chance. Every month, the player ‘heals’ 10 points of their Ego Barrier, though this may not

exceed their normal total.

Threats to Your Ego Thankfully, actually threats to your Ego Barrier are few and far between.

Errata: Any rules or events from Dark Heresy not specifically mentioned as being ignored in

Adeptus Evangelion that deal corruption points instead remove a similar number of points

from the character’s Ego Barrier.

Oversynching: When a pilot and their Evangelion achieve a phenomenal Synchronization

Ratio of 100% or more, the Evangelion’s AT Field actually infringes on the Pilot’s stability.

The Pilot must reduce their Ego Barrier every round by an amount listed on the “Synch Ratio

Effects” chart at the beginning of this chapter.

Direct Contact: Should your entry plug ever be breached by an Angel’s attack, you would

be lucky to survive. Those that do find that direct close range expose to the overwhelming

A.T. Field (even one neutralized to the point of providing no defense) of an Angel is harmful

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to them in ways they can scarcely understand. The Pilot removes a number of points from

their Ego Barrier equal to the number of wounds they sustained in the process, and remove

2 points from their Ego Barrier for every point of Critical Damage they took.

Mental Contact: Should an Angel ever attempt mental contact with a human or otherwise

invade a human’s mind, the human in question must make a willpower test every round or

take 1d10 points off of their Ego Barrier until the mental contact ends. At the end of such

mental contact, the trauma of it usually requires the character to roll on the Shock Table,

adding a +10 to the roll for every round of mental contact they were forced to endure.

Pulling Yourself Together Unlike reaching maximum insanity (which drives you permanently and irreparably

insane) or the corruption system that Ego Barrier is designed to replace, your ego Barrier

reaching 0 and your character dissolving into a pool of LCL isn’t actually as bad as it sounds.

You character is still alive, albeit is a bizarre disembodied form, and more than once we

have seen a pilot drag themselves back from the brink and reassemble themselves, if they

have the will.

After reaching 0 Ego Barrier and dissolving, unless their LCL is disposed of in some

way a pilot may attempt to reassemble themselves. To do so, they must Burn a Fate Point. In

a complicated process that takes 3d10 days, they must reconstitute their body through sheer

force of will. Once they have reformed, they default to having half their total amount of Ego,

though they will naturally regenerate it as normal.

However, this process is not always perfect, and even the imperfections are not always bad.

As the character is rebuilding their body from scratch, it is not uncommon for them to

(sub)consciously mold their new body to something closer to their idealized self image.

However, in the complicated process there is also room for error, and weak willed

individuals might cut corners, resulting in serious health complications as they reform

incorrectly.

After burning the Fate Point to reconstitute, test WP at a -10 penalty. If you succeed,

you may roll on the ‘Ideals’ chart. On a failure, Test WP again with no penalty. On a success,

you reform in a form no different than that which you had before. If you fail a second time,

however, you must instead roll on the ‘complications’ chart.

If for whatever reason you dissolve into LCL under such circumstances that you are not

properly contained (outside of a plug and not in something to catch the liquid),

reconstitution is very difficult, resulting in the worst possible combination of rolls by default:

30 days to reconstitute, and treated as if you had rolled a 0 on the Complications chart. No

Willpower tests allowed.

Ideals

1-5 Cosmetic: You and your GM may choose one single thing with not mechanical effect to change

about your character. This could be as simple as hair or eye color, having better skin, or even

going so far as to change their weight, height, or build.

6-9 Minor: As above, but also choose one physical characteristic, and gain a +2 to it as you come

out significantly more fit than before.

0 Perfection: You may choose one major physical flaw (such as a physical drawback or a lost or

crippled limb) and test Toughness to permanently remove it. If you have no such flaw you

wish to remove, treat as having gained ‘Minor’ twice.

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Complications

1-2 Cosmetic: You and your GM must choose one visual aspect of you character and change it in a

way that is obvious and has no mechanical effect, such as being albino or having no hair on

your body, not even your eyebrows! Unlike an Ideal, this should be something the character

does not want.

3-9 Minor: As above, but your body reforms in such a way that its health is compromised.

Permanently reduce one Characteristic of your choice by 1d5.

0 Major: As above, but you fails to properly solidify your sense of self in defense against future

threats. Your Ego is permanently halved.

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CRITICAL DAMAGE

While the Wound and Critical Damage systems from Dark Heresy are still used in Adeptus

Evangelion, Evangelions and Angels can lose limbs and be inconvenienced rather than

dead. Additionally, Angels have Cores, a body part not to be found in Dark Heresy at all.

As such, while the normal Dark Heresy critical damage charts may be used when humans

take sufficient damage, Evangelions and Angels need a new set of Critical Damage Charts.

While these charts allow for less Critical Damage per body part, remember that at

Evangelion scale play each body part has its own separate wound total. A body part only

takes critical damage if that specific body part has already lost all wounds.

In addition, remember to invoke Feedback (and possibly Synch Disruption) for the Pilot

whenever an Evangelion takes Critical Damage.

Energy Critical Effects – Evangelion Head Critical Damage Effect

Critical

Damage

Effect

1 The entry plug monitors flicker and whiten as their sensors try to adjust to the surging

inputs. Between this and the intense pain, the Evangelion is at a -10 to all tests except

those based on strength or toughness for the next round.

2 The optic transducers that process external stimuli are completely overwhelmed by

the radiation flash, blinding the Evangelion for 1 round.

3 The intense heat blackens paint and causes patches of the Evangelion's head to glow

red hot. In the aftermath of the attack, the Evangelion is stunned for the next round.

4 From the scorching blast, all remaining flammable materials on the Evangelions head

are now aflame. The Evangelion must pass a -10 Agility test or catch fire.

5 The cranial armor is quickly growing white hot and slowly beading, and all flammable

materials are ash. The Eva loses 2 armor to the head until it is repaired, and is blinded

for 1d5 rounds.

6 The Evangelion's eyes boil and burst, and the blaze works its way into the cranium

through the sockets. The Evangelion must pass a toughness test or be defeated. In any

case, the pilot takes 1d5 insanity and the Evangelion is blinded until repaired.

7 The contents of the head explode upwards from the buildup of heat, the gore raining

down from atop a pillar of finely misted blood over the next few seconds. The

Evangelion is defeated and the Pilot must test toughness to deal with the torture of

losing their head in such a visceral way. On a failure they take 1d10 Insanity, on a

success they take only 1d5.

8 The Head burns away, leaving only a smoldering blackened ruin sitting atop the

shoulders. The Evangelion is defeated and the Pilot takes 1d10 Insanity.

9 As above, but the pilot must make a fear (1) test as they desperately paw at their own

head to make sure it is still there.

10+ As above but the attack is sufficiently powerful that the head did not offer enough

resistance to sate its fury, and indeed the superheated shrapnel that was once a skull

may have added to its lethality: an additional attack may be rolled using the attackers

BS -10 against a single target within a 20 dam cone behind the Evangelion (relative to

the attacker), dealing damage of 1d10 E plus the amount by which the original attack

exceeded 10 critical damage.

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Energy Critical Effects – Evangelion Arm Critical Damage Effect

Critical

Damage

Effect

1 The hand recoils as it burns under the intense heat. Anything held in that hand is

dropped, and the arm is useless for 1 round as it shudders, wracked by pain.

2 A number of neural fuses short out throughout the limb, rendering it difficult to use. All

further tests made to hit with items in this arm suffer a -10 penalty until the Evangelion

is repaired.

3 In the entry plug, the LCL bubbles around this arm as its sensations give way to the

cold numbness. The arm is useless for 1d5 rounds as its control mechanism reboots.

4 The entire arm is slowly boiling away at the skin, sending a power surge through the

Evangelions electrical conduits, and shooting such intense pain through the pilot that

they must take a toughness test or be stunned for 1 round.

5 As above, but unless the arm is lost within the next round, 1 round from now they must

test Agility to shake out the fiery conflagration gripping this arm before it spreads to

the rest of the Evangelion and sets it on fire. Their wing dock is jammed by the heat.

6 The entire arm becomes wreathed in an intense flame that incinerates a number of

vital hydraulics, seals, and power conduits. The Evangelion is stunned for one round,

and the arm is rendered useless until repairs can be made. If they have a wing

mounted integrated weapon or ammunition dock, it explodes, dealing 1d10+3 X

damage to the head.

7 The radiation has fully seared off the limb at the shoulder and the flaming limb falls to

the ground at the unit’s feet. The pilot is stunned for one round and gains 1d5 insanity

points from the pain.

8 As above, but there is no severed limb to speak of: it has been completely incinerated.

9 As above, but the attack sweeps past with such force that the rush of air in its wake

immediately reopens the wound: a fountain of gushing blood makes the pilot feel

dizzy, causing them to gain 1 Fatigue as they weaken considerably from the empathic

connections to the Evangelion.

10+ Where an arm once was, now there is nothing but inhuman pain. The damage to the

nerve connections is so terrible it wracks even the feelings in the other hand. The

other arm is useless for 1 Round, and it drops all it is holding.

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Energy Critical Effects – Evangelion Body Critical Damage Effect

Critical

Damage

Effect

1 The blast overloads key systems and staggers the pilot, disrupting the unit’s motion

controls. The Evangelion may only take half actions for 1 round.

2 The Evangelion’s torso sizzles painfully under the heat, leaving its paint blackened.

The pilot must test willpower or take a level of fatigue.

3 The Evangelion spasms, falling to the ground Prone. The Pilot must Test Toughness or

take 1d10+1 I damage inside the Entry Plug from the uncontrolled fall.

4 The pilot struggles to bring the Evangelion’s might to bear, as the synch system

overheats. The Evangelion suffers a -10 to WS, S and T based tests.

5 The LCL in the entry plug begins to boil from the heat, scalding the Pilot over their

entire body. The Pilot takes 1d10 E damage and a level of Fatigue.

6 The Evangelion is crippled by the attack as its restraints and flesh burn away, leaving

its exposed internal organs held in by scarcely more than charred gristle and

scorched bone. The Eva’s Str, T and Ag are halved for the rest of the encounter and the

Pilot takes 1d10+5 E damage inside of the Entry Plug.

7 A hole is burnt clean through the Evangelions chest and the remaining body catches

aflame. The Evangelion is defeated, the internals of the Evangelion are so

horrendously damaged that the Ejection system is rolled at a -10 penalty.

8 As above, but the entry plug does not escape unharmed. Roll 1d10. On a result of 1 or

2 the Pilot takes 1d100 E damage. If the roll is higher, they take 1d10+10 E instead.

9 As above, but with its insides aflame, the Evangelion's body collapses under its own

weight. The pilot suffers 1d10 insanity points from the horrific experience as the plug

no longer has anywhere left to shunt heat to, buried within the superheated pile. The

Entry Plug does not eject.

10+ As above, but the pilot gains an additional number of insanity points equal to the

damage dealt beyond a result of 10 in the critical chart.

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Energy Critical Effects – Evangelion Leg Critical Damage Effect

Critical

Damage

Effect

1 Devices on the leg seize and reboot as an automated mechanism to prevent them from

overheating. The Evangelion may not Full Move, Charge or Run for 1 round.

2 The Leg’s control circuits begin to behave erratically as they deform from the heat,

forcing a halving of all movement speeds for 1d5 rounds.

3 The leg tenses from the pain, locking it in place. This is but a short term symptom of

the more permanent damage, however. The Evangelion may not make move actions

for 1 round, and suffers a -10 penalty to agility based tests until repaired.

4 The spasms from the leg disrupt the functions of the Evangelion… or they would if the

pilot was not already crippled by the pain. The Evangelion is stunned for 1 round.

5 The armor begins to fuse with the muscle beneath it, stunning the Pilot and halving all

movement until they pass a strength test as half action to snap the leg free of its melted

prison.

6 Not much more remains of the leg than a steaming mess of metal, bone and

homogenised organic materials. Being that the leg no longer functions as anything

much more than a makeshift crutch, dodge tests are now taken at -20. Mercifully, the

process was slow enough that automated neural locks were engaged, and they only

suffer a -10 to all tests the following round as they recover from the brief but

excruciating burst of pain.

7 As above, but the Evangelion's foot melts down and the leg collapses into a volatile

mess. The Evangelion must pass an agility test or catch fire.

8 The leg is severed by the blast, stunning the pilot for 1 round and sending the Eva

violently to the ground. The leg (or its charred remnants at least) land 1d5 dam away.

The Pilot must Test Toughness or take 1d10+3 I from the fall. Being short of a leg,

dodge tests are now taken at -20.

9 As above, but the leg is utterly vaporised and the pilot gains 1d5 insanity as protective

mechanisms fail and they are forced to endure the full agony of the experience.

10+ As above but the pilot is now all too sure their own leg is on fire and they must pass a

Willpower test to snap out of the illusion or else roll on the ground for the next 1d5

Rounds.

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Impact Critical Effects – Evangelion Head Critical Damage Effect

Critical

Damage

Effect

1 The blow batters the Evangelion’s head to one side, briefly disrupting its optical feeds

and hand-eye coordination protocols. The Evangelion takes a -10 to WS and BS for 1

round.

2 A slight concussion, that’s what the doctor would say. The dissonance introduced

between Evangelion and pilot reduces SR by 10 for the next 1d5 rounds.

3 The sharp impact sends the Evangelion and its pilot into a daze and their ears ring.

They may only make one half action and reaction each round for 1d5 rounds as they

stumble about.

4 The hit neatly shatters and knocks away the majority of the Evangelion’s head armor.

The Evangelion is reduced to 0 AP on the head location.

5 The Eva’s skull cracks under the brunt force, stunning the Evangelion for 1 round and

dealing 1 Fatigue to the pilot.

6 The Eva’s internal balancing mechanisms are thrown out of alignment. The Eva must

Test Agility at a -10 penalty every round in which it attempts to move. On a failure, the

Eva instead falls prone. This effect lasts 1d10 rounds.

7 The head splits open, exposing things that anyone not considered morbid would

prefer not to see. The pilot takes 1d10 Insanity from the horrifying sensation. The

Evangelion must succeed a Toughness test at (-20) or be defeated.

8 The Evangelion's head is flattened and compacted by the force of the impact, as blood

and other liquefied matter seeps from all its orifices, leaving the Evangelion defeated.

The pilot gains 1d5 insanity points.

9 As above, but the skull is hit with such force that the Evangelion’s whole spinal column

rips out of its back, a grisly sight that triggers Fear (1) for any who witness it.

10+ The head is crushed and pulverised in an instant, leaving naught but a smattering of

unidentifiable gore over the remains of the neck. The Evangelion is defeated and the

pilot takes 1d5 insanity. Allies of the defeated Evangelion take a -10 penalty to

willpower based tests for the rest of the combat.

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Impact Critical Effects – Evangelion Arm Critical Damage Effect

Critical

Damage

Effect

1 The force of the blow knocks away the hand. Whatever is held in the hand is flung

1d10 dam away.

2 The Eva takes a -10 to WS and BS for 1 round as it spins slightly from the torque,

flinging the arm behind it.

3 The Arm is wrenched horribly, almost dislodging it, and snapping numerous motive

devices and... other components. The Evangelion suffers a -10 to Strength until

repaired.

4 With a wet crunch armor cracks and bone is broken. WS and BS are halved for any

attack this arm is needed for, until such a time as the Evangelion can be repaired.

5 The hard surfaces inside and outside the arm are overwhelmed by hairline fractures.

The Eva is Stunned for 1 round, the arm reduces its armor by 1 and is useless for 1d5

rounds.

6 As above, but the limb loses all of its armor instead as its plating shatters into a

thousand pieces, falling away in ceiling tile sized chunks.

7 The entire arm cracks and splinters within and without, rendering it useless until

repaired. In addition, the wing dock is wrenched out of shape by the force, becoming

jammed: anything stored inside of it may not be retrieved, nor any weapon in it fired.

8 As above, but the arm is torn open at the shoulder, and the joint severed. The limbs

own weight slowly frays the remaining strips of flesh attaching it to shoulder: it will fall

off the body with a wet thud in 1d5 rounds.

9 With a terrible wet ripping noise, the arm is torn from the body, falling next to the

Evangelion. The Pilot gains 1d5 insanity points from the pain. The Eva must Test

Toughness or reduce its Toughness by 10 from the extreme blood loss.

10+ As above, but the arm flies a distance equal to the amount of critical beyond 10, in

dam. This will deal 1d10 I damage to anything else on its trajectory.

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Impact Critical Effects – Evangelion Body Critical Damage Effect

Critical

Damage

Effect

1 A solid hit to the chest can take the wind out of anyone, and the pilot certainly doesn’t

feel so sprightly anymore. The Evangelion treats its Agility as 10 lower for the next

turn.

2 The Evangelion staggers back 1d10 dam from the force of the blow before it catches

itself. This provokes an attack of opportunity if applicable.

3 The Evangelion’s armor cracks, but the neural feedback is enough that the pilot knows

that isn’t the only thing that broke. The Evangelion is Stunned for 1 round.

4 This particular blow stuns the Eva for 1 round and jostles the Entry Plug, the hydraulic

cushioning mechanisms beginning to break down. The Pilot takes 1d5 I damage,

bypassing armor, as well as 1 level of fatigue if their toughness fails to fully absorb the

attack.

5 The Evangelion is sent flying 2d10 dam and falls prone. This does not provoke an

attack of opportunity, but if the pilot doesn’t snap out of it soon it might not matter:

They are stunned for 1d5 rounds.

6 Vital organs rupture beneath the armor, and the Evangelion is stunned for 1 round.

The Evangelion has just been dealt a savage blow, and it may only take half actions

until it is repaired.

7 A hit to the center of gravity sends the attached limbs flailing. All locations besides the

body itself, and the pilot, receive 1 impact damage that ignores toughness and armor.

Other methods of mitigating or altering damage after the reactions stage still function.

8 The Eva’s body is torn open by the force and it stumbles 1d10 dam back before it falls

to the ground. The Evangelion is defeated, and the pilot gains 1d5 Insanity.

9 As above, but the blow may well cause the Entry Plug to be crushed like a can by the

attack before it can even eject. Roll a d10. On a result of 1 or 2, the Pilot takes 1d100 I

damage. If the roll is higher, they suffer 1d10+10 I Damage instead.

10+ As above, but the attack is particularly vicious and sends the entry plugs rattling. The

pilot takes extra Impact damage to the body equal to the amount by which the critical

damage exceeded 10.

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Impact Critical Effects – Evangelion Leg Critical Damage Effect

Critical

Damage

Effect

1 The mechanisms of the leg crack open and hydraulic fluid momentarily sprays out.

The Eva’s speed is halved for 1 round.

2 The knock puts the leg at an odd angle, throwing the Evangelion off its stride. If the

Evangelion makes a move action this turn it must pass an agility test or fall prone.

3 There is a resounding snap and the armor, and bone, fractures. The Eva is Stunned for

1 round as it is beset by pain, and its speed is halved for 1d5 rounds.

4 The armor of the leg sacrifices its structural integrity protecting its user: The leg loses

all armor, the myriad shattered fragments falling off like broken glass.

5 The Eva’s leg shatters, and every time that the Eva moves it must Test Toughness or

lose use of the leg entirely (halving their movement) until it is repaired.

6 The leg is pulverized, and may as well be a pillar of sand. The Evangelion is stunned

for 1 round and fall prone. Even after recovering, it’s speed is halved until the leg is

repaired.

7 As above, but any walking beyond a Half Move distance will impair the pilot with a

point of Fatigue from the terrible pain involved.

8 Well, looks like you don’t need to worry about your leg anymore! It has gone to a

better place, 1d5 dam away from the Evangelion. The Pilot is stunned for 1 round by

this shocking betrayal. Being short of a leg, dodge tests are now taken at -20.

9 The leg has been utterly severed by the force of the attack and its remains land some

1d10 dam away. Anyone in the path of the leg must pass an agility test or be tripped

prone. The Pilot is Stunned for one round and gains 1d5 Insanity Points from the pain.

Being short of a leg, dodge tests are now taken at -20.

10+ As above, but the damage was so great it wrenched out a sizable portion of the

circuitry contained in the pelvis, which has affected the rest of the Evangelions

movement and weight shifting controls. You cannot Dodge until the Eva has been

repaired.

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Explosive Critical Effects – Evangelion Head Critical Damage Effect

Critical

Damage

Effect

1 The impact of the explosion leaves the Eva’s (and the pilot's) head ringing. The pilot

must test toughness or be stunned for 1 round.

2 The concussion of the blast knocks the Evangelion’s head, and by extension its pilot,

entirely the wrong way. The pilot takes 1d10 I damage from the whiplash.

3 The percussive force rocks the Eva’s senses, as power surges shut dozens of sensory

system circuit breakers. The Evangelion is blinded and deafened for 1d5 rounds.

4 The Evangelion is explosively uppercut by the attack and falls back down to earth

Prone. The pilot takes 2 levels of fatigue.

5 The Evangelion’s head splits and cracks under the explosion. The Eva is stunned for

1d5 rounds and is deafened until repaired.

6 The Evangelion’s head is in ruins, not only bared but shredded as well. The

Evangelion is blind until repaired, and the pilot receives 1d5 insanity points for

gaining a rare firsthand insight into what a cool breeze feels like when it wafts over

your exposed brain.

7 As above, but the Evangelion must Test Toughness every round or be defeated as they

are wracked with increasing levels of brain damage as tiny pieces of shrapnel fall into

the gaping holes in the skull. The pilot, meanwhile, gains a level of fatigue every

round as they feel more and more nauseous with each passing second.

8 The Evangelions head caves in under the explosion and the unit is defeated, slumping

forwards. The pilot gains 1d5 insanity points from the pain.

9 As above, but the pain is so great the insanity points are increased to 1d10 as the pilot

feels every moment of the shrapnel tearing through and exiting the skull, trailing

things that would have ideally stayed inside.

10+ As above, but the head is turned into a cloud of mist and jagged chunks of armor by

the explosion. This anyone within 3 dam of the blood splatter is forced to fight blind

for the next round. The pilot gains an amount insanity equal to the critical damage in

excess of 10 from the pain.

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Explosive Critical Effects – Evangelion Arm Critical Damage Effect

Critical

Damage

Effect

1 The arm is pierced in a number of places by shrapnel, and loses its grip on whatever it

held.

2 The force of the blast hits sends the whole body swinging wildly. The Eva takes a -10

to WS and BS for 1 round as it spins slightly from the torque, flinging the arm behind it.

3 The explosion hits and destroys the Eva’s wing. Anything inside that wing is

destroyed. If this was ammunition or any kind of weapon it explodes, dealing 1d10+3

X damage to the arm.

4 As above, but parts of the Evangelion’s arm are also ripped off by the explosion. The

Evangelion may no longer apply its Toughness Bonus to attacks against this arm.

5 The explosion destroys some of the Evangelion’s fingers. Anything held in that hand is

destroyed, and the Eva must Test Toughness or be Stunned for 1 round.

6 As above, but the hand is completely lost as its chipped fingers drop to the ground. It

would be unfortunate if that was the pilots primary hand, because it won’t be able to

hold a weapon until the Evangelion is repaired. The bloodied stump can still add

support to a two handed weapon, however.

7 The arm is a ruined mess of charred flesh and wrecked metal. It may not be used for

the rest of the encounter.

8 Most of the Evangelion’s arm breaks off, flying back and hitting its torso along with a

cloud of gore, painting the chest red. The Eva must immediately Test Toughness or be

stunned for 1d5 rounds. Even on a success, the Eva takes a -10 Penalty to Toughness

and WS until repaired.

9 As above, but the Eva is stunned for 1d10 rounds or is penalized to Toughness and WS

by -20 until repaired due to extreme blood loss as the arm is lost entirely, torn off at

the shoulder and tumbling over the back of the Evangelion.

10+ As above, but the arm was just the beginning, the Evangelion also takes 1d10+3 X

damage to the head in a chain reaction.

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Explosive Critical Effects – Evangelion Body Critical Damage Effect

Critical

Damage

Effect

1 The Evangelion skids back 1d10 dam from the force of the blast, gouging deep tracks

into the ground. As it shifts to stabilise itself, it can only take a half action on its next

turn.

2 A solid hit to the chest can take the wind out of anyone, and the pilot certainly doesn’t

feel so sprightly anymore. The Evangelion treats its Agility as 10 lower for the next

turn.

3 The Explosion concusses the Eva and shreds its innards. The Eva is stunned for 1

round and takes a -10 Penalty to Toughness until repaired.

4 The blast forces the Evangelions internal organs into a configuration that would greatly

confuse anyone with medical training. The intense nausea gives the pilot an additional

level of Fatigue.

5 As above, but the pilot's Feedback Threshold is cut to 0 for the remainder of the battle.

6 The Eva's chest is cut wildly by the explosion, sending small bits of flesh and armor

flying. The pilot gains 1d5 levels of Fatigue in the plug from the concussion and that

much insanity as well.

7 The Eva’s chest is torn open, sending armor and giblets in all directions. The

Evangelion itself is tossed like a ragdoll, landing prone at the edge of the blast radius

(In the event that there was no blast radius it simply falls prone 5 dam away). The

Evangelion must pass a toughness test or be stunned 1d5 rounds.

8 Enough of the Evangelion is torn away by the blast that continued function is

impossible, the Evangelion is defeated. The pilot takes 1d5 insanity points from the

pain.

9 As above, but roll a d10. On a result of 1, 2 or 3 the Pilot takes 1d100 X damage as the

Entry Plug is breached by the attack before it can eject. If the roll is higher, they take

1d10+10 X damage instead.

10+ As above, but the Evangelion’s batteries explode with a static crackle along with the

popping and splattering of innumerable organs. The Evangelion more or less

explodes and is sent flying a distance equal to the amount by which the critical

damage exceeded 10, in dam. Anybody on its trajectory path who fails to Dodge will

suffer 1d10+3 X damage and be knocked prone.

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Explosive Critical Effects – Evangelion Leg Critical Damage Effect

Critical

Damage

Effect

1 Almost tripping the Evangelion, the blast instead causes the Evangelion to stagger

back 1d5 dam before it regains its footing.

2 The blast throws the Evangelion’s feet out from under it, and after a spectacular frontal

flip the Evangelion is now prone.

3 The leg is slammed hard by the explosive force, stunning the Evangelion for 1 round

and halving its movement for 1d5 rounds as it is hobbled by the attack.

4 The impact of the shockwave launches the Evangelion into the air a significant

distance, before it makes its landing 2d10 dam away, prone. It may land upright by

passing an acrobatics test at -10.

5 The Evangelion jams its feet into the ground to maintain stability as it is send skidding

along the ground 1d10 dam. Between the blast and that effort, all movement is halved

for 1d10 rounds from the damage to its locomotive systems.

6 The Evangelion’s leg is filled with tiny fractures as the shockwave passes through it. It

is now very unreliable indeed, and the Evangelion must make pass an agility test not

to fall prone any time it runs, charges, or makes a full move action.

7 As above, but it also applies to half moves or any other kind of leg based movement.

8 Leaving naught but a jagged, bleeding wound behind, the leg is flung off by the

explosion. The pilot gains 1d5 insanity from the pain, and is stunned for 1 round. Down

to one leg, the Evangelion is at a -20 to dodge Tests.

9 As above, but the remnants of the leg are violently forced inwards by the explosion,

dealing 1d5 R damage to the Evangelion’s body that ignores damage reduction from

armor and toughness bonus.

10+ As above, but Evangelions are filled with a number of volatile substances, and the

shattered fragments of the leg explode in turn, triggering a Blast (3) attack dealing

1d10 X damage centered on the Evangelion, which the Evangelion also suffers.

Furthermore, the Evangelion now cannot Dodge.

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Rending Critical Effects – Evangelion Head Critical Damage Effect

Critical

Damage

Effect

1 The attack slides across the outer layers of the Evangelions helmet, knocking various

targeting arrays and other systems out of alignment. The Eva takes a -10 to WS and BS

for 1d5 turns.

2 The blow leaves a deep cut in the Evangelion’s cranial armor, reducing the AP of the

head by 1d5 until it is repaired. The repair crew will most likely fill the gap rather than

replacing the armor, so this gash will remain a cosmetic feature of the Eva unless it

sustains further damage.

3 The attack slices through one of the Evangelion’s eyes, stunning it for 1 round and

halving its perception until repaired.

4 The attack cuts by the side of the face, taking off a chunk of its head around what

could, with some imagination, be called its ear. The Evangelion is not deafened, but

the pilot takes 1 fatigue as a river of blood runs down from the side of the head.

5 The Evangelion’s head has most of its helmet armor cleanly severed from the

supports, reducing the AP on the head to 0 until the unit is repaired.

6 The front half of the Evangelion’s face is scored with cuts by the attack, and weeps

blood. The Evangelion is blinded until repaired.

7 The Evangelions takes a few sharp ones to the face, and spews blood from the hole left

behind. The Evangelion is blinded and deafened until repaired. The pilot meanwhile

takes 1d5 insanity, and must pass a willpower test or take 1d5 levels of fatigue from

the trauma.

8 As above, but the especially brutal attack instead inflicts 1d10 Insanity.

9 The Evangelion is neatly decapitated, the head that was ripped off flying away and

hitting the ground 2d10 dam away with a dumbfounded expression on its face. The

Evangelion is defeated.

10+ Blood beads like a necklace along the line of the collar. The Evangelion makes

hideous and unearthly vocalisations as it stumbles forwards 1d5 dam. At this point, its

head slides off, falling to its knees and tumbling down. The pilot gains an amount of

insanity equal to the amount of critical damage which exceeded 10.

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Rending Critical Effects – Evangelion Arm Critical Damage Effect

Critical

Damage

Effect

1 The scraping attack decimates the Evangelion’s armor and grinds against something

sensitive. The Arm is rendered useless for 1 round, though grits a hold of whatever

was in the hand: It may not drop it for the next round.

2 The cut along the length of the arm stings and bleeds profusely as bottom half of the

arm is painted red: the pilot must pass a toughness test or gain 1 level of fatigue.

3 A deep gouge cuts through vital muscles, and forces the Evangelion to drop what it

was holding, it also incurs a -10 to weapon skill until it is repaired.

4 As a cut meets an artery, blood sprays from the exposed vessel in the arm directly

onto the Evangelions face, leaving it at -10 to weapon skill, ballistic skill, and

perception until it takes a half action to wipe the dripping red mess off.

5 The Evangelions arm is cut into at the shoulder, and is now useless for 1d10 rounds. In

addition, the wing is split down the middle and the two halves sag to each side,

destroying whatever was stored there and leaving the Eva without its benefit until

repaired.

6 The Evangelions arm is in ruins, covered in jagged gashes. Until it is repaired, the arm

is unusable. The Evangelion is Stunned for 1 round.

7 Multiple cuts deep into the Evangelions arm have severed most of the nerves. Its dead

weight imposes a -10 to all WS, BS, S, and Ag tests until repaired.

8 The arm is torn from the body by the attack. The Pilot gains 1d5 insanity points from

the pain. The Eva’s Toughness is reduced by 10 until repaired due to the extreme

blood loss.

9 The arm is cleanly severed, and begins twitching where it fell on the ground. The pilot

is affected by a Fear (1) test from this display of effortless and gruesome destruction.

The Evangelion loses 10 toughness from blood loss until repaired.

10+ As above, but the final spasms of the arm have a not insignificant chance of using any

weapon the arm was holding: If the arm was holding a weapon, one random target

within range of the weapon, with the Evangelion itself only targeted if nothing else is

in range, is hit by an attack to one of their legs. This may be dodged, parried, or

deflected as normal.

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Rending Critical Effects – Evangelion Body Critical Damage Effect

Critical

Damage

Effect

1 The slash cuts just short of anything that really matters, and shavings of the

Evangelions armor fall away, reducing its AP on the Body by 1d5 until repaired.

2 The Evangelion’s chest spasms slightly as blood spews from a thin but well placed cut

to chest. The Eva loses 10 toughness.

3 The Evangelion’s armor is pierced by the attack, and the attack pierces deep into the

flesh beneath it, cutting tendons and muscles. The Evangelion is stunned for 1 round,

and the pilot gains 1 level of Fatigue.

4 The Evangelion is virtually disemboweled by the attack. While not lethal to something

like an Eva, it is still extraordinarily painful for the pilot. The Eva loses 10 Strength and

Toughness until repaired.

5 The pilot hears something scrap against the outside of the entry plug, severing cables

running into the Eva. The Pilot’s SR drops by 10.

6 The Evangelion’s entire set of chest armor is torn off by the attack. The Evangelion

now has an AP of 0 on the body until repaired. The binders no longer have any

leverage, and the Evangelion makes a berserk roll immediately.

7 As above, but prior to any of those effects, the Evangelion must test toughness or be

defeated as the majority of its blood exits the body through the tears and gouges in its

chest.

8 The Evangelion is cut almost completely in half and is defeated. In addition, roll a d10.

On a roll of 1 or 2, the Pilot takes 1d100 R damage as the Entry Plug is bisected by the

attack before it can eject. If the roll was higher, they suffer 1d10+10 R damage instead.

The pilot takes 1d5 insanity.

9 As above, but the pilot takes 1d10 insanity instead of 1d5, the Evangelion takes a

trembling step forwards to balance itself after the blow, before its upper body slides

off along the cut that entirely bisects its ravaged chest, and its torso falls to the ground,

defeated. The legs remain standing, a monument to its defeat.

10+ As above, but the Evangelion is fully bisected by the blow, its two halves flopping to

the ground like fish and slicking the immediate area with the blood spraying into the

air from their exposed innards. Anything making a movement along the ground that

passes within 5 dam of the body must test agility or fall prone.

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Rending Critical Effects – Evangelion Leg Critical Damage Effect

Critical

Damage

Effect

1 The attack painfully scrapes across the length of the leg, and the Evangelion must Test

Toughness of take a -10 to agility for 1 round.

2 The attack hacks a chunk out of the Evangelion’s leg: The unit must pass a toughness

test or be stunned for 1 round.

3 Tendons are cut inside the Evangelion’s leg, and it trembles in an unsound fashion.

The Eva must Test Toughness or fall to the ground Prone.

4 The gouges into the Evangelion’s flesh make moving the leg painful. The pilot must

succeed a willpower test in order to use actions on movement for the next 1d10

rounds.

5 The Evangelion's kneecap is split in half by a piercing blow to the joint, and the Eva

moves at half speed for the next 1d5 rounds.

6 With a wet tearing sound, the flesh of the leg is torn open around the hip. Muscles

spasm from the pain and the joints are unreliable. The Evangelion must hold this leg

with a free hand in order to make any movement action until such a time as the

Evangelion is repaired.

7 As above, but the blood loss lowers the Evas Toughness by 10 until repaired. The Pilot

gains a level of fatigue from the pain.

8 The leg is completely severed as the attack tears completely through it, leaving a

jagged wound and cutting the bone above the knee. The bleeding stump sprays wildly

and the rest of the leg topples to the ground. The pilot gains 1d5 insanity and the

Evangelion, short of a leg and bleeding profusely, is at -20 to dodge tests, and must

make a toughness test or be stunned.

9 As above, but the Evangelion loses 10 strength both from lack of leverage and an

increasing lack of blood.

10+ As above, but the blood loss is so intense that the pilot must pass a willpower test to

ignore the sensations from the stump. On failure, they take a number of levels of

fatigue equal to the amount by which the critical damage exceeded 10.

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ANGEL CRITICAL DAMAGE

The Evangelion Scale critical Damage charts above work well for pilots, but Angels are often

much more organic in nature, as well as lacking pilots entirely.

As such, Angels would be better represented by use of the following charts:

Energy Critical Effects — Angel Head

Critical

Damage

Effect

1 The Angel’s skin is seared, wracking it with extraordinary pain. The Angel must Test

Toughness or take a -10 to all Tests for 1 round.

2 The discharge of energy fills the Angel’s field of vision, though it may have other,

more alien, senses at its disposal. The Angel must Test Perception or be blinded for 1

round.

3 The head is charred by the damage, bubbles forming as heat continues to cook the

flesh. The Angel takes a -10 to all Tests for 1d5 rounds.

4 The outside layers of the head are vaporized and the head drips in monstrous blood,

the Angel cannot attack for 1 Round as it writhes in pain.

5 Flames envelop the head ablaze as the Angel gains a new hairdo, it is now on fire.

6 The blast cleanly strips the outer and inner layer alike, charring the flesh beneath.

With a shrill cry, the foe stumbles back 1 dam in agony. The Angel is blinded for 1d5

rounds and must Test Toughness or be stunned for 1 round as well.

7 As above, but the Angel loses all remaining AP on the head as its natural defenses

there are vaporized.

8 As above, but said defenses melt down upon the body and burn the Angel from the

insides. It suffers Energy Damage that ignores Armor and Toughness to the Body equal

to the AP lost.

9 The target's head is all but destroyed by fiery power. Even alien biology needs a head

to properly function. Halve the Angel's TB and the Angel is now blinded.

10+ As above but the Angel also halves their available ATS as it begins to suffer from

decohesion.

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Energy Critical Effects — Angel Arm

Critical

Damage

Effect

1 The arm recoils from the sudden heat, and if it was holding to anything (including

grappled Evas) it is immediately dropped.

2 The arm is numbed by the shock of the attack, and the Angel takes a -20 penalty to all

attacks with that arm for 1 round.

3 Flesh boils and pops, reducing skin to charred sludge. Fine control of the arm

becomes difficult, halving Weapon Skill for attacks with that arm for 1d5 rounds.

4 Alien muscle burns and spasms, rendering the arm unusable for 1d5 Rounds.

5 The Angel's arm catches on fire, and the entirety of the body will follow if said fire is

not put out within 1 Round.

6 As above, but the fire spreads much faster and the entire body is instantly ablaze.

7 The arm boils on the inside, spewing jets of hot blood out of cracks in the burnt

surface. The arm is rendered unusable for 1d5 rounds and the Angel takes a -10 to all

Tests for 1 round.

8 The Angel's flesh turns to a disgusting bright color as the arm is irradiated and the

creature struggles to halt the damage, the Angel is stunned for 1 Round and the arm is

entirely useless for the rest of the battle.

9 With a chain of popping sounds, liquid inside the arm vaporizes, blowing the arm

clean off. The Angel's TB is halved, and the arm is destroyed.

10+ As above, but the Angel is also stunned for 1d5 Rounds as it makes a valiant effort to

restructure itself and prevent greater damage.

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Energy Critical Effects — Angel Body

Critical

Damage

Effect

1 The Angel absorbs the energy of the attack, focusing its willpower on minimizing the

damage to vital areas. It may only take half actions next turn

2 The Angel shrieks as its internals begin to bubble. The Angel takes a -10 to all Tests

for 1 round.

3 As above, but the Angel takes a -20 to all Tests for 1d5 rounds instead.

4 Doused in harmful waves, the Angel's body is scorched and they suffer a -10 penalty to

any and all Tests for the duration of the battle.

5 Inhuman biology visibly tears and rips, bizarre liquids and organs seep from within

and the Angel may not Deflect any attacks for 1d5 Rounds as it slowly pulls the missing

chunks back together.

6 The Angel is knocked prone by the sheer force of the blow as the energy continues to

smoke the entirety of the body. The Angel must Test Agility or catch fire.

7 The heat of the blast is severe enough to completely burn outer layers covering the

body, revealing and charring the flesh. The Angel loses all armor on the body and

must Test Agility or catch fire.

8 Heat courses through the internals of the Angel and comes right out after doing its job,

and the Angel seems to catch on fire from the inside out.

9 The body is completely engulfed in flame, tearing itself apart as the heat virtually

vaporizes the entire biomass. The Angel's TB is halved as the body is destroyed and it

remains prone and helpless.

10+ As above, but the Angel loses all TB instead.

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Energy Critical Effects — Angel Leg

Critical

Damage

Effect

1 The Angel’s leg begins to smoke. The Angel halves all movement for 1 round.

2 The shock of the attack reels the Angel temporarily immobile for 1 round.

3 The Angel’s leg begins to crackle and pop. The Angel is knocked prone.

4 The energy fills up the limb and it bloats before violently gushing out fluids and other

unsavory things, the Angel is stunned for 1 round.

5 The heat slowly roasts the leg as the flesh melts around it. This stuns the Angel for 1

round and has all movement halved for the duration of the encounter.

6 As above, but the Angel may not move by physical means any longer.

7 Flesh and bone are fused alike by the horrific burn as the outer layers boil away. The

leg catches on fire and the Angel must Test Agility or fall prone.

8 As above, but the Angel is automatically prone.

9 Bone and flesh alike are burnt and the leg is destroyed by the blast. The Angel halves

it's TB and is prone unable to get up for 1d5 Rounds.

10+ As above, but the Angel is helpless for 1d5 Rounds instead.

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Impact Critical Effects—Angel Head

Critical

Damage

Effect

1 The Angel takes a -10 to all Tests as it is dazed by the force of the blow for 1 round.

2 The concussion renders the target unable to properly distinguish its surroundings and

they cannot make ranged attacks for 1 round.

3 The impact is so harsh that visible chunks of the Angel’s head are sent flying. The

Angel stumbles and collapses Prone.

4 The head twists and contorts from the force of the impact, making the Angel that much

more bizarre to look at. It staggers, unable to take actions but not actually stunned for

1 Round.

5 The Angel’s head is snapped backward by the force of the blow. The Angel stumbles

1d5 dam backward and takes a -10 to all Tests for 1 round.

6 The blow ricochets off the head, forming a battered trench in the process. The Angel

must Test Toughness or be Stunned for 1 round.

7 Something breaks with a resounding snap. The Angel is Stunned for 1d5 rounds.

8 The Angel's head is more or less crushed to bits and blood explodes in a spray, The

head is lost, the Angel loses half its TB and is blinded.

9 As above, but the angel may not Deflect for 1d5 Rounds as they struggle to get its

bearings, and can't properly defend themselves.

10+ As above, but the Angel can not Deflect any longer for the duration of the battle.

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Impact Critical Effects—Angel Arm

Critical

Damage

Effect

1 The arm spasms involuntarily, dropping anything held within. If nothing is held, there

are no other ill effects as it is simply shunted back by the impact.

2 The Arm is wrenched by the impact, putting the Angel off balance. The Angel may not

parry for 1 round.

3 The impact causes the target to reel back as the arm is shredded. The arm is rendered

useless for 1d5 rounds.

4 The arm loses both muscle and bone as the impact rips through it as the arm flails in

the air. WS and BS are halved for 1d10 rounds.

5 As above, but the Angel may not parry at all during said time.

6 The force of the blow cripples the Angel’s arm. It must Test Toughness or lose use of

the arm entirely.

7 The impact shatters bone, sending the arm backwards with a sickening crunch as the

Angel reels in agony. The Angel loses the arm.

8 As above, but the arm is completely torn asunder by the force of impact. With a shriek,

the Angel wails for 1d5 rounds unable to make any attacks.

9 The arm is left an inert, blob-like mass from the attack and the Angel halves its TB in

addition to losing the arm.

10+ The impact is strong enough to completely detach the arm just below the shoulder and

the force knocks the Angel prone, stunning them for 1d5 rounds. In addition to that,

the Angel's TB is halved.

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Impact Critical Effects—Angel Body

Critical

Damage

Effect

1 The Impact places extreme pressure on the Angel’s vitals. It may only take half actions

for one round.

2 The Angel suffers internal damage and must Test Toughness or be Stunned for 1

round.

3 The blow shatters bone and dents the flesh as the Angel reels back in anger. The

Angel may only take half actions for 1d5 rounds.

4 The Angel remains still for a second after a loud impact noise, liquid oozes from cracks

within the torso but it continues to move. It is, however, penalized with a -10 to all

actions for 1d5 rounds.

5 As above, but the penalty is of -20.

6 The force of the blow is severe enough to knock the enemy off balance, sending them

hurling through the air backward 1d5 dam. The target is knocked prone and is

stunned for 1 Round.

7 As above, but the effect lasts for 1d5 rounds.

8 The Angel is hurled back 1d10 dam and chunks of biomass are torn apart, its TB is

halved and unless it Tests Agility it falls prone and takes falling damage if appropriate.

9 The impact is strong enough to shatter most of the body into fast moving pieces. The

Angel’s TB is halved and it is helpless for 1d10 rounds until it regains back its senses.

10+ The chest splits open, releasing a torrent of blood and bone-like matter with a

resounding crunch. The Angel's TB is reduced to 0 and it is permanently helpless.

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Impact Critical Effects—Angel Leg

Critical

Damage

Effect

1 The forceful impact numbs the leg. The Angel takes a -10 to Agility for 1 round.

2 The leg spasms and buckles, halving all movement for 1 round.

3 The force of the impact fractures the bone and severely limits movement. The Angel’s

movement is halved for 1d5 rounds, and the Angel must Test Agility or fall Prone.

4 The leg is thrown out awkwardly by the blow, and the Angel tumbles to the ground.

The Angel is prone, and its movement is halved for 1d10 rounds.

5 Small fractures spiral throughout the leg from the point of impact. Not only is all

movement halved for 1d10 rounds, but in any round where the Angel uses its legs to

move it must Test Toughness or it suffers 1 point of Impact Damage to the same leg,

ignoring Armor and Toughness Bonus.

6 The foot snaps after the impact pressure with a sickening crunch. The Angel falls

prone and must Test Toughness or lose the foot and suffer a -20 penalty to all Dodge

Tests.

7 As above, but even if they pass the test their movement speed is halved afterwards.

8 The leg snaps and breaks from the impact as muscle and bone come lose from one

another. The creature comes toppling down, disoriented. The Angel falls prone and

may not use the leg, suffering a -20 to Dodge Tests afterwards, and halving its TB.

9 The leg is completely shattered by the fierce blow as the Angel wails in agony.

Nothing but a bleeding stump remains. The Angel halves its TB and it is also stunned

for 1d10 rounds.

10+ Bone and flesh alike are broken and destroyed by the impact as the leg severs near

the knee. The Angel halves it's TB and Agility, and may not use the Dodge Skill at all.

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Explosive Critical Effects—Angel Head

Critical

Damage

Effect

1 Shrapnel scours the Angel’s head. It must Test Perception or be blinded for 1 round.

2 The Angel is concussed, and may only take half actions for 1 round.

3 A heavy concussion pierces the target's head, hurling them back in pain. The Angel is

Stunned for 1 round.

4 As above, but the target is sent hurtling to the ground, prone.

5 The explosion rends most of the head into finely-sliced chunks of meat, it must Test

Toughness or be unable to use A.T. Powers for 1d5 rounds.

6 Most of the Angel’s head turns into a fine red mist. The Angel is now missing a head,

blind and its TB is halved.

7 As above, but they are also helpless for 1d5 rounds as they desperately attempt to get

a bearing on their surroundings.

8 As above, but they also fall prone.

9 The target's head simply ceases to exist after the explosion as if it was not there to

begin with. Not only is the Angel helpless and their TB is halved, but the blast also

inflicts 1d10+3 X damage on the body.

10+ As above, but the damage is of 2d10+6 instead.

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Explosive Critical Effects—Angel Arm

Critical

Damage

Effect

1 The arm twists backwards, propelled by the explosion. The Angel is knocked off

balance and may not Dodge for 1 round.

2 The impact quakes the outer layer of the arm and it spasms violently. The Angel takes

a -20 to WS for 1 round.

3 Pieces fly as the arm is crippled by the attack, hanging useless for 1d5 rounds.

4 The explosion throws the Angel spinning backward 1 dm. The Angel must test

Toughness or be Stunned for 1 round.

5 The arm loses both muscle and bone as the explosion rips it to shreds. The Angel must

Test Toughness or lose the ability to parry for the rest of the encounter.

6 The arm is reduced to barely-coherent pulp hanging from the socket. The arm is

rendered useless for the rest of the fight.

7 The arm explodes in a flurry of muscle, bone, and red mist. The arm is no more, and

the Angel halves it's TB.

8 As above, but the Angel is also knocked to the ground.

9 As above, as the Angel is sent hurtling back 10 dam. Further, the explosion causes a

chain reaction. The head takes 1d5 X damage that ignores damage reduction from

armor and toughness bonus.

10+ As above, but the damage to the head is of 1d10 X.

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Explosive Critical Effects—Angel Body

Critical

Damage

Effect

1 The explosions propel the Angel 5 dam backwards as it loses balance and falls prone.

2 Same as above but the target is propelled 10 dam back and must Test Agility or flail

around for a round, losing a Half Action.

3 The Angel reels from the pain as its chest ruptures. The Angel can only take Half

Actions for 1d5 rounds.

4 The force of the blow is severe enough to completely burn away all outer layer

covering the body, mangling the flesh beneath. The Angel is Stunned and Prone for

1d5 rounds and may make only Half Actions for 1d5 rounds afterwards.

5 The explosion rips bloody swaths from the surface of the Angel. Any armor on the

body is lost.

6 As above, but the Angel must Test Toughness or suffer an additional 1d5 X damage to

the body that ignores damage reduction from toughness bonus.

7 The chest explodes outwards, sending a torrent of organs spewing on the ground. The

body is destroyed, the Angels TB is halved, and it must Test Toughness or be

rendered helpless.

8 The body is literally torn in all directions. The Angel’s TB is halved, and the Angel is

helpless.

9 As above, but the Angel loses all TB instead.

10+ As above, but all other body areas suffer X damage that ignores damage reduction

from armor and toughness bonus equal to the critical damage in excess of 10 dealt as

the body explodes violently, drenching the entirety of the Angel's form and any

surroundings in alien gore, leaving a ruined carcass of unrecognizable biomass

behind.

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Explosive Critical Effects—Angel Leg

Critical

Damage

Effect

1 The Angel is knocked off balance, and must Test Toughness or fall prone.

2 The blast moves the Angel back 5 dam as it stumbles to regain footing and must Test

Agility or fall prone.

3 The force of the impact fractures the bone and severely limits movement. The Angel’s

movement is halved for 1d5 rounds, and it must Test Toughness or be Stunned for a

round.

4 The explosion knocks the Angel back 1d10 dam, sending it tumbling to the ground as

it loses balance. The Angel is prone, and moves at half speed for the same number of

rounds.

5 The foot snaps after the explosion pressure with a sickening crunch. The Angel must

Test Toughness or lose the foot, moving at half speed and taking a -20 penalty to

Dodge for the rest of the encounter.

6 As above, but on a success the foot is lost to the explosion. On success, the foot is lost,

and on a failure, the Angel loses the entire leg instead, rendering them unable to

Dodge at all.

7 The explosion is fierce, cracking the foot and painfully wrenching it. The leg is gone,

and the Angel halves it's TB and is helpless for 1 round.

8 The explosion tears into the flesh, turning the leg into a bloody mess on the ground.

The leg is gone, and the Angel halves it's TB and is helpless for 1d5 rounds.

9 As above, but the explosion fills the air with gore and the angel collapses shrieking.

The leg is gone, and the Angel suffers 1d5 X damage that ignores damage reduction

from armor and toughness bonus to the body.

10+ As above, but the damage is of 1d10 X instead.

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Rending Critical Effects—Angel Head

Critical

Damage

Effect

1 The hit tears at the outer layer of the head. The Angel must Test Perception or take a -

10 to BS for 1 round as its eyes fill with blood.

2 A long gash opens up on the Angels head. The Angel's head is bathed in red, and it is

blinded for 1 round.

3 The slice takes off a hefty section of the head as the blood and flesh are torn away.

Remove 1d5 AP from the head.

4 The blow leaves a deep gouge in the Angels face, Stunning it for 1 round.

5 The blow catches the Angel in one of its eyes. The Angel takes a -10 to BS for 1d5

rounds, and must Test Toughness or be Blinded for the duration of the battle.

6 The Angel flails in agony as the blood sprays from its face. It is now blind.

7 The Angel cries as blood spews out of a gaping wound. The Angel must Test

Toughness or lose the head and half its TB with it.

8 The Angels head cracks nearly in two. The head is effectively useless, rendering the

Angel blind and halving its TB.

9 At least half of the Angel’s head is sheared away. Not only is the Angel blind and its TB

is halved, but it is also helpless.

10+ As above but the cut is so deep it also inflicts 1d10 R damage on the body, this damage

is automatically critical in nature.

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Rending Critical Effects—Angel Arm

Critical

Damage

Effect

1 The arm spasms involuntarily, dropping anything held within.

2 The attack slices open the arm and it twitches violently, imposing a -10 WS for 1 round.

3 The attack rips out an important nerve cluster, rendering the arm useless for 1 round

as it grows back.

4 As above, but the arm is rendered useless for 1d5 rounds.

5 The Angel’s arm is split down the middle. In any round where the Angel uses that arm,

its WS is halved.

6 Rending through the air, the impact decimates the target's fingers - if any. Angel must

Test Toughness or lose half its SB.

7 The impact cuts bone, leaving the arm dangling limply as the Angel reels back in

agony. The Angel cannot parry any longer and loses half its TB.

8 The attack tears the arm off, hurling it limply to the ground. The Angel's TB is halved.

9 As above, as the arm is cleanly sliced off in a smooth motion the blood loss also halves

the Angel's SB.

10+ As above, but the angel is also knocked prone and stunned for 1 round.

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Rending Critical Effects—Angel Body

Critical

Damage

Effect

1 The lacerations visibly expose chinks in the Angel's defenses, reducing their AP there

by 1d5.

2 The blow rips through flesh, the Angel bleeds profusely and lowers its AP in the body

to 0.

3 The torso is cut horizontally, removing most of the outer layer. The Angel must Test

Toughness or be Stunned for one round.

4 The blow rends flesh and muscle, the Angel is knocked prone and Stunned for one

round.

5 Cleaving the body with a deep wound, unidentifiable fluids spray everywhere, the

Angel is temporarily disrupted and halves its ATS for 1d5 rounds, holding itself

together as best as it can.

6 The force of the blow is severe enough to knock the enemy off balance, sending them

reeling backwards. With such extensive damage done to its organs, the Angel may

take only Half Actions for the next 1d10 rounds.

7 The chest splits open, releasing a torrent of blood with a sickening tearing sounds.

Entrails and blood begin to seep onto the ground and the Angel loses a point of SB

every turn.

8 As above, but the wound almost bisects the Angel in half and causes tremendous

agony as multiple organs fail simultaneously. The Angel must Test Toughness or halve

its TB as the body is effectively gone.

9 The Angel is cut like sashimi, splitting into pieces and splashing guts and blood all

over like a mountain of alien biomass. The Angel halves it's TB and is helpless, the

body is no more.

10+ As above, but the slicing and dicing is so effective that every other non-core area also

suffers 1d5 critical rending damage, bypassing all defenses.

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Rending Critical Effects—Angel Leg

Critical

Damage

Effect

1 The hit renders a minor fracture in the bone. The Angel takes a -10 to Agility for 1

round.

2 The kneecap is damaged, and the Angel must Test Agility or fall prone as it

compensates.

3 The force of the impact fractures bone. The Angel is stunned for one round and the leg

is useless for 1d5 rounds. Test Toughness to avoid being stunned as the leg holds in

place but the Angel is still forced to regenerate the fracture.

4 As the kneecap is gravely torn from the socket, the Angel falls prone and suffers a -10

penalty to Agility afterwards.

5 Same as above but the effect is more drastic as kneecap, bone, and muscle are all

exposed by the vicious slice. Movement on the ground is halved permanently.

6 Part of the foot is sliced off with blinding speed. The Angel must Test Toughness or

take a -20 penalty to Dodge Tests until end of combat, even on a success the effect

lasts 1d5 rounds.

7 The leg is clearly sliced from the body. The Angel halves it's TB and Agility.

8 The leg is clearly sliced from the body. The Angel Tests Toughness, on a failure it is

helpless for 1 round as the body scrambles to form new adaptations for locomotion

and more or less squirms and wriggles harmlessly. Either way, its TB is halved.

9 Same as above but the Angel is automatically helpless for 1d5 Rounds instead with no

Test.

10+ Same as above but the Angel is prone for the duration of the fight and may not Dodge

even after it stops being helpless.

THE CORE

The Core of an Angel is a reddish sphere that resides somewhere inside the Angel. It is

considered to be the Angel’s only truly vital organ, and destroying it kills the Angel

instantaneously. Normally, an Angel must first be incapacitated in order to attack the core,

though the Core may be targeted and destroyed without incapacitating the Angel if the

attackers are lucky or skilled enough to get past the angel’s defenses.

While reduced to only a Core, Angels cannot move, though they may use any A.T. Field

Powers they know. Angels with the Float power, or certain Dirac Sea powers, may attempt to

flee. If they should escape, they will inevitably return more powerful than before.

Cores belong only to Angels and Evangelions, and in Evangelions they are not capable of

being targeted directly (as that would allow for the permanent destruction of the Evangelion

while letting the pilot survive, which is an effective dead end for that character).

Cores are heavy reinforced, and potentially volatile when destroyed. Proceed with caution.

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Energy Critical Effects – Angel Core

Critical

Damage

Effect

1 The Core is shocked by the effect, and the Angel takes a -10 to all Tests for 1 round.

2 The Angel’s Core begins to overheat. The Angel must Test Toughness or have its ATS

decreased by 1 for 1d5 rounds.

3 The Core glows bright red as it overheats, stunning the Angel for 1 round and

decreasing it’s ATS by 1d5 for 1d10 rounds.

4 The Core glows like a red hot coal, blistering the flesh clinging to it. The Angel must

Test Toughness or become coherently unstable, suffering 1 point of Energy Damage

that ignores Armor and Toughness Bonus every Round thereafter.

5 The Angels Core blackens and flickers. The Angel must Test Toughness or die.

6 The Angel’s Core cracks, and the Angel dies, collapsing to the ground. The body

bursts into flames and smolders for 1d10 hours.

7 The Angel’s Core turns bright white and explodes, dealing 1d10 E damage that

ignores damage reduction from armor and deflection but not bunker field to

everything within 5 dam. This deals collateral as a large area effect.

8 As above, but the explosion instead deals 1d5+5 E damage that ignores damage

reduction from armor and deflection but not bunker field to everything within 10 dam.

9 As above, but the explosion instead deals 1d10+5 E that ignores damage reduction

from armor and deflection but not bunker field, and hits everything within 20 dam.

10+ The Angel’s Core uses whatever is left of the body and the Evangelion's own attack to

fuel a chain reaction, causing a gigantic cross shaped blast of energy. The Angel deals

1d10+8 E damage with a penetration equal to the critical damage dealt in excess of 10,

to all within 30 dam, this explosion ignores deflection but not bunker field.

Impact Critical Effects – Angel Core

Critical

Damage

Effect

1 The Angel’s Core is slammed and absorbs most of the impact, but the Angel may only

take half actions on its next turn.

2 The Angel is dazed, taking a -10 penalty to all Tests for 1 round.

3 The Core begins to strain under the pressure, stunning the Angel for 1 round.

4 The Core itself begins to lose coherency as the Angel scrambles. The Angel must roll a

Willpower Test. On a failure, the Angel is stunned for 2 rounds. On a success, it still

takes a -10 to Toughness for 1d10 rounds.

5 The Core is severely shaken by the impact, stunning the Angel for 1d5 rounds.

6 The Core begins to crack under the strain and the Angel panics. The Angel must

spend its Reaction every Turn to hold itself together or it simply stumbles around and

dies.

7 The Angel’s Core turns bright white and explodes, dealing 1d10 E damage that

ignores damage reduction from armor and deflection but not bunker field to

everything within 5 dam. This deals collateral as a large area effect.

8 As above, but the explosion instead deals 1d5+5 E damage that ignores damage

reduction from armor and deflection but not bunker field to everything within 10 dam.

9 As above, but the explosion instead deals 1d10+5 E that ignores damage reduction

from armor and deflection but not bunker field, and hits everything within 20 dam.

10+ The Core shatters from a hit so powerful it makes the insides of the Angel quake, its

genetic structure fails to maintain its form and the entire body of the Angel implodes

as it drops dead.

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Explosive Critical Effects – Angel Core

Critical

Damage

Effect

1 The explosion leaves the Angel dazed. The Angel may only take a Half Action on its

next turn.

2 The explosion temporarily rocks the Angel’s ability to perceive the world. The Angel

is blind and deaf for 1 round.

3 The explosion sends the Angel reeling, Stunning it for 1 round.

4 The Angel’s Core has tiny fragments blown off of it. The Angel must test Toughness or

lose 1d5 ATS permanently.

5 The Angels Core cracks. The Angel must Test Toughness or it is defeated.

6 The Angels core is destroyed, flying apart in a storm of shards that deals 1d10 I

damage to everything within melee range. This deals collateral as a small area effect.

7 The Angel’s Core turns bright white and explodes, dealing 1d10 E damage that

ignores damage reduction from armor and deflection but not bunker field to

everything within 5 dam. This deals collateral as a large area effect.

8 As above, but the explosion instead deals 1d5+5 E damage that ignores damage

reduction from armor and deflection (but not the effect of bunker field) to everything

within 10 dam.

9 As above, but the explosion instead deals 1d10+5 E instead, and hits everything within

20 dam.

10+ The Core self detonates releasing a massive surge of energy and shooting a Christian

Cross into the sky, everything within 20 dam is hit by a tremendous shockwave

knocking them back as the Repulsion A.T. Power, treat this power as if it were

augmented with a number of ATP equal to the critical damage dealt in excess of 10.

Rending Critical Effects – Angel Core

Critical

Damage

Effect

1 The attack bounces off the core, not harming it but leaving the Angel in pain. The

Angel takes a -10 to WS and BS for 1 round.

2 The Core’s surface is scraped by the attack. The Angel takes a -10 to WS and BS for

1d10 turns.

3 The Core’s protective layer is breached, and the Core loses all AP. The Angel must

Test Toughness or take half actions for 1 round.

4 The Core is scraped and gouged, impairing the Angel’s ability to function. The Angel

may only take half actions.

5 The Core is struck a solid blow and threatens to crack under the pressure. The Angels

must Test Toughness or have the Core split in half and die.

6 The Core cracks into several pieces and falls apart. The Angel is dead.

7 The Angel’s Core turns bright white and explodes, dealing 1d10 E damage that

ignores damage reduction from armor and deflection but not bunker field to

everything within 5 dam. This deals collateral as a large area effect.

8 As above, but the explosion instead deals 1d5+5 E damage that ignores damage

reduction from armor and deflection but not bunker field to everything within 10 dam.

9 As above, but the explosion instead deals 1d10+5 E that ignores damage reduction

from armor and deflection but not bunker field, and hits everything within 20 dam.

10+ The Angel’s Core threatens to explode as it begins to shatter, but ultimately falls silent.

The Angel is defeated and its body remains inert.

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ABSOLUTE TERRITORY

“I have spent fifteen years of my life trying to determine the mechanisms of the AT field - and failed. We

know nearly everything about it. We know how to control it. We know what can make them and who can

manipulate them. We know how strong they can be made, and every way in which they can notionally be

applied. We know how they can be inverted to create the most dangerous weapon ever held by man, that

the local changes in physical laws it engenders are permanent and irreversible, and that we cannot afford

to use such a weapon again. We know everything there is to know about it – except what it is. The

greatest scientists of our generation, unlimited funding, and fifteen years have produced not even one

rational theory capable of explaining the most basic observable characteristics of the AT field. But we are

scientists. We know to adapt and overcome, not to hold on to comfortable views that no longer apply.

Even the scientific method, the basis of our craft, is not safe where it no longer applies.

Rational thought has failed, and we must turn to the irrational.”

-Foreword to “The New Science”, by Dr. Sama Chandrahan.

Now, I know what you are thinking to yourself: Don’t you mean Absolute Terror?

In short: No.

In the series, the commonly mentioned A.T. Fields are never actually explained, their

full name only coming from a brief clip in the opening credits. These fields are the tangible,

psychosomatic barriers that define and maintain individuality. With them, humanity knows

loneliness and pain. Without them, humanity collapses into a single conglomerate entity of

LCL.

While the definition of Absolute Terror Field might fit with this psychological aspect

of the A.T. Fields in humans, it is poorly suited for describing its purpose for Angels. Angels

(and to a lesser extent, Evangelions) use the A.T. Field as the ultimate, virtually impervious

defense as well as a powerful tool and weapon. In the series, the Angel Tabris describes the

A.T. Field as the “Light of the Soul”, a boundary which no other may enter.

As such, In AdeptusEvangelion the A.T. Fields are hereafter referred to as Absolute

Territory Fields. These A.T. Fields are defined not just as the defense that the Angels project

around them, but the area that the Angels create in which it is capable for the Angel to exist.

Quite simply, the A.T. Field is a bubble of space where the Angel has a degree of control

over how space and physics function, allowing the Angels incredible control and variability

in their forms and powers.

Similarly, humanity's collection of weak Absolute Territory Fields define the areas

where each individual can exist: the body required to hold our mind in place. Unlike the

Angels, we lack the ability to use our A.T. Fields actively and alter space around us.

In the end, nothing is changed from the original material aside from the name. Should you

find this irksome, there is nothing to prevent you from resurrecting the Absolute Terror

Field definition in your campaign. It is a matter of personal preference.

The Mechanics

In chapter 3, we introduce the new characteristic known as Synch Ratio, or SR for

short. This new characteristic is used for determining Absolute Territory Field Strength

(ATS). For the pilots of an Evangelion, their maximum ATS is equal to their Synch Ratio

bonus. At the beginning of the battle the Eva’s ATS is usually zero and only by Spreading

their A.T. Field can the Eva gain an ATS.

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Once an ATS is established, a corresponding pool of A.T. Field Points (ATP) is

created. The number of A.T. Field Points is equal to the current A.T. Field Strength, and they

may be spent to active powers. However, each time ATP are spent, the A.T. Field Strength

decreases by a number equal to the ATP spent. At the beginning of each round, a pilot’s

available ATS replenishes itself, along with ATP.

Because pilots are merely using the A.T. Field of their Evangelions, for obvious

reasons Pilot characters are treated as having an ATS of 0 outside of the entry plug of their

Evangelions, regardless of their Synch Ratios. In short: if you are not inside an Evangelion,

you cannot use any A.T. Field based powers or abilities in any way.

Spread Patterns are the many forms a spread A.T field can take, each having their

own unique properties and uses. Activating any Spread Pattern will provide you with ATS

and thus ATP. A Spread Pattern gives you a passive benefit based on the ATS you have

available, however as your ATS is lowered via Neutralization or by the use of Powers, this

benefit is likewise lowered. Maintaining a Spread Pattern is typically a Free Action, and

switching between Spread Patterns is always a Half Action.

Unless stated otherwise, any AT Power may be used as normal on the user’s turn while in a

Grapple, instead of making the Grapple Action as normally required.

Breach and the AT Field

As long as you have a Spread Pattern selected, you gain a corresponding level of Deflection.

Often, your Deflection is equal to your ATS, though certain Spread Patterns work differently.

For as long as your Deflection is not 0, you may only be harmed by attacks that have a

Breach Rating (BR) more than your Deflection.

When attacking an enemy with a Deflection rating, you determine the total Breach of your

attack by adding your own ATS to the Breach Bonus of your weapon as well as + 1 for every

two degrees of success you scored on your roll to hit. If the resulting number is equal to or

higher than the Deflection of your opponent, you overcome their defense and the attack

resolves as normal. Otherwise, their AT Field deflects your attack entirely, regardless of

damage rolled. ATS may normally only be applied to the Breach of Ranged attacks if you are

within 20 dm of your target. Exceptions, such as use of the Spatial Funnel AT Power, exist.

If you use an AT Power either as an attack, or to supplement your attack, you use your ATS

before those ATP are spent for the purpose of calculating your total Breach.

Multiple AT Field powers may be activated in the same round, so long as actions and ATP

allow, but no power may be activated twice in the same round. Similarly, no power may be

activated while it is already in effect.

Example of ATS:

Unit 00's pilot has a SR of 53. He takes a full action on his first turn to fully spread his A.T.

Field, giving him 5 ATS. On his next turn, he uses Neutralize on Sachiel, spending 5 ATP and

thus decreasing his ATS by 5, leaving him with 0, but his field still spread. On the beginning

of his third turn, his spent ATP, and thus ATS, refreshes to full and he may immediately

choose whether or not to maintain the Neutralize power and for how much as a free action.

For his next

turn, he decides to only maintain it for 3, freeing up 2 ATS which he uses for other AT

Powers. The turn following that, he maintains Neutralize for 5, again going to 0 ATS. When

the battle ends, he stops maintaining neutralize, regaining all 5 ATS. If another target

appeared, he would need to start up neutralize again, since he has stopped paying at least 1

ATP to maintain it.

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Reading A.T. Field Powers

Each A.T. Field Power is presented in the following format: The Name of the Power

ATP Cost: The number of A.T . Field Points required to activate the power. Spread Patterns

do not have these. Activation: How long it takes to activate a power (assuming you already have an A.T. Field

Spread). This is usually a Reaction Action, Half Action, or Full Round Action. Some powers

also have a ‘Maintain’, which is the action required to keep a power active after the first

round. If the Maintain is followed by ‘free’, it requires no time to Maintain. If a power has no

Maintain time listed, it must be reactivated anew every round. Note that even if the Maintain

action is free, every round you must still devote the minimum number of ATP required to

activate the power or it fails. If the Power is a Spread Pattern, the activation cost is the same

as of Deflective Field. Effect: What the power does.

Special: A note of special situations in which the power behaves differently.

Augmentation: A note of how the effects of the power might be increased by devoting more

A.T. Field Points than are required to activate it.

Spread Patterns Accelerated Territory

Activation: Spread

Effect: The field of your Evangelion

manages, through a combination of minor

time dilation and a reduction of friction

inside a bubble around you, to move at

previously unheard of speeds. Your speed

is treated as if your Agility Bonus was 1

higher per Deflection of Accelerated

Territory.

Your Deflection is treated as Half its

normal Value. Special: For as long as this Spread Pattern

is in use, you spend two rounds of battery

worth per round when disconnected from

an Umbilical. If you have one round of

battery left you may only make a Half

Action, after which you are out of power.

Bunker Field

Activation: Spread

Effect: You spread your A.T. Field as a

bubble of ablative layers specifically

designed to efficiently absorb damage

from all sides at once, though it is hardly

impervious.

If your Deflection is at least 2 you are

immune to all area effects, cones and

blasts. The only exception is the powerful

N2 mine, in which case your Evangelion

uses four times its Deflection for the

purpose of damage reduction.

Your Deflection is treated as Half its

normal Value.

Deflective Field

Activation: Spread

Effect: You activate your A.T. Field and

keep it in passive mode. While not a

complex use of it, when in this passive

mode your A.T. Field is primed to respond

to the quickest of thoughts.

Layered Field

Activation: Spread

Effect: You spread your A.T. Field around

yourself and condense it to increase the

electromagnetic bonds holding the matter

of your Evangelion’s armor together,

drastically increasing its hardness at the

expense of preventing you from

expending your AT Field quickly to

deflect attacks. Your armor increases by 1

in all areas for every 2 Deflection.

Your Deflection is treated as Half its

normal Value.

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Offensive Powers Teleforce Blast

ATP Cost: 5

Activation: Full Action

Range: 30 dam.

Using a twisted energetic reaction

normally only possible in a vacuum tube,

you ionize and accelerate the air around

you into a crude but effective charged

particle weapon.

You may Test SR instead of BS when

attacking with Teleforce Blast, which has a

range of 20 dm and deals 1d10+1 E

damage with a penetration of 5 and a

Breach bonus of +4. Augmentation: For every additional 1

ATP spent on this power, its damage and

penetration increase by 1. For every 2

ATP spent, the range increase by 10 dam.

A.T. Bomb

Prerequisite: Layered Field

ATP Cost: 2

Activation: Full Action.

Range: Special.

You create an organ from your Eva’s

biomass with its own AT Field, converting

ATP into ATS for the organ at a rate of 2 to

1. The biomass lost from creating and

launching the organ does 1d5 R damage

ignoring TB and AP to one body part of the

pilot’s choice.

This organ will last for an amount of

rounds equal to its ATS, and will move

itself of its own accord at an intended

enemy, and it can be neutralized to

reduce its effects.

The organ, once launched, will

explosively propel itself at the enemy

using its AT Field to home in on the

intended target at a speed of 10 dam per

ATS per round.

Upon reaching its target, or at the end of

its lifespan, the organ will detonate,

Neutralizing all AT Fields within 10 dam

by an amount equal to the organ's own

ATS. This is treated as a half-action

maintained Neutralization for the purposes

of Breach. After the Neutralization has

resolved, anything in the area of effect

takes 2d10 X (damage plus an additional 1

damage per the organ's ATS), with a

penetration equal to the damage taken

from the lost biomass times two.

This A.T. Power inflicts collateral damage

as a large area of effect. Special: Must have Layered Field Spread.

Augmentation: For every 2 additional

ATP spent on this power, the Organ's own

ATS is increased by 1. This raises the

speed of the organ by 10 dam, its duration

by 1 round, its Neutralization by 1, and the

damage it deals also by 1.

Kinetic Wave

ATP Cost: 5

Activation: Half Action

Range: 20 dam.

You focus your A.T. Field to create a single

plane of force that you send out at high

speeds, tearing through opponents in an

arc.

All creatures within a 30 degree, 20 dam

cone must successfully Dodge or receive

1d10+5 R damage, with a penetration of 0

and a Breach of 2. This is a medium area of

effect for the purposes of collateral

damage. Augmentation: For every additional 1

ATP spent on this power, its damage and

penetration increase by 1.

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Enhancement Powers Entropy Flux

ATP Cost: 5

Activation: Free Action.

Range: Personal

Effect: You project a field of controlled

entropy around a single melee weapon,

taking direct control of its destructive

interactions with the world around it. On

all of your melee attacks within the next

round, you may choose the damage type

that it deals regardless of whether you use

an unarmed attack, a held weapon or a

natural weapon. Augmentation: For every 2 additional

ATP spent on this power, the base damage

and penetration of your weapon are

increased by 1.

Restrict Shot

ATP Cost: 3

Activation: Free Action

Range: 100 dam.

By creating a loose “tunnel” with your AT

Field around the path that you plan on

your shot to take, you can prevent your

shots from dealing more damage than you

intended.

On any ranged weapon attack where you

use this power, the amount of collateral

damage you deal is reduced by 1, to a

minimum of 0. This includes the collateral

damage caused by using Full Auto, as well

as the Blast effect of a weapon.

This does not work on weapons that

penetrate A.T. Fields such as those with

the Positron or A.T. Penetration qualities. Augmentation: For every additional 2

ATP spent augmenting this power, you

may lower the collateral damage you deal

with the attack by 1.

Spatial Funnel

ATP Cost: 5

Activation: Free Action.

Range: Personal.

Effect: You use your AT Field to create a

curvature in space time into a controlled

funnel, not only focusing your fire into a

more controlled path but inducing an

effect similar to gravitational acceleration

for you next ranged attack this round.

If you fire a ranged weapon on single shot,

the weapon's range is doubled. If used on

a weapon firing full or semi auto, the

bonus to Ballistic Skill normally associated

with those actions is negated, as the

Funnel is too focused to properly allow

‘spray and pray’ tactics. Similarly, a full or

semi-auto firing is focused onto a single

point, and all fired shots will always hit the

same body location, though if one shot is

dodged, they all are. Special: Any ranged attack that benefits

from this attack may add the amount of

ATP spent on this power as a bonus to the

Breach of the attack, in placement of

adding the ATS of the Evangelion to

Breach. This may be done even from

further than the normal 20 dm limit,

though the attack must be within Long or

shorter range of the weapon. This bonus is

never in addition to the ATS of the user,

even when within 20 dm of the target.

When this power is used to enhance the

shot of a Heavy Railgun, that Heavy

Railgun shot is capable of hitting targets in

orbit around the Earth. Augmentation: For every 2 additional

ATP spent on this power, the base damage

and penetration of your weapon are

increased by 1.

Wrap Beam

ATP Cost: 4

Activation: 1 Reaction Action

Effect: You can bend the path of light or

other forms of energy by manipulating

space in much the same way as you create

a Dirac Sea. Using this ability, you can

cause a single beam to bend into an

impossible path to redirect its course.

Anytime a Ballistic Skill test with a ranged

weapon that deals energy damage is

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rolled, you may use this power and Test

Ballistic Skill yourself to have the attack

redirected at another target. If used to

redirect an attack back on the enemy that

fired it, the Ballistic skill test is at a -20

penalty. On a failure, the ranged attack

proceeds along its course as if this power

had not been activated. This power may

also be used if an energy attack was

successfully dodged to attack the

intended target a second time, but not if

the attack is negated by an A.T. Field. Special: This power automatically fails

when used with A.T. Field penetrating

attacks with a pen of 4 or higher, as they

punch right through the Field that is trying

to bend them. Augmentation: For every 1 ATP spent on

this power, the A.T. Penetration the power

can endure increases by 1.

Dirac Sea Powers Krasnikov Tube

ATP Cost: 10

Activation: Half Action. Maintain Half.

Range: Sensory, 1000 dam.

A Krasnikov tube is a speculative

mechanism for space travel, with the AT

Field makes more than speculation,

involving the warping of spacetime into

superluminal tunnels. The resulting

structure is analogous to a wormhole with

the endpoints displaced in space. The

ends of this wormhole can be anywhere

you can see from a monitor, your own line

of sight, or a location you have precise

coordinates for so long as it is within 1000

dam of your position, though it only is

ever large enough to fit a hand through.

Unless you spend a half action to change

it, both ends of the wormhole remain open

and in place for as long as you maintain

the power, even if you move away.

In addition to drastically changing the

effective range (and possibly direction) of

weapons fired through this rift, you may

attempt to redirect an attack with this

power. When this power is already active

you may, as a reaction action, Test Agility

with a -20 penalty to act in time to move

one end of the rift in front of any ranged

attack targeted at or fired from within 10

dam of you. If successful, you ‘catch’ the

attack and it instead resolves itself as if

fired in a straight line out of the other end

of the rift (wherever that may be).

Augmentation: For every 1 additional

ATP spent on this power, you increase the

maximum range by 1000 dam. By

increasing the range to 3000 or more, you

may fire the Heavy Railgun into orbit, or

the Great Positron Cannon into orbit at no

penalty. By increasing the range to 6000

dam, any ranged weapon may be used

against an orbital enemy through the rift.

Dirac Cache

ATP Cost: 2

Activation: 1 Half Action, Maintain Free

Effect: Choose one weapon sized or

smaller object. You create a small Dirac

sea and place the weapon inside. This

weapon will remain there until the Sea of

Dirac is opened again, which can be done

as a free action whenever the pilot

chooses or happens automatically 1d5

rounds after the pilot stops paying the 2

ATP every round to maintain it.

This effectively allows you to carry an

extra weapon or similar object without

using your hands. Special: This power can be maintained

with ease for hours at no significant mental

stress. Also, after being brought back the

stored item is usually freezing cold to the

touch (not that this ever affects its ability to

operate in any way).

Dirac Jaunt

Prerequisite: Dirac Cache, Krasnikov

Tube.

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ATP Cost: 11

Activation: Full Action

Range: 10 km

Effect: You generate an unstable Dirac

Sea around yourself and then shift to a

higher plane, collapsing your Dirac Sea

unevenly. The 'pressure' from the collapse

'squeezes' the contents of your Dirac Sea,

shooting them off haphazardly in a single

direction of your choice, crossing great

distances before intersecting normal

space again, seemingly materializing from

thin air.

Test Synch Ratio. If you succeed you and

everything within 10 dam of you is

absorbed into a Dirac Sea with no harm.

This can be dodged like any other area

attack and counts as a small area of effect

for the purposes of collateral. If you fail,

everything within another 10 dam per

degree of failure is also absorbed into the

Sea of Dirac, dealing 1d5 damage that

ignores Armor and Toughness to the body

area of all occupants as the Dirac Sea

becomes unstable. Such a failure also

counts as a large area of effect attack in

terms of collateral damage done.

Everything absorbed into the Sea of Dirac

is teleported with a maximum range of

roughly 10 km, the point of exit being

decided by the person who activated this

power. Precisely choosing your point of

exit is impossible, but some are better at it

than others. Test Synch Ratio one more

time and, if you succeed, you end up

within 1d100 dam of your chosen

destination. Should you fail, you take 1d5

points of damage that ignores Armor and

Toughness to all body parts and the

distance from your chosen point of exit is

doubled.

Everything that went with you must arrive

at the same location: passengers may not

be divided. Augmentation: For every additional 1

ATP spent on this power the range

increases by another 1 km. Additionally,

you may spend 5 ATP to selectively

choose what is absorbed into the Dirac

Sea, effectively dealing no collateral

damage as a result from this power. Special: Should the AT Tactician's

Evangelion be defeated by the damage

from a poorly rolled SR Test as a part of

this power, all occupants of the Dirac Sea

take 1d10 damage to their body area that

ignores Armor and Toughness as they are

violently deposited into their destination,

which is treated as a failure for the

distance rolled. Furthermore, it should be

noted that any Evangelion who is

transported through this power will not

have an Umbilical to draw power from on

the other side unless one can be provided

there.

Inverted Field

Prerequisite: Dirac Cache, Krasnikov

Tube. ATP Cost: 3

Activation: Half, Maintain Free.

Range: 20 dam

Effect: By recursively focusing your AT

Field inward, you may force a

manipulation below the Planck Length,

tearing open an area of 'no-space' inside

the universe. This empty hiccup in the

fabric of reality acts as a pocket dimension

which you retreat to for your own safety or

as a containment for the battle.

You and everything within range, willing

or not (though they may attempt to dodge

it by moving away from the range), is

absorbed into a Sea of Dirac of your own

making and there is no sign of you other

than a visual 'reflection' of the extra

dimensional space (which may be a black

orb, a ripple in the air, a glowing cloud of

light or some other anomaly). From your

Sea of Dirac, you may not be harmed and

may not affect anything on the outside,

though your A.T. Field itself can still be

affected and mental attacks may still affect

you. Furthermore, your reflection is

anchored and cannot move, even if you

move within the Dirac Sea. You have no

special defense against anything inside

the Dirac Sea with you, though they cannot

escape so long as you maintain the power

either.

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Because of the incidental absorption of

some surrounding terrain, this is treated

as a large area of effect blast attack,

though no further collateral damage will

be caused from attacks made inside it.

If your Evangelion is defeated, or

otherwise unable to maintain the power,

everything is shunted back into place in

normal space after 5 rounds. Augmentation: For every additional 1

ATP spent using this power, the area it

absorbs can be increased by 10 dam.

Additionally, you may spend 5 ATP to

selectively choose what is absorbed into

the Dirac Sea, effectively dealing no

collateral damage as a result from this

power.

Phase Trap

ATP Cost: 6

Activation: 1 Reaction Action, Maintain

Free

Effect: Roll WS to maneuver an enemy

normally. If you succeed, you and the

maneuvered enemy are forced into a

small Sea of Dirac. Neither you nor the

enemy may be targeted or harmed by any

force outside the Sea of Dirac, but you

have just confined yourself to a small

space with a hostile Angel, with all the

danger that implies. If the Angel defeats

your Evangelion, or your Evangelion is

otherwise incapacitated, the power ends

and the contents of the Sea of Dirac

reappear.

You and the Angel may stay there for up to

three rounds before the Sea of Dirac

becomes unstable and you are shunted

back into normal space. If you fail to

maintain this power, you are ejected at the

start of your next turn. Special: If your A.T. Field is completely

neutralized by the Angel, you both are

shunted back into normal space and you

are stunned for 1 round.

"I have often been accused of being unemphatic over my selection of children for pilots. In the

era of the Absolute Territory Field, I find some sort of poetic justice that children possess the

highest synchronization results out of all available candidates. At its core, the AT field is a

belligerent denial of the proper running of the universe. Given that the current trend suggests

that an Angel unable to generate an AT field is quickly and quietly murdered by the rethroned

laws of physics, I cannot help but ascribe a childlike quality to them as well. At the core of every

engagement between Evangelion units and an Angel is effectively a group of children covering

their ears and trying to scream the loudest about how the fundamental underpinnings of the

universe are supposed to function."

"I find something very poetic in that."

-Dr. Amber Dickson, private notes.

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Utility Powers Anti-A.T. Field

Prerequisite: Four other Manipulation 3

A.T. Field Powers. ATP Cost: 21

Activation: Full Action, Maintain Half.

Range: 60 dam

Effect: The Anti-A.T. Field is one of the

most powerful weapons a being can wield,

and also the most unpredictable. Even the

most basic Anti-A.T. Field defies the laws

of motion, thermodynamics and quantum

mechanics in ways unseen even in the

reality bending properties of a normal

A.T. Field. However, in return, you gain

control of a fraction of the power of beings

normally designed to reshape entire

worlds.

You rewrite reality around you, and may

cause any single effect so long as it does

not extend beyond range of you, is not

effectively 'instantly destroy this foe', and

has GM approval. If it would do damage,

the most it may do is either replicate an

attack with another weapon or A.T. Power,

an N2 Mine (with you at the epicenter) or

deal 2d10 damage that ignores AT Fields,

Armor and TB to a location of the user's

choice against a single target. Similarly,

no Characteristic of an enemy with an

active A.T. Field may be reduced by this

GATE below half its value.

The effects of the Anti-A.T. Field last for as

long as it is maintained, but it may only

produce the original single effect and

repeated use (such as if used to deal

damage) requires multiple different

activations.

For as long as this Power is Maintained the

user takes 1d10 damage to their Ego

Barrier every round, and everyone else

within range will receive 1d5 damage to

their Ego Barrier for as long as they are

protected by an A.T. Field. Unprotected

targets multiply that result by 10 instead.

Augmentation: For every 3 additional ATP

spent on this power the range extends by

10 dam and the maximum damage cap is

raised by 1d10.

A.T. Flare

ATP Cost: 2

Activation: 1 Free Action.

Effect: You spike your A.T. Field and

spread it thin, making it less dense and

more easily penetrated. However, it

makes your A.T. Field very bright and

noticeable to Angels, who are beings

defined by their A.T. Fields.

Any Angel within 40 dam of you

automatically knows your location, and

must roll an Intelligence Test. If this test is

failed, the Angel will consider the

activator of this power a priority threat

and target them specifically. An Angel

who has succeeded on their Intelligence

Test may still consider the activator of this

power a target, but is not required to.

If the Angel in question is currently

engaged in combat with an enemy that

has a spread A.T. Field, or is currently

neutralizing the Angels A.T. Field, the

Intelligence Test automatically succeeds. Special: If there is an Evangelion in play

with a Spread A.T. Field with an

unmodified ATS higher than the

unmodified ATS of the activator of this

power, the Angel gets a +20 to its

Intelligence Test. Augmentation: For every additional ATP

spent on this power, the range increases

by 10 dam and for every 2 ATP spent the

Angel receives a -10 penalty to their

Intelligence Test.

A.T. Ping

ATP Cost: 1

Activation: no action

Effect: You very briefly expand your A.T.

Field in a weakened state to feel the

resistance of other A.T. Fields. This allows

you to detect any active A.T. Field within

100 dam. You know the presence and

location of an Active A.T. Field, even if the

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being generating it is somehow hidden

from sight. Augmentation: By spending an extra 3

ATP, you even detect the A.T. Fields

generated by living humans, though when

in large groups it becomes difficult to

know the exact number of humans there.

For every 2 extra ATP spent on this power,

its range doubles.

Barrier

ATP Cost: 5

Activation: Reaction. Maintain Reaction.

Range: 5 dam

Effect: You direct your A.T. Field into a

solid plane of force, an invisible field with

a diameter of 10 dam directly in front of

you (or above you if you wish to deflect an

aerial attack.) This shield is treated as an

A.T. Field with a deflection rating double

that of an A.T Field of ATS 5 using the

same spread pattern as you have active,

except that it only protects from attacks

that would pass through the space it

occupies. Similarly, no creature may walk

through the space it occupies unless they

Neutralize you for an amount equal to the

ATP spent on this power.

Augmentation: For every 1 additional ATP

spent on this power, the deflection rating

of the shield increases as though the ATS

of the barrier were 1 higher. For every 2

additional ATP spent on this power, the

diameter increases by 10 dam. Special: If Barrier was activated as a

reaction not during your turn; for

example, as a reaction to an incoming

attack; you lose a half action during your

next turn.

Containment

ATP Cost: 4

Activation: 1 Half Action, Maintain Free

Effect: You expand your A.T. Field to

encompass an enemy, and then contract it

to pull them in. One enemy of your choice

within 20 dam cannot move in any

direction other than directly toward you so

long as your ATS is 2 or higher. In

addition, any ranged or area attack that

the enemy aims at someone else must

breach your A.T. Field before it may roll

to hit or attempt to breach any other A.T.

Fields. Likewise, you may stop others from

hurting the enemy if you so desire.

This does not prevent it from attacking you

in any way. Augmentation: By spending an extra 2

ATP, you can contain another enemy, but

the ATS requirement to hold them likewise

is increased by 1.

Float

Prerequisites: Inertia

ATP Cost: 4

Activation: 1 Half Action

Effect: You use your A.T. Field to lift

yourself into the air. You can use this

power to leap into the air and land

anywhere you wish within a distance

equal to double the total ATP you spend

on this power, or move that same distance

straight up (falling at the end of your turn).

This power does not provoke attacks when

leaving a threatened area.

Inertia

ATP Cost: 2

Activation: Half Action.

Range: 20dam

Effect: Designate one object within range.

You may alter it's inertia to send it rapidly

flying in one direction until it hits

something or leaves your range.

You when lifting and moving objects in

this fashion, your SB for doing so is treated

as 1, making moving anything even half

your size difficult but allowing you to toss

smaller objects with ease. Any object you

bring directly toward you may be caught

effortlessly, and this power cannot be

used to move any creature capable of

spreading an AT field.

This power is ONLY for gross pushing and

pulling of objects, fine manipulation

requires The Kinetic Manipulation AT

Power. If the item thrown is fragile, it

likely breaks in mid-air from the force

involved.

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If used to throw an object at an enemy, the

resulting damage is 1d5-2 + SB Impact

damage, with a penetration of 0. The only

exception is melee weapons designed to

be thrown, which instead deal their

damage profile but without the added SB. Augmentation: For every extra ATP spent

on this power, the range increases by

10dam, for every two ATP, the S and T

bonuses both increase by one.

Kinetic Manipulation

Prerequisites: Inertia

ATP Cost: 4

Activation: Half Action, Maintain Free.

Range: 40dam

Effect: Move one object within range as if

you were lifting it with one hand with an

effective S and T bonus of 2. You may

move objects controlled this way to any

point within range as a free action, but

actually using them in any meaningful way

such as activating or attacking with them

requires the same action as you would use

had you been holding them.

Like AT Push/Pull, this power may not be

used on any creature capable of

spreading an AT field.

Unlike AT/Push pull, this power may be

used to move objects gently.

Augmentation: For every extra ATP spent

on this power, increase the range by

10dam, for every two ATP, increase the S

and T bonus by 1, for every four ATP, you

may manipulate an additional object,

however the same action restrictions

apply.

Neutralize

ATP Cost: 1

Activation: 1 Half Action. Maintain Free

Effect: You use your own spread A.T.

Field to absorb and negate power from an

enemy A.T. Field. Choose one other A.T.

Field within 20 dam of you. That A.T. Field

is treated as having Deflection of 1 less. Augmentation: For every additional ATP

spent on neutralization, the enemy A.T.

Field’s Deflection is reduced by 1. Special: By maintaining as a half action

instead of a free one, you may count all

ATP you have spent Neutralizing your

target this round as ATS for the purpose of

calculating Breach against that specific

target.

Repulsion

ATP Cost: 8

Activation: Full Action

Range: 20 dam.

Effect: You solidify the event horizon of

your A.T. Field and release it as an

expanding sphere of force that pushes

back everything within its range.

Any Evangelion scale creature must make

a Strength Test and a Synch Ratio Test. If

they succeed at both, they remain routed

in place.

If they succeed at one, they take 2d10

Impact damage from the blast.

If they fail at both tests, in addition to the

damage they are forced back 1d10+10

dam and are knocked prone, taking falling

damage as appropriate.

This inflicts collateral damage as a large

area of effect.

Personal scale targets fail this test

automatically as well as taking the

corresponding damage. Augmentation: For every 2 additional

ATP spent on this power, you add a -10

penalty to both resistance Tests.

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COMBAT

“You ever see those old world war 2 movies, when the Japs or the Nazis do an air raid and some

guy starts cranking that crazy looking alarm and it kinda surprises you, how loud it is? When

there's an attack, imagine that, times a thousand. They got every kind of siren hooked up to the

system. Those very same air raid alarms uptown, antiques by now I image, tornado sirens in the

'burbs, and megaphones on damn near every street corner. When they go, they ALL go. And

when you here them go, you drop everything and go.

First time I heard it go off, I was taking my lunch break in the park. It was a nice day, you

remember right? Sunny, kinda breezy, good day to take the kids out and about. I saw a guy

playing with his two kids, some old lady feeding pigeons, very "Rockwell", you know? Then the

alert started, all the sound coming in at once. Pre-recorded voices telling people to calmly

move to a safe place, sirens winding up from a dead start to a full wail.

Everyone around me hauled ass, I saw that same dad from earlier running full tilt, one kid in

each arm. I saw another kid, just sitting there crying, everyone ignoring him as they ran

past him. I saw some teenager on a cellphone, finger plugged in the other ear, telling whoever

he was talking to forget him and hide in the basement.

When I made it to the street, I almost got plowed down by a truck that was driving on the

sidewalk. There was a shelter down the block on the corner, with yellow emergency lights

flashing. Those megaphone's still telling people to proceed calmly and with caution (Painfully

loud that close), which seemed fairly ridiculous, considering that people were sprinting in

every

direction, some to the shelters, some trying to get home.

Then this huge shadow passes over the street. It was one of those Evas, doing full out super

strides down main street. It just jumped clean over the whole crowd, crushed a parked car

down

the blocked, turned at the intersection and disappeared from sight behind some sky scrapers.

That just agitated the crowd even worse. I didn’t wait around, I just forced my way through the

crowd to the shelter, some cold war relic that looked like it was recently renovated. I waited

there for the all clear.

My ears rang for hours after it was over, it was so loud. Those sirens, they'll never let you forget.

I suppose that's their job.”

- [Name Withheld] (Male, 34), interviewed as part of the Nerv Public Relations Survey on

[7/16/2015].

Adeptus Evangelion has two distinct forms of combat. The first form is personal combat,

which involves your characters fighting other person-sized foes and which should be

familiar to anyone who has played Dark Heresy.

The second form of combat is Evangelion combat. While this may progress in a

number of different ways, Adeptus Evangelion is based around defending an area from

Angels. Defending against Angels is resolved in two phases of Combat:

Stage 1) Defense Line: Pilots cannot be in the Evangelion waiting to launch at all hours,

especially when it can be weeks to months between attacks. They need time to be

deployed. During this stage, your goal is to buy as much time as possible for the

Evangelions to be deployed. This phase of battle is only ever played if there is an

Operations Director in the group, and the Interception result (see below) allows for it. For

more details, see the “Defense Line” section in the Operations Director chapter. If you do

not have an Operations Director in the group, skip this phase entirely.

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Stage 2) Combat: The Evangelions are deployed and fight the Angel. The goal of this stage

is to defeat the angel and survive. In other words, normal combat.

Detection

Angels can come from virtually anywhere, and Nerv has dedicated Radar and AT

Detection stations specifically for the purpose of alerting them to incoming Angels.

Any Angel that is an orbital threat automatically starts off in orbit, and certain special

Angels might have some way of very quickly reaching their target, or being undetectable

until they strike, effectively skipping over Phase 1. In general, though, at the beginning of

each battle, roll on the following chart:

Interception

Roll Result Detected

1-10 In the Ocean.

11-35 On Land.

36-60 Near the Base of Operations.

61-89 Just outside the Base of Operations.

90-99 Inside the Base of Operations.

100 Inside the Geofront.

Phase 1 is only played through if the Angel is allowed to pass through one of the Defense

Lines that exist at the edge of the Base of Operations. Otherwise combat moves straight to

Phase 2.

In the Ocean

The Angel has been detected in the

Ocean, and is approaching Nerv HQ. Nerv

has enough time to deploy the

Evangelions at the shoreline, and engage

the Angel with the aid of Mobile Support

Structures. Except in rare instances where

the Angel emerges from the sea in a City,

such battles will be treated as an

Undeveloped battleground.

The Defence Lines will not come into play

unless the players choose to forfeit the

shore, in which case treat as having rolled

‘On Land’ instead.

On Land

The Angel has been detected somewhere

on the continent already, and is

proceeding toward Nerv HQ. Nerv has

enough time to deploy the Evangelions to

intercept it on land, with the aid of Mobile

Support Structures.

There is a 50% chance that the Angel will

storm through a populated city on its way

to Nerv. In this case the Angel may be

intercepted in one of the 3 following ways:

The Angel may be intercepted before it

reaches the city in an undeveloped area,

but without Mobile Support Structures.

The Angel may be intercepted in the City,

with full use of Mobile Support Structures,

but the battleground is treated as a

Developed area.

The Angel may be intercepted after it has

passed through the city in Undeveloped

Area, but with 10 Collateral Damage

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having already been inflicted by the

Angel on the city it passed through.

The Defence Lines will not come into play

unless the players choose to forfeit land,

in which case treat as having rolled ‘Near

the Base of Operations’ instead.

Near the Base of Operations

The Angel has been detected

approaching the Base of Operations. The

pilots must scramble to get to their

Evangelions, and Tank and VTOL Mobs

may deploy themselves knowing which

direction the Angel is approaching from.

Base of Operations rules apply. The Angel

must pass through a Defence Line.

Just outside the Base of Operations

The Angel has been detected just outside

the Base of Operations. The Pilots must

scramble to get to their Evangelions, and

Tank Mobs must be deployed before the

players know which direction the Angel is

approaching from. VTOL Mobs do not

enter the Static Defence phase until the

second round.

Base of Operations rules apply. The Angel

must still pass through a Defence Line, but

the forces stationed there are ill prepared.

All Mobs in the Defence Line are treated

as 1 Strength lower.

Inside the Base of Operations

The Angel is already inside the Base of

Operations. Tank Mobs must be deployed

before they know the location of the

Angel, and VTOL Mobs may not be

deployed until the Evangelions

themselves launch.

Base of Operations rules apply. The

Defence Line is not applicable.

Inside the Geofront

The Angel somehow appears within the

Geofront, skipping the rest of the Static

Defence phase entirely. It is likely that the

Angel will use this opportunity to attack

Nerv HQ directly.

Base of Operations rules apply. The

Defence Line is not applicable.

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COMBAT (Phase 2)

Rounds: Variable

(Until Combat is resolved)

This is the stage of combat where Evangelions fight and kill an Angel. This is much the same

as normal scale combat between individuals, but with the following additions of Collateral

Damage, Feedback, Synch Disruption, Defeat, Berserk and the devastating N2 mine.

Additionally, Combat can change drastically based simply on where the Evangelions are

fighting.

GMs are encouraged to take proper notes during Combat in preparation for the next

phase.

Battle Grounds

Battles against Angels can occur in any type of locale. While most battles are

defensive actions to protect your Base of Operations, where exactly the Angel is intercepted

can vary wildly. Some Angels might be detected far away from the base of Operations and

engaged as an offensive action, providing a new battlefield entirely.

In Battles taking place away from the Base of Operations where there is sufficient time,

mobile Support Centers may be deployed. These are deployable power stations with an

Umbilical Cable Port for the Evangelion, with a cable length of 40 dm. While extending the

operating time of the attached Evangelion, the Support Center only contains enough power

for an extra 10 rounds of combat. However, should the Evangelion remain in standby mode

it can keep an Evangelion ready for launch for several hours.

Base of Operations

Your Base of Operations is the fortified city from which the Evangelions are

deployed, as well as the Geofront beneath it. In battles focused on the Base of Operations,

the Evangelions have the benefit of the surrounding sensor arrays for early detection, and

the locally stationed Tank Squadrons and VTOL Aircraft during the Static Defense phase.

Additionally, specially designed defensive structures might also be in place to aid in this

phase.

The Base of Operations is one of the few places on Earth where the terrain is

designed to support the Evangelions. As such, it is littered with Embarkation Points and

Umbilical Cable Ports which may be used to support the Evangelions in their fight.

If funding is directed accordingly, the Base of Operations might also be equipped

with turrets of some kind, which would aid the Evangelion in its fight.

The Base of Operations also has its own Magi Supercomputer System, and battles that

take place in or near the Base of Operations are in range of enough specialized information-

gathering equipment for the Magi to analyze the attacking Angel and return useful data.

After the Angel enters the Base of Operations, or gets within range of a friendly unit with a

Magi Uplink, roll on the Magi Supercomputer System Analysis chart below.

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“The MAGI system? I don’t like it. Sure, it’s great for strategic evaluation. The thing can grind

through a thousand different scenarios in the time it takes me to enter one. The science teams

think it’s the best thing since shorts. We’d probably all be dead without it.

Still… I just can’t bring myself to trust any computer that responds to an impossible equation

with “NICE TRY, SMARTASS”.

Magi Supercomputer System Analysis

Roll Result Effect

01-20 No effect.

21-45 The Magi has successfully analyzed the strength of the Angel's A.T Field, and can

accurately guess how many of the deploying Evangelions will be required to fully

neutralize its Deflection.

46-60 The Magi have analyzed the effects of the Angel’s A.T. Field and have extrapolated a

likely course of its potential. The Operations Director (or the PCs) is informed of up to

1d5 A.T. Powers that the Angel knows, as well as what they do in rough terms if they

are Angelic in nature.

61-80

The Magi successfully analyzes the Angel’s biometric abilities. The Operations

Director (or the PCs) is made aware of one unique Trait that the Angel has that is not

standard for an Angel.

81-90 The Magi successfully analyzes the Angel’s structural integrity and return changes in

the Angels anatomy at regular intervals. At the beginning of each turn, the Operations

Director (or the PCs) is made aware of how many wounds the Angel has.

91-95

Close examination of the Angel with scanners has led to a minor scientific

breakthrough. 1d5 additional Research points will be available at the end of the

encounter for investment into projects.

96-00 Reroll twice

While at the Base of Operations, the Angel has the opportunity to breach the

GeoFront. This requires a considerable amount of firepower to do by force, Should the

GeoFront be breached, the cost to repair the defensive layers is counted as 20 Collateral

Damage.

In all other ways, the Base of Operations is treated as a Developed Area.

Developed Areas

Developed Areas represent Cities, Suburbs, and anywhere else that there is a dense area

that would be expensive to rebuild and replace. Unless this area is also a Nerv Installation,

there will be no local Umbilical Ports, and the Pilots can expect to have only 3 rounds in

which to complete combat after being deployed (often via an air drop).

If there is time for preparation, 1 mobile support center per Evangelion might be

deployed as well, often ahead of the Evangelion.

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Battles in Developed Areas incur full Collateral Damage.

Undeveloped Area

Undeveloped Areas represent small towns and rural or forested areas. While these often

still contain structures such as power lines and roads, Evangelions can afford to deal much

more damage to the surrounding environment.

If there is time for preparation, 1 mobile support center per Evangelion might be

deployed as well, often ahead of the Evangelion.

When fighting in an Undeveloped Area, critically missed shots do not deal Collateral

Damage. In addition, area effects count as being one size category lower for Collateral

Damage purposes to a minimum of small.

Space

There are some Angels that attack from the safety of orbit, the ultimate high ground. While

there is any number of ways to address such an enemy, actually going into space to fight it is

a possibility.

How the Evangelions are to reach orbit is certainly a difficult problem. Advanced

groups with an AT Tactician might use the Dirac Jaunt A.T. Field Power for this purpose,

though it is far from safe. Additionally, the GM might arrange for the Evangelions to be

launched into space via rocket, though they could be vulnerable to attack during the

Launch.

It is highly recommended that any space faring Evangelions be equipped with E-

Type equipment, or at the very least D- Type Equipment. Any Evangelion not so protected is

instantly defeated by flash freezing and decompression.

Words cannot describe how much you would need to screw up to incur Collateral

Damage when fighting in Space. As such, when fighting in Space the following instances do

not increase Collateral Damage: Deployment, Critical Misses, Area Effects, and Berserkers.

Note that any damage that the Angel has done to structures on Earth, however, might be

counted as Collateral Damage at the GMs discretion.

The Sea

While an Angel would almost certainly never design itself in such a way that it could not

survive outside of water, some may decide to make the Earth’s vast oceans their home or

staging ground. One such canon example would be the Angel Gaghiel, who terrorized the

United Nations Navy during the transport of crucial materials.

Though the random Angel generation chart does not specifically allow the creation of

an aquatic angel, this should not be taken as a sign that such an Angel cannot exist. Rather,

such an Angel would not be in a position to attack a Base of Operations on land in any way

that a random generation system could hope to handle. Any GM may intentionally create an

Angel who draws the Eva’s out to sea, but if they do it is a part of a specific plan on the GMs

part rather than random chance.

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While an Angel designed for such encounters can be expected to excel in the ocean,

the Evangelions are not so lucky. They were designed for fighting on land, and fare poorly

underwater unless outfitted with specialized C-Type Equipment.

Underwater, Evangelions suffer a -20 to Weapon Skill, Ballistic Skill and Agility due to

their awkward and slow movement through the thicker medium. In addition to these already

crippling penalties, many of the Evangelion’s weapons were never designed for underwater

use. Masers will not fire underwater, and a Positron Weapon explodes if fired underwater.

HE Bolt weapons and most general weapons have their range halved, and jam on a roll of 80

or above until dried. Ironically, the Pallet Gun was designed for use in virtually all possible

conditions, and functions normally when submerged.

Unless they succeed on a Swim Test, the Evangelion will not be able to move in any

direction of their choice. Instead, they will simply sink 100 meters every round. While with

sufficient power an Evangelion might simply walk along the bottom back toward shore, a

plugged in umbilical is likely to have the Eva become stuck after they have run out of slack,

suspended some distance above the ocean floor. While climbing the umbilical is possible,

the Eva risks breaking the umbilical or pulling down whatever the other end is plugged into

in the process.

There is also the risk of the undersea pressure. An Evangelion is powerful, but

without proper protection an Evangelion can become incapacitated by the weight of the

water above it, as well as the freezing cold water around it. Consult the chart below to

determine the risks of each depth bracket.

Depth Effect

200 or less meters No effect

200+ meters Pilot feels uncomfortable due to the pressure, vision becomes hazy as light

from above becomes dim.

600+ meters The crushing pressure makes movement stiff, imposing a -10 to Agility and a -

10 to swim.

800+ meters The pressure on your Evangelion isn’t harmful, but your frail human nerves do

not know that. The pilot takes one level of fatigue.

1000+ meters The pressure is even more extreme now. The pilot must Test Toughness every

10 rounds or gain another level of fatigue. In addition, light from the surface

fails to penetrate this deep, and the water around you is dark as night.

2000+ meters As above, but the pressure becomes harmful to the Evangelion’s organic parts.

For every (2*TB) rounds that pass, the Evangelion takes 1 point of damage that

ignores Armor and Toughness to all areas. This pressure may not deal Critical

Damage at any time.

3000+ meters As above, but the number of rounds that pass before another point of damage

is taken is equal to the Eva’s Toughness bonus.

4000+ meters As above, but the pressure may deal Critical Damage.

6000-7000 meters At this range, the Evangelion reaches a point of neutral buoyancy, and stops

sinking. Its depth may fluctuate slightly up and down, but it will not sink or risk

any further without swimming. Going any deeper than this is possible, but

requires the Eva to swim down and on a failed test they rise until they have

reached this depth range again.

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When fighting underwater the following instances do not increase Collateral

Damage: Deployment, Critical Misses, Area Effects, Berserkers.

Feedback

"One of the common occurrences in the human psyche that we do not often discuss would be

the 'looseness' in human perception. When properly operating a tool or a vehicle, the sense of

self and the influence of will is expanded around it. When a driver collides with another

vehicle, one does not say 'your car struck my car'. One indignantly exclaims 'you hit me!'.

While an imperfect metaphor, this concept scaled up is the basis of the synchronization

process."

"Of course, I don't have to waste time assuring a driver that they weren't recently decapitated,

either."

-Dr. Amber Dickson, private notes.

Synchronization with an Evangelion is

more than transmitting your thoughts to

the cybernetic war machine around you.

The telepathic contact runs both ways.

While sensory buffers make most damage

taken toned down to something barely

noticeable, critical injuries to the

Evangelion can inflict massive amounts of

pain on the pilot.

While damage is always painful, the

mechanical effects of Feedback are only

incurred when an Evangelion takes

critical damage and the pain is simply

more than the pilot can handle. A Pilot's

resistance to feedback is measured by

their Feedback Threshold, which is

normally equal to their Toughness Bonus.

Whenever the Evangelion takes Critical

Damage to a body location, and that body location now has an amount of Critical Damage

equal to or greater than the pilot’s Feedback Threshold, that pilot gains a level of Fatigue

and one Insanity Point.

Collateral Damage DAY OF INFAMY

NERV OFFICIAL WALKS OUT ON ICC

Colonel Adrian Hertz, operations director of NERV’s 5th branch and commanding officer at the time of

the Guangzhou Cataclysm, today stormed out of a hearing session of the International Criminal Court

after refusing to elaborate on his claimed justification of activating what has been called an ‘Anti-AT

field’ over the city of Guangzhou, knowing it had not been evacuated. Attacking the judges and prosecutor

for ‘flaunting their legalist fetishism’ in the face of what he claims to be impending apocalypse, Hertz

abandoned the proceedings claiming that his own responsibilities in combating the Angels were more

important than anything the Court had ever achieved, and accused the UN-sponsored tribunal of

“fiddling while the whole world burned”. Legal commentators say this is grim news for pilot Camille von

Zeppelin, who ARTICLE CONTINUES PAGE 4

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An Evangelion scale fight involves a level of firepower that is truly devastating. Even a

conservative fight can lead to massive damage to the Evangelion’s surroundings. By either

the use of especially destructive attacks, reckless fighting, or simple bad luck, the

battleground surrounding an Evangelion can quickly become a pile of burning rubble. In

addition, maintaining the Evas themselves requires resources on a scale usually dedicated

to entire wars, and any damage to them often takes more to repair than an entire city block.

As the battle goes on, Collateral Damage will be incurred. As the fight progresses, consult

the following list and keep a tally of how many collateral damage points are gained by the

end of the battle. This total will be important during the post-battle stage.

The following situations incur collateral damage:

Deployment: The use of Evangelions requires incredible manpower and logistical support,

as well as the simple fact that Evangelions tend to break things on the ground just by

walking. For each Evangelion deployed in a battle, add 1 point Collateral Damage to the

Collateral Damage pool.

Bullet Hell: Whenever a weapon is fired on Full Auto, add 1 point Collateral Damage to the

Collateral Damage pool unless all shots fired hit the target (and the target did not dodge).

Area Damage: In the event of an attack that damages an area rather than a single target

(such as weapons with the Blast Special Quality, a self destructing Angel or the Angel Cross

A.T. Field Power) consult the following chart:

Area Damage Effect

Area of effect Effect

Small (1-4 dm) Add 2 points of Collateral Damage to the Collateral Damage pool.

Medium (5-10 dm) Add 4 points of Collateral Damage to the Collateral Damage pool.

Large (10 + dm) Add 8 points of Collateral Damage to the Collateral Damage pool.

Berserker: Should an Evangelion go Berserk, its pilot is not in control and it is rather

careless in its rampage. Add 2 points of Collateral Damage to the Collateral Damage pool.

Limb Destroyed: Whenever an Evangelion loses a Limb, add 1 point of Collateral Damage

to the Collateral Damage pool.

Eva Defeated: Whenever an Evangelion is defeated, add 3 points of Collateral Damage to

the Collateral Damage pool.

Synch Disruption The pilot’s control of their Evangelion is based primarily on empathic control. While this

might be done reliably and consistently through concentration in ideal conditions, in the

stress of battle a pilot’s Synchronization Ratio is likely to fluctuate wildly.

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Every time that a Pilot is in an Evangelion and gains insanity points or removes points from

his Ego Barrier, that pilot’s Synch Ratio changes. Begin by rolling 2d10. If either die roll is 0,

roll an extra 1d10 and add it to the previous sum. This addition of new die continues for as

long as 0s are rolled on the new die.

Once all die have been rolled, find their total. If the total sum is an odd number, the pilot

temporarily loses that much from their SR until the end of the battle. If the total sum is an

even number, the pilot temporarily gains that much from their SR until the end of the battle.

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.

Angelic Fear

Unlike in DH, the pilots from Evangelion are well protected and more than armed to deal

with the angelic menace, it is possible for a well-trained individual trained to not actually

feel terrorized by their presence. Furthermore, Angels are something antithetical to humans

and bizarre in appearance to the point that many of them do not even appear threatening...

until they demonstrate their power, that is. Everything tumbles down after that.

When provoked, Angelic Fear requires the pilot to pass a simple Willpower Test. Any bonus

they get against fear tests applies here as normal, as well as any form of fear immunity they

possess (such as immunity to low Fear Ratings provided by a high Insanity score). Unlike

normal Fear, this Willpower Test to resist is not penalized based on the Fear Rating of the

Angel in question. Instead, the Angelic Fear Rating only determines the severity of the

Angelic Shock table.

Angelic Fear is triggered on a per-pilot basis as they encounter one of a number of triggers.

Certain specific scenarions or Angel attacks will trigger an Angelic Fear test on their own,

but regardless of those situational concerns any pilot will test Angelic Fear using the Fear

Rating of the Angel whenever they gain insanity or remove Ego while in combat with it, or

move within 20 dam of the Angel for the first time. The strength of the hostile Angel’s AT

Field bearing donw on you has such a psychological effect at close range that even an

experienced pilot can find themselves overwhelmed.

A single, special exception to the above rule exists. If an Evangelion is defeated (but not

simply rendered without power) or the pilot within it is killed (or forced to burn fate to

survive) all remaining Evangelions on the field must test Angelic Fear.

Each pilot must test against Angelic Fear as often as it is triggered, but may only ever fail an

Angelic Fear test once a session. After that, while terrible things may still happen, the pilot

has managed to get enough of a grip to keep their cool.

Should they fail this Test, they should roll 1d100 and add +10 to the result for each value of

the Angel's Fear Rating on the following Angelic Shock table.

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Angelic Shock Table

Roll Effect

01-30

The character is taken aback, recoiling reflexively from the source of this shock; they

may only take a Half Action on their next turn as their attentive gaze is held captive by

the disconcerting sight.

31-55

The character is sickened and shaken by what they have just witnessed, and are at -10 to

all Tests from their intense nausea until they snap out of it (see Shock and Snapping out

of it in Dark Heresy). The character gains 1 insanity point.

56-75

The character can barely abide the thought of close contact with the atrocity that

triggered this shock, its surface almost seems to writhe and squirm before them. They

will avoid entering melee combat range with the trigger if at all possible. The

character’s WS is halved and they gain an insanity point every time they are hit by a

melee attack, until they snap out of it. They also gain 2 Insanity points immediately.

76-90

The character is frozen in terror, standing still, and cannot take actions (though they are

not stunned) for 1d5 rounds unless they snap out of it before the duration is over. Gain

1d5 Insanity, this feeling of cold dread won’t be easily forgotten.

91-100

The character is gripped by their primal instinct, and whether they choose to rationalise

it or not attempt to flee from the scene by whatever means they have available for 1d5

rounds, unless they snap out of it before the duration is over. Gain 1d5+1 Insanity, the

helplessness and horror they felt today may become a reoccurring nightmare for the

character.

101-105

The weight of what the character has seen causes their mental state to crash, and

oppresses their body as heavily as it overwhelms their mind, causing them to

immediately gain 1d5 levels of fatigue and 1d5+2 Insanity.

106-110

The character begins to lose control over their own body as their mind withdraws and

the most primitive parts of their brain seem to scream. They may only take Half Actions

for 1d10 rounds or until they snap out of it. The character gains 1d5+3 Insanity.

111-115

The character panics. They are desperate for help or even just cover of any kind,

anything to make them feel more secure. If an ally is located within or equal to the

characters running distance, they will move to them and then until they snap out of it,

grab at them, attempting to initiate a grapple and hold on for dear life (Not choosing to

inflict damage in the grapple). If there is no such ally, the character takes 1d10+2

Insanity points and cowers on the ground, unmoving, until they snap out of it.

116-120

The characters mind has seen enough and takes a brief vacation from this cruel, cruel

world, leaving him dazed. They are unable to take actions of any kind (but are not

Stunned) for 1d10+1 rounds or until they snap out of it. Gain 1d5+2 Insanity. It is quite

likely they see strange and terrible visions during this time.

121-130

The character, in a flash of adrenaline fuelled paranoia, has had quite enough of

everyone. And everything. They’re all equally responsible for forcing you to see what

you’ve witnessed here today. The character will immediately begin attacking the

nearest viable target, friend or foe, to the best of their ability, and with personal safety

not a priority (For instance, using furious assault and all out attack if applicable), until

they snap out of it, are stunned, or knocked unconscious. If their target is destroyed, they

will move on to the next nearest. If they successfully injure an ally, they gain 1d10+2

Insanity points when their rampage ends.

131+

The character suffers a rather more permanent case of escapism, and becomes catatonic

until the end of combat. They gain 1d10+4 Insanity, and likely will have deep seated

trauma relating to this experience for the rest of their life.

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Defeat

“The number was still in my phone. My first instinct was

to delete it.... put the final nail in the coffin. But... I

couldn't. It just....

It felt like I was killing her all over again. I couldn't bring

myself to do it. I sat there, looking at her name on the

screen, a little widget telling me I could still try ring that

number, as if it might be possible that someone would

answer.

I don't know what I expected when I pushed the little

green button. I didn't even realize I had.

It rang once.... twice.... three times. I told myself I didn't

really expect it to be answered. Promised myself I

wouldn't be disappointed or hurt. Four times.... Five

times. Letting it ring out will be the final proof that….

“Moshi Moshi” Hikari's voice answered, cheery and full of

life.

I nearly dropped the phone.

“I am sorry I can not answer the phone right now, but if

you would like to leave a message for me, please leave a message after the beep and I swear I

will get back to you as soon as I can.”

... voicemail. There was a sharp, electronic tone, followed by silence. I could've said something.

I wanted to say something... I was desperate to say something. The words just caught in my

throat.

What can you say to someone who is dead?”

- Evangelion Pilot Raj Misra, 6 days after the 11th Angel.

Grief Counseling session #2.

When an Evangelion has taken sufficient damage to the head or body, it is defeated. While

on rare occasions an Evangelion might continue fighting, this usually means that the

Evangelion can no longer do so.

The Defeated Pilot must roll on the Trauma table after combat. If the entry plug was

breached, then apply the relevant damage listed on the Critical Damage table to the pilot,

and Ego Damage as appropriate, before ejecting. If this would cause the pilot to die from

both effects, they only require to burn one Fate Point to survive, and are treated as if they

had lost all of their Ego Barrier.

When the Evangelion is defeated, an armored plate on the back of the Evangelion is

explosively released. The pilot’s Entry Plug is ejected and the pilot lands safely away from

harm’s reach. At least, in theory. In reality, the Entry Plug ejection system is an engineering

catastrophe, often failing to fire entirely and rarely safe even when it does.

Roll 1d100 on the following chart to determine the effect of the launch:

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Entry Plug Launch

Roll Result Effect

01-10 The Entry Plug attempts to launch, but is somehow jammed and suffers even greater

internal damage. Add 1 point of Collateral Damage. The confined heat of the thrusters

begins to boil the LCL in the plug, dealing 1d10 E damage to the pilot.

11-20 The Entry Plug attempts to launch, but is somehow jammed and suffers even greater

internal damage. Add 1 point of Collateral Damage.

21-40 The Entry Plug fails to register the launch command entirely. No effect.

41-60 The Entry Plug successfully launches, but doesn’t have enough thrust to escape the

battle. The Pilot takes 1d10 I damage as the entry plug falls to the ground 1d10 dam

behind the Eva, and is at risk of being caught in area effects or simply being stepped on

should anyone move through that space.

61-75 The Entry Plug successfully launches, but it does not go too far and the landing is still

rough. It lands 1d100 dam behind the Evangelion, the Pilot takes 1d10 I damage.

76-90 The Entry Plug successfully launches, but may not reach a safe distance. It lands

1d100+20 dm behind the Evangelion.

91-00 The Entry Plug launches and reaches a distance where it is safe from harm. Parachutes

deploy without incident, and the pilot is unharmed.

Should the Entry Plug remain inside the Evangelion after being defeated, the pilot is at risk

of further harm. Area attacks in which the Evangelion is caught, as well as attacks that strike

the Evangelion’s body, will inflict 1d100 damage to the pilot as the entry plug is breached,

of the appropriate damage type.

If the pilot is killed within the Evangelion, and the pilot has no more fate points to burn to

survive, the attack destroys the Eva’s Core, causing it to explode. This permanently destroys

the Evangelion and the pilot’s body, dealing Damage as if they were an N2 Mine to all within

20 dam.

If all Evangelions are defeated, an N2 mine is dropped on the Angel at the first opportunity

in the hopes of incapacitating it long enough to restore the Evas to combat status (it is up to

the narrative of the GM as to whether this is mere hours or several days). If only one

Evangelion remains, and that Evangelion has sustained critical damage, that Evangelion

may be pulled back and an N2 mine dropped for a similar effect.

Any other use of N2 mines requires use of the N2 Strike Talent.

Berserk

"We have exactly ZERO weapons capable of defeating an active Evangelion, other than the

Evangelion itself. That means, Recruit Hong, that if that thing goes Berserk there is NOT A

GODDAMNED THING WE CAN DO TO STOP IT! The single most powerful weapon ever made

will be stomping around our backyard, destroying the most crucial military asset in the United

States, and there will be NOTHING we can do about it! And that is the best case scenario! What

are we supposed to do if an Angel attacks while your Evangelion is killing our men?"

"I, uh, don't know-"

"WE'RE GOING TO GODDAMNED START PRAYING, BECAUSE THERE WILL NOT

BE ANOTHER GODDAMNED THING WE CAN DO! While your Berserk Evangelion is

slaughtering our nation's finest, the Angel will be STARTING THIRD IMPACT! It will wipe out the

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goddamned human race! Everybody you have ever known will be killed, and it will be YOUR

GODDAMNED FAULT! Do you want to destroy humanity, Recruit Hong?"

"No, sir, I-"

"I SAID DO YOU WANT TO BE THE BASTARD THAT KILLED OUR ENTIRE

GODDAMNED SPECIES?"

"No, sir!"

"THEN IN THE FUTURE YOU WILL MAINTAIN CONTROL OF YOUR EVANGELION,

RECRUIT HONG!"

"Sir! Yes, sir!"

"Now we're going to run the simulation again, and this time we will keep running it until you get

it right!"

- Recorded in 3rd Branch Simulation Plug room, Nov 14 2012

Despite appearances, the Evangelions are not machines. They are living creatures in

mechanical shells meant to restrain and control them as they remain mostly dormant and

lobotomized. However, despite efforts to the contrary, sometimes the Evangelion becomes

aware of its surroundings and takes control should the pilot become incapacitated.

If the pilot is ever rendered unconscious, or the Evangelion takes damage after it has run out

of power, test Synch Ratio at a -30 penalty and, if you succeed, the Evangelion enters the

Berserk State.

Upon entering Berserk State the pilot is no longer in control, the Evangelion demonstrates

superior fighting prowess and is immune to the effects of Fatigue, Fear, Frenzy or other

states of the pilot. In addition, the Breach of all attacks made by the Evangelion increases by

2 until the end of the battle.

You must attack an enemy every round if possible, otherwise you must move towards that

enemy to engage them if possible. You will not take obviously suicidal actions such as

leaping off a building in order to engage someone on the ground, but you will take any

actions that have a reasonable opportunity to attack the nearest enemy.

The Evangelion remains in Berserk State for the duration of the combat or until the pilot is

ejected. It requires no external power to operate, and will continue until its enemies have

been defeated, as well as 1d5 rounds afterwards before again unless threatened.

While Berserk, the Evangelion is dominated by an all consuming rage, and will savagely

attack the nearest enemy until either the enemy or itself is destroyed. After the Angel is

defeated, the pilot must Test Willpower or Fellowship at a +10 bonus. On a failure, your

Evangelion thrashes around and deals an extra 1 collateral damage before shutting down.

On 2 or more degrees of failure, your Evangelion turns on its fellow Evangelions as if they

were Angels.

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Berserk Types

When you create your Evangelion, your “Soul” distinguishing feature dictates your Eva’s

Berserk Type. No matter who pilots that Evangelion, it will use the same Berserk Type every

time.

Savage

Your Evangelion is a monster among

monsters, a raging beast who will not be

tamed. When Berserk, the Evangelion

gains a +30 bonus to its Strength and a

+10 bonus to its Weapon Skill. However,

the Evangelion cares not for things such as

‘allies’ and all Tests to fall Dormant are

made at a -10 penalty instead of the

normal +10 bonus. Hunter

Your Evangelion is a predator, pure and

simple. A hunter of Angels. When Berserk,

the Evangelion gets +20 to its Weapon

Skill, +10 to its Ballistic Skill, and +20 to its

Agility. However, for every Reaction you

use, the pilot takes 1 point of Impact

damage to the body that cannot be

reduced in any way. The stress of this

Evangelion unleashed is just too much for

the human body to handle. Supernatural

Your Evangelion is rather in touch with its

Angelic nature. When Berserk, your Synch

Ratio increases by +20, your SR always

goes up when you suffer Synch Disruption,

and you are immune to effects that would

reset, lower, or otherwise take your SR

down. Protective

Your Evangelion is more under control

than most, the control systems working as

designed rather than shutting off in its

waking state. The Evangelion will never

attack allies and you automatically

succeed on any Test to fall Dormant,

additionally you halve any Damage taken

during a plug breach from critical damage

to the body. Unyielding

Your Evangelion is an unstoppable

abomination, its flesh regenerating almost

as soon as it is injured. When Berserk it

may regenerate a number of Wounds up

to its Toughness Bonus at the beginning of

each Turn, distributed as it wishes

between body locations. However, the

feel of such a monstrosity reknitting its

body and sprouting new limbs from the

bloody remains brings about unnatural

sensations in the pilot inside. The Pilot

gains an amount of Insanity Points equal to

half the Wounds regenerated (rounding

up) every time this occurs.

No Holds Barred: Evangelion Scale and Grappling The Angels that the pilots face are powerful, but generally attack only one at a time. The Dark Heresy Roleplay

system forms an excellent base for Adeptus Evangelion in many ways, but many of its mechanics are built for, and

balanced around, fights that involve multiple enemies. Nowhere is this more of a threat than the Dark Heresy

Grappling rules. Properly exploited, the Dark Heresy Grappling rules can shut down your entire Angel fight due to

one simple rule: both participants in a grapple have no choice but to take the Full-Round Grapple action until the

Grapple is ended. In this way, even an astoundingly powerful Angel that can bend reality to its whim can be totally

and completely taken out of play by a simple bear hug. That just will not do.

Evangelion scale units, while in a grapple, function as normal in every way except for the following: They may take

actions other than the Grapple Action. The available actions in a Grapple are: Grapple, a single attack with a Natural

Weapon, a single attack with an Angelic Weapon, activating a single AT Power. Each of these options takes a Full

Action in the grapple, even if they would be a half action normally. Until the grapple in ended, even when one side

or another takes an action other than the grapple action, all participants in the grapple suffer all of the normal

penalties associated with being in a grapple.

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N2 Mines

“An N2 mine at maximum

conversion ratio will leave no

unprotected human survivors at

ten kilometers. Within seven

kilometers, reinforced concrete

shatters and building collapse.

Within five kilometers, the

thermal flash liquefies glass.

Three, and structural steel

beings to melt. Two, and non-

fortified structures are

obliterated. Within one

kilometer, the energistic

bombardment is so great it

begins to overwhelm molecular

bonds. Atomic structures

disintegrate.

At the epicenter, particles simply cease to exist. Nothing remains but background radiation. And

every single N2 mine deployed against an Angel has comprehensively failed to inflict

meaningful damage.

That is what we are up against”

-Dr. Sama Chandrahan, brief to new Science team recruits.

The so-called N2 (or ‘Non-Nuclear’) mine is the UN’s WMD of choice. Based on the

same science as positron technology, it is in fact a crude Antimatter Weapon. By creating a

relatively large antimatter reaction, the energy released is equivalent to that of the Pre-

Second Impact Nuclear Weapons, but without the lingering radiation.

An N2 Mine deals 50 E damage to all things without an A.T. Field in a 100 dm Radius, and

2d10 damage to everything within a 2 kilometer radius. The shockwave often deals minor

damage to things outside that range as well.

Regardless of where on Earth the N2 mine is deployed, 1d10+4 Collateral Damage

results from the cost of cleanup (certain exceptions, such as Space, apply). If the N2 mine is

deployed in a developed area, a flat 50 Collateral Damage results, and the political fallout is

tremendous.

If the N2 mine is deployed near a developed area, and is close enough for the shockwave to

deal damage, between 1d5 and 2d10 Collateral damage results at the GMs discretion.

The N2 mine is so powerful that even Angels within their A.T. Fields are not entirely

immune, dealing massive internal damage even if the body were to resist. If an N2 mine is

deployed against an Angel with 1 or more ATS, the Angel takes 2d10 E damage to all body

locations that ignores both Armor and TB. However, while physical defenses are insufficient

the AT Field is not without use. The damage taken by an N2 mine to each body location is

reduced by an amount equal to half the Angel’s current ATS (rounded down).

Angels are notoriously adaptable, and after having an N2 Mine used against them

halve the damage of all future N2 mine attacks before their damage is reduced. This effect is

cumulative.

Operations Director’s with multiple instances of the N2 Strike talent saved may

choose to deploy more than one N2 mine as part of the same attack. Doing so counts them

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together so that the extra N2 mines do not suffer the halving effect described in the

paragraph above, though each extra N2 adds only 1d10 damage to the total.

Any Angel that is dealt Critical Damage by an N2 mine to even one body location will

attempt to regenerate before fighting further. The Angel halts in place and will not move

unless threatened or attacked for a number of days equal to 1d5 + the amount of Critical

Damage it took.

Should multiple body locations have different amounts of Critical Damage, always use the

most damaged location. At the end of this period of time, the Angel will be fully

regenerated, and have benefited from the Angel Regeneration Table for all relevant limbs

as normal.

An Evangelion caught within the blast with a spread field is damaged as if it were an

Angel, taking the same amount of time to be repaired. If the Evangelion’s field is not raised,

they take the 8d10+10 damage as normal.

"Not a day goes by when I do not have another complaint about turrets in the skyline, how you

can't sleep during military exercises, or how scary it is to be underground during an Angel

attack. This is a conflict unlike anything we have seen before. Every other conflict that mankind

has fought has been defined by one simple concept; the enemy is human. The survival of the

species is almost assured because as a species, we are not compelled to self-destruct. The

conflict with the Angels is a war of extermination. I find it amazing how incapable civilians are

of grasping that fact."

-Dr. Amber Dickson, press conference

Towering Inferno: Evangelion-Scale and being on Fire There are numerous effects that can set friend or foe on fire. Any body location set on fire takes damage

over time, as the flames continue to eat away at the target. However, the sheer size and toughness of

Evangelion Scale units makes the damage from being on fire comparatively small. A human being set on

fire takes massive damage very quickly, but even a blazing fire on an Evangelion only cooks it slowly.

Unlike in personal scale, no Evangelion Scale unit need test willpower to act rationally while on fire. The

fire is simply not serious enough to provoke that response. However, if left untended, the fire is certainly a

danger. At the beginning of a player’s turn, all body locations of their Evangelion that are currently on fire

immediately are dealt 1 E damage that ignores Armor, Toughness and Deflection.

An Evangelion scale unit may attempt to put out the fire on one body location by spending a half action to

roll an Agility test. Or, if they have an AT Field, they may spend a reaction action to test Synch Ratio (or

Light of the Soul in case of an Angel) to simultaneously extinguish all flames on their body.

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POST BATTLE Long story short? 25,000 casualties and rising. Two-thirds of the city gone including the port.

One entire UN regimental combat team completely annihilated. Heavy damage to all EVA units.

It'll take years to rebuild and the loss of the port will probably send the region's economy into

the toilet for years to come. The fact that we probably can't even properly explain what actually

went down to the general public without setting of a mass hysteria will also mean that the UN is

going to get a whole lot of hate pretty soon. But considering what would have happened if that

Angel had been allowed to complete its apotheosis I would call this a total and complete

victory. -Charles Eisenberg, Vice Commander of Nerv

After the battle is over, there is still much to do for both the GM and the Players. First,

the GM must determine the available funds for repairing the Evangelions and providing

upgrades. Once these funds have been determined, they may be spent on preparing the

Evas for the next conflict and building additional support structures around the Base of

Operations.

In addition to Surplus is Research, which is an abstraction of the funding being

funneled into developing new Technologies to aid the Evangelions in their war against the

Angels. After each battle, Nerv receives a flat base of 10 Research. While they will never

receive less than this, if they perform well enough they will often receive slightly more.

Take all of the Collateral Damage that was accrued during the battle and add it together.

Then, consult the following chart. The less damage caused to the Evangelions and the area

around them, the more Nerv can afford to spend on Research and new construction projects

in the form of Surplus.

Surplus Funds & Research

Total Collateral Damage Effect

10 or less Wildly successful battle! Nerv used almost none of its budget to accomplish this

stunning victory, and the resulting surplus is staggering. Add 25 surplus to the

Surplus Pool, and splurge on R&D with an extra 10 Research.

11-15 Very successful battle. Nerv has plenty of funding left over. Add 20 surplus to the

Surplus Pool, and gain an extra 5 Research.

16-25 Successful battle. The Evas did their jobs well. Add 15 Surplus to the Surplus Pool,

and gain an extra 1d5 Research.

26-35 Good battle. The Eva’s managed to hold their ground against the enemy. 10 Surplus

is added to the Surplus Pool.

36-45 Costly Battle. The Evas won, but with little resources to spare. Add 1d10 surplus to

the Surplus Pool.

46-50 Very Costly Battle. The Evas performed poorly, and Nerv is struggling to keep all

projects running. A mere 1d5 surplus is added to the Surplus Pool.

51+ Overwhelmingly costly battle. The Evas are repaired, but that’s the limit to what the

UN can spare after this catastrophe. As it stands, millions worldwide suffer for the

Evas to function. No Surplus.

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Research

"The harnessing of antimatter as a potential energy source is the most significant scientific

development since electricity. Twenty times more efficient than nuclear fusion, it is not only the

most efficient fuel available but the most efficient fuel physically possible. The true potential of

this advance will not be uncovered for centuries of dedicated research.

And, naturally, the first thing they ask me to do with it is stick it in a bullet so they can shoot

things with it."

- Dr. Joseph Zarkev – Evangelion equipment engineer

By spending Research, Players can develop new technologies to unlock new upgrades for

their Evangelions. Not all of the funding for a new technology need be spent on it at once,

and new funding for a technology stacks with all previous funding spent on researching that

technology. Multiple Technologies may be in development simultaneously.

Scientific Advancement As new Evangelion weapons are developed, Nerv expands the frontiers of human

knowledge. High energy weapons require a host of additional superconductor, optical, and

electromagnetic advances. Powerful new machines require advanced metallurgic

compounds. Eventually, these little advances on the side add up, and on their own open up

new possibilities.

As you spend Research to develop new technologies, keep a tally of the sum of all of the

research you have spent to date, regardless of where that Research has been allocated.

Once enough total research has been spent, there is a major breakthrough in the scientific

community, unlocking new applications of all technologies.

Once 60 Research in total has been spent, the players unlock Research Tier 2.

Once 180 Research in total has been spent, the players unlock Research Tier 3.

Technologies

Ablative Technology --- Unlock Ablative Armor equipment. 50 Research

N2 Shell Technology --- Unlock HE Bolt Weapons. 50 Research

Tesla Technology --- Unlock Tesla Weapons. 30 Research

Chain Technology --- Unlock Chain Weapons 30 Research

Heat Technology --- Unlock Heat Weapons 30 Research

Maser Technology --- Unlock Maser Weapons. 30 Research

Positron Technology --- Unlock Positron Weapons. 50 Research

Possible Research Projects include:

Ablative Technology

Cost: 50 Research

Ablative Armor is made of specially

designed composite materials that are not

especially strong and under stress

dissolve almost instantly. While this

sounds like an incredibly poor material to

make armor out of, by destroying itself the

Ablative material absorbs and negates all

of the force or energy from an attack.

While the Ablative Armor itself is

destroyed, what it was put in place to

protect is completely unharmed. What

make this especially useful is that the

force of the attack that destroys the

Ablative Plate doesn’t matter. An Ablative

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Plate can absorb an armor piercing high

powered beam of energy just as easily as

it can absorb a small missile.

Once fully researched, Ablative

Technology allows the purchase of

Ablative Structural upgrades.

Chain Technology

Cost: 30 Research

Replacing the edge of a cutting weapon

with a spinning chain is almost laughably

crude and deceptively simple in its

execution. But, like many supposedly

simple concepts, it becomes much harder

to implement at the scale of Evangelions.

Not only does the chain itself (a series of

diamond-tipped progressive bits held

together by a titanium chain) require its

own extensive research and development,

but the level of gore coating the

mechanism with each successful hit can

soon render the whole weapon

inoperable. The powerful, high-speed

incineration and a sonic cleansing

equipment inside the weapon keeps the

chain as clean as possible for maximum

efficiency, and also requires most of the

time spent researching this technology.

Once fully researched, Chain Technology

allows the purchase of the Chain trait for

melee weapons.

N2 Shell Technology

Cost: 50 Research

N2 Shells are a simple application of high

science. Each N2 Shell is an armor

piercing rocket propelled grenade. While

such a thing is not particularly advanced

science, the N2 Shell takes it one step

further by making the warhead a self-

contained positron charge surrounded by

explosive polymer. In short, in addition to

the strength of a normal explosion is a

small anti-matter reaction. While not the

focused destructive force that a full

positron weapon uses to breach an A.T.

Field, the anti-matter reaction is enough to

cause a Angel serious harm on a direct hit.

However, creating a weapon to fire this

incredibly heavy projectile is even more

difficult than creating the Bolt Shells in the

first place.

Once fully researched, N2 Shell

Technology allows the purchase of N2

Shell weapons.

Maser Technology

Cost: 30 Research

A maser is a device that produces

coherent electromagnetic waves through

amplification due to stimulated emission.

Historically the term came from the acronym "Microwave Amplification by

Stimulated Emission of Radiation",

although modern masers emit over a

broad portion of the electromagnetic

spectrum. Many modern masers are

widely mistaken for being lasers, a similar

concept made popular by Pre-Second

Impact Science Fiction.

Maser weaponry is on par with solid

projectiles for destructive potential,

however it often far exceeds solid

projectiles in terms of range. In addition,

the lack of recoil combined with proper

cooling mechanisms make creating rapid

fire Masers simple, even in the early

prototype stages. Also, the advanced

battery technology that keeps an

Evangelion operating is more than

capable of providing power for the

relatively energy-efficient Maser weapon.

Once fully researched, Maser Technology

allows the purchase of Maser Weapons.

Positron Technology

Cost: 50 Research

The Positron is the antimatter counterpart

of the electron. The positron has an

electric charge of +1, a spin of 1⁄2, and the

same mass as an electron. When a low-

energy positron collides with a low-

energy electron, annihilation occurs,

resulting in the production of two or more

gamma ray photons. The existence of

positrons was first postulated in 1928 by

Paul Dirac as a consequence of the Dirac

equation.

Positron weapons fire a thin but dense

beam of positrons with an ablative layer of

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ionized air around the beam to slow its

loss of energy. This beam of energy is

dense and powerful enough that it can

even punch through the defensive bubble

of an A.T. Field. However, much of the

beam’s energy is lost immediately after

leaving the projector, and without a

massive amount of starting energy a

positron beam can prove ineffective

against an Angel.

Once fully researched, Positron

Technology allows the purchase of

Positron Weapons.

Tesla Technology

Cost: 30 Research

The Evangelions themselves lack the

internal power reserves to run for more

than 5 minutes, and while there is plenty

of room for a form of reactor the chances

of it being damaged during a battle are all

too likely and the result too terrible. For

this reason, the Evangelions are powered

by their almost signature Umbilical

Cables. However, even these cables were

no easy solution, requiring the means to

mass produce high-energy

superconductive material. Repurposed,

this same technology has another use: the

delivery of a similar amount of power

through surface conduction coils,

releasing a nasty electric charge to

anything unfortunate enough to be on the

receiving end.

Once fully researched, Tesla Technology

allows the purchase of the Tesla trait for

melee weapons.

Weaving a Story: Unlimited Power Before the events leading up to Second Impact, the Super-Solenoid Theory of Spontaneous Energy Extraction was regarded as little

more than a quaint theoretical model. In most scientific circles, it wasn’t even considered that. However, among the many groundbreaking

discoveries during the ill-fated Katsuragi Expedition was the fact that Adam (and by extension his creations the Angels) perform the Super-

Solenoid reaction as a natural process, presumably as their primary source of energy to fuel their reality-bending AT Field manipulations.

What was truly amazing about this discovery was that the Angels seemed to make this process self-perpetuating, producing a high output of

energy with no fuel and with no apparent limit on how long this process could be carried out before becoming unstable.

With this amazing discovery made, the Super Solenoid Engine has since become the holy grail of scientific achievement: a man made

device to mimic the process found in the Angels capable of generating super-high energy outputs , forever and without pause or fuel. While

the desire for such an energy source is obvious, it is unclear what a functioning S2 Engine would mean for an Evangelion. In theory, it would

unlock in the Evangelion at least some potential for the same powers as a full-fledged Angel, but given the artificial nature of the Evangelion it

is impossible to accurately predict the result.

In the series

The fact of the matter is, promises of limitless power aside, we don’t actually know what the Supersolenoid Organ does. We know that Shinji’s

Evangelion Unit 01 gained one by consuming the Angel Zeruel, and that this unlocked incredible potential within the Eva. This potential was

something already known to Seele, and something they wished to avoid (Though Nerv Commander Gendo Ikari desired it for his own ends).

However, the exact result of Unit 01 gaining an S2 Organ is unclear, other than by implication. There was no obvious sign of the Evangelion no

longer requiring an umbilical to function, and no special powers demonstrated other than the Eva’s participation in the Tree of Life during

Third Impact.

So, what does this mean for you campaign?

What this means for your campaign

The Supersolenoid Organ is, in a very real sense, a plot token. How it is gained is unclear, and unreliable. No player may gain an S2 Organ

unless the GM intentionally allows them to have it. The precise advantages to having one may not always be clear, may manifest and different

ways, and will certainly not be set here. However, one ground rule should be adhered to:

The Supersolenoid Organ represents a contract between the GM and the player, guaranteeing that the Evangelion of the player has a greater

role to play in the ending scenario of the game, and if exploited will prove to have an important role in Third Impact. What the role is, what

additional prerequisites need to be met, and the consequences of doing so are all in the hands of the GM.

Example benefits of having a Supersolenoid Organ include:

Being able to use the Lance of Longinous as a weapon against Adam or Lilith

Being able to speak to Adam or Lilith directly during Third Impact

Being able to participate in whatever event that triggers Third Impact

Being able to interfere with whatever event that triggers Third Impact

Being able to, inside your Evangelion, survive whatever cataclysm Third Impact unleashes upon the world.

These are, of course, examples and should not be taken as the sum total of what the S2 Organ can accomplish. Similarly, no player

should naturally assume that possession of a S2 Organ allows them to do all of the above.

None of the above examples include definable mechanical bonuses to the Evangelion itself resulting from the S2 Organ, though at the GM’s

discretion such bonuses may apply. This is, however, discouraged as it may make your players treasure it as a mere mechanical upgrade.

Regardless of the mechanics that are applied, The S2 Organ should not be given out lightly, and GM’s should not feel pressured to

give every player, or even any player, an S2 Organ by the end of the game.

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The Rest of the Surplus After Collateral Damage has been addressed, remaining funds are treated as Surplus. After

surplus from a battle has been determined, it may be spent on buying new equipment or

constructing new structures in or around the Base of Operations.

Spending Surplus

Name Prerequisite Effect Surplus

Letter-Type Equipment Cost

A - Type Equipment --- Equip an Evangelion for flight. 10

C - Type Equipment --- Equip an Evangelion for deployment underwater. 10

D - Type Equipment --- Equip an Evangelion for deployment in hazardous

environments.

15

E – Type Equipment --- Equip an Evangelion for deployment in space. 15

Construction (Support Structures)

Umbilical Port Place a new Umbilical Port in the Base of Operations. 2

Support Cache Place a new Support Cache in the Base of Operations. 4

Launch Port Place a new Launch Port in the Base of Operations. 10

Embarkation Point Place a new Embarkation Point in the Base of Operations. 15

Recessive Buildings Reduce the risk of Collateral Damage in the Base of

Operations.

20

Variable Terrain Modify the landscape. Requires Recessive Buildings. 10

Containment Field Trap the Angel in a rudimentary energy barrier. 10

Sonic Resonator Harm a trapped Angel with a shearing effect. Requires

Containment Barrier.

5

Flash Chamber Flood a Containment Field with Positrons to weaken its

Deflection.

5

Barrier Plate Place a new Barrier Plate in the Base of Operations. 2

Entrapment System Place a new Anti-Angel immobilization system in the Base of

Operations.

10

Bakelite System Place a new Bakelite System in the Base of Operations. 5

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Construction (Turrets)

Turret Bank --- Place extra turrets around the base of Operations. 10

Missile Array --- Supplement the Offensive firepower of the Base of Operations. 20

Rail Array T2 Upgrade turrets in the Base of Operations to Railguns. 30

Laser Array Maser

Technology

Upgrade turrets in the Base of Operations to fire Masers. 40

Letter-Type Equipment

Letter-Type Equipment represents advanced loadouts for the Evangelions designed to

prepare them for drastically different deployment environments. The Evangelions are

equipped with B-Type Equipment by default, and within a matter of hours may be outfitted

with any other set of Letter-Type Equipment currently in stock.

Each purchase of a set of Letter-Type Equipment purchases a single set of this equipment

only, which may be used by any of the Evangelions. In order to field all available

Evangelions into nonstandard-environments, multiple sets of each equipment type must be

purchased.

However, Nerv is not completely unprepared. The development of the Letter-Type

Equipment has not happened all at once, and in fact development of some equipment types

began before construction of the Evangelions themselves. Some forms of Letter-type

Equipment contain entries on Prototype and Test Type versions of the Letter Type

Equipment in question. Nerv is assumed to have access to 1 set of both the Prototype and

test Type version, which may be fielded should Nerv lack access to the fully developed

versions of the equipment in sufficient quantity. However, these Prototype and Test Type

versions are noticeably inferior to the fully developed version, though often still better than

using the B-Type Equipment in that situation.

The available Letter-Type Equipment loadouts are described below:

A-Type

The A-Type Equipment represents

a dead end in the development of the

early Evangelions. With time to spare

before the arrival of the Angels, optimistic

science and engineering teams were

convinced that the S2 Engine would be

safely developed, tested and installed by

the time of the first Angel attack. With this

assumption about the Evangelion’s

operating time, original Evangelion

designs were based around extended

long distance self deployment to engage

and destroy the Angels wherever they

chose to appear. To this end, the original

Evangelion armor prototypes were

outfitted with removable thrusters and

jump jets for the purpose of long distance

travel. Obviously, power supply issues

forced this branch of development to be

scrapped. However, for shorter distance

trips the technology still works.

Unlike most other types of equipment

which are designed to be an extension of

the Eva’s armor, the A-Type Equipment is

designed to be a replacement, specifically

one with significantly lighter armor. While

the A-Type equipment is in use, armor for

all areas is treated as 2 lower. You may

take off as a half action, moving 20 dm in a

direction of your choice. In addition, you

may choose to spend an extra rounds

worth of power whenever you are in the

air (at least 5 dm off the ground) to gain

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the Flyer (AB) trait until you land.

However, for each turn that you have Flyer

active you exhaust an extra round off of

your power supply.

While the A-Type Equipment is poorly

suited for long term propelled flight, it is

well built for gliding. If deployed in the air

from a Nerv Evangelion Carrier plane (or

otherwise is at least 50 dm in the air), the

Eva may activate the A-Type equipment

and sustain flight for an extended period

of time. In order to sustain this flight, they

must expend a single rounds worth of

power every 10 kilometers. After all fuel

has been expended, they glide an

additional 1d5+5 kilometers and then

crash, taking falling damage as

appropriate.

B-Type

The B-Type equipment is the

second generation of intended Evangelion

restraining armor, and is the Type most

commonly associated with the Evangelion.

Designed to act as both protection for the

Evangelion and its pilot, as well as proper

restraint so that the Evangelion can be

piloted at all, the B-Type equipment is

reasonably functional in terms of mobility

as well as ability to protect the user in

both ranged and close quarters combat.

Simply put, this is the standard,

unmodified Evangelion equipment.

C-Type

The C-Type Equipment represents

the first example of Nerv’s intention to

engage and destroy the Angels wherever

they might appear. While the standard B-

Type equipment is capable of supporting

the life of the Evangelion when completely

submerged in water, it is not designed for

underwater movement, much less combat.

The C-Type equipment fits as a cover for

the rest of the Evangelion, adding to its

armor in most places and increasing its

armor by 1 for all Body Locations.

However, this is not to be taken as a free

protective upgrade. If used on land, the

Evangelion suffers a -20 to Weapon Skill,

Ballistic Skill and Agility. However, it is

designed to work well in water, and the

Evangelion suffers no penalties from

moving underwater.

The C-type equipment, in addition to the

turbines and pressure suit that allow the

Eva to operate when submerged, also

contains buoyancy tanks capable of

halving the rate at which the Evangelion

sinks per round. In case of emergency,

any Evangelion wearing C Type

equipment no deeper than 1000 meters

may activate an emergency flotation

device that immediately causes the Eva to

rise 100 meters per round until they reach

the surface.

Each section of the C-Type Equipment is

sealed off from the rest of the suit and

independently pressurized, to prevent

truly catastrophic decompression. This

pressurization system as a whole allows

the Evangelion to be effected by the

pressure as if they were in fact 1000

meters less deep than they truly are.

Should an Evangelion take Critical

Damage to a body part, that body part

now suffers from all of the effects of

pressure as normal for the depth that the

Evangelion is at. Prototype: As above, but only treats the

pressure depth as 500 meters less and

lacks individualized pressurization

entirely. Should the C-Type equipment be

breached by critical damage to any body

part, the entire Evangelion is now

exposed to the true pressure around them. Test Type: As above, but only treats the

pressure depth as 800 meters less.

D-Type

The D-Type Equipment is supplementary

hazardous environment gear. Originally

designed and tested for extremes of

pressure, temperature and radiation, the

D-Type Equipment can keep the

Evangelion safe in all but the most

extreme of situations at the cost of virtually

all mobility.

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Regardless of where the Eva is deployed,

the D-Type Equipment imposes a -10 WS,

a -20 BS, and a -20 Ag from its

cumbersome design. The Eva also suffers

from a -10 Perception due to its vision-

constraining helmet. However, it is heavily

reinforced, granting an additional +4

armor to all areas, making the wearing

immune to fire and flame based

weaponry, and halving the damage from

any energy weapon due to its energy-

reflective outer shell.

While the D-Type Equipment is in place,

the Entry Plug may not launch for any

reason.

If deployed in the Ocean the D-Type

equipment suffers an additional -10 AG

whenever not standing on something, and

may treat the ocean pressure around it as

if it were 8000 meters higher than it really

is.

If deployed into molten rock, the D-Type

equipment keeps the pilot safe until they

reach a depth of 1100 meters.

If deployed into space, the Evangelion is

protected but lacks any means to making

itself move.

While normally supplied by a reinforced

Umbilical Cable, should this cord ever be

cut the Evangelion lacks the mobility

required to replace it without assistance.

Only a Mobile Support Platform or a fellow

Evangelion may manually replace the

plug with a new one. Prototype: While still immune to flame

based weapons, the D-Prototype lacks the

advanced energy reflective coating, and

takes full damage from Energy weapons.

In addition, its reinforcement is sub-

standard, granting it only 2 armor to all

places and halving the effective distance

in meters higher it is treated as in all

situations. Finally, the Prototype’s design

does not carry its own weight very well,

imposing a -10 to the Evangelion’s

Strength. Test Type: As the fully researched type,

but only treating its armor to all areas as 3.

The Test Type had not yet fixed the

support issues of the Prototype, and still

suffers from a -10 Strength.

E-Type

The E-Type equipment is, quite

simply, a modification of the D-Type

equipment made to maneuver in zero

gravity. While worn, the Evangelion is

protected from all of the hazards of space,

though the D-Type’s enviable energy-

reflective coating was regrettably

removed to make way for an advanced

anti-radiation layer designed to allow the

Eva to operate even during a powerful

solar flare.

Each section of the E-Type equipment is

individually pressurized and protected,

preventing a single breach from

compromising the entire suit. However,

should the Evangelion take a point of

Critical Damage to any body location, that

section of the suit is compromised and that

body part is rendered inoperable almost

instantaneously as a result of

decompression and flash freezing. Should

this happen to the Head or Body, the

Evangelion is defeated.

While the E-Type Equipment is in

place, the Entry Plug may not launch for

any reason.

The E-Type equipment takes

advantage of its intended low-gravity

environment to attach additional batteries

to the Eva’s back. The Evangelion may

operate for a total of 20 rounds without an

Umbilical (which it is unlikely to have

access to in space) though the Eva has

considerably less actual fuel.

For movement in space, the E-Type

equipment is outfitted with a system of

thrusters, allowing it to affect its

movement for 10 rounds worth of actions.

Once this movement change is made, the

Evas last trajectory change becomes

constant until stopped. For example, an

Eva that moves forward 20 dm will

continue to move forward every round

until they change their movement again.

This constant motion is not under the

Evangelion’s control, and does not require

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any further actions on the Evangelion’s

part to maintain. It takes a half action for

an Evangelion to intentionally halt itself. Prototype: The E-Prototype was designed

simply to support the Evangelion in orbit,

with little development in its more

practical aspects. This version of the E-

Type has a smaller battery which only

allows for 15 rounds of operation, and

enough fuel for 3 rounds worth of

movement changes. In addition, its

radiation shielding is sub-par, and a solar

flare or similarly powerful radiation burst

can stun the Eva for 1d5 rounds. Test Type: As the fully researched type,

but only carries enough fuel for 6 rounds

worth of movement changes.

Weaving a Story: Pacing your Stride

As a Game Master, an important step in planning your campaign is determining it’s length. This does not necessarily have to be the first

step, as you may wish to plan out what Angels you intend to pit against your players and then state the length of your campaign. However, it is

important to decide the general length of your upcoming campaign for one simple reason: experience.

The amount of experience you allot your players each session determines how quickly they progress through their chosen careers. While

there is nothing wrong with not reaching Rank 5 by the end of the game, a GM that is more generous than they realized may have their players

advance too quickly, reaching the upper ranks of their careers and running out of options while the GM still has story to tell.

While hardly set in stone, provided below are a number of different progressions of experience, designed to reward players for combat

and non-combat sessions in a campaign. Each progression is intended to take the players well into rank 5, with enough room left over to overflow

into rank 6 if things run slightly longer than expected. Each progression also assumed one basic fact about your campaign: that there are, on

average, 2 non-combat sessions to every combat session in the game.

This may seem a strange thing to many GMs, but for many successful Adeptus Evangelion campaigns, the most memorable parts of the

game are outside the entry plug. Evangelion Pilots are detailed, overstressed and deeply flawed characters, and their interactions with each other

and the world around them can be amazing. As such, it is highly recommended that you give your players time to be their characters, and not keep

them cooped up in the Eva all of the time.

You may modify any of the progressions to suit the particulars of your game, but the example progressions listed here are:

Very Short Campaign

A very short campaign plays lightning fast, and speeds toward its end. With only 3 Angel fights, the game will probably last roughly 10 sessions.

To reach endgame rank in such a short time, every session is worth 1100 experience. Though giving out less experience is still an option…

Short Campaign

A short campaign has enough time to really tackle one or two major themes, and enough fights to do something interesting. With an expected 6

fights, the campaign as a whole will probably run around 20 sessions or so. To reach endgame rank in this time, every session is worth 500

experience.

Average Campaign

The expected length for most games, an Average game requires a dedicated group but gives the GM room to tell a compelling story with several

varied fights. Here, we start to make separation between combat and non-combat sessions. In an Average Length campaign, combat sessions are

worth 500 experience, while non-combat sessions are worth only 300. At this progression, the campaign as a whole will probably run just under

30 sessions.

Long Campaign

A long campaign is usually the result of a GM with a plan, who knows exactly what they want to do and has the Angel fights to prove it. At 12

Angels, the campaign can expect to run for 36 sessions. To sustain itself for that length of time and maintain a reasonable pace, players should be

given 400 experience for a combat session, and 200 experience for a non-combat session.

Very Long Campaign

A very long campaign takes a lot of time and effort, but sometimes that’s what you signed up for. 15 Angels is a lot of fight, and it will probably

take 45 sessions to see done. It is kind of an odd number, so to maintain proper pacing at this point GM’s are advised to give out 450 experience

for a combat session, but only 100 experience for each non-combat session.

A Grand Epic

Grand Epic Campaigns are not to be undertaken lightly, as they ambitious by nature. At a whopping 18 fights, it will take roughly 55 sessions to

complete. Unless your group meets especially frequently, that is over a year long campaign! To make that work you need an especially frugal

experience scheme, handing out only 250 experience for a combat session, and 150 experience for non-combat sessions.

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Construction

Support Structures

Support Structures are buildings designed to provide aid to the Evangelions while they fight

within the Base of Operations or supplement the Defense Lines. Without them, the

Evangelions would be unable to deploy, re-arm, or even power themselves for more than 3

rounds. While not directly increasing the combat potential of the Evangelions, a well placed

support structure can change the entire layout of the battlefield, and what tactics may be

implemented.

All Support Structures have building costs, deducted from the current surplus. Once placed,

Support Structures may not be moved. If damaged or destroyed, add the wounds requiring

regeneration for the Support Structure to the Collateral Damage Pool. When Collateral

Damage is repaired, so are the Support Structures.

Whenever a new Support Structure is bought, the OD must specify whether it is for the Base

of Operations or the Defense Lines. Some structures will say in their description that they

may only be placed in one or the other.

Umbilical Ports

Building Cost: 2 Surplus

Wounds: 1

Armor: 0

These are hatches in the ground from which a spare

Umbilical Cable may be deployed for increased range

of operation through the city. These cables are 60 dm

long.

Cable Spool

Building Cost: 4 Surplus

Wounds: 1

Armor: 0

By adding extra spools of Cable to the umbilical ports,

you may increase the length of all umbilical cables in

the Base of Operations by 15 dm. This upgrade may be

taken multiple times.

Support Cache

Building Cost: 5 Surplus

Wounds: 2

Armor: 1

A Support Cache is a false building that contains a

smaller version of the launch rails seen in Launch

Ports. These points may not be used to deploy

Evangelions, but can be used to deploy extra weapons

or ammunition. They also contain an Umbilical Port

with a 60 dm long cable for emergency use.

Launch Port

Building Cost: 10 Surplus

Wounds: 5

Armor: 4

A false building or section of street that

opens to reveal launch rails for an

Evangelion. These points automatically

contain Umbilical Ports with 60 dm long

cable, and may be used to deploy

additional weapons and ammunition after

the Evangelion has been launched.

Evangelions deployed from this point

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arrive at the beginning of the Combat

phase. Additional weapons or ammunition

arrive 1 round after being requested,

assuming that the gear is something that

the Base of Operations has in stock. This

may only be placed in the Base of

Operations.

Embarkation Point

Building Cost: 15 Surplus

Wounds: 8

Armor: 3

Often a section of false terrain, these points

contain an enormous cargo elevator that is

capable of deploying up to three

Evangelions from the same point. While

also capable of supplying additional

weapons or ammunition to the battlefield, it

is notoriously slow. Anything deployed from

this point takes an extra 2 rounds to arrive.

This includes Evangelions at the beginning

of the phase. This may only be placed in the

Base of Operations.

Recessive Buildings

Building Cost: 20 Surplus

Recessive Buildings is an advanced system of

gears and rails that allows primary buildings

to recede into the ground, where they are

much less likely to be caught up in the

firefight against the Angel. Not technically an

individual structure, this represents a more

extensive city-wide upgrade to major

buildings and skyscrapers.

Once Recessive Buildings have been

purchased, all area effects within the Base of

Operations deal 1 less point of Collateral

Damage. This may only be placed in the Base

of Operations.

Variable Terrain

Prerequisite: Recessive Buildings

Building Cost: 10 Surplus

Using the same basic technology as recessive

buildings, you may raise, lower or incline

entire sections of ground. As a Free action, the

OD can cause the terrain to move in

unpredictable ways, reducing the Agility Bonus

of any Angel that has to walk on the ground by

1. The opposite can also be done to aid the

Evangelions in any speed-related efforts; the

OD may, as a reaction action, choose one

Evangelion and have them benefit from +1 AB

till the end of the OD’s next turn.

Containment Field

Prerequisite: Research Tier 2

Building Cost: 10 Surplus

Wounds: 5

Research into the properties of AT fields,

specifically the base Deflective Field pattern, has

granted Nerv the ability to produce a rather poor

substitute. While unable to truly deflect attacks,

the field can, with reasonable success, slow

things passing through it. If an Angel is lured into

the space that contains the Containment Field,

four pylons rise up and spread the distortion

effect between them. The Angel must perform an

offensive ability such as a simple standard attack

or an Angel Cross to break out of the field.

Sonic Resonator

Prerequisite: Containment Field, Research Tier 2

Building Cost: 5 Surplus

An addition to one Containment Field of your

choice, the Sonic Resonator makes use of the

technology found within the Sonic Guillotine

imbuing the field with a deadly vibration. Angels

attempting melee attacks to escape are forced to

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use a full action to gain their escape as the vibration

interferes with their attempts. If the Angel should

remain inside the field for a full round, they must

test (toughness or deflection?) and on a failure take

1 damage to all body parts that ignores TB and AP.

Flash Chamber

Prerequisite: Containment Field, Research Tier 2,

Positron

Building Cost: 5 Surplus

The Containment Field can keep things besides

Angels inside. The area of a Containment Field of

your choice is supplemented by a series of

rudimentary positron emitters. Designed for mass

production, they are not of a quality fit for

Evangelion weapons, as they tend to self destruct

when used. But that momentary release of energy

can be used to flood the inside of the Containment

Field with exotic radiation. The OD may, as a

Reaction action, trigger such a ‘flash’ to automatically

bring down the Containment Field, but lower the

Deflection of the Angel by 4 for one round in the

process.

Bakelite System

Building Cost: 5 Surplus

Wounds: 3

Armor: 2

Triggered by the presence of an enemy, great

nozzles take aim and spray Bakelite over the

unfortunate victim. On a successful BS test, the fast-

hardening substance reduces the enemy’s Agility by

1d5 but gives the enemy +1 AP to the area struck.

One system only contains enough liquid Bakelite for

one use.

Barrier Plates

Building Cost: 2 Surplus

Armor: 6

Barrier Plates are solid, reinforced sheets of metal

that can be placed at key points in the city, often

intersections. Normally, they remain in small bays

underground, but at the push of a button they slide

up, standing some 5 dm high and 2 dm wide. Once

requested, the sheets deploy 1 half action later (or

are deployed as a reaction action by an Operations

Director), and may be used by the Evangelion to

provide cover or block an expected enemy attack. In

terms of Dark Heresy cover rules, it has 6 AP.

Entrapment System

Building Cost: 10 Surplus

Wounds: 10

Armor: 2

Sadly only really effective on the Angels with the

weakest fields, the Ensnarement Trap fires hundreds

of harpoons and hooks connected to high-tensile

cables in an attempt to tether down an Angel and

stop it from moving. This trap has a set Breach of 5,

and may be activated as a Reaction action by the OD

whenever a viable target enters the designated area.

If successful, the Angel may make a free Strength test

each turn to try and get free or use an attack action of

its choice to tear itself out automatically. This system

may also be used to restrain a Berserking

Evangelion should it become hostile to its allies.

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Turrets

Turrets are defensive structures to be used to aid the players in both the Static Defense and

Combat stages. They are easily destroyed and lack the power of A.T. Fields, making them

virtually useless against an Angel at full strength. However, when an Angel’s A.T. Field has

been fully neutralized, the turrets volume of fire can turn defeat into victory.

All turrets bought via Support or Surplus add onto a universal Turret Mob’s Unit Power,

while specific technology packages may unlock special abilities or increase the damage or

penetration of the mob once they have been bought. The maximum strength of the Turret

Mob is 10.

At the end of the battle, if the Turret Mob has taken damage an amount of collateral damage

is added to the Collateral Damage pool equal to the Unit Power lost in the process.

Unlike other Mobs, Turrets are not all packed together but are spread throughout the Base

of Operations and may attack anything that is within it, but not targets that have gone into the

Geofront. For this same reason, anybody that could attack a building within the Base of

Operations is considered to be able to attack the Turret Mob. However, the Turrets have an

AP equal to their Unit Power to reduce damage with, as well as the Swarm Trait (halving all

rolled damage from sources that are not Blasts, Cones, or Area of Effect damage). They may

be controlled as other Conventional Forces, but they may not Move or Split.

Turrets are only available during battles in or near the Base of Operations. Consult the chart

below to determine their area of deployments and power.

Turret Chart

Unit Power Damage Maximum Range

1 1d10+1 I Up to 10 dam away from the base of operations

2 1d10+2 I Up to 20 dam away from the base of operations

3 1d10+3 I Up to 30 dam away from the base of operations

4 1d10+4 I Up to 40 dam away from the base of operations

5 1d10+5 I Up to 50 dam away from the base of operations

6 1d10+6 I Up to 60 dam away from the base of operations

7 1d10+7 I Up to 70 dam away from the base of operations

8 1d10+8 I Up to 80 dam away from the base of operations

9 1d10+9 I Up to 90 dam away from the base of operations

10 1d10+10 I Up to 100 dam away from the base of operations

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In addition to the above, the following may be purchased with Surplus:

Turret Bank

Building Cost: 10 Surplus

Effect: You dedicate significant funds to

permanent fortifications to the Base of

Operations and have funding approved

for it in the future. Your Turret Mob has a

Unit Power of 1 even without spending

Support on it. If this upgrade is taken

multiple times, the starting Unit Power is

increased by 1 per purchase. Regardless

of the source of the Turret Mob, you

cannot exceed the maximum of a Unit

Power 10 Mob.

Missile Array

Building Cost: 20 Surplus

Effect: You install considerable ranks of

high-explosive missiles. Before attacking

with your Turret Mob you may spread its

attack, giving it a Blast radius up to half its

Unit Power in dam and dealing X damage.

This may only be purchased once. When

used as a Blast attack in this fashion, the

effects of Laser Array or Rail Array may

not be applied.

Laser Array

Building Cost: 30 Surplus

Effect: You upgrade the general Turrets

of the Base of Operations to be a system of

high-energy lasers. Your Turret attack

gains a Breach rating of 1 for every 3 Unit

Power of your Turret Mob, and now deals

E damage. This may only be purchased

once.

Rail Array

Building Cost: 40 Surplus

Effect: You have a system of armor-

piercing railgun turrets built to support

your bigger guns. Your Turret Mob gains

a Penetration equal to half their Unit

Power, rounding down. This may only be

purchased once.

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The Operations Director is a special position of power that can be granted to a player as a special, non-pilot career. In short, the Operations Director is the undisputed leader of the party. While the pilots are assumed to be teenagers, the Operations Director is an experienced military command-er whose job it is to lead the pilots to victory.This is a pretty heavy responsibility, and requires a special kind of player. It should be made very clear that the Operations Director is in no position to interact with the battle directly. Where each of the pilot characters has their Evangelion with which to fight, the Operations Director instead fights by assisting the pilots with special abilities, extra combat data, innovative plans to overcome unique defenses, and the tactical application of Conventional Forces. But even these Conventional Forces are more of a tactical tool than a damage dealing one, and any Operations Director who expects to lead from the field of battle or score an Angel kill himself is going to be sorely disap-pointed.

The OD does, however, have many advantages. They have power. They have the authority to give the pilots orders (both in and out of combat), have Nerv Security and Section 2 Special Agents upon request, have the ultimate control over how Research and Surplus are spent, and are in a unique position to interact with the plot of the game.As a competent adult in a command staff position in a worldwide organization with near unlimited resources at its disposal, the Operations Director is in a prime position to investigate the truth of Second Impact, seek out any shadowy organizations or global conspiracies that exist in your game, and attempt to thwart the plans of human enemies. This gives the players the resources to be proactive on a wider scale, rather than be a purely reactive group of pilots that exists to defeat the Angels as they arrive.

However, the Operations Director’s power is not unlimited, even with Nerv. Other key command staff, such as the Head of the Research Department, have equal power. And the Nerv Commander (and any Subcommander(s) that he may retain) clearly outrank you and have access to even great-er resources… as well as being fully capable of shutting down your investigation if you draw too close to any of his secrets.

An Operations Director, in many ways, plays a different game than that of the pilots. However, with the right kind of player it can be a rewarding experience for all involved. It also provides an outlet for players who want to participate, but simply are not fans of giant robots or playing emotionally dysfunctional children.

For obvious reasons, the responsibility and authority inherent in the position of Operations Direc-tor means that you seriously consider your options when allowing a player to be one. Few things can ruin a game as quickly and as easily as a poorly chosen Operations Director who abuses and misuses his power to the detriment of the game as a whole.

What is an Operations Director?

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Operations DirectorOperations Director is the special career path of Adeptus Evangelion. Oddly enough, Operations Directors are unique among player characters be-cause they lack the ability to synchronize with an Evangelion. As such, they begin play with a Synch Ratio of 0 and may never increase it by any means. Similarly, they only operate in personal Scale, and none of their Talents could ever be applied to an Evangelion Scale encounter as if they were a pilot. As such, the scale column has been removed from all Operations Director Rank Charts.

Operations Directors do not fight the Angels directly like other players, but instead guide and assist the other players remotely while spending the entire battle in a command bunker.

However, while they might find their combat expe-rience to be lackluster compared to the dynamic and life threatening struggle of piloting an Evange-lion, outside of combat the Operations Director has many distinct advantages. The first and foremost of these is that the Operations Director outranks the pilots, an enviable position that should be role-played to full effect and taken into account during important decision making.

Under no circumstances may there be two Opera-tions Directors in play at the same time.

Characteristic Simple Intermediate Trained ExpertWeapon Skill 100 250 500 750Ballistic Skill 100 250 500 750Strength 100 200 300 400Toughness 100 200 300 400Agility 100 500 500 750Intelligence 100 200 300 400Perception 100 200 300 400Willpower 100 250 500 750Fellowship 100 200 300 400

Starting Skills: Command (Fel), Scrutiny (Per) OR Scholastic Lore (Evangelions), Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR Common Lore (Any)Starting Talents: Skill Proficiency (Twice), Requisition Support (Twice)

Captain: (0-999) Advance Freq Cost Type Prerequisites

Awareness 1 100 S ---Dodge 1 100 S ---

Tech Use 1 100 S ---Computer Use 1 100 S ---

Skill Proficiency 5 100 T ---Absolute Order 1 200 T Fel 35

Cut Synch 1 100 T ---Foresight DH 1 100 T Int 35

Martial Training 3 100 T ---Peer(Nerv) 1 100 T Fel 30

Precision Targeting 1 200 T ---Remote Care 1 200 T ---

Requisition Support 2 100 T ---Tactical Genius 1 200 T Int 35

Sound Constitution DH 1 50 T ---

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Major (1000-1999) Advance Freq Cost Type Prerequisites

Command +10 1 100 S CommandSkill Proficiency 4 100 T ---

Skill Training 2 100 T Skill ProficiencyContact 1 100 T Fel 35

Death Before Dishonor 1 200 T ---Like a Boss 1 200 T ---

Martial Training 3 100 T ---N2 Strike 1 200 T ---Popular 1 200 T Fel 30

Requisition Support 3 100 T ---Vigilance 1 100 T ---

Sound Constitution DH 1 50 T ---

Lt. Colonel (OD): (2000-3999) Advance Freq Cost Type Prerequisites

Skill Proficiency 4 100 T ---Skill Training 5 100 T Skill ProficiencySkill Mastery 5 100 T Skill Training

Contact 1 100 T Fel 35Delegate 1 200 T ---

Dummy Plug Mk 1 1 200 T ---Favored Tactic 1 200 T ---

Feedback Tampering 1 200 T ---Foster Teamwork 1 100 T ---

IOU(R&D) 1 200 T ---IOU(Military) 1 200 T ---IOU(Political) 1 200 T ---

Martial Training 3 100 T ---Master Orator 1 100 T ---

N2 Strike 1 200 T ---Pilot Surveillance 1 200 T ---

Requisition Support 1 100 T ---Superior Logistics 1 100 T ---

Technobabble 1 100 T ---Sound Constitution DH 1 50 T ---

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Colonel (4000-6999) Advance Freq Cost Type Prerequisites

Computer Use +10 1 100 S Int 35Tech Use +10 1 100 S Int 35

Dodge +10 1 100 S DodgeCommand +20 1 100 S Command

Skill Proficiency 1 100 T ---Skill Training 5 100 T Skill ProficiencySkill Mastery 5 100 T Skill TrainingAs Foretold 1 200 T ---

Battlefield Commander 1 200 T ---Double Agent 1 200 T Elite Agent

Elite Agent 1 200 T ContactJust As Planned 1 200 T ---

Last Resort 1 200 T N2 StrikeLike a Boss 1 200 T ---

Martial Training 3 100 T ---Popular 1 200 T ---

Requisition Support 1 100 T ---Stratagem 1 200 T ---

Surefire Ejection 1 100 T ---Talented(Inquiry) 1 100 T ---

Talented(Shadowing) 1 100 T ---Total Recall 1 100 T ---

Value of a Miracle 1 200 T ---Well Informed 1 200 T ---

When Suddenly… 1 200 T ---You Owe Me 1 100 T ---

Sound Constitution DH 1 50 T ---

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Brigadier: (7000-9999) Advance Freq Cost Type Prerequisites

Computer Use +20 1 100 S Computer Use +10Tech Use +20 1 100 S Tech Use +10

Skill Proficiency 1 100 T ---Skill Training 3 100 T Skill ProficiencySkill Mastery 5 100 T Skill Training

Bane 1 200 T As ForetoldDummy Plug Mk II 1 200 T Dummy Plug MK 1

Favored Tactic 1 100 T ---Imprint 1 200 T Dummy Plug Mk II

Martial Training 3 100 T ---N2 Strike 1 200 T ---

Promote Assistant 1 200 T ---Requisition Support 1 100 T ---

Talented(Command) 1 200 T CommandThe Plan 1 200 T ---

You Owe Me 1 200 T ---

Mastermind (10000+) Advance Freq Cost Type Prerequisites

Skill Proficiency * 200 ---Skill Training * 200 T Skill ProficiencySkill Mastery * 200 T Skill TrainingElite Agent 1 200 T ---

Key to Victory 1 300 T Just As Planned, The PlanImprint 1 200 T Dummy Plug Mk II

Like a Boss 1 200 T ---Martial Training 2 100 T ---

N2 Strike 2 200 T ---Requisition Airstrike 1 200 T Operations Director

Technobabble Solution 1 200 T TechnobabbleYou Owe Me 1 200 T ---

Sound Constitution DH * 100 T ---

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Operations Director TalentsAbsolute OrderPrerequisite: Operations DirectorEffect: The Operations Director pulls rank on a Pilot, who is more afraid of you than anything else that could happen to them. By spending a Fate Point, the Operations Director may be treated as if they had rolled a 01 on a command test against one person of their choice. In a similar move, they may choose to Burn a Fate Point to give a command to a Pilot who must then comply as competently as possible, regardless of that PC's feelings or any abilities that might come into play. If the character's player completely refuses to comply after the Fate Burn, the Operations Director does not lose a Fate Point however the character that refused the order does.

As ForetoldPrerequisite: NoneEffect: Using access to files and manuscripts that are more mad ravings than science, the Operations Director has managed to glean something use-ful about their foes. They may test Scholastic Lore (Angels) after the first round of combat with a given Angel at a -20 penalty. If successful, the Operations Director gains a useful hint about the Angel. Even though the information is already available to the Operations Director, virtually all of it is useless with-out context, and only makes sense when the Angel is encountered.

BanePrerequisite: As ForetoldEffect: After a successful use of ‘As Foretold,’ the Operations Director may exploit the circumstances laid out in those mad scribblings to push the battle in their favor. As a Full Action they may choose a single Evangelion's attack and spend a Fate Point. The Evangelion deals an extra 1d10 damage with this attack, but the attack may not provoke a Righ-teous Fury. Subsequent uses of Bane will require one additional uses of ‘As Foretold’ each time.

Battlefield CommanderPrerequisite: Operations DirectorEffect: The Operations Director may, as a Half Ac-tion, micromanage the forces under their command to get a much greater efficiency out of them than would be expected. They may increase the Unit Power of a single Unit of CFs by 1 for a round for the purpose of damage and special abilities (but not wounds).

Upon purchasing this Talent, the GM and the player should work together to create an NPC as an ally to the Operations Director. This NPC could be a humble jani-tor, a member of the research team or local IT depart-ment, a secretary for an important official or even a fel-low member of Nerv. Any position that can be imagined, and which the GM will allow, is possible. Similarly, what ties the Operations Director has to this character are similarly mutable. They could be someone who owes him a favor, an old friend, someone they are blackmail-ing, their brother-in-law’s old college roomie or simply someone that they go out for drinks with every Saturday. Regardless of their position and background, each contact created in this fashion has the following basic statblock:

WS BS Str Tgh Agi Int Per WP Fel35 35 30 30 30 30 30 30 30

Wounds: 10 Skills: Any 4 of your choice Talents: 1 of your choice that they meet the prerequisites of, as well as the Peer Talent for whatever group that they belong to.

If your GM approves, and it would make sense for the Contact in question, you may pay 100 XP in exchange for an additional Talent for the Contact, two additional Skills, or to improve a single characteristic by 10 to rep-resent a Contact with exceptional skill (such as a bril-liant scientist with an appropriate bonus to Intelligence). You may pay as much additional XP as you wish.Once generated, these contacts may by employed by the Operations Director to perform any number of tasks for them, or simply be tapped as a source of informa-tion. What role the Contact fills depends heavily on what skills they have at their disposal and what their position is.

Possible uses for a Contact who was a member of the research team, for example, would be using their Scholastic Lore (Evangelions) skill to answer a question of yours, or having them use their Inquiry skill on the other researches for you to find out more about a certain secret project.

Depending on the NPC in question, their mannerisms and general disposition may vary wildly. However, they will always be at least generally helpful and GMs should feel discouraged from using these specifically helpful NPCs against the Operations Director. GMs should feel encouraged to make any Contacts reoccurring minor characters at least, rather than a skill mechanic that hap-pens to have a wound pool.

If the GM has no objections, it would not be beyond this ability to establish a previously introduced NPC as a new Contact. This Talent may be bought multiple times, each time creating a new NPC Contact.

ContactPrerequisite: Operations DirectorEffect: A friend in the right place can make all the difference, and for this reason a clever man makes such friends wherever he can.

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Cut SynchPrerequisite: Operations DirectorEffect: Maintaining a pilot’s Synchronization with its Eva is both complicated and dangerous. Under stress the Pilot’s Synchronization Ratio can spike and dip erratically, risking harm to the pilot’s mental state. While the Entry Plug, Plugsuit, and A10 Nerve Clips already contain all of the Synchronization boosting technology currently available to Nerv, the Entry Plug may also be triggered remotely to cut back that Synch Ratio to a more manageable level in case of emergency.

The Operations Director may, as a reaction action, order the Synch Ratio of a single pilot cut. This im-mediately reduces that pilot’s SR by a number of d10 of the Operations Director’s choice, but never more than 5d10 in a single round. While the restric-tion might be removed in future rounds, the Synch Ratio will not immediately bounce back in that encounter. Synch Disruption can raise or lower it as normal, but only a complete reboot of the Entry Plug can restore the pilot’s SR to normal.

Berserk Evangelions are immune to this talent.

Death Before Dishonor Prerequisite: NoneEffect: As a half action, you make choose one Pilot that has failed a Test to resist Fear and Test Com-mand. On a success, you manage to coerce the pilot into fighting through his fear, and at the start of his next turn the pilot is treated as having snapped out of his fear, but effects that cannot be overcome this way remain. This talent does not work on any pilot that is unconscious.

DelegatePrerequisite: Operations DirectorEffect: Proper leadership requires the use of all available resources. By proper delegation of crucial activities to the rest of you command staff, you can become much more efficient. Once per session, you may use one Operations Director talent that normal-ly requires the expenditure of a Fate Point at no cost. Note that this is for Talents that require the spending of a Fate Point only, not the burning of one.

Double AgentPrerequisite: Operations Director, Contact, Fel 40Effect: The Operations Director may choose any one NPC in the room and Burn a Fate Point. That NPC, despite all evidence, has actually been working for the Operations Director as a double agent. The GM may feel free to veto the use of this ability on any NPC of his choice for campaign reasons, though in any such case the Operations Director’s Fate Point is not burnt.

Dummy Plug MK 1Prerequisite: Operations Director, Research Tier 2Effect: The Evangelions represent one of the most powerful weapons ever conceived by man. As such, it is understandable that many are less than happy about putting its control in the hands of inexperienced chil-dren or, worse yet, older pilots capable of realizing exactly how much power they have.

The Dummy Plug is the much anticipated, and greatly disappointing, solution to this problem: an artificial Syn-chronization signal that allows the Eva to function under remote control. However, despite thorough testing, it is still unpredictable and dangerous, often much more careless and destructive than the pilot it was meant to replace. Once purchased, all your Evangelions are considered outfit-ted with the Dummy Plug system.

While an Operations Director can order the activation of a Dummy Plug at any time, it is only recommended for use in an Evangelion whose pilot has become incapaci-tated while the Evangelion remains functional. While it is possible for the Eva to Berserk in this time, it is by no means guaranteed, and the Dummy Plug represents a surefire way to get that Eva back in the fight.

Activating the Dummy Plug is a Free Action on part of the OD, but takes a round to initiate. The pilot loses con-trol of the Eva and their Talents no longer apply, though any upgrades made to the Evangelion still do. Instead the Dummy Plug is in control, using the entry provided below.

A Dummy Plug Mk1 is treated as if the pilot had the fol-lowing stats:

WS BS Str Tgh Agi Int Per WP Fel SR

50 10 20 20 30 10 30 30 10 50

Skills: Awareness (Per), Dodge (Ag)Talents: NoneTraits: Murderous*, System Crash**Murderous*: The Dummy Plug must attack the nearest enemy in melee combat if possible. If it is not engaged with the nearest enemy, it must move towards that en-emy and engage them if possible. The Dummy Plug will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but it will take any actions that have a reasonable oppor-tunity to engage in melee with the nearest enemy.

The Dummy Plug is immune to fear, pinning, stunning effects, and the effects of fatigue, and may not Parry, use the Withdraw Action, or flee from Combat. The Dummy Plug must use the All-Out Attack option in melee com-bat if possible and may never make Called Shots under any circumstance.

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The Dummy Plug will inflict 1 Collateral every round it is active with its brutal, careless fighting style, until all enemies are gone and it deactivates.

System Crash**: If the Dummy Plug would gain 5 or more insanity points, or remove 5 or more points from their ego barrier, it shuts down for its next turn (with-out giving control to the pilot back) rebooting by the round after. Any such ability that might subvert an Eva indefinitely prevents the Dummy Plug from rebooting, and now must attack the pilot as normal inside the im-mobile Eva in order to take control of the Evangelion.

Dummy Plug MK 2Prerequisite: Operations Director, Research Tier 3, Dummy Plug MK1, Absolute OrderEffect: A much improved version of the Mark 1 Dummy Plug, the Mark 2 sacrifices the fury of its predeces-sor for skill and loyalty. Using the same technology for imprinting memories on awakened clones, the new Dummy Plugs are given a standard package of imprinted skills and talents. Purchasing this Talent upgrades all your Evangelions’ Dummy Plugs.

Once the Dummy Plug has been activated (which takes a full round), it follows many of the same rules at the Mk 1 Dummy Plug, with the following exceptions, according to the profile provided below.

A Dummy Plug Mk2 is treated as if the pilot had the following stats:

WS BS Str Tgh Agi Int Per WP Fel SR

35 35 30 30 30 30 30 30 30 70

Skills: Awareness (Per), Dodge (Ag)Talents: A.T. Power (Neutralize), Double Team, Light-ening Attack, Quick Draw. Traits: Obedient**Obedient: While the Dummy Plug is active, the Eva may not ignore a direct order from its remote control-lers. This is usually the Operations Director. Com-manding the Dummy Plug works just like controlling Conventional Forces.

Elite AgentPrerequisite: Operations DirectorEffect: As Contact, but the Operations Director ac-quires the services of a very skilled individual with combat and investigation training. This individual uses the Section-2 Special Agent stat line, except that it has +20 Inquiry and Computer Use.

In addition to its normal uses as a Contact, the Elite Agent may be put ‘on assignment’. When put on as-signment, the Elite Agent deploys to investigate a single individual, group or matter. The Elite Agent then drops off the radar for a period between one week and one month, as determined by the GM and depending on the task at hand.

At the end of this time, the Elite Agent tests Inquiry. On a success, the Elite Agent comes back with useful information on the subject, with additional infor-mation based on degrees of success. Should they achieve three or more degrees of success, they come back with secret of some note. On a failure, they ac-quire either no information, or worthless information. On a failure of two or more degrees of success, the Elite Agent attracted the wrong kind of attention and has been… removed. The Elite Agent is lost forever and may not be replaced. On three or more degrees of failure, the Elite Agent is lost and the OD has been implicated in the process. What happens next is up to the GM, but whoever or whatever was being investi-gated now knows that the OD was investigating them.

Favored TacticsPrerequisite: NoneEffect: An Operations Director is obviously well versed in military strategies. But there are some that they just might find more appealing than others.

Perhaps they were impressed upon them during their training by some mentor. Perhaps said tactics have ensured some great victory in the past.

Perhaps the OD simply saw it in a movie once and thought it looked cool. Whatever the reason, they have gone out of the way to specifically alter the pilot’s training so that they might better enact this tactic.

Choose one bonus from the following list:Dropkick: When attacking an opponent from above (such as at the end of a use of Float or use of A-Type Equipment) pilots gain a +20 bonus to Knockdown attempts. Dynamic Aiming: The pilots may now aim (either full or half action) and then take a half move action without losing the benefits of the aim action. If they THEN fail to attack as their next action, the benefits of aim are lost. Flyswatter: Reduce all penalties for attacking tar-gets of sizes lesser than Average by 10.Focused Charge: All Pilots gain a +10 bonus to any attempts to Charge an enemy.Evasive Stance: Defensive Stance affects enemy Ballistic Skill Tests as well. Lightning Feint: Pilots may now feint as a Reaction Action.Terrain Mastery: Reduce the penalties suffered from battling in difficult environments by 10.

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Feedback TamperingPrerequisite: Operations DirectorEffect: The Evangelion pilots face many horrors in their line of work, some worse than others. It is the Opera-tions Director’s job to see them through this by any means necessary. Even when it means doing some-thing unpleasant.

Should a pilot suffer Insanity or Ego, the Operations Di-rector may spend a fate point and intentionally trigger a truly excruciating feedback spike to traumatize the pilot and send them into shock, causing them to black out for a moment and avoid the worst of what they were facing. The pilot is Stunned for 1 round, but the amount of Insanity Points gained or Ego Barrier lost is halved.

While often a necessary measure, Operations Directors should not expect the pilots to appreciate the use of this Talent.

Foster TeamworkPrerequisite: Operations Director, Int 40Effect: Choose two pilots. These two pilots spend the next week in synchronized training, preparing to pull off a specific maneuver.

For the next battle, the Operations Director immedi-ately spends one Fate Point at the start of the battle and declares that two or more pilots will learn a particular talent of the Operations Director's choice.

This Talent must be either a Talent already known to one of them or one that at least one of them meets the prerequisites for but does not possess yet. If the Tal-ent that the Operations Director would attempt to give them is of dubious plausibility or an attempt to exploit the rules of the game (such as the case for Talents that may only be used a limited number of times, or have a prerequisite of a career itself) this Talent fails and the Fate Point is not spent. This intent to use this talent must be declared in advance of the battle for it to be effec-tive.

ImprintPrerequisite: Operations Director, Dummy Plug MK 2Effect: Using the same memory imprint technology used to bring new manufactured clones up to speed, new skills may be granted to the Dummy Plug Mark 2. While the previous Dummy Plugs were too unstable to accept such programming, the second generation can retain this information easily. However, the memories may not be created from scratch. They must have a source.

Choose a single Talent known by another pilot already in play. This Talent may not cost more than 200xp. The Dummy Plugs are imprinted with the knowledge of this ability, so long as they already know all prerequisite Talents or AT Field Powers.

The imprinted Talent is granted to all mark 2 Dum-my Plugs upon purchase of this Talent by the Op-erations Direction. While the Imprint Talent may be purchase multiple times, each purchase grants the Dummy Plugs one Talent and one Talent only.

IOU: MilitaryPrerequisite: Operations DirectorEffect: There is someone who owes the Operations Director a favor. Someone who can get things done. In this case, it is an important general or similarly power-ful military official. Through this favor and a compelling argument about the strategic necessity of the task, the OD may requisition one of a number of effects.

Examples of such effects include: • The deployment of 10 Unit Power worth of extra military forces for a coordinated plan of attack. • The deployment of an N2 Weapon against an enemy, though never in a populated or heavily devel-oped area. This use of an N2 weapon is separate from the N2 Strike Talent, and does not require the burning of a Fate Point. However, all damage resulting from it is still counted as collateral damage as normal. • The deployment of a prototype non-Evange-lion anti-Angel weapon, such as a T-RIDEN-T kill team. • Using military resources to deploy the equiv-alent of a Base of Operations far away from the Geo-front, complete with MAGI Uplink, turrets and plenty of Umbilical Ports.

Other, more imaginative favors from the Military may also be called in by the Operations Director at the GM’s discretion.

This IOU may be utilized once and once only in a cam-paign before being permanently spent. The IOU may not be purchased again for use a second time. The only exception is through use of the “You Owe Me” Talent.

IOU: Political Prerequisite: Operations DirectorEffect: There is someone who owes the Operations Director a favor. Someone who can get things done. In this case, it is a person with important ties to a government, corporation, or other major influential area. When in dire straits, the OD can call upon this contact to help procure one of a number of effects.

Examples of such effects include: • A one-time influx of 1d10 + 10 Surplus. • Removal (or worse, depending on how willing you are to get your hands dirty) for a troublesome NPC. • Aid in a major legal action. • Obtaining information without risking an Elite Agent.

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• Using National or Corporation resources to launch an Evangelion into space. • Other, more imaginative favors from the Poli-tician in question may also be called in by the Opera-tions Director at the GM’s discretion.

This IOU may be utilized once and once only in a cam-paign before being permanently spent. The IOU may not be purchased again for use a second time. The only exception is through use of the “You Owe Me” Talent.

IOU: R&DPrerequisite: Operations DirectorEffect: There is someone who owes the Operations Director a favor. Someone who can get things done. In this case, it is an important member of some Research and Development department or team (either for Nerv itself or another corporation or organization of some kind). By pulling a few strings the OD can get their hands on some juicy technology that would usually not be available.

Examples of such effects include: • Request a Prototype Weapon you have not researched yet, at no WUP cost, with the condition you must hand it back afterwards. • Permanently obtain a Prototype Weapon you have not researched yet, at no WUP cost, with the condi-tion it has a significant drawback such the Inaccurate or Overheat qualities, significantly reduced damage, range, ammo capacity or whatever the GM deems makes it worth it. • A one time influx of 1d5+5 Research. • Requisition a piece of special equipment suited for a specific, one-time task such as containing a weak angel or otherwise performing a key role in a unique plan. • Other, more imaginative favors from the R&D Team may also be called in by the Operations Director at the GM’s discretion.

This IOU may be utilized once and once only in a cam-paign before being permanently spent. The IOU may not be purchased again for use a second time. The only exception is through use of the “You Owe Me” Talent.

Just as PlannedPrerequisite: Operations Director, Int 40, ForesightEffect: The Operations Director may benefit from Foresight after 1 minute rather than 10 minutes.In addition, the Operations Director may spend a Fate Point to have retroactivelyprepared or taken any action within the last 10 min-utes that would just now come into play, such as mak-ing a discrete phone call for assistance or turning on a small recording device. Note that retroactively taking this action cannot change anything else that has already happened, though it may be addressed as normal now.

Key to VictoryPrerequisite: NoneEffect: There are a handful of possible alternatives to the Evangelions for defeating the Angels. However, each is more terrible, risky and costly than the last. More than a few of them involve breaking several inter-national treaties, crossing an organization that doesn’t even publicly exist, or using artifacts only barely un-derstood.

At the time that this talent is taken, the GM and player must decide on a single item or plan to defeat a single Angel automatically if it is out of Fate Points (or cause it to default to 0 wounds on all body parts and burn all of its Fate Points if it still possesses them).

While the OD is encouraged to use whatever makes their Base of Operations special (such as its Buried Treasure or something of similar plot importance) they cannot make use of anything that has not yet been dis-covered in character.

What’s more, the Key to Victory works only once, the GM decides on a convincing deterrent to explain why. Such downsides might include the sacrifice of plot-important items, massive political fallout, the geofront itself becoming compromised, or some combination of the above.

Last Resort Prerequisite: NoneEffect: When using the N2 Strike talent, deal an extra 4 damage (even if the normal damage would be 0) for every Fate Point burnt by a party member (for what-ever reason) thus far during that session, as well as for every allied Evangelion defeated or otherwise unwill-ingly removed from play.

Like a BossPrerequisite: NoneEffect: You are the one in charge of Nerv’s Department of Operations for a reason. Don’t let anyone forget it. Choose one of the following options: Discipline: Gain a +5 to WS. You gain the Disarm talent from DH, and in addition get a +10 bonus to Disarm tests against valid targets of Command. Jesus Christ he has a Gun: Gain a +5 to BS. You may force any viable target of Command to Test Pinning just by using the Aim action on them. Correction Punch: Gain a +5 to S, You may test Com-mand instead of WS for melee attacks against those who are viable targets for command. Take Charge: Gain a +5 to Ag. Your initiative is always 1 higher than the highest initiative rolled by a fellow player. If this is somehow in competition with another person, highest Agility Score wins.

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Degree in Asskicking: Gain a +5 to Int. You may test Intelligence whenever you roll an opposed test against any human target, regardless of the characteristic nor-mally rolled. Wary: Gain a +5 to Per. You are never surprised, and in addition gain the Step Aside Talent.Oldest one in the book: Gain a +5 to WP. Any bonus you would get to a command test against an individual is similarly added to any Scrutiny test, in addition to any normal bonuses that would apply.Linguist: Gain a +5 to Fel, You know all languages spo-ken by the other party members at any given time

N2 StrikePrerequisite: Operations DirectorEffect: Each time this talent is bought, the OD gains a single N2 mine which is stored for later use. The Opera-tions Director determines the point of impact as a half action, and at the beginning of the Operations Direc-tor’s next turn the N2 Mine explodes there. The OD may only use as many N2 mines as they have bought and stored, and once used the only way to get another is to buy another instance of this talent.

Note that a stored N2 mine is only lost if the OD is the one to order it used. N2 Mines dropped as a result of a lost battle are considered to come down from the Nerv Commander himself, and as such the Operations Direc-tor loses none from their stockpile (though they may be otherwise penalized for their failure).

PeerPrerequisite: noneEffect: As the Dark Heresy talent, but applying to one of the following groups.

Pilots: The operators of the Evangelions.Section-2: The black suited men and women that act as Nerv’s security and intelligence division.Scientists: The scientific community, be they freelance or part of Nerv’s own research division.UN: General officers and bureaucrats that operate within the United Nations government.Nerv: General staff of Nerv that do not fall into any other categories, including the Operations Director.Civilians: Non-military individuals not affiliated with any group or organization.

Pilot SurveillancePrerequisite: Operations Director, Fel 40Effect: The pilots are one of the most valuable resources on the planet, and keeping them safe is one of the Op-erations Director’s many responsibilities. By spending a Fate Point, the Operations Director can send a team of 1d5 Section 2 Special Agents to the pilot’s position within one round, so long at the pilots are still within the Base of Operations. This ability may similarly fail in other situations where Section 2 would be unable to locate the pilots.

PopularPrerequisite: NoneEffect: The OD gains a unique Peer talent with the focus of any single group or demographic of their choice that they are aware of and that is not hostile to them. The OD may choose groups other than those listed under the Peer talent, as long as the GM feels the selected group is clear and specific enough.

Precision TargetingPrerequisite: Operations DirectorEffect: Choose one ally to feed carefully plotted target-ing data as a half action designed to take advantage of a weak point in the enemies armor. Choose one: The Evangelion may ignore half of the target’s AP -or- the Evangelion’s weapon gains +2 pen on its next attack against the target.

Promote AssistantPrerequisite: Operations DirectorEffect: There is no reason why everything must rest on the OD’s shoulders, so long as they remain in com-mand. Choose a member of the bridge crew and pro-mote them to the rank of Captain. A number of times per combat equal to the OD’s Intelligence or Fellow-ship Bonus (whichever is higher), they may use any Op-erations Director Talents that requires the expenditure of Fate Points without spending any, but may not Burn Fate Points in this manner.

Remote Care Prerequisite: Operations Director Effect: The pilot’s plug suit is much more than a sim-ply interface unit for the Evangelion, it also provides the wearer some protection and allows monitoring of the pilot’s health while in the entry plug. In a case of emergency, the plug suit may also be used to apply basic medical services via remote, such as tightening a tourniquet or applying electric shocks.

By spending a Fate Point as a half action, an Operations Director can remotely activate a medical system (im-mediately stopping blood loss in one pilot, ending the duration of the “Stunned” status effect on one pilot, or removing all levels of fatigue from one pilot) as long as said pilot is wearing their plug suit and within the entry plug.

Requisition AirstrikePrerequisite: Operations DirectorEffect: As a full round action, the Operations Direc-tor can call in an airstrike on a position on the map. At the beginning of the Operations Director’s next turn, a 3d10 X Blast (6) bombardment is dropped on that loca-tion, though it will not damage anything with a Deflec-tion higher than 0. Once these coordinates have been input, the explosion will occur at that position even if the target has moved out of that space. This counts as a large area of effect for the purposes of collateral dam-age.

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Requisition SupportPrerequisite: Operations DirectorEffect: Increase the amount of Support available to the OD each battle by 1. Support can be spent to field con-ventional forces to aid the Evas.

Skill ProficiencyPrerequisite: NoneEffect: Become trained in any one skill that is not: Awareness, Command, Computer Use, Dodge or Tech Use.

Skill TrainingPrerequisite: Skill ProficiencyEffect: The character gains a +10 bonus in any one skill that they are already trained in and is not: Awareness, Command, Computer Use, Dodge or Tech Use.

Skill MasteryPrerequisite: Skill TrainingEffect: The character gains a +20 bonus in any one skill that they are already trained in and is not: Awareness, Command, Computer Use, Dodge or Tech Use.

StratagemPrerequisite: NoneEffect: While teaching pilots specific solitary moves increases their own options, it takes another level of skill to teach them the proper coordination to pull off more advanced, team-based tactics. The OD instructs their pi-lots to carry out precision maneuvers so that they might achieve victory through teamwork. Choose one option from the following list:

Dynamic Break: Pilots gain a +10 to their Grapple Tests and may end a grapple already in progress by using the Knockdown Action instead of dealing unarmed damage. Mutual Defense: By standing back-to-back, two Evan-gelions can guard each other’s blind spots. Neither Eva may move more than 2 dam away from the other, face the same direction or attack the same opponent without ending the effect, but so long as the stance is maintained both Evas gain an additional Reaction to use for the pur-poses of Parry or Dodge.Wolfpack: The problem of taking down large animals using group tactics is one nature has already solved. The trick is to keep on the move and work as a team. During every round that your pilots move at least a Half Action and are no further than 20 dam from the enemy, they may spend a Fate Point to automatically succeed on a WS or BS test of their choice with 0 degrees of success.Trinary Formation: Once per battle, and as a Full Action, the OD may have at least three pilots hold their turns until the end of the initiative order that round. Each then makes a single Half Action attack against the same target at the same time. Roll all tests to attack before con-tinuing. If all three attacks hit, the target may not Dodge or Parry any of the attacks (though Deflection works as normal).

Superior Logistics Prerequisite: Operations DirectorEffect: The Base of Operations is built like a fortress, and many of the structures built to support the Evan-gelions are the size of whole buildings. A clever Op-erations Director takes this one step further, actually disguising these structures are normal buildings until they are needed, giving them the defense of anonymity.

The Operations Director may now buy Support Struc-tures and Turrets as normal, but decline to say exactly where he has built them. During any battle that takes place within the Base of Operations, the Operations Director may choose a spot that is not within 10 dam of any currently active Evangelion or Angel and declare that spot to be where they built one of the as-yet un-placed Support Structures or Turrets (Barrier Plates are the only exception to this rule, and may be placed no closer than 5 dam of an active Evangelion or Angel).

An Operations Director may not place more than one structure or turret in this manner per round, and once placed they may not be moved and are considered a permanent addition to the Base of Operations.

Surefire EjectionPrerequisite: Operations DirectorEffect: By spending a Fate Point, an Operations Director can force an entry plug to eject as a Reaction Action. This not only triggers an entry plug ejection attempt, but provides it a +40 to the subsequent roll. This may be used to prevent the effects of critical damage from taking their potentially lethal toll on the pilot, but only if the Reaction Action is used before damage to the pilot is rolled.

Tactical GeniusPrerequisite: Operations DirectorEffect: Through the use of well planned tactical advice, an Operations Director can guide thepilots under his command to victory.By spending a fate point, an Operations Director can add one degree of success to a pilot’s roll, or cause them to reroll a failed Test. However, in the event of a reroll the pilot must accept the result of the new roll, even if it is worse than the first.

TechnobabblePrerequisite: NoneEffect: The OD may test Tech Use, Computer Use or a Scholastic Lore instead of Blather, with a +20 bonus against anyone who is not trained in that skill.

Technobabble SolutionPrerequisite: TechnobabbleEffect: Upon failing a Skill Test, if you would Spend a Fate Point to reroll, you may test Tech Use or Computer Use instead of the proper skill.

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The Plan Prerequisite: NoneEffect: The Operations Director is more than just a glo-rified babysitter. They are a brilliant tactician, even if they rarely have a chance to show it.

Given one hour, the Operation Director can concoct a plan of attack. The Operations Director may, as a Half Action, give a single pilot a +10 bonus to a single roll for a specified action (such as standard attack, Full Auto, Dodge, Grapple or a Skill) each round.

If the Operations Director fails to continue providing this bonus during every Turn of theirs, they can't use it again for the remainder of the battle as the plan does not survive contact with the enemy.

The Value of a MiraclePrerequisite: NoneEffect: Once per session, the OD may spend their Reac-tion Action to choose a single roll made by any ally. All penalties taken by the ally to this roll they instead gain as bonuses that stack with all other bonuses.

Vigilance Prerequisite: Operations Director Effect: Demand more from your team, even when threats have not yet presented themselves. All Angels with a form of Locomotion receive a -20 to their roll on the interception chart.

Well InformedPrerequisite: NoneEffect: The Operations Director has many resources at their command. Whether it being via personal inves-tigation, computer hacking, a friend on the inside or some unknown benefactor, the Operations Directors comes into possession of something others would wish to keep secret.

Once per session, the Operations Director may spend a Fate Point to ask the GM a single Yes or No question. The GM must answer this question to the best of their ability. However, the information that reaches the OD is not always perfect. Any question that asks about the future in any way receives a response of Maybe, and the OD may not use this to learn about Angels that have yet to appear.

When Suddenly…Prerequisite: Operations Director, Ag 35, Concealment +20Effect: In any situation in which the Operations Direc-tor’s position has not been openly stated within the last ten minutes in game, and in which a pilot is in danger (whether the Operations Director could be expected to know this or not) the Operations Director may spend a Fate Point to appear within five meters of that pilot in-stantaneously. It is assumed that the Operations Direc-tor has been in the area for at least the last minute, and is now just revealing themselves.

You Owe MePrerequisite: Operations DirectorEffect: Sometimes a little guilt can go a long way. With some subtle reminders, an OD can milk that guilt for even more than it is worth. Choose one IOU that has al-ready expended. Consider it renewed. This is the only way that an IOU may be used more than once.

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With an Operations Director in the group, how the game is played changes. As a Game Master, your options have increased.

The Operations Director provides a focus for information and command authority that allows you to more easily manage puzzle encounters in the field. If all of your players were pilots, they would have great difficulty gathering the infor-mation they needed to solve the riddle that is the unique defenses of a cleverly designed Angel. In the end, it is likely that the pilots would need the Science Team to flat out tell them what they need-ed to do to win, which would be unsatisfying for the players (as it makes the combat up until the science team tells them the secret feel ‘wasted time’) and unsatisfying for the GM (as you cre-ated a puzzle only to tell them the answer to it so they could solve it).

However, an Operations Director has a whole team of officers available, and is better capable of being given the information needed to defeat the Angel in chunks rather than all at once. This allows you to give the Operations Director player the contextual information needed for them to figure out the puzzle on their own, without tell-ing them the answer. Though, if your Operations Director seems to be leaping to the wrong con-clusion, do not be afraid to have the science team quickly rephrase their data to help steer them back toward the right solution. Once the Opera-tions Director has the right solution found, the Operations Director can issue orders to the pilots to implement that solution against the enemy.

The above is a specific example of a wider phe-nomenon generated by the presence of an Op-erations Director in your game: the players have more control over their fate. The pilots are tools, but the Operations Directors is a tool user. You may leave many plans in the hands of the Opera-tions Director to come up with which you, as the Game Master, would otherwise berequired to hand to the pilots.

Playing with an Operations DirectorWithout an Operations Director in play, you will frequently be required to immediately provide solutions to your own problems, as none of the pilots are in a position to deal with them. For example: if you pit against your pilots an Orbital Angel, and there is no Operations Director, your pilots will rightly expect you to immediately provide them with a plan of attack. The pilots cannot organize a coordinated attack to open a gap in the Angel’s defenses, or arrange transport to launch one or more Evas into space. So that must be done for them, either by the GM through NPCs, or through an Operations Director player.

Outside of combat, the Operations Director is in a unique position to investigate any form of global conspiracy in your games. For example: put-ting together the pieces to figure out the major players in the looming Third Impact scenario you have planned. Teenage pilots are not easily going to come across that sort of information, and even if they did acting on it would be difficult. They whole lives are governed by Nerv, and it is not like they can launch their own Evangelions without Nerv’s engineers to facilitate the process.Your Operations Director should have a fair amount of freedom to act, but that does not mean they are successful at everything they attempt. They are playing a different game of their own, but every game still needs challenges. A suc-cessful inquiry to follow up on a clue should give you another set of clues and hints, not reveal the whole overarching conspiracy in a single session. Working with your Operations Director requires a proper balance of not tipping your hand on major plot points before their time and reward-ing your OD with hints and information for their actions and sacrifices.

"You WHAT with 10% of our R&D budget?""We had a bit of a surplus after our last engagement, so I ordered new materials to make EVA-Scale Alpine Navigation Tools-""Zarkev, you made giant goddamn skis, didn't you?""Yes, and they're-""When in the holy hell are they going to need skis, you moron?"- Conversation between Operations Director Adrian Hertz and Dr. Joseph Zarkev. Recorded May 08, 2016

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Working with your Operations Director Your Operations Director is in a special role of being both a player, and being in a position to influence the campaign. The actions and choices of the Operations Director have consequences for the whole party, and can make or break sce-narios sessions in advance. You cannot afford to treat them as if they were a normal player.

Simply put, the Game Master and the Operations Director need to be thick as thieves to ensure a healthy game. The Operations Director is in a privileged position to know more about what is really going on than the pilots, and this should be reflected over the course of the campaign.

Similarly, the Operations Director is in a position to affect change, and they should have the oppor-tunity to do so. Encourage your Operations Di-rector to come up with long terms plans of their own, and allow them to have a meaningful impact on events as they unfold. The Operations Direc-tor lacks the direct impact and simple forms of gratification inherent to the more combat centric pilots, and instead operates mostly behind the scenes. Blocking or ignoring their plans, even if you feel it is natural given the overwhelming su-periority of the mastermind organization they are working against, renders the Operations Director virtually impotent. A character that exists only to give pilots free reroll and take them out for ice cream. Making your Operations Director feel useless is a dangerous trap that you should avoid falling into, as that means one of your players is not having fun.

While GMs who like to set their Angel encoun-ters in stone early on will find this grating, this also includes making the preparations of the Operations Director matter. If the Operations Director has recently spent a large amount of surplus to purchase C-Type Equipment for all of the Evangelions, then you as the Game Master should feel heavily encouraged to make that rel-evant by including at least 1 underwater encoun-ter of some kind. Such a thing represents a con-siderable investment on the part of the player, and failing to reward that is the same as discour-aging it. If you are absolutely sure that such an investment will never be useful, do not leave the operations director in the dark about it. Tell them straight that you do not think that such equipment will be useful in your campaign, and they would do better to put that surplus elsewhere. That does not force your hand as GM to include an encoun-ter you did not want to, and does not result in the Operations Director wasting surplus to prepare for an eventuality that will never come.

One the flipside of that, your Operations Direc-tor is not supposed to need to guess what long term investments he needs to make to meet you assumed conditions. If you, as the Game Mas-ter, plan to include an underwater enemy, and the group has no C Type equipment, it is your responsibility to either tell your OD that such materials will be useful in the near future (so that he may buy some) or provide an alternate solu-tion to make the combat possible. Otherwise, the battle is going to be miserable for everyone.

Operations Directors do, however, suffer for their position: they are an adult. This may sound like a laughable setback, but given that the entire rest of the pilots are teenagers, this means that the pilots will often be in situations where it would be unreasonable for the Operations Director to be as well. For example: when the pilots are at school, what possible reason does the Opera-tions Director have to be there? It is best if you do not come up with a halfassed answer to that, and accept that the Operations Director cannot just follow the pilots around.

However, this opens up the question of how to keep the player engaged. A popular solution is for the Operations Director to have a secondary character, or to take over NPCs as needed to con-trol an ensemble cast. In the previous example of the pilots going to school, the Operations Direc-tor may have an alternate character as a simple, mundane classmate that hangs out with the pilots. This character is little above an NPC, but allows the player to participate more often, as well as round out the cast of characters to support differ-ent areas of the game. The GM should feel especially encouraged to let the Operations Director control NPCs that have some special purpose. The player might control a classmate that is, in actuality, an undercover Section 2 agent planted in the classroom off the record to provide a secret layer of defense while they are at school. This works even on a tempo-rary basis, as the GM might very well ask the Operations Directors to control one or more un-named Nerv security personnel whose goal it is to defend the pilots from a sudden Angelspawn attack. Once the pilots have been evacuated to safety, those security guards will likely never be seen again. But it will have made a memorable session for all involved.

So, to reiterate: The GM and the OD should work together closely, even as the GM provides chal-lenges to the players.

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As an Angel approaches the Base of Operations, it will have to pass through one of the Defence Lines: 100 DM wide stretches of land situated at the edge of the base filled with tanks, VTOLs, turrets and possibly more exotic defences, built to slow the Angel down just enough that the Evangelions can be prepared and put in position. The Angel starts at the far end of the 100 DM stretch.

Phase 1 ends when it either destroys all the forces in the Defense Line, crosses the intervening 100 DM, signifying it reaching the city beyond, or five rounds pass. For each round past the first the Angel is kept at bay, Nerv gains time to prepare the Evangelions and its own Conventional Forces, granting the bonuses below:

Phase 1: Defense Line

Number of Rounds1 The Angel is effortlessly able to pass through the Defense Line. Evangelions sent

up on Launch Rails start on the field of battle but those on Cargo elevators arrive on Turn 2.

2 The pilots have the time to quickly ransack nearby supply caches, collecting any weapons, ammo or other supplies that could not be brought up with them on the launch ports.

3 Granted even more time, the pilots and their Evangelions may start at locations of their choice on the battlefield, equipment already on hand, and with their A.T. Fields fully spread.

4 The Evangelions may start with the AT fields spread if they so choose. The MAGI, having gathered data from the confrontation, has learnt enough to give two insights into the Angel’s make-up; roll twice on the MAGI table and take both results.

5 Pilots all gain +3 to their Initiative and a +10 to all Angelic Fear tests against the poor shamed Angel.

6 Back-up Turrets are activated and extra Conventional Forces from other Defense Lines move in to support the pilots. At the beginning of Phase 2 this replenishes VTOL, Tank and Turret Unit Powers by 1 plus the number of turns in excess of six the Angel took to cross the border. Unit Powers may not go beyond their maximum amount.

FROM: [email protected]: [email protected], I’m one of the last old-school military on the base. I know sometimes men have to die to get things done, and that I’m going to be responsible for some of my boys dying. But, and I say this with all due respect, old-school works both ways. If you send a man off to die, by God you owe it to him to make damned sure his death was worth it.

My company’s casualty rate is 108%. Of the eighty men I’m responsible for, three of them were here when we started this mess. And now I find out that while we’re out there getting slaughtered by a machine we can’t even hope to hurt, buying time for these goddamned robots, these kids are having their little bitchfits about getting up early and having the wrong goddamned clothes! Every second of these engagements I’m losing men so these little shits so they can have a goddamned cry about their oh-so-hard lives!

Well I’ll tell you what, sir. The next time you send us out to die, those kids had goddamned better be ready to go. And if they ain’t, you can bet your goddamned life I’ll rectify the hell out of that problem.Holdfast out.

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Defense LinesA Defense Line starts with a tank mob of Unit Power 3, Hornet VTOL mob of Unit Power 3, and a Turret mob comprised of 3 pallet turrets. An OD may bolster this force using the resources he has gained from instances of the Requisition Support talent or from the purchase of turrets or defensive structures (such as the Harpoon Station). Tanks and VTOLs are assigned locations by the OD unless otherwise stated in the Detection phase. These forces carry over to Phase 2.

The OD also always has access to the following special order as long as Phase 1 continues:

Path of Least Resistance- By hovering close to, or fir-ing from both sides in particular ways, it is possible to guide an Angel where you want them to go, perhaps even into traps set in the Defense Line. As long as the movement does not lead them directly away from their goal, an Angel must test Intelligence or else fall for the ruse, moving in a direction the Operations Director specifies.

Conventional Forces and SupportThe Evangelions, while the primary weapon to be fielded against the Angels, are by no means the only weapons in Nerv’s arsenal. In addition to their Evange-lions, the UN lends Nerv the aid of more conventional tank groups, aircraft and defensive structures. While none of these share the raw firepower or ability to kill angels that defines the Eva, their assistance can be most helpful.

Because of the scale involved, Tanks, VTOLs, and Tur-rets are represented mechanically in an abstracted unit called a Mob which has a given Unit Power which represents both its size and cohesion. A Mob’s total wounds is equal to its Unit Power and the maximum Unit Power of a Mob is the wound level. As an example, if a VTOL mob is reduced from 6 wounds to 3, the mob which was Unit Power 6 is reduced to Unit Power 3 due to the losses it has incurred.

At the beginning of each combat, the Operations Direc-tor may use their pool of Support (gained by means of the Requisition Support talent) to purchase Conven-tional Forces and Turrets to come into play during the battle. Unless otherwise stated, 1 Support increases the Unit Power of any given Mob by 1. If the Mob does not exist (also known as having a Unit Power of 0) spending 1 Support will create that Mob at Unit Power 1. Multiple Mobs of the same type may not be in play at once. If such occurs, they are treated as a single mob making use of the Splinter order (described below).

All Mobs are considered to be of Average Size for the purposes of any penalties to hit and movement. Unless stated otherwise, no Mob may use any form of reaction (including Parry or Dodge). Mobs do not reduce dam-age taken using Toughness Bonus or Armor Points, and when reduced to 0 Wounds are destroyed.

Each round, the OD may give orders to a single Mob as a half action, or two Mobs as a full action. If a full action is used, both Mobs need not be given the same order. Such orders include the following:

Attack: The selected Mob attacks a designated target. Regardless of Mob size or Unit Power, each Mob only gets one attack per round (an abstraction of the hun-dreds of shots fired taking their toll on the Angel) with a damage and pen determined by the Unit Power of the Mob, and with a Range listed after their Speed. Such attacks are always assumed to have succeeded their roll to hit, and hit the Body location with 0 degrees of success. However, this is rarely an effective use of your time as Conventional Forces have no Breach, and thus lack the means to harm anything with an Deflection higher than 0. Conventional Forces may not Righteous Fury.

Move: The selected Mob moves a distance in dm up to their listed Speed. Often, OD’s may simply designate a target location and order the Mob to move there. The Mob will then attempt to fulfill this order as best as they are able.

Maneuver: The selected Mob uses a single special ability it possesses, often one granted by its currents level of Unit Power.

Splinter: The Selected MOB splits into two groups, each with an amount of wounds determined by the OD. These two groups may be ordered to move indepen-dently of one another as part of the same Move order, but for all other purposes are treated as a single Mob of one Unit Power lower for the purpose to attacks and special abilities. However, if one group is attacked the most damage the Mob as a whole can sustain is the wounds assigned to that splinter group (unless, of course, both groups would be hit by the same attack). If one group is destroyed, the remaining group is treated as a single Mob with a Unit Power as normal for its wound allotment.

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The Conventional Forces have the following stat lines based off of their Unit Power:

Hornet VTOL: Speed: 20Range: 10

Unit Power Damage Ability1 1d5+1 ---2 1d5+2 Spotter3 1d5+3 Dive Bomb4 1d5+4 One More Pass

5+ 1d5+5 Bombing Run

Spotter: As the Talent.

Dive Bomb: The VTOLs fly irritatingly close to the enemy in a series of distorting maneuvers, supple-mented by the occasional missile or release of chaff. The enemy tests Intelligence or takes a -10 penalty to attack actions until the OD's next turn. The Mob takes 1 damage after using this Maneuver.One More Pass: The VTOLs make use of high tensile cabling to tie up and, hopefully, trip up an enemy’s feet or other such limbs. The enemy must test Strength or else be entangled, rendered unable to Move by physi-cal means or Dodge. The Angel may make a free action Strength Test at the beginning of every one of its Turns to break free, and the effect immediately ends if the Angel takes damage from any source. The Mob takes 2 damage after using this Maneuver. Bombing Run: The VTOLs gather together to deliver a special payload in a massive bombardment. Once per Battle, the OD may deliver a single Blast(5) attack that deals 1d10+4 X Damage; Pen 2 to a single location within 10 dam of this VTOL Mob.

Tank chartSpeed: 10Range: 30

Unit Power Damage Ability1 1d10+2 ---2 1d10+3 Depleted Ploto-

nium Rounds3 1d10+4 ---4 1d10+4 Underfoot

5+ 1d10+5 Five Rounds Rapid

Depleted Plotonium Rounds: The tanks coordinate a bombardment on the enemy using specially-prepared rounds. While the rounds don’t do any damage, they corrode the target area, weakening the enemy’s de-fenses until the Angel regenerates the damage. For 1 round, the AP in all body areas of the Angel is cut by 2. This mob cannot fire or use any abilities for the next Turn.

Under Foot: The mob of tanks focuses on slowing down the enemy’s movement instead of dealing damage at the sacrifice of men on the ground.

Choose a number between 1 and the current Unit Power of this Mob. The enemy’s physical movement is halved for that many rounds, but the Tank Mob also takes that much damage.

Five Rounds Rapid: The tanks fire all their guns at once in a barrage that prevents the Angel from per-forming any complex, quick movements. The Angel loses a Reaction for this turn. This mob cannot fire or use any abilities for the next 2 Turns.

Bumblebee VTOLs: VTOLs designed and built to transport heavy loads such as Evangelion-class weaponry quickly and efficiently. Lacking weap-onry, the Unit Power of a Bumblebee force deter-mines what they can deliver or pickup within two rounds: One round to pick-up an item (if available at the location), one round to deliver it to the awaiting location or Evangelion.

While a Bumblebee is picking up/delivering, the Unit Power of the mob is reduced by the Unit Power needed to pick up the item in question.

Bumblebee VTOL:Speed: 20Range: -

Unit Power Carry Capacity1 Compact Weaponry, Entry Plug,

Small Guard Plate, Spare Battery, Umbilical

2 Basic Weaponry3 Heavy Weaponry4 Barrier Plate, Evangelion

5+ Heavy Mounted Weaponry (1d5 rounds to mount)

Small Guard Plate- A piece of cover with an AP of 4, only covers the legs unless the Evangelion crouches down behind it.

Spare Battery: A smaller version of the MSS com-plete with Umbilical, this portable battery gives an additional 3 rounds to any Evangelion which plugs into it.

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Firefly VTOLs: VTOLs specialising in the acquisi-tion of a target’s location and pinpointing it for the benefit of all others sharing the field of battle. Fire-fly VTOLs are outfitted with a markerlight that takes up most of its structure, removing the ability for it to carry weaponry.

Firefly VTOLSpeed: 20Range: -

Unit Power Ability1 Markerlight

2 Magi Uplink3 Markerlight ((All Evangelions))4 Angel Tracker

5+ +10 Bonus to MAGI roll

Markerlight: As the Ranged Weapon Upgrade. At Unit Power 1, this only benefits a single Evangelion as normal. At Unit Power 3 or higher, it instead benefits all friendly Evangelions on the field.

Magi Uplink: Even if not at the Base of Operations, you may roll on the MAGI table.

Angel Tracker: The VTOLs plant a high precision tracking device onto the Angel. Once the device is in place, all pilots and the OD know the exact location of the Angel at all times, even if it is in an extradimen-sional space.

Dragonfly VTOL: Speed: 20Range: 10

Unit Power Damage Ability1 1d5+1 Countermeasures2 1d5+1 Bakelite Drop3 1d5+2 Improved

Countermeasures4 1d5+2 Bakelite Flood

5+ 1d5+3 Quark Discharge

Countermeasures: The Mob may choose an adjacent ally and launch a massive cluster of flares and chaff. Any opponent attacking the targeted ally that round takes a -20 to BS. You may use this ability once per battle.Bakelite Drop: Each Interception VTOL carries a pair of capsules filled with pressurized Bakelite, and may drop them onto a target on melee range. The enemy re-duces its Weapon Skill and Agility by 10 as the Bakelite hardens and restricts their movement for a round, after which they break free. The Mob takes 1 damage after using this Maneuver.

Improved Countermeasures: As Countermeasures, but you may use it any number of times.Bakelite Flood: As Bakelite Drop, but the Angel must Test Strength at the beginning of every one of its turns or the bakelite remains in place. Additionally, further uses of bakelite stack. Quark Discharge: The VTOLs close in and fire a large number of radiation mines to disrupt the Angel’s AT Field. However, the EMP is a killer. Choose a number between 1 and the current Unit Power of this Mob. The enemy’s Deflection is reduced by that amount for 1 round, but the Dragonfly VTOL Mob also takes that much damage.

"SIR! We've got an Angel sighting in the Alps out-side of Zurich, and they're requesting additional EVA support!"" …Zarkev, wipe that damn smirk off your face this instant."Command Bridge record, May 14th 2016

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Even if some other Evangelion-Scale force ex-ists to opposed them (such as Mass Produced Evangelions) any conspiracy in your games would do well to consider attempting to recruit one or more of your pilots to their side. This not only increases their resources, but reduces po-tential opposition. These recruitment attempts can easily serve as a lead-in to the pilots learn-ing more about what is really going on. If there are dueling organizations that are important to your campaign, the party may even find its loyalties split as different pilots serve different masters.

Playing without an ODPlaying without an Operations Director cuts out a support pillar for both the Game Master and the pilots. The Game master cannot rely upon the Operations Director to provide a strong center of authority and handle the resources of Nerv Intel-ligently. The Pilots cannot count on the Opera-tions Director to help them unravel the secrets of the campaign.

Adjusting your StoryWithout an Operations Director, managing your player’s interaction with the plot becomes more complicated. There are two ways to get the in-formation to them: exposition and investigation. The pilots are in no position for investigation (and unless you want your 14 year old Prodigy to become Batman you should not wish other-wise) so that leaves exposition. Exposition can be clunky is delivered poorly, and worse yet can bore the players or make them feel like it has nothing to do with them. There are ways around that.

The best way to get information to the pilots without an OD is to have a sympathetic NPC investigate for them and keep them in the loop, at least partially. This should not so much be a private eye that works for the players as it is an independent agent that is investigating the situ-ation and considers the pilots as allies. To use an example from the series, the same sort of role that Ryoji Kaji filled in the series, but more aligned with the pilots than Major Katsuragi.

However, this puts the focus of the investigation on the information provided to the players by their ally. This can quickly become tiresome, es-pecially if the players feel that the information provided by the third party has little to do with them. Making this person an NPC they know well and trust, perhaps even featuring promi-nently in the backstory of one or more pilots, eases this issue. But it does not erase it.

As an alternative to providing information using allies, GMs that are set on a complex network of conspiracy in their games can use the potential enemies of the pilots themselves as the source of information. The pilots represent incredibly valuable resources in the endgame scenario of the campaign.

Operating without DirectionTo successfully play without an Operations Director from a mechanical standpoint, it is best to remove focus from certain mechanics and tactical options that relied on the presence of an Operations Director, and then split the load of what remains.

Without an Operations Director to command them, it is highly recommended that you re-move Conventional Forces from your game and ignore the Defense Line stage of combat. Adep-tus Evangelion is a GM-intensive game as it is without forcing the Game Master to take control of the Conventional Forces as well.

Similarly, after each battle it should be the Game Master that decides where Surplus and Research are awarded. In this way the Game Master can ensure that certain technologies and equipment are picked to better enable the players to serve in encounters he has planned, or deny them options he feels are out of theme for his campaign.

Operations Directors, however, normally serve a major tactical support role in combat, and with them gone the talents they often use are likely to be sorely missed. Some Game Masters may choose to mitigate this deficiency by em-ploying a Team Leader character.

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Team LeaderA Team Leader is, in many ways, an “Operations Director-lite”. They are a pilot character who serves at a higher rank than the other charac-ters, and is an a position of authority to com-mand them in the field. This character, however, is far below the position of a true Operations Director, and only has authority over the other pilots and not any other Nerv staff of any kind.

The Team Leader has the unique opportunity to purchase a select few Operations Director talents, listed below.

The character may purchase these talents at the listed ranks, at the cost of the listed experience, in addition to the talents and skills normally available through their career.

Under no circumstances may a group have more than one Team Leader, nor a Team Leader and an Operations Director at the same time. It is up to the GM which character is the Team Leader, though for story reasons a Prodigy Team Leader would be highly suspect.

Rank 1 Advances CostRemote Care 200Tactical Genius 200

Rank 2 Advances CostCut Synch 200Death Before Dishonor 200

Rank 3 Advances CostAbsolute Order 300Precision Targeting 200

Rank 4 Advances CostIOU (R&D) 200IOU (Millitary) 200

Rank 5 Advances CostSurefire Ejection 100You Owe Me 200

Rank 6 Advances CostN2 Strike 200

Team Leader Asset

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Neon Genesis Evangelion has one of the densest, most widely debated plots in anime

or any other medium. As such, some of the bigger concepts (such as the origin of the Angels

and what their motivation is) can be hard to pin down.

Adeptus Evangelion assumes the following to be true:

In the Beginning

In the distant past, an advanced

alien civilization was seeding life

throughout the galaxy. They achieved this

by sending powerful artificial beings to

worlds where they could reshape and

populate it accordingly.

There were at least two models of

these progenitor beings, and possibly

more. Adam was one that was sent in a

massive white sphere, which crashed into

what is present day Antarctica. From

there, he set about preparing the world to

be filled with his creations.

First Impact

But things didn’t go according to

plan. Another of the Progenitor’s seeds

was somehow knocked off course and

failed to reach its planned destination.

Instead, it crashed on Earth as well. This

was how Lilith came to be on earth, and

her vessel was the giant black sphere

beneath the Base of Operations that would

later be used by Nerv as the Geofront.

Adam and Lilith were designed to

create two very different kinds of life, and

neither was meant to coexist with the

other. The exact details of their conflict

are unknown, but in the end both of them

were severely wounded. Adam returned

to his sphere in Antarctica, and Lilith

returned to her sphere, where they both

sat in recovery for billions of years. The

Lance of Longinus, a powerful tool and

weapon belonging to either Adam or

Lilith, was left in the Dead Sea. During

their conflict, Lilith’s blood had been spilt

and infected the Earth’s oceans, creating

the primordial soup that gave rise to all

life on Earth.

The Road to Second Impact

At some point in early human

history, mankind came into possession of

the knowledge of the Angels. Either a

result of precognition or the discovered

knowledge of the great Progenitor race

that sent Adam and Lilith in the first place,

there was written a manuscript detailing

the events of Second and Third Impact,

and how they might be brought about.

This secret was hidden as part of the Dead

Sea Scrolls, a part that an organization

known as SEELE made sure was never

revealed to the world.

SEELE later recovered the Lance of

Longinus and funded the ill fated

Katsuragi Expedition to find and study the

dormant Adam. After they had the

information they desired, SEELE provided

the Expedition with the Lance for a

“Contact Experiment”.

The result was Second Impact.

Adam awoke, in the form of a Giant of

Light, and recognized humanity as the

creation of his enemy. Had he been left

unchecked, humanity would not have

survived. The Katsuragi Expedition, in a

desperate ploy to minimize the damage,

used the Lance of Longinus to reduce

Adam to embryonic form. The resulting

release of energy vaporized Antarctica.

The explosion also scattered, or

even created, the Cores that would

eventually give rise to the Angels. It would

take them roughly 15 years to develop.

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FELLING ANGELS

“The core is the one thing that matters in Angel combat. Every last one of them, no matter how

perverse on the outside, can be killed by cracking the core. It doesn’t take much, either. There

were weapons already in our forces that could crack them open. Problem is, just because the

outside’s not important don’t mean we don’t have to spend three hundred billion a year to get

through it.”

-Sergeant Walters, 2Div Infantry.

Killing Angels has three primary steps.

Step One: Breaching the A.T. Field

An A.T. Field represents the

ultimate defense. As long as it is active,

even weapons of mass destruction are of

little threat.

All Angels have A.T. Fields, and

many have A.T. Fields of incredible

strength. Anyone meaning harm to an

Angel must first find a way to breach this

defense, either through neutralizing it with

your own A.T. Field or through powerful

weaponry.

Step Two: Disabling the Angel

While not technically a required step,

failing to do so will make step three

incredibly difficult. Even with its A.T. Field

breached, an Angel is nothing to be

underestimated. They often have powers

and attacks that cut through armor like

paper, or they simply attack your mind

directly.

Each Angel has 1 fate point. In addition to

the normal uses of a Fate Point, they may

spend this fate point to regenerate 1d5

wounds to a single body part, or burn it to

either heal 1d5 wounds to the core,

regenerate any other limb by an amount

equal to its TB, or somehow avoid an

attack that would have been fatal

(rendering any successful attack or

damage rolls entirely null and void for that

single attack).

If the regenerated wounds are enough to

bring the limb from critical damage to a

normal state, the Angel recovers from all

penalties induced by the critical injury

such as being stunned or blind.

Step Three: Destroy the Core

Virtually every Angel has a red,

spherical Core somewhere in its body.

This represents what very well may be the

only vital organ it has, the rest being

entirely expendable. Destroying the Core

is the only way to kill it, and even that is

dangerous as many Angels run the risk of

exploding violently in their death throes.

Cores have their own wound total,

so even massive damage to the rest of the

Angel is unlikely to kill it. However, given

their often exposed nature, it is possible to

kill an Angel by aiming for the Core and

attacking it directly. The Angel will not

make this easy for you, but it can be done

and is the recommended way to assault an

Angel. If an Angel has been defeated by

massive damage to its head or body, but

the core still survives, the Angel is

physically incapacitated but is still fully

capable of using its A.T. Field and A.T.

Field powers. For certain Angels, this

leaves it a method of escape that the Core

might use to attempt to flee the battle. If

the Core successfully escapes, expect a

more powerful version of that Angel to

strike after it has had several months to

regenerate its body.

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ANGEL ATTACK

Angels are unlike any other creature that can be found in this planet, and as such go beyond

the rules from DH in their scope, indeed, not even Evangelion Pilots can hope to accomplish

the feats that most Angels are capable of without even trying hard.

What follows is a summary of rules that are unique to encounters with the emissaries of

Adam, some of them are common to all of them, while others are more ubiquitous.

Light of the Soul

Unlike the Pilots that depend on Evangelions to employ an A.T. Field, Angels have no need

for a Synchronization Ratio and project their own A.T. Fields automatically, which are always

spread. To measure the strength of an Angel's A.T. Field a Characteristic unique to them is

employed, called Light of the Soul (LS). An Angel's LS works much like a Pilot's SR, with its

own table of bonuses depending on how high the Characteristic is, as follows.

Angel LS Effect

01-50 The Angel may reroll a number of Tests per combat equal to its LS/50 (rounded

up)

51-100 As above, but the Angel has a +10 bonus to all Skill Tests.

101-150 As above, but the Angel treats its Toughness Bonus as double its normal value.

151-200 As above, but the Angel has a +20 bonus to all Skill Tests.

201+ As above, but the Angel has Celerity.

Angel Traits Angel

Effect: Creatures with this trait are

immune to Fear , Fatigue, Insanity Points,

Ego Barrier Damage and Pinning, they

may roll for Righteous Furies and possess

one Fate Point to use as any PC would.

An Angel may spend a Fate Point to

regenerate an amount of Wounds

distributed as it wishes equal to its TB, it

may also burn a Fate Point to regenerate

1d10+TB in Wounds or to automatically

evade any one attack that it deems too

dangerous after the damage has been

already rolled.

If the regenerated Wounds are enough to

bring the limb from critical damage to a

normal state, the Angel recovers from all

penalties induced by the critical injury

such as being stunned or blind. However,

wounds may not be assigned to a body

location that that has been destroyed.

Some Angels have a greater Toughness

Bonus than usual, the Angel's final

Toughness Bonus is in parentheses.

After all of its Fate Points have been burnt,

the Angel gains the Superior Action Trait.

Angelic Senses

Effect: Every Angel has an ability to

perceive its environment in a manner that

defies senses as humans understand them

due to an innate superior dominion over

A.T. Fields. An Angel is aware at all times

of anything within the range of its Angelic

Senses, but outside this area of influence

they are forced to rely on more mundane

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means of discerning their environment.

Should the Angel be rendered blind or

have its vision obscure somehow (such as

when it loses its head) then it is penalized

by said effects as normal when interacting

with anything that lies beyond its Angelic

Senses.

Angelic Weapon

Effect: To an Angel, shooting plasma from

their mouthspace is no more strange than

an arachnid being able to produce poison

is to us. As such, their Natural Weapons

are incredibly varied and as deadly as

they are exotic. An Angelic Weapon is like

a Natural Weapon, but it may be used to

Parry, it does not count as Primitive, and it

can be used in a grapple just like any

unarmed attack. Angelic weapons always

carry a secondary effect to them that

applies to any enemies they've hit, but no

more than once per round per target,

even if they would be hit multiple times.

Angelspawn

Effect: The Angel can bring forth smaller

Angelic creatures as an extension of its

A.T. Field, these Angelspawn aren't

individual life forms and have no more

autonomy than one of our own limbs

would have from our brains. As a Full

Action the Angel may sire Angelspawn

once per day, up to a total of Angelspawn

no larger than its Fellowship Bonus. By

default Angelspawn have the parent

Angel's Characteristics halved (rounded

down), their Size is one category lower

than the parent Angel's and a single Area,

their body, with the corresponding

Wounds and AP.

Their movement method may differ from

their progenitor, however. Roll 1d5, on a

roll of 1 they have the Burrower Trait, on a

roll of 2 they have the Quadruped Trait, on

a roll of 3 they have the Flyer (AB) Trait,

on a roll of 4 they have the Crawler Trait,

and on a roll of 5 they have the

Teleporting (Short) Trait.

They have a Natural Weapon that is either

melee or ranged depending on their

Characteristics, Angelspawn with a higher

WS have the melee weapon, and those

with a greater BS have the ranged

equivalent, the profile of the former is:

1d10+SB I; pen SB; while that of the latter

is: 10 dm; 1d10 I; S/2/3; pen 0.

All Angelspawn have Deflective Field as

their only default A.T. Power.

They otherwise gain all benefits of the

Angel Trait except that they lack a fate

point, they also do not receive the benefits

of the Light of the Soul Table.

Celerity

Effect: An Angel's control of their biology

is absolute, and they can pull off amazing

feats of speed for as long as their bodies

are in top condition. When rolling

initiative an Angel with Celerity rolls

twice. It acts on both resulting positions of

the initiative order, effectively having two

turns but without refreshing its Reactions

during the second of them.

However, any ability or status effect that

requires an Angel to wait a full Round still

takes a full Round to solve (for example,

an Angel Stunned for 2 Rounds would not

be stunned for any shorter period of time,

they would merely have lost more

opportunities to act in those two Rounds).

If the Angel loses any limb they also lose

the benefits of Celerity (acting on their

higher initiative position only and taking

no actions on the lower) for as long as that

limb is still lost.

Heavenly

Effect: Angels are beings with a much

greater control of their A.T. Fields, and

they can use its power in ways that to the

most skilled pilots seem like cheating. The

Angel does not actually need to spend any

ATP to use its A.T. Field Powers. While it

may activate a power as if it had spent

extra ATP to augment it, the Angel cannot

activate an augmented A.T. Field power

that requires a number of ATP greater

than its ATS. Superior Action

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Effect: Angels that find themselves on the

ropes can and will push their A.T . Fields

to the limit, demonstrating previously

impossible outbursts of alacrity. This is

particularly terrifying with Celerity in

play. Angels with Superior Action

activated may use Full Actions as if they

were Half Actions and may perform one

Half Action as a Free Action once per turn.

Furthermore this lets them attack multiple

times in a single turn for as long as both

Actions are with different weapons (for

example, the Angel could use an All-Out

Attack for its first Half Action with a

tentacle whip, and follow up with firing a

Full-Auto burst with a psychic beam for

the other Half Action, doing a third

offensive move as a normal Attack Action

for free would require the Angel to have a

third Weapon).

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Angelic A.T. Field Powers

It is of no surprise that Angels can use A.T . Powers just like Evangelions, but Angels have a

dominion of their A.T . Field that an A.T . Tactician could only dream of ever gaining.

Angelic A.T . Powers work just like any other A.T . Power, they have an ATP cost and they

may be augmented as any other power would, but are forbidden from pilot use except for

the rare occasion where an A.T . Tactician could gain access to them via the Mimic Field

talent or an Evangelion temporarily learns them via Berserking.

Absolute Terror

Activation: Spread

Effect: You manifest nothing short of a

miniature Anti-A.T. Field, its effects on all

unfortunate enough to reside within are

simple enough: it all returns to nothing.

Everything within 20 dm, including the

user, must Test Willpower every round or

remove 1d10 points from their Ego

Barrier. Furthermore, everything also

loses 1 Wound to all Areas per point of

Deflection from the user's ATS. Creatures

without Spread A.T. Fields are

automatically killed. Your Deflection is

only half your ATS (rounded down).

Cross Blast

ATP Cost: 8

Activation: Full Action

Range: 80 dam.

Effect: You may unleash a devastating

blast of energy that forms a horizontal

Christian cross on impact with no BS Test

required, though you may Test Dodge as a

Reaction to jump out of the way. The Blast

is 5 dam wide and hits everything

between the Angel and its target, in

addition it extends 5 dam behind and to

the sides of the target area, dealing

1d10+8 E damage with a Penetration of 8

and a Breach Bonus of 8. This counts as a

large area of effect attack and

automatically confirms Righteous Furies. Augmentation: For every additional ATP

spent on this power, the damage and the

penetration increase by 1 and for every 4

ATP the range extends 5 dam further to

the

sides and behind the target.

Gravity Bomb

ATP Cost: 10

Activation: Full Action

Range: 100 dam

Effect: Create a single point of

superfocused mass that works much like a

black hole. All targets

within a Blast (5) radius that fail a Reaction

Dodge Test are moved to its center, take

2d10 Impact damage that ignores AP and

automatically confirms Righteous Furies,

any held equipment is destroyed. Should

they survive, they must successfully Test

Strength to climb out of the compacted

rubble as a Full Action or otherwise free

themselves. A Spread A.T. Field will

prevent the damage from this A.T. Power,

but the forced movement and loss of

equipment happens regardless unless

they are using Bunker Field. Augmentation: For every additional 2

ATP spent on this power, increase the

Blast radius by 1.

Gravity Territory

Activation: Spread

Effect: Any enemies engaged to you in

melee combat cannot move further away

than an amount of

dam equal to their SB from you, and any

attempt to escape by bursts of speed

results in the Evangelion simply falling

prone. Should you move away from them,

they will simply be pulled against their

will, requiring an Agility Test to not fall

prone. Your Deflection is only half your

ATS (rounded down).

Kinetic Jolt:

ATP Cost: 4

Activation: Full

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Range: 20 dam

Effect: You violently lift or throw move

any one target within range. Make an

opposed LS Test against a target, and

move them against their will a distance

equal to the difference in Degrees of

Success by which you won, inflicting

falling damage on them and any other

unlucky targets on their wake that

automatically confirms Righteous Furies. If

the target does not possess an LS or an SR

Characteristic, they are treated as if they

rolled a 100 on the opposed Test. Augmentation: For every additional 2

ATP spent on this power, you gain a +10

bonus to the LS Test.

Mind Probe:

ATP Cost: 6

Activation: Full

Range: 20 dam

Effect: You project your own mind at an

enemy bypassing all defenses, even

another A.T. Field, as you directly attack

the target's mind. Those struck by Mind

Probe must Test Willpower or gain 2d10

Insanity Points, even if they are successful

in their Test they still gain 1d5 Insanity

Points. Either way they’re stunned for 1

round as their entire concentration is

devoted to maintaining their mental

integrity. Augmentation: For every additional 6

ATP spent on this power, the victim suffers

a -10 penalty to the Willpower Test.

Mirror Image:

ATP Cost: 5

Activation: Half

Range: 20 dam

Effect: You create an illusory copy of

yourself and may control it at will for as

long as it remains within range. This copy

may not physically affect any real objects

in any way, shape or form nor does it have

an A.T. Field. Keeping one or more Mirror

Images close by makes determining the

real you that much more difficult and you

may expend a Reaction to confound

yourself with the illusion and trick an

enemy into attacking empty air. You may

only use a Mirror Image this way once per

turn. Augmentation: For every additional 5

ATP spent on this power, you create

another copy of yourself and may use

another Reaction, if you have it, to

misdirect enemies.

Nightmare:

ATP Cost: 5

Activation: Full

Range: Longshot

Effect: A pilot's mind is flooded with

visions of alien origin, a frightening visage

that, for all we know, might just be a

simple attempt to parley and introduce

Angelic nature yet proves to be more than

the human mind can handle. The victim

must Test to resist Fear at the Angel's Fear

Rating. Augmentation: For every additional 5

ATP spent on this power, you may target

an additional enemy.

Oversynch:

ATP Cost: 6

Activation: Full

Range: 60 dam

Effect: You create a feedback loop that

disrupts a target Evangelion's

Synchronization Ratio until it spirals out of

control. An opponent suffers positive

Synch Disruption. This has no effect on

Angels or targets without SR scores. Augmentation: For every additional 2

ATP spent on this power, the victim gains

a +1 to the amount of SR increased.

Positron Beam:

ATP Cost: 1

Activation: Full

Range: Longshot

Effect: Your A.T. Field generates a high

power positronic reaction, antimatter at

just enough output

to outright ignore A.T. Fields. Test BS

when attacking with Positron Beam, it

deals 1 damage with a penetration of 1

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and the Positron quality. Positron Beam

may not be Dodged. Augmentation: For every additional 1

ATP spent on this power, it deals an

additional 1 damage, and the penetration

gained is also increased by 1.

Power Surge:

ATP Cost: 6

Activation: Half

Range: 30 dam

Effect: By twisting thermodynamics

locally, you reverse the transfer of energy

and overload an Evangelion to strike it

where the design is most defenseless. Any

one target Evangelion loses 1d5 rounds of

battery time and takes that much energy

damage ignoring TB and AP to the body, if

the Evangelion is still plugged in, the

damage is automatically 5. If the

Evangelion has no more battery time or is

using an S2 Organ the damage is

automatically 1. Augmentation: For every additional 3

ATP spent on this power, you may target

another Evangelion beyond the first.

Rising Cross

ATP Cost: 8

Activation: Full Action

Range: 80 dam.

Effect: A concentrated version of Cross

Blast, you cause an explosion in the shape

of

a vertical cross to erupt from the ground

beneath a target within range requiring no

BS Test to hit, though you may Test Dodge

as a Reaction to jump out of the way. This

attack deals 1d10+8 E damage with a

Penetration of 8 and a Breach Bonus of 8.

This counts as a small area of effect attack

and automatically confirms Righteous

Furies. Augmentation: For every 4 additional

ATP spent on this power, an additional

Rising Cross may be fired, though it

cannot be aimed at the same spot.

Stealth Field

Activation: Spread

Effect: By mirroring all light around you,

even a monster the size of a skyscraper

can become invisible, of course this

wouldn't be very useful without also

rendering yourself soundproofed. How

you are going to hide your footprints and

A.T. Field is a whole different matter,

however. Even if an enemy would detect

you, attacking you is that much more

difficult since you cannot be seen, and

they are treated as if fighting in darkness.

Your Deflection is only half your ATS

(rounded down).

“These kids will surprise you. One minute they'll be gossiping and at each other's throats… but

when that alarm sounds? They know what it means. For everyone. They've fought these things,

and I'm confident they'll fight them as long as they have to.”

– “J”, Nerv Section-2 security officer (plainclothes)

THE ANGELS YOU KNOW

What follows are Adeptus Evangelion conversions of each of the Angels we see appear in

the series. Each Angel also has in its description possible alterations that you might make to

them in order to avoid players exploiting their knowledge of the series to make battles

easier, as well as recommended tactics for the Angel to employ.

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Sachiel

Sachiel is the first Angel to attack the Base of Operations.

It is a massive, vaguely humanoid creature with large

bony structures on its shoulders and torso, gill-like

structures on its legs, tridactyl hands, and a distinctive

beaked face (a second face, behind and slightly to the

side of the first one, is generated after an N² bomb is

dropped on the Angel). It has a powerful long-range

energy blast, which distinctly forms a Christian cross on

detonation, and two sharp spikes which slide through its

arms and extend through holes in its palms as striking

weapons (when retracted, the spikes extend from the

Angel's elbows) Its core is located prominently on its

chest.

Sachiel literally means Covering of God or Price of God.

Sachiel Profile

WS BS S T Ag Int Per Wp Fel LS

50 20 40 40 30 20 30 20 10 80

Sachiel Body

Location % to Hit AP Wounds

Head 01-10 4 5

R. Arm 11-20 1 7

L. Arm 21-30 1 7

Core 31-40 4 10

Body 41-70 4 20

R. Leg 71-85 1 7

L. Leg 86-00 1 7

Movement: 6/12/18/24

Skills: Dodge (Ag), Swim (S).

Talents: None.

Traits: Angel (TB 4), Angelic Fear (1), Angelic Weapon (Arm Ram), Angelic Senses (30 dam).

A.T. Field Powers: Deflective Field, Float, Cross Blast, Rising Cross.

Weapons: Arm Ram; Melee; 1d10+8 E; Pen 2; The affected limb automatically takes 1d5 Critical

Damage that may not inflict a Righteous Fury.

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Using Sachiel:

Between the deadly Cross Blast attack and the Arm Ram, Sachiel represents an opponent

well balanced between melee and ranged combat. Combined with a relatively weak A.T.

Field, Sachiel makes a wonderful first combat to use to introduce your players to Adeptus

Evangelion that is beatable while putting the proper fear of Angels into your players.

In fact, beginning GMs may find that Sachiel is too powerful for their group. This can be

the result of one of two possibilities: Sachiel is being played too intelligently, or the team of

players is not working together like they should.

The theme of Angels is that they are very powerful, but often do not fight tactically. Any

Game Master that players an Angel with the same deadly efficiency as he would play the

game as an Eva Pilot will soon find his players reduced to charred piles of meat and metal.

Sachiel’s own Angel Cross ability is a deadly attack that can kill an Eva in 2 hits, and

destroys an Eva’s umbilical even if they survive. A well placed Angel cross can put your

players on a timer, either forcing some of them to fall back and divide their forces or rush to

defeat Sachiel before they run out of power. Taking advantage of this fact can easily defeat

your players in short order, such that even an experienced group would have trouble

defeating Sachiel before they are separated and picked off one by one.

Similarly, players that cannot work together or employ proper tactics may find Sachiel

unbeatable. It is the natural instinct of most players to try and lead the charge and kill the

Angel themselves. If everyone does this at once, your players will lose. It is very doubtful

that any of your players can defeat Sachiel without him being neutralized by at least one

Evangelion. If no one neutralizes, they only have themselves to blame for their inevitable

defeat. So, in short, make sure to impress upon new players that neutralization is a

prerequisite to victory against Sachiel and most other Angels.

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Shamshel

Shamshel is a massive, vaguely arthropod-like

creature, with a long cylindrical body, a roughly

shovel-shaped head with two eyespot-like

markings, and eight retractable segmented limbs.

It also has two short "arms" that project energy

whips, which can easily slice through armor and

may also be used to manipulate objects. Shamshel

remains horizontal during flight. During combat it

raises itself upright by 90 degrees, with the "head"

remaining parallel to the ground. Its core is located

under its “throat.”

Shamshel literally means Lonely Conqueror of God.

Shamshel Profile

WS BS S T Ag Int Per Wp Fel LS

70 20 30 30 50 10 20 10 30 90

Shamshel Body

Location % to Hit AP Wounds

Head 01-20 2 6

R. Arm 21-30 4 6

L. Arm 31-40 4 6

Core 41-50 2 8

Body 51-00 2 15

Movement: 10/20/30/40

Skills: Awareness

Talents: Swift Attack.

Traits: Angel (TB 3), Angelic Fear (3), Angelic Weapon (Energy Whip), Hoverer, Angelic Senses (20

dam). A.T. Field Powers: Deflective Field.

Weapons: Energy Whip – Melee; 1d10+3 E; Pen 6; Flexible; After hitting an Evangelion with this

weapon Shamshel may throw them 1d10+5 dam in a direction of his choice, the enemy must test

Agility or be knocked prone and suffer falling damage corresponding to the distance they were

thrown. Shamshel may use a Called Shot to destroy any single weapon held by an Evangelion with

this weapon, Weapons parried by Shamshel's whips have a 50% chance of being similarly destroyed.

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Using Shamshel:

Shamshel, boasting an A.T. Field only slightly stronger than that of Sachiel and much

less damage dealing and soaking potential, may seem like a huge step down in combat.

However, Shamshel’s special abilities make him capable of negating many of the

Evangelion’s advantages. Once within range of Shamshel’s brutal energy whips, your

players should find that their most powerful weapons are suddenly stripped from them as

they are prevented from ganging up on an enemy that keeps throwing them around the

battlefield like ragdolls.

Shamshel has little to no offensive options for ranged combat, and for this reason it

should close into melee range ASAP using its superior speed and initiative, using any ATS it

can spare to get into range with Float is recommended as well.

Probable modifications to Shamshel include the ability to temporarily stun

Evangelions with an electric charge delivered through the whips via the ‘Shocking’ special

quality, or proficiency in the Dodge skill to allow its decent Agility to make up for its low

Toughness.

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Ramiel

Ramiel is a translucent blue octahedron, and

arguable one of the most powerful Angels seen

in the series. Ramiel defends itself with a

particle beam that automatically targets any

hostile object within a certain radius or any

direct threat outside of it. It also bears an A.T.

Field so powerful that it visibly warps light

passing through it. It extends a drill bit from its

bottom apex and attempts to bore through the

armor above the GeoFront, in the first credible

attempt to reach Terminal Dogma. Despite

being one of the most powerful and formidable

Angels, Ramiel is very passive in nature, using

a slowly moving drill to bore into the GeoFront

while using its deadly energy attacks only for

defensive purposes. Ramiel's core is not

shown, but it is implied to be deep within the

Angel's body.

Ramiel literally means Thunder of God.

Ramiel Profile

WS BS S T Ag Int Per Wp Fel LS

10 90 10 20 10 30 50 30 20 140

Ramiel Body

Location % to Hit AP Wounds

Core 01-05 10 5

Body 06-00 10 10

Movement: 2/4/6/8

Skills: Awareness (Per), Dodge (Ag)

Talents: Sharpshooter

Traits: Angel (TB 4), Angelic Fear (2), Angelic Weapon (Drill), Automatic Response*, Heavenly,

Hoverer, Size (Enormous), Angelic Senses (50 dam) A.T. Field Powers: A.T. Ping, Deflective Field, Positron Beam.

Weapons: Drill - Melee; 2d10 R; Pen 10; This Weapon may only be used against targets directly

below Ramiel, but it cannot be parried or stopped in any way. *Automatic Response: Ramiel may fire his Positron Beam against anything it deems a threat

that comes within 50 dm of it as a Reaction Action.

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Using Ramiel:

In possession of both deadly weaponry and a high AP, Ramiel’s only weakness is the frailty

of the body under all that armor. Make no mistake, Ramiel is one of the toughest Angels an

early game party could face. Game Masters should remember that Ramiel’s Positron Beam

may be fired as a reaction action, stoping an Eva dead in its tracks even on their turn. Rather

than attempting to dodge an attack, Ramiel simply vaporizes you. Without the very best of

luck, a direct hit by Ramiel will cripple or disable your Evangelion.

Game Masters should take note of Ramiel’s Sharpshooter talent, and also recognize that if

Ramiel finds itself in the thick of a melee battle it is at a severe disadvantage. To properly

make use of Ramiel, it is suggested that he start the battle a longdistance away from the

Evas, such that it takes about 2 rounds for the players to reach him. This is not just to give

Ramiel time to make use of its superior ranged skill, but also give the players time to

properly prepare. Given the difficulty of this fight, players should be given the opportunity

to come up with a plan to defeat it without relying on a suicidal charge.

With his high Ballistic Skill, it is also Ramiel’s modus operandi to called shot the Body hit

location of his targets. This buys the players a little time, it is true, but when crticial damage

is achieved the pilot themselves is at risk from the Critical Damage effects that result.

While already an incredibly dangerous opponent, possible modifications to Ramiel include

giving him the ability to bend light and project an illusion of itself to confuse attackers,

blurring itself with the background and making it harder to attack from afar. Access to the

Barrier AT Power can give Ramiel increased protection as well.

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Gaghiel

Gaghiel is an aquatic being with a massive

body and long jaws filled with sharp teeth. It

also has a small "face" similar to Sachiel's on its

forehead, and its core is located in its mouth. It

is extremely strong, and can use parts of its

body to easily slice up combat warships.

Unlike the preceding Angels, it does not

generate a visible A.T. Field (though it does

not appear to be damaged by any fire from the

naval vessels around it).

Gaghiel literally means Roaring Beast of God.

Gaghiel Profile

WS BS S T Ag Int Per Wp Fel LS

70 10 50 50 50 20 40 20 40 70

Gaghiel Body

Location % to Hit AP Wounds

Head 01-20 5 10

Core 21-25 5 15

Body 76-00 5 25

Movement: 10/20/30/40

Skills: Dodge (Ag), Swim (S).

Talents: Lightning Reflexes.

Traits: Angel (TB 5), Angelic Fear (3), Angelic Weapon (Bite), Size (Enormous) Angelic Senses (30

dam). A.T. Field Powers: Deflective Field.

Weapons: Bite – Melee; 1d10+5 R; Pen 5; Tearing. After hitting an Evangelion with this weapon

Gaghiel may choose to automatically initiate a grapple.

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Using Gaghiel:

Gaghiel represents a dangerous threat, but only within its specific area of influence. With its

deadly jaws, incredible speed, and large pool of health, Gaghiel is a terror to fight in the

water. This is doubly true for Evangelions not properly equipped for underwater combat.

Against a properly equipped force, Gaghiel still presents a difficult fight at it has wounds to

spare and may easily Grapple the Evangelions in the course of its normal attacks.

Gaghiel does present the problem of being a very specific encounter. Unless you are

transporting something of great value across the sea, it is likely that Gaghiel in his aquatic

form will never be encountered as a threat to the Evas directly. How would Gaghiel attack

your Base of Operations, when your Base of Operations is on land? Otherwise, you might

simply present Gaghiel as an Angel terrorizing Sea traffic in general, which the Evangelions

are called in to dispose of. In either case, players will likely know exactly what they are

fighting long before their character’s do.

Possible modifications to Gaghiel include giving it the ability to fly, which allows it to be a

threat anywhere. Similarly, one might give Gaghiel the ability to generate amphibious

Angelspawn (of Average size), which it sends out of the sea to attack Nerv HQ in its place

while it remains safe within its area of dominance, or occasionally threaten Nerv with some

form of long ranged attack that it assaults the base with from the sea.

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Israfel

Israfel has the appearance of a massive, vaguely humanoid

creature, similar to Sachiel. Israfel has a face/mask, reminiscent of

Sachiel’s, which resembles a yin-yang symbol. Israfel has a pair of

razor sharp claws and a weak energy beam (compared to other

Angels). Its A.T. Field appears to be relatively weak. It has two

cores located in its chest, matched on either side of its center torso

by four external bone-like rib structures.

Israfel’s most notable weapon is its ability to split itself into

separate, twin Angels, referred to as "Alpha" and "Beta". The twin

Angels are almost identical in appearance and properties to the

original (except in color scheme). Both have faces/masks with

three eye holes and possess their own cores, but without the rib

structures. They use synchronized tactics to fight enemies, and

must be attacked in unison to assure victory.

Israfel is named for the twin Angels of Poetry, Music and Dance.

Israfel Profile

WS BS S T Ag Int Per Wp Fel LS

60 30 40 40 40 40 40 20 10 100

Israfel Body

Location % to Hit AP Wounds

Head 01-10 6 12

R. Arm 11-20 4 14

L. Arm 21-30 4 14

Core 31-40 6 15

Body 41-70 6 25

R. Leg 71-85 4 14

L. Leg 86-00 4 14

Movement: 8/16/24/32

Skills: Awareness (Per), Dodge (Ag), Swim (S)

Talents: Combat Master, Lightning Attack.

Traits: Angel (TB 4), Angelic Fear (1), Angelic Weapon (Claws), Size (Hulking), Twin Quantum

Core*, Angelic Senses (40 dam). A.T. Field Powers: Deflective Field, Teleforce Blast.

Weapons: Claws; Melee; 1d10+4 E; Pen 4; Tearing.

Twin Quantum Core*: Through the reality bending properties of the AT Field, Israfel may displace

its core so that it exists at two separate points in space at the same time, granting it an additional Fate

Point. Upon taking Critical Damage to any body part, Israfel splits in half. Both halves (Israfel Alpha

and Israfel Beta) use the stats included below. No damage is transferred during the split except that

inflicted to the Core (which ends up in two places at once inside the newly generated twins) and each

of the twins has one of Israfel’s two Fate Points.

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Israfel Alpha/Beta Profile

WS BS S T Ag Int Per Wp Fel LS

50 20 30 30 30 20 30 20 10 80

Israfel Body

Location % to Hit AP Wounds

Core 31-40 6 15

Body 41-70 6 25

Movement: 6/12/18/24

Skills: Awareness (Per), Dodge (Ag), Swim (S).

Talents: Combat Master, Double Team, Swift Attack

Traits: Angel (TB 3), Angelic Fear (1), Angelic Weapon (Claws), Disrupted Biology*, Quantum

Entanglement**, Recombine***, Angelic Senses (30 dam). A.T. Field Powers: Deflective Field, Teleforce Blast.

Weapons: Claws - Melee; 1d10+3 E; Pen 3; Tearing.

*Disrupted Biology: The unfortunate side effect of splitting in half using this method is that

Israfel’s biology is no longer fully cohesive. While Israfel still has a normal “to hit” chart, its

form only has two wound pools: the core and the rest of it. For applying damage and critical

damage, Israfel is treated much like a normal Dark Heresy foe with the addition of a Core with

its own wounds. Israfel still uses the Angel critical damage charts.

**Quantum Entanglement: Israfel now exists in two places at the same time, moving independently

of each other. The Magi have stopped trying to calculate how that works. What is important is that

Israfel chooses to replicate the existence that he finds less threatening. Damage done to Israfel after

armor and Toughness have been taken into account is not applied until the Angel’s turn, and he

recalculates wound totals for both Alpha and Beta to mimic which of the twins took less damage

overall. ***Recombine: Should Alpha and Beta be forced into the same space, there is a 50% chance that

they reform into Israfel Prime. If either Alpha or Beta have taken critical damage, the chance is 100%.

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Using Israfel:

Assuming that you have not previously brought Angelspawn into play, the fight with Israfel

will be the first time that your players fight multiple opponents. While that might not seem

like a huge difference, it means that unless you have a large party they are unlikely to be

able to fully neutralize the A.T. Fields of all Angels present, as well as preventing them from

concentrating their attention on one target like most battles. It is a serious change in their

normal anti-Angel tactics, and if they do not adapt quickly they may find it too late to mount

an effective resistance.

The Israfel twins can exploit their strange biological defense to focus entirely on offense,

making multiple attacks per round against the same target, quite possibly bringing down

one Evangelion in every round of combat. While their attacks are not especially strong,

between the two bodies the players are likely to be put on the defense in short order.

Possible modifications include increasing the number of cores Israfel can split its Quantum

Core into, in order to field an extra Israfel offspring. This makes the Angel expontentially

more difficult to defeat, and as such should only ever be done against large groups of Evas.

The Israfels may also be given the ability to willingly combine with each other in order to

fully regenerate before splitting up again.

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Sandalphon

An immature Angel, Sandalphon is similar in form to the aquatic Cambrian predator

Anomalocaris. It appears to have no abilities beyond its extraordinary resistance to heat and

pressure, up to the point of being able to open its mouth in magma. Its own A.T. Field was

never strong enough to physically manifest. Its core was never depicted.

Sandalphon Profile

WS BS S T Ag Int Per Wp Fel LS

40 10 20 30 20 30 20 10 10 30

Sandalphon Body

Location % to Hit AP Wounds

Body 01-00 4 12

Movement: 4/8/12/16

Skills: Awareness (Per), Dodge (Ag), Swim (S).

Talents: None.

Traits: Angel (TB 3), Angelic Fear (1), Angelic Weapon (Bite), Angelic Senses (20 dam), Volcanic

Body* *Volcanic Body: Sandalphon id designed to thrive in a magma-based environment. Sandalphon may

move freely through magma as easily as a fish through the sea, and is at no risk from heat or pressure.

Sandalphon is immune to E damage, and treats its armor as twice normal (for an effective 8) so long as

it is in a superheated environment. Cooling it in some way, such as removing it from the magma and

dumping water on it, will reduce it’s armor back to 4. A.T. Field Powers: None.

Weapons: Bite – Melee; 1d10+2 R; Pen 1.

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Using Sandalphon:

Sandalphon is an Angel whose encounter in the show does not translate well to

gameplay. Sandalphon is without a doubt the least threatening of all Angels in the series.

Sporting a virtually nonexistent A.T. Field, low wounds, and a weak attack, fighting

Sandalphon is a lot like fighting a Core that can try to bite you. There are only two things that

can make this creature a threat to fight: being forced to fight it alone, and having to fight it in

its home environment of molten rock.

Unfortunately, both have problems from a GM’s perspective. Forcing a character to

fight it alone excludes the other characters entirely for the battle, which can be

disappointing and boring. Thus, fighting it in molten rock (which puts the Evangelions at the

disadvantage of the bulky D-Type equipment) is probably the way to go. Be sure to impress

upon your players how risky it is to decend into the active volcano after Sandalphon, as if

they get into trouble down in the magma there is little Nerv can do to help them.

Possible modifications to the Sandalphon encounter include making Sandalphon

more mature, which would likely result in a creature similar to Gaghiel. Simply increasing

its AT Field strength will also major it tougher to kill. Both of the above options would be

balanced by deploying multiple Evangelions against it, either having multiple divers sent

against it or giving Sandalphon the ability to burrow through rock and attack the Geofront

directly. Should Sandalphon be encountered on land, a magma-spewing weapon (using the

Burning and Blast traits) would be an appropriate addition to its arsenal.

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Matariel

Matariel has the appearance of a massive opilionid-

like creature with numerous eyes. The central eye on

the underbelly secretes a strong solvent which can

easily melt through both concrete and steel. The

Angel attempts to burn a tunnel directly into the

Geofront using this solvent. The Angel appears to

possess no special armament beyond this solvent,

though it may use its legs to spear nearby targets.

Matariel's core is not revealed, and is presumed to be

hidden somewhere inside its body.

Matariel literally means Premonition of God.

Matariel Profile

WS BS S T Ag Int Per Wp Fel LS

80 20 50 50 10 20 40 10 30 100

Matariel Body

Location % to Hit AP Wounds

Core 01-05 8 16

Body 05-40 8 20

Leg 1 41-55 4 12

Leg 1 56-70 4 12

Leg 1 71-85 4 12

Leg 1 86-00 4 12

Movement: 2/4/6/8

Skills: Awareness (Per), Dodge (Ag)

Talents: None.

Traits: Angel (TB 5), Angelic Fear (3), Angelic Weapon (Acid, Legs), Size (Massive) Angelic Senses

(30 dam). A.T. Field Powers: Deflective Field.

Weapons: Acid – Melee; 2d10 R; Pen 10; This Weapon may only be used against targets directly

below Matariel, but it cannot be parried or stopped in any way.

Legs – Melee; 1d10+5 I; Pen 2.

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Using Matariel:

In the series, Matariel’s greatest advantage was completely unrelated to itself: the massive

power outage in Tokyo-3 caused by an internal saboteur. Thus, it would be much in theme

for Matariel to pick one of the encounter circumstances (either Angelic or External in nature)

from the Angel Generation system. This will give Matariels encounter some special flavor.

Which is certainly needs. As far as an be observed in the series, Matariel’s most powerful

attack can only be aimed down. For a game where combat usually takes place on the

ground, that is hardly useful. Thankfully, Matariel’s body is easily shielded using it’s legs.

Without resorting to called shots, players will find hitting the squishier parts of Matariel to

be difficult.

Possible modifications to Matariel include giving Matariel the ability to fly or otherwise force

the Evangelions beneath it, the ability to spray its deadly acid as a limited ranged attack,

Angelspawn or EMP abilities to stun the Evangelions by interfering with the electronics of

the Entry Plug. EMP abilities might also be supplemented with the ability to use Shocking

attacks. Additionally, its own claws may become Toxic weapons, poisoning the Evangelion,

the Pilot, or both.

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Sahaquiel

Sahaquiel is a massive and bizarrely-shaped

creature. It has an elongated body, with three

eye-like markings (one in the center and one

on either end of the body), and three stem-like

growths projecting radially at both ends.

Sahaquiel's A.T. Field is comparatively

powerful, able to shield the Angel from several

dozen N² bombs. It also seems to have the

ability to jam satellite communications. The Angel's most devastating weapon is itself:

utilizing both kinetic energy and its A.T. Field, it drops pieces of itself onto Earth as bombs.

Its core appears as the pupil of the central "eye."

Sahaquiel literally means Ingenuity of God.

Sahaquiel Profile

WS BS S T Ag Int Per Wp Fel LS

50 80 40 60 30 20 60 10 20 200

Sahaquiel Body

Location % to Hit AP Wounds

Core 01-10 3 10

Body 11-00 3 90

Movement: 6/12/18/24

Skills: Awareness (Per), Dodge (Ag)

Talents: None.

Traits: Angel (TB 12), Angelic Fear (2), Angelic Weapon (Orbital Bomb, Planetfall), Size (Massive),

The Stuff of Nightmares; Angelic Senses (60 dam). A.T. Field Powers: Bunker Field.

Weapons: Orbital Bomb – Longshot; S/-/-; 3d10 X; Pen 10; Breach 6; Blast 8, Recharges, On a failed BS

Test Sahaquiel may opt to spend one of its bonus rerolls from having a high LS Characteristic to

automatically succeed at that BS Test instead, with 0 Degrees of Success. Each Orbital Bomb used

removes 10 Wounds from Sahaquiel's Body. Bunker Field may only halve damage from Orbital Bomb.

Planetfall – Melee; If allowed to impact a solid surface Sahaquiel may burn a Fate Point as a Free

Action to detonate its entire body, dealing its current Body Wounds*Deflection in flat Energy damage

to all within a Blast radius of 1 km. Bunker Field may only halve damage from Planetfall.

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Using Sahaquiel:

Sahaquiel represents the first orbital threat that your players are likely to face, as well as one

with an attack that threatens whole cities with every shot. More than any other, fighting

Sahaquil requires proper planning.

In the series, Sahaquiel is defeated when it attempts planetfall on Tokyo-3. While a

potentially devastating attack, that was quite possibly the dumbest thing Sahaquiel could

have done, sacrificing its superior range without attempting to soften up Tokyo-3’s defenses

with its AT Bombs first.

However, unless Sahaquiel expresses such stupidity, fighting it can be virtually impossible.

Anti-orbital weapons (such as the Great Positron Cannon or the Heavy Railgun) have the

potential to harm it but Sahaquil’s powerful A.T. Field is far outside the range of

neutralization, and can make winning such a battle a long shot without specialized A.T.

Powers such as Dirac Breach or Spatial Funnel.

The major threat from Sahaquiel should always be it’s Planetfall attack. Players should be

given ample warning that such an attack is coming, and a chance to plan for it accordingly. If

the planetfall is successful, it will likely destroy the Base of Operations entirely. Even if all of

your players burn a Fate Point to survive the impact, it will still dramatically change the tone

and nature of your game as it is very likely that most if not all of the NPCs they have come to

know are now dead. It should be explained in great detail to the players that the Planetfall

attack is capable of being many times more devastating than even an N2 mine, and is not to

be at all taken lightly.

Other possibilities for fighting Sahaquiel include deploying one or more Evangelions into

orbit via rocket, outfitted with special (E-Type) equipment to allow space combat, in order

to engage and neutralize Sahaquil’s A.T. Field. Balancing the attack force with what is

necessary to defend your Base of Operations from Orbital Bombs and the possibility of a

Planetfall may be difficult.

Possible modifications to Sahaquiel include replacing its AT Bombs with a Positron Beam

similar to Ramiel’s, or weakening the impact damage from its AT Bombs but having them be

Hulking-sized Angelspawn deployed by orbital drop.

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Iruel

Iruel is a nano-scale entity, similar to a virus. In addition to its A.T. Field, it demonstrates an

ability to adapt and evolve to almost anything. Rather than "moving" in the conventional

sense, the Angel seems to simply spread by rapidly reproducing at the cellular level. It is

not known whether or not Iruel has a core.

Iruel literally means Fear of God.

Iruel Profile

WS BS S T Ag Int Per Wp Fel LS

30 50 10 40 40 40 30 10 20 110

Iruel Body

Location % to Hit AP Wounds

Body 01-00 1 23

Movement: 8/16/24/32

Skills: Awareness (Per), Dodge (Ag), Tech Use +10 (Int), Computer Use +20 (Int)

Talents: None.

Traits: Angel (TB 8), Angelic Fear (2), Size (Scrawny), Stuff of Nightmares, Angelic Senses (30 dam),

Iruel Actions*, Swarm**, Replicator***, Adapt****

***Replicator: Iruel has no solid form, and is instead a swarm of replicating and subversive

nanomachines. This makes it extraordinarily hard to kill; as if even a single nanomachine lives Iruel is

not truly defeated. Not only does Iruel regenerate 1 wound every round at the beginning of its turn,

but Iruel is not defeated by critical damage. Indeed, it ignores the critical damage charts entirely.

The only way to destroy Iruel through damage is to deal it critical damage, and then hit it with an N2

mine while it has 0 wounds. Only then is it defeated. Otherwise, the surviving nanomachines continue

to replicate and resume their attack within a matter of minutes. Thankfully, there are other ways to

defeat this Angel…

**Swarm: The Angel splits into many, smaller creatures and now has a single Location (Body). Any

attack from a weapon that does not either have the Blast, Flame, Scatter or other area of effect quality

halves its rolled damage. The Angel cannot be grappled, knocked prone or pinned. As it lacks a

Core, it now must be destroyed in its entirety.

*Iruel Actions: Iruel does not attack in any normal fashion. Instead, it has access to the following

special ‘Iruel Actions’: Expand: As a half action, Iruel may heal a number of wounds to its body equal to its current

TB, or heal 2 Critical Damage (Iruel’s choice). Assimilate: Iruel infests and subverts nearby vehicles. As a Half Action Iruel may test BS

against a single Mob of Conventional Forces as if making an attack with a range of 20 dam. On

a success, that Mob of Conventional Forces may take no actions for 1 round. After that 1

round, they return to play under Iruel’s control, and are treated as being protected by Iruel’s

AT Field for the purpose of special effects and Deflection.

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Infect: As a half action, Iruel may make a BS Test against an Evangelion as if using a weapon

with a range of 20 dam. On a success, the hit body location becomes ‘Infected’ by Iruel. It will

continue to take 1d5 damage (which ignores AP and TB) on Iruel’s turn each round. If this

deals critical damage to that location, it has a percentile chance of infecting all adjacent body

locations (infecting the body, or all other limbs at once if this is already the body) equal to the

current amount of critical damage on that limb. Thus, an arm that had 6 critical damage would

have a 60% chance of spreading the infection to the body this turn. If the Evangelion is

defeated by damage from Infect, it shuts down and the pilot inside takes 2d10 Ego damage

every turn. If this reduces the pilot to 0 Ego, they dissolve into LCL as normal and the

Evangelion reactivates at full health, now under Iruel’s control.

The only way to prevent infection from progressing is to remove the limb. Multiple infections

on a body location do not stack. Subvert: Iruel may use the networked nature of the Base of Operations against it, by taking

control of Nerv systems. As a half action, Iruel may test Computer Use. On a success, it takes

control of one of Nerv’s Systems. This could be represented by taking a single Support

Structure offline (shutting down launch systems or umbilicals the pilots are using) or

deactivating specific Operation’s Director talents for the rest of the battle (such as Remote

Care or Precision Targeting). Once this ability has succeeded 3 times, Iruel takes control of

the Magi. Further rolls on the Magi Supercomputer chart may not be made, and Iruel

activates the Base’s Self Destruct command. If Iruel has not been defeated within 5 turns, an

N2 mine goes off inside Nerv HQ.

These constitute the only offensive actions Iruel can take. It may still move, use skill checks, and use

any AT Power’s it knows as normal, as well as give commands to any units it has taken control over or

use any support systems or talents it has stolen (using actions as appropriate for these stolen options).

****Adapt: Iruel is a rapidly evolving being, constantly adapting to new threats. Iruel begins the

fight with 3 charges of Adapt. Iruel may, at any time, choose one specific form of attack that has

already been used against it and expend 1 charge of Adapt. From this point forward, Iruel is immune

to that form of attack. The type of attack must be fairly specific, such as: a specific technology of

weapon, a specific poison, a kind of computer virus or a harmful environmental variable. Iruel will

automatically use this ability to become immune to any form of attack that has just scored a Righteous

Fury against it, or dealt Critical Damage to it. It may additionally choose to use Adapt at any time.

Once the three Charges of Adapt are used up, Iruel can (and indeed, must) permanently forget 1

special ‘Iruel Action’ to use it as a charge of Adapt. The forgotten Iruel Action may not be used again,

but any units or abilities commandeered by it remain under Iruel’s control until it is defeated or they

are destroyed. Once Iruel has no more “Iruel Actions” left available, it has reached an Evolutionary

dead end and is harmless to take any other offensive action. Iruel has been defeated! After being

defeated in this A.T. Field Powers: Deflective Field, Neutralize

Weapons: None

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Using Iruel:

In the series, Iruel was a hard angel to categorize. As a nano-scale entity, it infested Nerv HQ

and was only defeated by the exceptionally brilliant strategy of using the Magi to force it

down an Evolutionary dead end. However, in the series this did not involve the pilots at all.

They were ejected and Nerv didn’t have a chance to recover them until Iruel had already

been dealt with.

The premise that the above Angel is built upon is that, in the series, Iruel got lucky. He

managed to infiltrate deep into Nerv without being detected until he had already neutralized

the threat of Evangelions by removing the pilots from play. Had Iruel approached in a move

conventional fashion, the encounter would have gone much differently.

As the fight against Iruel begins, Iruel may seem like it is of little threat to the Evas. It cannot

damage them directly, it does not yet have any Nerv units or systems under its control, and

it has no means to attack the pilots minds like some other Angels. However, the longer that

the players allow Iruel to live, the stronger it becomes and the harder it is to kill. Their only

chance is to diversity their attacks against it, using new technologies and weapons and

strategies, to force Iruel to defeat itself before Iruel can cause the base to self destruct. No

easy task.

In the event that it looks like Iruel is close to subverting the Magi, it is highly recommended

that the GM use this last chance to inform the players of Iruel’s weaknesses. Once Iruel takes

control of the Magi and enables the Self Destruct, going to the Magi for help will no longer

be an option.

Possible modifications to Iruel include giving it more AT Powers or coming up with new Iruel

Actions. Replacing already present Iruel Actions changes the nature of Iruel’s threat, but

adding new Iruel Actions on top of this increases its bag of tricks while also forcing the

players to come up with another new kind of attack to defeat it. Any change made to the list

of Iruel actions should be deeply considered before commiting to it, as even a small change

can alter the nature and difficulty of the battle dramatically.

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Leliel

Leliel has a misleading appearance and possesses bizarre

properties and powers. The Angel initially appears as a

large, floating, black-and-white patterned sphere, and,

when attacked, it re-manifests as a large black shadow. The

Angel’s true body is the shadow itself, and the “shadow” of

the Angel is the floating sphere. This makes this Angel one

of the most difficult to combat as it is impossible to attack a

virtually 2-D creature. Leliel is explained as possessing an

extremely powerful inverted A.T. Field, which allows the

Angel to take into itself anything in range of its shadow-like

body, and keep it contained. Within the inverted A.T. Field

is a Dirac Sea, an extradimensional space of unknowable

size. At its fullest extension, the Angel's body is 60

decameters in diameter and 3 nanometers thick. It is

unknown whether Leliel has a core and, if so, where.

Leliel literally means Jaws of God.

Leliel Profile

WS BS S T Ag Int Per Wp Fel LS

00 00 00 30 20 30 60 10 30 200

Leliel Body

Location % to Hit AP Wounds

Core 01 4 10

Illusion 02-00 * *

Barrier * 0 30

Movement: 4/8/12/16

Skills: Awareness (Per), Charm (Fel), Blather (Fel)

Talents: None.

Traits: Angel (TB 6), Angelic Fear (3), Size (Massive), The Stuff of Nightmares; Angelic Senses (60

dam), 3D Shadow*, Dirac Being**, Engulf***, Contact****

*3D Shadow: The Black and white orb that hovers in the air is not the real Leliel, but rather a visible

reflection of Leliel’s true extra-dimensional nature. In reality, Leliel is the large area of dark ground

that “follows” the orb: a 2 dimensional overlap into an artificial universe, where Leliel hides its Core.

Firing at the orb or the dark ground from outside deals no damage to Leliel under any circumstances.

Any Evangelion that enters Leliel (see the Engulf special ability) may then attempt to attack Leliel’s

core from inside the extradimensional space, but odds of success are low. The hit location is only the

core 1% of the time, even on the inside, and the remaining 99% of Leliel is unfazed by any attack.

Leliel is immune to called shots of any kind.

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**Dirac Being: Leliel, for all intents and purposes, is itself an extradimensional pocket universe. It

has no real physical form other than its very well-hidden core, and as such damaging it physically is

not reliable. If you want to harm Leliel, you will need to break down the barrier between worlds that

separates Leliel from realspace. This is no easy task. A clever player may punch small holes in Leliel

using the Dirac Breach AT Power, dealing an amount of damage to Leliel’s “Barrier” hit location

(which cannot be rolled normally) equal to the Intelligence Bonus of that pilot (ignoring TB).

However, whenever this is done there is a 10% chance that the pilot using Dirac Breach is sucked

inside of Leliel, no matter the distance between them.

The more reliable way to weaken Leliel’s Barrier is to destabilize the AT Field holding it in place.

Being neutralized from the outside has no special effect on Leliel. Neither does being Neutralized

from the inside. However, when Leliel is begin Neutralized by Evangelions inside its

extradimensional space and outside of it at the same time, Leliel takes an amount of damage to its

Barrier at the start of it’s turn equal to the lower of the two amounts (ignoring TB). For example: If 2

Evangelions outside of Leliel neutralize it for a total of 13, and one Evangelion Neutralizes it inside for

5, Leliel takes 5 Damage to it’s Barrier at the start of each turn that this is true.

Once Leliel’s Barrier has been reduced to 0, Leliel’s Dirac Sea collapses and ejects everything that it

had engulfed previously back into normal space, it’s core being destroyed in the process. Leliel is

defeated. Leliel is immune to called shots of any kind.

***Engulf: When threatened, Leliel will open a one-way hole into its Sea of Dirac at the enemy‘s feet.

The Evangelion must succeed on a very difficult (-30) Agility test or become trapped, slowly sinking

into the Sea of Dirac over the course of the next round. Once this process has begun, due to the one-

way nature of the opening it cannot be escaped while Leliel still lives.

Even if the Agility Test is made, the Evangelion must still find a way to get out of the area without

touching the ground, which may prove impossible depending on the local terrain and what abilities

the Evangelion has at its disposal.

Once Engulf has been used, the hole remains open in that space. Leliel will continue to use Engulf

every round, attempting to trap an Evangelion each time, until it succeeds at trapping an Evangelion.

Once an Evangelion is trapped inside, Leliel will fall dormant, focusing its attention inward on the

Evangelion it has Engulfed (see Contact below). Every time this ability is used, Leliel deals 5

Collateral damage as it sucks into itself entire streets and buildings.

An Evangelion may always willingly jump into an open hole into Leliel.

Once inside of Leliel, players find themselves in a blank white space of indeterminate size. They

immediately lose all contact with everything outside of Leliel, may not receive new communications

from anyone outside of Leliel, may not be the subject of any OD Talents or abilities, and lose any

Umbilical they may have attached. At this time, they may attempt to hit Leliel’s hidden core (see 3D

Shadow), or go into “power saver mode” to buy time, allowing them to wait and take no actions to

conserve rounds of operation. Power Saver mode reduces operation time at a rate of 1 round per

hour. Acting normally inside of Leliel uses rounds of operation time as normal. If an Evangelion runs

out of power inside of Leliel, that player must burn fate to survive or else they and their Evangelion

simply become “lost”, never to be seen again. On a burned fate, the pilot survives (assuming Leliel is

eventually defeated) but still may not take actions of any kind until power is restored.

****Contact: Leliel’s ultimate goal is to use its Dirac sea as a trap, and prey upon the vulnerable

pilots it traps inside. Pilots take 1d5 Ego Damage for every hour they spend inside of Leliel, due to

exposure to its incredible AT Field. In addition, Leliel attempts to make a basic level of contact with

the pilot, which the human mind simply does not know how to interpret. This results in a flat 1d5

Insanity for entering Leliel at all. In addition, Pilots take 1 Insanity every hour they spend inside Leliel.

If, for any reason, a Pilot gains enough insanity to raise it’s Insanity score to a multiple of 10 while

inside Leliel, it immediately suffers from a roll on the Dark Heresy Hallucinogenic Grenade chart.

A.T. Field Powers: Bunker Field

Weapons: None

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Using Leliel:

Leliel is, above all other things, a spider. Not in the sense that it has 8 legs and a poison bite,

but rather in it’s tactics. Leliel sets a trap to catch any Eva that wanders into it, and then waits

for that captured prey to exhaust itself in its feeble attempts to escape. Once its prey is

helpless within the trap, Leliel closes in for the kill and forces them to burn a Fate Point to

survive.

Using Leliel is a tricky matter, as it is easy for a foolish party to defeat themselves. Leliel will

do everything it can to capture an Eva, but if all of the Evangelions enter Leliel they have

made it impossible to exploit the Neutralization weakness of the Barrier. Inside of Leliel,

their only chance is to attack Leliel every turn and hope that they hit Leliel’s hidden core. At

a mere 1% chance of success, this is incredibly unlikely.

GMs should note, however, that Leliel has a special weakness against Berserk Evangelions.

A Berserk Evangelion inside of Leliel needs no power to operate. While the chance to hit

Leliel’s core is still only 1% per attack, they have all the time in the world to continue

attacking as they never need to worry about running out of power. As such, a Berserk

Evangelion *will* defeat Leliel, it is just a question of when. If the Evangelion takes too long,

however, the Pilot inside it may already have gone permenantly insane.

Leliel’s weaknesses are something that are very difficult to observe, and the high-science

nature of Leliel’s extradimensional form means that the Magi supercomputers and the

Science Team will probably need to provide heavy clues to the players to help them figure

things out.

Similarly, GM’s should bring the possibility of the Evangelion shutting down and going into

power-saver mode to the attention of any Pilot that is engulfed by Leliel as soon as they have

been Engulfed. It may take some time for the Nerv forces still outside to come up with the

plan they need to defeat Leliel, and left to their own devices few players will willingly shut

down their Evangelion and wait unless you, as the Game Master, tell them that doing so

would be in their best interests.

Given the Nature of Leliel, Game Masters with access to the [REDACTED] Game Master

supplement may wish to use this opportunity to use the “Touched by an Angel” or

“Nightmare in the 8th Dimension” scenarios.

Leliel is a very specific kind of encounter, but it may still be modified bygiving it additional

abilities inside of it. There may be still solid chunks of city floating inside of Leliel that form a

kind of broken landscape that the Evas need to navigate. There may be… *things* living

inside of Leliel, or time could work differently on the inside. As Leliel is a small universe, the

GM can make almost anything happen with the boundaries of that space. Get creative!

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Bardiel

Bardiel inhabits an Evangelion (in the series this is Unit 03). It apparently possesses all the

properties and strengths of an Evangelion, and it can also stretch the Eva's arms to a

distance roughly equal to the Eva's height. The Angel's core is never shown, but, given that it

has taken over Unit 03, and the Evangelions all have cores, it can be assumed to possess Unit

03's core.

Bardiel literally means Humiliated Son of God.

Bardiel Profile

WS BS S T Ag Int Per Wp Fel LS

70 50 60 50 60 50 40 20 40 100

Bardiel Body

Location % to Hit AP Wounds

Head 01-10 5 21

R. Arm 11-20 5 23

L. Arm 21-30 5 23

Body 31-70 7 27

R. Leg 71-85 5 23

L. Leg 86-00 5 23

Movement: 12/24/36/48

Skills: Acrobatics (Ag), Awareness (Per), Contortionist (Ag), Dodge

(Ag) Talents: Drop Trained, Gravity Kick, Hatred (Evangelions),

Lightning Attack, Takedown. Traits: Angel (TB 5), Angelic Fear (4), Angelic Weapon (Morphic

Frame), Integrated Core*, Angelic Senses (40 dam). *Integrated Core: Due to its nature as an Evangelion, Bardiel’s core

is buried deep within its

chest and is heavily armored. As such, direct attacks against it are

impossible. Bardiel is defeated

when it has been damaged in such a way that an Evangelion would

be destroyed or at least rendered completely useless, such as by

destroying the body and head together. A.T. Field Powers: Deflective Field, Float.

Weapons: Morphic Frame; Reach 6 dam; 1d10+8 E; Pen 6; Flexible,

any Evangelion stunned by Bardiel’s Takedown or hit by its Gravity Kick is exposed to an infectious

liquid that deals 1d10 damage to the pilot’s Ego Barrier. Should the pilot be reduced to 0 Ego Barrier

in this way the Evangelion will rise as an extension of Bardiel and both units will have to be destroyed

for it to be defeated.

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Using Bardiel:

Bardiel can be more powerful than any standard Evangelion, but is likely to be defeated by

a joint effort of multiple Evangelions. As such, Bardiel makes use of its Takedown ability and

Fear rating for crowd control before using Float to enhance its Gravity Kick.

Bardiel works best by separating the Evas and engaging them one at a time. It is especially

fond of using Takedown to incapacitate a lone Evangelion and then continue using

Takedown on it to erode the pilot’s Ego Barrier. If Bardiel is at risk of being overwhelmed by

multiple Evangelions, it would be best to pull Bardiel out of melee using Float, using this

opportunity to Gravity Kick an Evangelion within range (probably targeting a ranged

attacker who stayed back to put some distance between itself and the Melee Evangelions it

is fleeing).

Possible modifications to Bardiel include additional Evangelion equipment, or more abilities

to provoke damage to the Ego Barrier or cause Fear. Talents that will further help isolate the

party such as Halt Advance and any upgrades that could be made to an Adeptus Evangelion

player character would also be appropriate choices. An especially potent trick would be to

give Bardiel the Phase Trap AT Power, allowing it to single out one Eva and fight it one on

one for a short period of time. In single combat, Bardiel is at a considerable advantage.

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Zeruel

Zeruel appears as a floating creature as large as the Evas but

lacking humanoid limbs, with a malformed "skull" as a face.

Zeruel possesses one of the most powerful Angel beam attack to

date (which, like Sachiel’s, detonates into the shape of a

Christian cross) which it can fire several times in rapid

succession. It also possesses folding foil-like "arms" that it uses

as cutting weapons in close-range combat. These "arms" can

breach most materials with relative ease. It also uses these

"arms" to crawl about when it breaks into Central Dogma from

the Geo Front. The Angel has a relatively powerful A.T. Field,

and its armor-like "skin" is strong enough to endure the point-

blank detonation of an N² bomb completely undamaged even

without the usage of an A.T. Field. All in all, Zeruel is one of the

most powerful Angels ever seen. Its core is located on its chest.

Zeruel literally means Arm of God.

Zeruel Profile

WS BS S T Ag Int Per Wp Fel LS

90 30 40 50 20 20 50 40 10 160

Zeruel Body

Location % to Hit AP Wounds

Head 01-10 10 30

R. Arm 11-20 5 15

L. Arm 21-30 5 15

Core 31-40 5 30

Body 41-00 10 45

Movement: 4/8/12/16

Skills: Awareness (Per), Dodge (Ag).

Talents: Lightning Attack.

Traits: Angel (TB 10), Angelic Fear (1), Angelic Weapon (Foil Arm), Armored Core*, Superheavy

Shell**, The Stuff of Nightmares, Ultimate Shield***, Angelic Senses (50 dam). A.T. Field Powers: Bunker Field, Cross Blast, Layered Field, Rising Cross.

Weapons: Foil Arm - Reach 8 dam; Flexible. This Weapon automatically deals 1d10 Critical Rending

Damage to anything it hits, and its effect applies multiple times per Action. *Armored Core: Zeruel's Core is defended by a heavily armored membrane that activates when

Zeruel detects an attack aimed directly at it. Any attack specifically aimed at the core (such as a

Called Shot) is redirected to the body unless Zeruel was successfully Feinted first (although a

randomly rolled hit on the core is treated as normal).

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**Superheavy Shell: Each body location on Zeruel has a layer that absorbs and softens attacks that

would make other Angels recoil in pain. Any attack with a Penetration that fails to overcome its AP

halves its rolled damage and may not provoke a Righteous Fury. ***Ultimate Shield: Zeruel's ability to deflect kinetic energy, rebound slashing implements and

outright stop force is unparalleled, causing even the strongest instances of massive damage to be but

mere chips on its armor. If an attack would deal more than 10 damage to Zeruel after TB and AP

reduction are applied, instead it deals 10 damage.

Using Zeruel:

In the series, Zeruel is the only Angel who ever managed to breach Nerv defenses by sheer

force. In the progression of Angels in your game, Zeruel represents the point in the

campaign where the gloves have come off and everything becomes much, much harder.

Generally good at everything, Zeruel is an Angel not to be trifled with. With the ability to

use Rising Cross on multiple targets at once and powerful, long range foil arms, there is no

safe way to attack Zeruel save extreme range, which limits your options significantly.

Zeruels special defenses also make killing it incredibly difficult, even for a combat

specialized group. As such, it is likely that this combination of incredible defense and

offense will cause Zeruel to walk right over your players. This is not a design flaw. Defeating

Zeruel at all is a feat in itself. Defeating Zeruel by anything other than the skin of your teeth

is a sign that the GM is holding back.

Zeruel is already very powerful, so it would be unwise to modify his weapons further.

Possible modifications to Zeruel include the ability to teleport short distances, an ability to

absorb Energy based damage or an EMP that can temporarily knock out the city’s power

grid (negating the use of umbilical cables or stunning all Conventional Forces on the field

for 1d5 rounds).

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Arael

Arael has the form of a massive, glowing winged

creature. In addition to a conventional A.T. Field, Arael's

main weapon appears as a beam of yellow-white light,

which penetrates the target's mind to directly attack their

psyche (the beam itself is stated to have properties

similar to an A.T. Field). The Angel's core is held outside

of its body by the appendages on its underbelly.

Arael literally means Light of God or Vision of God.

Arael Profile

WS BS S T Ag Int Per Wp Fel LS

30 70 40 40 10 40 50 20 10 130

Arael Body

Location % to Hit AP Wounds

Head 01-10 4 12

Core 11-20 4 24

Body 21-00 4 48

Movement: 2/4/6/8

Skills: Awareness (Per), Dodge (Ag)

Talents: None.

Traits: Angel (TB 8), Angelic Fear (1), Angelic Weapon (From the Heavens), Size (Enormous),

Angelic Senses (50 dam). A.T. Field Powers: A.T. Ping, Deflective Field.

Weapons: From the Heavens - S/-/-; Longshot; Any foes hit by this weapon must Test Willpower at a -

10 penalty for every 2 Degrees of Success on Arael's BS Test. On a failure, they gain 1d10 Insanity

Points and are stunned for 1 round. This attack may not be Dodged.

Using Arael:

While lacking any ability to deal damage, Arael is one Angel from the series that your

players are sure to fear. Capable of ignoring defenses and incurring long term status effects

or even removing your character from play entirely, a fight with Arael can go wrong for the

players in any number of ways.

Depending on how the fight with Sahaquiel went, your players might attempt to fight Arael

in any number of ways. It is recommended that you modify Arael in such a way that their

previously used tactics against Orbital Angels are made less effective somehow, preferably

by sticking to Araels theme of non-damaging attacks.

Such modifications might be the effects of a hallucinogenic grenade from Dark Heresy on

any pilot that comes within a certain radius, or the ability to force an Evangelion to go

Berserk (thus denying it ranged attacks) for a short period of time.

While it might seem cruel, don’t be afraid to remove a character from play due to permanent

insanity resulting from Arael's beam.

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Armisael

Armisael appears as a large glowing floating torus which may

represent a plasmid. In its initial dormant phase, the Angel's

body has a double helix structure. During battle, the double helix

deconstructs into a single thread, which then lashes out at

enemies, utilizing its entire body as a weapon. Its powers are

potent enough to pierce the Evas' A.T. Fields as it attempts to fuse

with the Evangelion and its pilot.

Armisael literally means Mountain of Judgment of God.

Armisael Profile

WS BS S T Ag Int Per Wp Fel LS

70 20 60 80 30 30 20 20 10 120

Armisael Body

Location % to Hit AP Wounds

Body 01-00 4 75

Movement: 6/12/18/24

Skills: Awareness (Per), Dodge (Ag).

Talents: Lightning Attack.

Traits: Angel (TB 16), Angelic Fear (1), Angelic Weapon (Merge), Hoverer, The Stuff of Nightmares,

Angelic Senses (20 dam), Variable Morphology*, Fuse** A.T. Field Powers: A.T. Ping, Deflective Field.

Weapons: Merge - Melee; 1d10+12 I; Pen 8; Armisael fuses with any Evangelions it hits. On any hit it

deals Ego Barrier damage instead of the weapon’s normal damage, at the same final value the

weapon would have normally dealt after AP and TB. Fuse**: On a hit, Armisael enters a grapple from which the Evangelion may not free itself as

Armisael automatically beats them in any WS Test for as long as Armisael lives. The Angel continues

to deal damage to the Pilot's Ego Barrier for the duration of the grapple in place of any normal

damage. Since this ability triggers on the first hit by Armisael, once the grapple has begun the

remaining attacks available to it this turn (such as any attacks made as part of its Lightning Attack

which have yet to resolve) are immediately forfeit. In effect, Armisael uses Lightning attack to have

three chances to hit its target, but will only ever deal damage once. Variable Morphology*: The Angel may Test Toughness as a Reaction Action to negate any result of a

single WS or BS test (treating single attacks, full auto, or attempts to Halt Advance or Grapple

equally). Lacking a visible Core the only way to defeat it is to destroy the entirety of the body.

Armisael may use this ability while during a grapple.

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Using Armisael:

Virtually unstoppable, Armisael’s encroachment attack may come especially heavy hitting

after the insanity inducing Arael. The Merge ability, used as intended, is at a serious risk of

targeting a single pilot and relentlessly destroying his Ego Barrier. Once Armisael has

chosen a target, he is unlikely to let it escape. A truly harsh GM will have Armisael target the

pilot with the lowest Ego, aiming for easy prey…

While already a terrifying opponent to fight, Armisael presents an opportunity for any

number of possible modifications. Recommended modifications for Armisael include an

exploitation of its whip like nature by giving it Shamshel’s ability to destroy weapons, or

using it’s morphic form to give it additional shapes it can take, possibly mimicking physical

characteristics and abilities of the Angels that have come before it.

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TABBRIS

Tabbris, the final Angel, holds the form of a human (Kaworu Nagisa in the series). Like the

other Angels, he is "born of Adam", although it is implied that he was created by the

organization Seele. Tabbris' A.T. Field is the most powerful ever detected, strong enough to

block out "light, magnetism, sub-atomic particles, everything". He may control any

Evangelion unit he wishes, even from outside the entry plug, so long as the soul inhabiting

the Eva is dormant (although whether this means the Evangelion is simply inactive or there

must be some disconnect between the Evangelion and the Pilot is unclear). Within the entry

plug, he can set his synchronization ratio at any level he wishes. The nature or even the very

existence of his core is not revealed.

Tabbris loosely means Good of God in Hebrew.

Using Tabbris:

Among all the Angels from the series, Tabbris represents the one with the most potential.

Because of his human form and intelligence, he can be used to create a truly interesting NPC

and memorable encounter. It is highly encouraged that GM’s tailor Tabbris to their

campaigns, as the encounter with him

will surely define the endgame of your

campaign. As such, no official stats have

been provided.

Tabbris, created directly from Adam by

SEELE, has a human form and thus can

do what no other Angel could ever hope

to: infiltrate. He also has an A.T. Field

more powerful than anything else ever

witnessed in the series, requiring Rei to

use Lilith’s A.T. Field to neutralize his

for him to be made vulnerable. Given

the strength of his A.T. Field, and his

lack of any other form of attack, it is

entirely plausible to give him any AT

power of his choice.

Tabbris also exhibited, in the series, the ability to command an Evangelion from outside of it

and override human technology (specifically, an electronic lock) with a glance. Either of

these abilities could be exploited for an interesting encounter, but other unique powers of

the GM’s own imaginings would be fine as well.

Tabbris could easily sneak into the Geofront and initiate Third Impact so quickly and so

protected by his A.T. Field that there would be no chance of stopping him whatsoever

without a Dues Ex Machina. However, that is rarely fun for the players.

Instead, Tabbris is assumed to conform to the following theme: intelligence, person sized

and person shaped, very frail but protected by an unbelievably powerful AT Field. If

encountered in P-Scale, the players should hope that it does not turn into a confrontation.

There is basically nothing they could do to Tabbris in person that can hurt him, given his AT

Field.

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Possibilities for using Tabbris include:

1) The Reveal

Introducing him as an NPC (possibly as new pilot) and then revealing him as the last Angel.

This is what was done in the series, and that is exactly why it is recommended that you avoid

this route. Should you introduce an NPC pilot late in the game, your players would be fools

not to suspect him. Introducing him early in the game, however, requires you to come up

with a reason why he simply doesn’t strike as soon as there is an opening, or simply betray

the other pilots after a particularly tough battle when they are in no shape to resist him.

2) The Ret-Con Reveal.

At a time of your choosing, take aside a pilot and inform him that he is the last Angel. All of

his memories were falsely implanted by Seele, and now he has been ‘activated’. This would

obviously work best with a Pilot that has the manufactured background, even better if he

chose the Angel Hybrid Asset.

This allows you to put the terms of engagement in your player’s hands. Whether he

chooses to initiate Third Impact, destroy himself out of self loathing, or some other course of

action is entirely up to him. However, should you choose this route, it is highly

recommended that you limit Tabbris’s power if he decides to side with the party. That is,

unless, you really feel your players need a walking God on their side to survive what is to

come…

3) The Antagonist.

While Tabbris was sent by Seele to Nerv HQ late in the series, there is nothing that says he

was not created earlier than that. You can use Tabbris as a reoccurring enemy who

manipulates and strikes from hiding, preparing for his inevitable assault on the Geofront.

Because the Angels work individually, in this role it is entirely possible to have Tabbris

assist the Pilots against an Angel that he fears might reach Adam before him. However,

down this route is sudden but inevitable betrayal.

Possibilities for a final confrontation with Tabbris include him acting as a sort of commander

for other Angels, amassing a cult of personality to use humans to fight humans, or defeating

and collecting multiple Evangelions from other Nerv installations- amassing his own team of

possessed Evangelions to fight the players for him. Whether this group is made up of

standard Evangelions, Mass Produced Evangelions, or a mix of the two is entirely up to the

GM.

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ADDITIONAL OPPONENTS Jet Alone

Jet Alone is a nuclear-powered, unmanned robot created by an independent corporation for

the Japanese government with the intention of supplanting the Evangelion units. Unlike the

Evas, Jet Alone has an on-board nuclear reactor, so it can function without external power for

150 days. Additionally, Jet Alone is controlled by a supercomputer system that rivals the

Magi which makes its combat decisions. While never witnessed in the series, Jet Alone

contains powerful integrated weaponry.

Jet Alone Profile

WS BS S T Ag Int Per WP Fel LS

50 50 30 10 20 30 35 20 10 0

Jet Alone Body

Location % to Hit AP Wounds

Head 01-10 4 11

R. Arm 11-20 4 13

L. Arm 21-30 4 13

Body 31-70 6 18

R. Leg 71-85 4 13

L. Leg 86-100 4 13

Movement: 4/8/12/16

Skills: Awareness (Per), Logic (Int)

Talents: Combat Master, Independent Targeting,

Deadeye Shot, Weapon Expert

Traits: From Beyond, Natural Weapon (Claws),

Nuclear Powered*, Integrated Weapons**,

Celerity, Stuff of Nightmares

A.T. Field Powers: None

*Nuclear Powered: If Jet Alone takes enough

damage to his body that he would be destroyed,

roll 1d10. On a roll of 5 or lower, Jet Alone’s reactor has been breached, and will suffer a major

meltdown within 1 round. While this does virtually no physical damage, the released radiation

poisons everything in the surrounding area and during the post-battle phase treat the Collateral

Damage from the fight as an even 100.

**Integrated Weapons: While Jet Alone can use its manipulator claws as a close combat weapon, it

also possesses built in ranged weaponry of the GM’s choice. It is treated as having 3 WUP worth of

ranged weapons, drawn from the same pool of technologies currently available to the players. Jet

Alone may have Pistol or Basic weapons integrated as it sees fit, but may not integrate Heavy

weapons.

Weapons: Claws (1d10+3 R)

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Using Jet Alone:

The Jet Alone lacks an A.T. Field and a Core, so defeating it is much easier than even a weak

Angel. However, its access to human made weaponry is an opportunity for the players to

fight weapons that they are used to having on their own side, and might not be prepared to

deal with. Suggested weapons for integration include Tier 2 Maser or Positron weapons.

Jet Alone’s Nuclear Reactor also makes the fight less about defeating the war machine, and

more about defeating it safely. Should Jet Alone be allowed to meltdown, the fallout (both

literal and political) should be tremendous and the pilots should be made to remember it for

some time.

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Jet Alone Prime

The previous Jet Alone was the prototype model, and this unit with an onboard N² reactor

was actually in development at the time. Initially afraid of having an onboard fission reactor,

but forced to meet the deadline for the public test, they fitted the prototype with a nuclear

reactor taken from the "old system".

The Jet Alone Prime model contains an onboard reactor which was treated as experimental

at the time. By coincidence, it slipped through the grasp of outside forces who conspired to

have it sabotaged, thus narrowly escaping disassembly.

The body of this robot, with its reactor, is slightly smaller than the original Jet Alone. But it's

still powerful and nimble, and in exchange for only having to equip a single cooling system

it consumes massive amounts of water, requiring the presence of a nearby water supply

during periods of extended operation. Its weapons include a giant hammer and a ring

attached to the wrist that emits an electrical discharge.

Jet Alone Prime Profile

WS BS S T Ag Int Per WP Fel LS

70 70 60 40 30 30 40 20 10 0

Jet Alone Prime Body

Location % to Hit AP Wounds

Head 01-10 8 19

R. Arm 11-20 8 21

L. Arm 21-30 8 21

Body 31-70 8 26

R. Leg 71-85 8 21

L. Leg 86-100 8 21

Movement: 6/12/18/24

Skills: Awareness (Per), Logic (Int), Dodge (Ag)

Talents: Combat Master, Independent Targeting, Furious Assault,

Deadeye Shot, Sharpshooter, Expert Aim

Traits: From Beyond, Celerity, Stuff of Nightmares, N2 Reactor*,

Positron Discharge** Radhammer***

A.T. Field Powers: None

*N2 Reactor: The Jet Alone Prime is powered by an N2 Reactor. Generating even more power than

the old fission reactor, the quark soup that the system sheds in place of lethal radiation is the key to

Jet Alone Prime’s weapons. The only way to stop Jet Alone Prime for good is to destroy its body or

every other limb than the body (thus rendering it a non-threat). If the Jet Alone Prime’s Body is

brought down to exactly 7, 8 or 9 Critical Damage it deactivates safely. If more Damage is dealt, then

it explodes with the magnitude of an N2 Mine.

**Quark Discharge: The exotic radiation produced by a sustained antimatter reaction is a

randomized, rapidly decaying ‘quark soup’. This quark soup can be channeled through the J.A.P.

safely through specialized conduits and held in relative stasis using advanced EM-fields and near-

perfect vacuum tubes. By using a simple UV laser to ionize a path to the target, this exotic radiation

can be released and expected to immediately follow the path of least resistance down the beam, right

at the target.

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Whenever Quark Discharge is deflected by an AT Field, that Field’s Deflection is decreased by 1d5

for one Round as the quark soup decays and releases energy in such varying wavelengths that the AT

Field must expend extra effort to neutralize it all.

***Radhammer: Using EM-Field relays, the quark soup stored for firing the Quark Discharge can be

channeled to the head of J.A.P.’s hammer and stored in a special vacuum capacitor. By releasing this

radiation all at once on impact, the hammer can destabilize the AT Field at the point of impact and

possibly break through. When using the hammer, J.A.P. treats the Breach from DoS as double the

normal amount.

Weapons: Radhammer (1d10+12 I; Pen 6; Breach +6; Unweildy, See Above ), Ultraviolet Laser

Repeater (40 dm; S/3/-; 1d5+3 E; Pen 1; Breach +0; Clip unlimited), Quark Discharge (40dm; S/-/-;

1d10+5 E; Pen 5; Breach +5; Clip Unlimited; Recharge, Positron)

Using Jet Alone Prime:

Still lacking an AT Field, the Jet Alone Prime was designed to nevertheless be

effective against enemies with low-strength AT Fields. Originally featured in an Evangelion

video game, exactly how the Jet Alone Prime could beat its way through an AT Field with

little more than a giant hammer was never properly explained. The above pseudoscience is

nothing more than a justification for this, so try not to look too much into it. As it stands, the

Jet Alone Prime is already well equipped for dealing with the Evas themselves, and even

standing up to some of the weaker Angels. While the introduction of entirely new weapons

systems would probably be unnecessary (and merely upgrading the currently in place

weapons and abilities would make it more than a match for most opponents) any high-

science prototype weapon that a GM wanted to introduce to their campaign could almost

certainly be seamlessly introduced via its inclusion on the Jet Alone Prime. Should the Jet

Alone Prime be fielded against the Evangelions, it would not be unheard of for it to be

accompanied and supported by T-RIDEN-T Land Cruisers of some design. In what is sure to

infuriate the players, Jet Alone Prime’s distinctive hammer is nothing more than a simple

hammer (1d10+4; Pen 2; Breach +0; Unweildy) in the hands of an Eva, which lack the

sophisticated N2 reactor and accompanying systems to make use of its more exotic abilities.

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T-RIDEN-T Land Cruiser Prototype

The Evangelions are designed to fight the Angels, and represent the most advanced fighting

machine mankind has ever built. However, while built by different countries, each

Evangelion is the property of Nerv, and by extension the United Nations. Man is an

inherently distrustful creature, and more than a few have looked ahead and wondered what

purposes the Evangelion might be used for once the Angel threat has been eliminated.

The dinosaur-like T-RIDEN-T Land Cruiser was built to be the answer to the proposed

“Evangelion Problem”: a massive fighting machine designed specifically to combat and kill

an Evangelion should it become necessary. This prototype is dangerous in and of itself, and

could easily break the back of any conventional army singlehandedly. Whether it has what it

takes to defeat an Eva, however, remains to be seen…

T-RIDEN-T Land Cruiser (Prototype)

WS BS S T Ag Int Per WP Fel LS

30 50 30 30 35 30 35 30 30 0

Movement: 6/12/18/24

Skills: Awareness (Per), Dodge (Ag)

Talents: Drop Trained, Expert Aim, Hard Target, Target Acquisition, Weapon Expert

A.T. Field Powers: None

Traits: Machine*, Airborne**, Elite***, Size (Hulking), the Stuff of Nightmares

*Machine: The T-RIDEN-T Land Cruiser has no core, but it does have a cockpit. The T-RIDEN-T

functions basically as long as as the unit still has power, and there is something controlling it. The T-

RIDEN-T is only defeated by the destruction of its body hit location. If the head is destroyed it is

treated as under Darkness until repaired (due to redundant sensors built into the entire machine.

Should any location marked next to the name of a Weapon be destroyed, that weapon is disabled as

well.

**Airborne: The T-RIDEN-T Land Cruiser is self deployed, and comes equipped with powerful

thrusters. Specifically designed for this form of flight, the T-RIDEN-T Land Cruiser is treated as being

equipped with A-Type Equipment, with 3 jumps of fuel onboard and capable of lifting off and

initiating sustained flight under its own power.

***Elite: Despite being NPCs, T-RIDEN-Ts may roll Righteous Furies with their Weapons.

Weapons: Manipulators (1d10+3 I; pen 2, Breach +1; Arm-mounted), Chin-mounted Machinegun (40

dam; S/3/6; 1d10+4 I; Pen 3; Breach +1; Clip 30; Pistol, Head-Mounted), Missile Launcher (80 dam; S/-

/-; 2d10+5 X; pen 5; Breach +5; Clip 4; Heavy, Blast (4), Body-Mounted)

T-RIDEN-T Land Cruiser (Prototype) Body

Location % to Hit AP Wounds

Head 01-10 9 8

R. Arm 11-20 7 6

L. Arm 21-30 10 6

Body 31-70 6 12

R. Leg 71-85 8 10

L. Leg 86-100 8 10

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Using T-RIDEN-T Land Cruiser Prototype:

The T-RIDEN-T may seem to some like “Jet Alone… again”. That would be a mistake.

The T-RIDEN-T has a human pilot, which makes fighting one a rare instance of fighting

another human being. Even without this added moral quandary, the T-RIDEN-T trades Jet

Alone’s sturdiness for flight and maneuverability.

However, do not expect a single T-RIDEN-T prototype to be much of a threat to your

Evangelions, unless it somehow manages to separate them and/or cut the umbilical. In a fair

fight, even at low levels an Evangelion could be expected to win against a single T-RIDEN-T

prototype. It is the T-RIDEN-T pilot’s job to keep it from turning into a fair fight, using range

and speed to their advantage.

A fight against a T-RIDEN-T prototype is not important because of any risk the pilot

may be facing now. What makes the T-RIDEN-T important is that there are human enemies

out there intentionally targeting the Evangelions, and the T-RIDEN-T Project is their plan for

doing so. While the prototype was not especially deadly, it was close enough that with some

better weapons, it might pose a real threat.

Any GMs looking for a better version of the T-RIDEN-T prototype are encouraged to

simply use the T-RIDEN-T Production Models instead. However, any GM looking to change

up the way the T-RIDEN-Ts are armed should note that the T-RIDEN-T has a pistol weapon

mounted on the chin, and two heavy weapons mounted on the body.

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T-RIDEN-T Land Cruiser Production Models

The prototype went a long way to defining the construction of the T-RIDEN-T series.

However, it underestimated the firepower required to take down an Eva. This is a mistake

they have done much to correct, through application of technology originally developed to

aid the Evas against the Angels.

The T-RIDEN-T Land Cruiser Production Models come in two varieties: Interceptor and

Artillery. The Interceptor model is designed to engage the Evangelions at medium to close

range, utilizing its twin Positron weapons against targets with active A.T. Fields and

unloading an impressive rate of fire with its Maser on any targets of opportunity that present

themselves. The Artillery model is instead designed to establish a position on the edge of

the battlefield, picking targets at will for its devastating Heavy Railgun. Manned by expert

pilots, T-RIDEN-T kill teams work in unison to bring down the Evangelions with startling

efficiency.

T-RIDEN-T Land Cruiser (Interceptor)

Movement: 10/20/30/40

Skills: Acrobatics(Ag) +10, Awareness (Per) , Dodge (Ag) +10

Talents: Disarm, Double Team, Drop Trained, Expert Aim, Hard Target, Positron Burrow, Precision

Pistol (Sideshot), Spotter, Target Acquisition, Weapon Expert

Traits: Machine*, Airborne**, Elite***, Size (Hulking), the Stuff of Nightmares

A.T. Field Powers: None

*Machine: The T-RIDEN-T Land Cruiser has no core, but it does have a cockpit. The T-RIDEN-T

functions basically as long as as the unit still has power, and there is something controlling it. The T-

RIDEN-T is only defeated by the destruction of its body hit location. If the head is destroyed it is

treated as under Darkness until repaired (due to redundant sensors built into the entire machine.

Should any location marked next to the name of a Weapon be destroyed, that weapon is disabled as

well.

**Airborne: The T-RIDEN-T Land Cruiser is self deployed, and comes equipped with powerful

thrusters. Specifically designed for this form of flight, the T-RIDEN-T Land Cruiser is treated as being

equipped with A-Type Equipment, with 3 jumps of fuel onboard and capable of lifting off and

initiating sustained flight under its own power.

***Elite: Despite being NPCs, T-RIDEN-Ts may roll Righteous Furies with their Weapons.

T-RIDEN-T Land Cruiser (Interceptor)

WS BS S T Ag Int Per WP Fel LS

40 60 30 50 50 30 35 30 30 0

T-RIDEN-T Land Cruiser (Interceptor) Body

Location % to Hit AP Wounds

Head 01-10 11 14

R. Arm 11-20 10 12

L. Arm 21-30 10 12

Body 31-70 13 18

R. Leg 71-85 12 16

L. Leg 86-100 12 16

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Weapons: Progressive Ram (2d10+5 R; pen 2, Breach +3; Progressive, Unbalanced, Slow, Body-

Mounted), Manipulators (1d10+5 I; pen 2, Breach +3; Balanced, Arms), Chin-mounted Tactical Maser

(40 dam; S/2/3; 1d10+1 E; Pen 2; Breach +2; Clip 15; Pistol, Maser, Burst, Markerlight, Head-

Mounted); Dual Positron Cannons (80 dam; S/2/4; 1d10+3 E; Pen 4; Breach +4; Clip 20; Positron,

Tearing, Body-Mounted)

T-RIDEN-T Land Cruiser (Artillery)

T-RIDEN-T Land Cruiser (Artillery)

WS BS S T Ag Int Per WP Fel LS

25 70 30 50 50 30 35 30 30 0

Movement: 10/20/30/40

Skills: Acrobatics(Ag), Awareness (Per) +10 , Dodge (Ag) +10

Talents: Drop Trained, Expert Aim, Sharpshooter, Target Acquisition, Weapon Expert

Traits: Machine*, Airborne**, Elite***, Size (Hulking), the Stuff of Nightmares

A.T. Field Powers: None

*Machine: The T-RIDEN-T Land Cruiser has no core, but it does have a cockpit. The T-RIDEN-T

functions basically as long as as the unit still has power, and there is something controlling it. The T-

RIDEN-T is only defeated by the destruction of its body hit location. If the head is destroyed it is

treated as under Darkness until repaired (due to redundant sensors built into the entire machine.

Should any location marked next to the name of a Weapon be destroyed, that weapon is disabled as

well.

**Airborne: The T-RIDEN-T Land Cruiser is self deployed, and comes equipped with powerful

thrusters. Specifically designed for this form of flight, the T-RIDEN-T Land Cruiser is treated as being

equipped with A-Type Equipment, with 3 jumps of fuel onboard and capable of lifting off and

initiating sustained flight under its own power.

***Elite: Despite being NPCs, T-RIDEN-Ts may roll Righteous Furies with their Weapons.

Weapons: Manipulators (1d10+5 I; pen 2, Breach +3; Balanced, Arms), Rail Cannon (Longshot; S/-/-;

1d10+5 I; pen 5; Breach +5; Clip 10; Heavy, Body-Mounted), N2 Supershell Cannon (Longshot; S/-/-;

2d10+5 X; Breach +5; Pen 0; Clip 1; Heavy, Tearing, Blast (12), Body-Mounted)

T-RIDEN-T Land Cruiser (Artillery) Body

Location % to Hit AP Wounds

Head 01-10 11 14

R. Arm 11-20 10 12

L. Arm 21-30 10 12

Body 31-70 13 18

R. Leg 71-85 12 16

L. Leg 86-100 12 16

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Using T-RIDEN-T Land Cruiser Production Models:

T-RIDEN-T Production Models are intended to finish off their target as quickly and

efficiently as possible, and should not willingly engage an Evangelion one-on-one. Instead,

the T-RIDEN-Ts will prefer to operate in kill teams generally consisting of two T-RIDEN-T

“interceptors” and one “artillery” T-RIDEN-T. More than one kill team could theoretically be

fielded against the Evas, but the resources required for such an operation would be truly

enormous, and one kill team should be able to pick apart all but the most well equipped

Evangelion with relative ease.

The T-RIDEN-T’s should preferably be outfitted with weapons to best reflect the

technologies researched throughout the campaign. If, for example, Positron research was

never completed but N2 Shell technology was, then it would be reasonable to swap out the

interceptor’s “Dual Positron Guns” with “Dual Shellguns”, or even a Shellcannon system.

Similarly, one or more T-RIDEN-Ts could be outfitted with Ablative armor of some kind, if

such a thing was ever researched for the Evas.

If such technology was never fully researched by Nerv, this does not actually mean

that it may not be used by the T-RIDEN-Ts, it just means that the research was performed by

some other organization. Such competing research should not be a complete surprise to the

pilots; hints of an Eva-scale arms race should be dropped before then to prevent it from

seeming like an ass-pull.

In short: The T-RIDEN-Ts are meant to be equipped to defeat the Evangelions. Feel

free to equip them with whatever man-made weapon would seem most reasonable for them

to be expected to have in your campaign. If simple weapon loadouts are not enough,

particularly malevolent GMs may even include an N2 mine aboard one or more Tridents, set

only to arm itself and explode should all fielded T-RIDEN-Ts be defeated. It is unlikely that

the T-RIDEN-T pilots would be aware of its inclusion.

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Mass Produced Evangelions

The Mass produced Evangelions are different from previous

Evas, being narrower in the chest and shoulders and wider in the

hips, but the greatest difference is in the head: rather than

humanoid, it is streamlined and vaguely resembles the head of a

baleen whale or a giant tube worm, and apparently covered by

the same reinforced plastic that coats the arms. The long jaws

have red muscular lips, metal-plated teeth, a large grey tongue,

and produce large quantities of saliva. They have no apparent

eyes. They are equipped with large, mechanical, avian-style

wings that enable them to fly, and which can be fully retracted

into the back. They also lack the shoulder-mounted armor

"wings" which were characteristic of previous Evas. Their

primary weapons are the double-bladed Heavy Lances, which eventually transform into

their true form, dark gray replicas of the Lance of Longinus. Additionally, the MP Evas

consistently behave in an animal-like manner; they show formidable savagery, and circle

fallen enemies in the air in a manner similar to vultures before descending to tear the Eva

apart. Each MP Eva contains an internal S² Engine, which grants them complete mobility

(being freed from the umbilical cable) and no operational time limit.

Mass Produced Evangelion Profile

WS BS S T Ag Int Per WP Fel SR

50 50 40 40 50 20 40 10 20 60

Movement: 10/20/30/40

Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag)

Talents: Double Team, Quick Draw, Swift Attack, Synchronize Group, Cannibalize, Ravenous, Rip

and Tear, Drop Trained, Target Acquisition

Traits: Dark Sight, Flyer (5), From Beyond, False Lance*, Natural Weapon (Bite), Regeneration, We’ll

be Back**, Terrifying Visage***, S2 Organ****, Dummy Plug*****

*False Lance: The double bladed weapons that the Mass-Produced Evangelions carry may, as a half

action, be shifted into an imperfect copy of the Lance of Longinus. While in this form, they “lose” their

Great Weapon and, instead, gain a weapon of the following statline: False Lance (1d10+8 R; Pen 8;

Breach +10; Throwing, Tearing). The False Lance may be shifted back into Great Weapon form as a

Half Action. **We’ll Be Back: All Mass Produced Evangelions have a fate point to spend and burn as if they were

Angels.

Mass Produced Evangelion Body

Location % to Hit AP Wounds

Head 01-10 5 6

R. Arm 11-20 5 8

L. Arm 21-30 5 8

Body 41-70 7 13

R. Leg 71-85 5 8

L. Leg 86-00 5 8

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***Terrifying Visage: Witnessing the entirety of the Eva Series in action is extremely disturbing,

and all who see the group must roll an Angelic Fear (4) Test. ****S2 Organ: The Mass-Production Evangelions are each equipped with an S2 Organ. While a sad

facsimile of the amazing engine that fuels Angels and enables their unbelievable abilities, this

reproduction is undeniably effective. The Mass-Production Evangelions do not require an Umbilical

Cable and never run out of power. In addition, when using the Group Synch Talent the Mass-

Production Evangelions add their total ATS to the initiator’s, rather than the standard “highest plus 1

per participant”. *****Dummy Plug: The Mass-Production Evangelions are driven on unceasingly by the perfect

intelligence of a Dummy Plug. They are immune to all mind-influencing abilities, any damage to Ego

Barrier, and never experience Feedback or Synch Disruption. Likewise, however, the beast within

has been fully bidden and may never break free of its bondage. The Mass-Production Evas may never

become Berserk.

A.T. Field Powers: Accellerated Territory, Bunker Field, Deflective Field, Float, Neutralize, Anti-AT

Field, Tree of Life*

*Tree of Life (Unique AT Power)

ATP Cost: 50

Activation: Full Action, Maintain Full, All Foes Defeated

Range: Sky-Filling

Effect: Third Impact Initiation, as per ‘End of Evangelion’. Initiation requires an S2 Organ and the use

of Synchronize Group to synchronize all Mass-Production Evas in the group. (This is meant solely to

remind the GM of what the Mass-Produced Evangelions are capable of should they reign triumphant.)

Weapons: Great Weapon (2d10+6 R; Pen 2; Breach +2; Unbalanced), Bite (1d10+4 R; Pen 0; Breach

0)

Using Mass Produced Evangelions:

In the series, the MP Evas are controlled

directly by SEELE using Dummy Plugs based on

Kaworu Nagisa, and are the final attack by SEELE on

Nerv. Accordingly, they should only be used if

SEELE has become the enemy, or they are somehow

stolen.

The Mass Produced Evangelion fight should

be the capstone to a campaign. Given their tenacity

and superior numbers, any fight with them can easily

become a Total Party Kill. Under no circumstances

should they be encountered early in the campaign,

as the player’s possession of a False Lance can be

extremely unbalancing and the idea of a player

passing up the chance to gain one is unthinkable.

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CREATING NEW ANGELS

Each Angel that the players fight is an entirely new and dangerous opponent. While many

Angels share certain similarities, these often prove to be superficial as the Angel

demonstrates abilities or tactics that are dramatically different from previously faced

opponents. While information on the Angels and other enemies from the series are provided

in the previous sections, it would be a poor game to play if they represented the only pool of

enemies to fight. To supplement the original enemies, or even to replace them entirely, GMs

of Adeptus Evangelion are encouraged to create their own Angels, either using the

following random generation system, or choosing to make their own from scratch.

Sin From Genesis

The Angel Creation process is in many ways similar to creating a character, and for many it

is just as fun, as the resulting Angel is a powerful and unique individual. When creating a

new Angel, GMs are encouraged to make use of the record sheet provided. For reference,

Angel Generation is broken down into the following steps:

Order

First to be assigned is their Order. An Angel's Order represents their general strategy.

Warrior Angels attempt to overpower the Evangelions through sheer might. Smiting Angels

bring down their wrath from afar, using distance as their strongest defense. The stranger

Messenger Angels attack the Pilot of the Eva directly, threatening their mind and soul as

much as their life. Choir

With their primary attack method established, an Angel defines its complementary abilities

by the three Angel Choirs, its Choir makes the Angel truly unique and makes up a

considerable portion of its power; Guardian Angels are amazingly resilient and difficult to

put down, Guiding Angels exploit their uncanny talent to manipulate the A.T. Field in ways

thought impossible, and the rare Ruling Angels can create other smaller Angels as

extensions of their own bodies.

Physical Form

The Angel‘s Body Type, Size and Characteristics are accounted for. This will detail the

difficulty to land a strike on them, their wound totals, their available modes of transportation,

and several other minutiae besides the obvious Characteristics they require.

Attacks & Special Abilities

The Angel's truly special and unique capabilities come next. Their Natural Weapons range

in variety from powerful lasers that never fail to deal critical damage to auras that cause your

pilots to go mad. The Special Ability of an Angel is a singular and preeminent power

derived from their Choir, and often their most notable defining trait.

Optimization

With the base template for the Angel already set, the strengths and weaknesses of the Angel

can be modified by the GM through the use of CR Points. Here, while the randomness of the

rest of generation can provide inspiration, the GM must see to it that the Angel becomes an

adversary worthy of the player's attention.

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Finishing Touches

Finally, a series of tables to help you give the Angel an appropriate bizarre look along with a

suitable symbolic name are included.

The Unofficial Step

While not listed above, there is an Unofficial Step to creating Angels in Adeptus Evangelion,

and that is deciding how difficult you want the fight to be.

In many ways, this can be covered by the CR points mechanic present in the Optimization

section. However, the following 'quick fixes' can be used to ensure that an Angel is going to

be weaker or tougher, even without changing the amount of CR available or how it is used.

These suggestions are organized by difficulty: easy, average or hard.

Easy – Easy Angels are simple creatures that, while dangerous, lack the power and

resourcefulness of the common Angel. You may want to create an Easy Angel for the first

fight in a campaign that has many inexperienced players, or an especially small number of

pilots. Later in the campaign, you may decide to throw the players a bone after a hard battle

to give them a chance to recuperate surplus, or because not all players will be able to attend

a session. To create an Easy Angel, simply omit the Choir step, and any ability assigned by

Choir.

Average – Average Angels are what you would produce from the system normally. No

more, no less. That's why we call them Average, you dolt.

Hard – Hard Angels are certain to give your players a run for you money no matter what

they are equipped with, and all it takes is a single extra Trait. You may want to create a Hard

Angel because your players are getting cocky, because you want to do some real damage,

or just because you are having a bad day. To create a Hard Angel, have it start with the

Superior Action trait. This does not make it's attacks pack any more punch, but it does give it

more ability to act every round. This opens up new tactics, and allows it to potentially smack

around the players more than once per turn. Be warned, however, that if you Angel already

has Celerity you may have bitten off more than you can chew. Never underestimate the

power of extra actions.

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Order

The Order of an Angel forms the foundation for it's theme and abilities. With its own inherent

predispositions toward certain strengths and weaknesses, the Order lends itself to creating

a coherent theme that would rarely arise naturally for purely random generation of abilities.

To determine the Order of an Angel, roll 1d100 and consult the following chart.

Roll Result Order

01-35 Warrior Angel

36-70 Smiting Angel

71-00 Messenger Angel

Warrior Angel: The Angel is a beast built for simple, brutal domination through combat.

This does not mean that it can not or even should not have interesting special abilities, but at

the end of the day these abilities exist to enable it to better stomp the Evas into the dirt.

Smiting Angel: The Angel is designed to avoid direct confrontation, and instead fights from

afar. This Order of Angel often possesses powerful or debilitating ranged attacks, and if

caught in close combat is at a massive disadvantage. As such, Smiting Angels often have to

be played with a bit more intelligence if you want to avoid them falling to simple tactics.

Messenger Angel: The Angel, regardless of their strength in more conventional combat, is

built to take advantage of the piloted nature of the Evangelion. This could involve

weakening or even severing the connection between pilot and machine, or by attempting to

corrupt, poison, or inflict massive trauma on the pilot itself.

Regardless of what Order the Angel is, they automatically start with the “Angel” trait.

Choir

The Choir of an Angel exists to provide a secondary defining characteristic to the Order,

creating both stronger Angels and more variety. The Choir of an Angel also has a massive

impact on the Special Abilities available to that Angel. In a way, while the Order of an Angel

defines its strengths and tactics, the Choir of an Angel is what makes it more than a normal

fight.

Not all Orders of Angel have the same chance of beings assigned to a given Choir. Find the

listing of your determined Order below, and roll 1d100 to determine it's Choir.

Roll Result Warrior Angel Smiting Angel Messenger Angel

Guardian Angel 01-75 01-35 01-50

Guiding Angel 76-95 36-90 51-95

Ruling Angel 96-00 91-00 96-00

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Guardian Angel: Guardian Angels make themselves memorable through incredible

defenses, forcing the players to adapt their plans and tactics to overcome it or be defeated.

Guiding Angel: Guiding Angels make themselves memorable through awesome displays of

the power of their AT field, creating effects that change the battlefield in ways players could

never hope to match.

Ruling Angel: Rarest of all, the Ruling Angels make themselves memorable by taking away

the strongest advantage of the Evas: their numerical superiority. By creating legions of

drones to fight for them, they seek to defeat the Evas through sheer weight of numbers.

Physical Form

With the themes that will guide the Angel set in place, we move on to the creation of the

Angel itself. This includes the basic form that the angel takes, the means by which is moves

across the battlefield, and its Characteristics.

Body Type

The Body Type is what immediately comes to mind when thinking of an Angel's Physical

Form, as it determines the physical composition and general shape of the Angel. The Body

Type also has an impact on what Characteristics the Angel will be strong in.

To determine the Body Type of an Angel, roll 1d100 and find its listing on the chart under the

Order of the Angel. The left of the chart will name the Body Type of the Angel, and the right

of the chart will list the modifiers to final Characteristics under Adjustments. These

Adjustments are applied to the Characteristics after they have been rolled, not to the

percentiles rolls used to determine the Characteristics in the first place.

Body Type Warrior

Angel

Smiting

Angel

Messenger

Angel

Adjustments

Humanoid 01-30 01-15 01-25 +20 WS, +10 LS

Humanoid

(Winged)

31-40 16-20 26-50 +10 WS, +20 LS

Bestial 41-55 21-30 51-65 +10 S, +10 T, +10 Ag

Bestial

(Limbless)

56-70 31-35 66-70 +10 S, +20 T

Bestial (Flyer) 71-85 36-40 71-75 +10 T, +20 Ag

Artificial 86-95 41-70 76-90 +20 T, +10 LS

Artificial

(Hoverer)

96-00 71-00 91-00 +20 BS, +10 LS

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Once you have determined the Body Type, use the Profile for that Body Type provided

below to set Body Locations, as well as the Wounds and Armor of those locations. When

generating Wounds and Armor, roll all instances of the same profile at once (all entries of

Wounds as TB+1d10 use the same roll result, all AP entries of 1d5 do the same, etc).

Humanoid

Description: Humanoid Angels are the simplest, given that their determined form marks

them as distinctly humanoid in shape, if not in mind or appearance. Modifiers: Humanoid Angels have a 50% chance of the Hoverer Trait.

Locations % To Hit Wounds AP

Head 01-10 TB 1d5+3

Right Arm 11-20 TB+1d5 1d5-1

Left Arm 21-30 TB+1d5 1d5-1

Core 31-40 TB+1d10 1d5+3

Body 41-70 TB*2+1d10 1d5+3

Right Leg 71-85 TB+1d5 1d5-1

Left Leg 86-00 TB+1d5 1d5-1

Humanoid (Winged)

Description: As Humanoid, but with the extra addition of wings. These wings need not be

attached at the back or shoulder, but that is certainly the most iconic location. Modifiers: Humanoid (Winged) Angels have the Flyer Trait

Locations % To Hit Wounds AP

Head 01-10 TB 1d5+3

Right Arm 11-20 TB+1d5 1d5-1

Left Arm 21-30 TB+1d5 1d5-1

Core 31-40 TB+1d10 1d5+3

Body 41-70 TB*2+1d10 1d5+3

Right Leg 71-80 TB+1d5 1d5-1

Left Leg 81-90 TB+1d5 1d5-1

Wings 91-00 TB+1d10 1d5-1

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Artificial

Description: Distinctly non-humanoid, the Angel is build out of non-organic materials. This

could mean a body made of metal, glass, or rock. Modifiers: Artificial Angels have a 50% chance of the Quadruped Trait.

Locations % To Hit Wounds AP

Head 01-10 TB 1d5

Core 11-20 TB*2 1d5

Body 21-60 TB*3 1d5

Legs 61-00 TB+1d5 1d5

Artificial (Hoverer)

Description: As Artificial, but the Angel moves through the air without need of arms, legs or

wings. A truly alien foe. Modifiers: Artificial (Hoverer) Angels have the Hover Trait.

Locations % To Hit Wounds AP

Core 01-05 TB+1d5 1d10

Body 06-00 TB*3+1d10 1d10

Bestial

Description: The Angel has a form not unlike a predatory animal, either visibly similar to

something the players might recognize or a bizarre, but undeniably organic, beast. Modifiers: Bestial Angels have the Quadruped Trait.

Locations % To Hit Wounds AP

Head 01-20 TB*3+1d5 1d5+1

Front Legs 21-30 TB+1d5 1d5-3

Core 31-40 TB*2+1d5 1d5+1

Body 41-90 TB*3+1d5 1d5+1

Back Legs 91-00 TB+1d5 1d5-3

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Bestial (Limbless)

Description: The Angel has a form not unlike a predatory worm or snake, lacking any kind

of limb entirely. Modifiers: Roll 1d10. Bestial (Limbless) Angels have either the Hoverer (on odds) or the

Burrower (on evens) Trait.

Locations % To Hit Wounds AP

Head 01-20 TB*2 1d10

Core 21-25 TB+1d5 1d10

Body 76-00 TB*3+1d10 1d10

Bestial (Flyer)

Description: The Angel has a form not unlike a predatory bird, possessing both wings and

legs almost certainly tipped in talons. Modifiers: Bestial (Flyer) Angels have the Flyer Trait.

Locations % To Hit Wounds AP

Head 01-10 TB 1d5-2

Wings 11-30 TB+1d10 1d5-2

Core 31-40 TB+1d5 1d5+2

Body 41-70 TB*2+1d10 1d5+2

Legs 71-00 TB 1d5-2

“When in Rome...”

Angels have their own agenda, and do not always make things so convenient as to attack the Base of Operations

directly, or in person. On occasion, you may encounter Angels that exist in exotic locations, or move around through

exotic means. Often, these two will go hand in hand.

Angels that you intend the pilots to encounter at Sea should be able to swim at a speed equal to their normal land

speed with ease, for example. Such Angels would also likely be better suited than the Evas for deep Sea pressure.

Angels designed for a fight in magma would similarly be expected to swim, must be intended to survive much higher

pressure, and are almost certainly immune to such mundane heat as being set on fire.

In addition to the fairly simple swim, two new exotic means of movement are presented here:

Teleporting (Short): The Angel and move between points in space directly, ignoring intervening distance. However,

they either cannot or will not use this very often, and only for relatively short “jumps”. Once every 1d5 rounds the

Angel may, as a Reaction Action, move up to 1d10*10 dm in a direction of its choice.

Teleporting (Long): As Teleporting (Short), but the Angel is designed to cover more distance, though it takes more

power to do so. Once every 1d5+5 rounds the Angel may, as a Reaction Action, move up to 1d10*100 dm in a

direction of its choice.

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Size

The Size of the Angel is just that: how big is it in comparison to an Evangelion. This is not just

for descriptive terms, as larger Angels are tougher while smaller Angels are harder to hit.

Roll 1d100, and consult the following chart under the Order of the Angel. Each Size also has

listed Adjustments and Effects, including a modifier applied to the wound pool of each Body

Location on the Angel during character creation and a modifier applied to all WS or BS tests

to hit this Angel during combat. Unlike in Dark Heresy, Size does not effect the Angel's

movement or ability to hide.

Size Warrior

Angel

Smiting

Angel

Messenger

Angel

Adjustments and Effects

Minuscule --- --- 01-10 -30 to hit, -5 Wounds

Puny --- 01-15 11-25 -20 to hit, -3 Wounds

Scrawny 01-20 16-30 26-40 -10 to hit, -1 Wounds

Average 21-70 31-65 41-80 No changes

Hulking 71-80 66-75 81-00 +10 to hit, +1 Wounds

Enormous 81-90 76-95 --- +20 to hit, +3 Wounds

Massive 91-00 96-00 --- +30 to hit, +5 Wounds

Characteristics

The Characteristics of an Angel function much the same as that of a pilot or an Eva: the

represent the natural ability of the Angel in the field covered by each Characteristic. There

are, however, a number of differences to keep in mind:

Angels have a Characteristic called “Light of the Soul” (or LS for short) in place of SR.

Angels are proficient in a number of skills of their choice equal to their Intelligence Bonus.

Angels naturally have the Angelic Senses Trait, with a range equal to their Perception Bonus.

Angels naturally know a number of AT Powers equal to their Willpower Bonus, selected from

those available with the Manipulation 1 and Manipulation 2 talents. They must always know

at least one Spread Pattern AT Power.

Angels have a Fear Rating equal to their Fellowship Bonus.

For each Characteristic, roll 1d100 under the relevant Order to determine a value, and then

apply any Characteristic modifiers that may exist to that value.

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Warrior Angel Characteristics

Roll Result WS BS S T Ag Int Per WP Fel LS

10 -- 01-35 -- -- -- 01-40 01-40 01-20 01-45 --

20 -- 36-50 -- -- -- 41-75 41-85 21-50 46-95 --

30 01-25 51-75 01-50 01-45 01-30 76-90 85-95 51-85 96-00 --

40 26-40 76-90 51-80 46-90 31-90 91-00 96-00 86-00 -- --

50 41-80 91-00 81-00 91-00 91-00 -- -- -- -- 01-10

60 81-95 -- -- -- -- -- -- -- -- 11-20

70 96-00 -- -- -- -- -- -- -- -- 21-40

80 -- -- -- -- -- -- -- -- -- 41-55

90 -- -- -- -- -- -- -- -- -- 56-70

100 -- -- -- -- -- -- -- -- -- 71-85

100+(1d5*10) -- -- -- -- -- -- -- -- -- 86-95

100+(1d10*10) -- -- -- -- -- -- -- -- -- 96-00

Smiting Angel Characteristics

Roll Result WS BS S T Ag Int Per WP Fel LS

10 01-20 -- 01-25 -- 01-25 -- -- 01-35 01-50 --

20 21-30 -- 26-50 01-15 26-50 01-30 -- 36-70 51-00 --

30 31-55 01-10 51-95 16-40 51-90 31-70 -- 71-00 -- --

40 56-90 11-30 96-00 41-80 91-00 71-90 01-35 -- -- --

50 91-00 31-80 -- 86-00 -- 91-00 36-75 -- -- --

60 -- 81-90 -- -- -- -- 76-00 -- -- 01-10

70 -- 91-00 -- -- -- -- -- -- -- 11-25

80 -- -- -- -- -- -- -- -- -- 26-40

90 -- -- -- -- -- -- -- -- -- 41-60

100 -- -- -- -- -- -- -- -- -- 61-80

100+(1d5*10) -- -- -- -- -- -- -- -- -- 81-95

100+(1d10*10) -- -- -- -- -- -- -- -- -- 96-00

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Messenger Angel Characteristics

Roll Result WS BS S T Ag Int Per WP Fel LS

10 -- -- 01-10 01-10 -- 01-05 -- -- 01-25 --

20 01-10 01-05 11-20 11-20 01-15 06-10 01-10 -- 26-80 --

30 11-30 06-35 21-70 21-60 16-40 11-60 11-30 01-10 81-00 --

40 31-70 36-70 71-90 61-95 41-80 61-80 31-70 11-70 -- --

50 71-90 76-95 91-00 96-00 81-00 81-00 71-90 71-00 -- --

60 91-00 96-00 -- -- -- -- 91-00 -- -- --

70 -- -- -- -- -- -- -- -- -- 01-30

80 -- -- -- -- -- -- -- -- -- 31-45

90 -- -- -- -- -- -- -- -- -- 46-60

100 -- -- -- -- -- -- -- -- -- 61-75

100+(1d5*10) -- -- -- -- -- -- -- -- -- 76-90

100+(1d10*10) -- -- -- -- -- -- -- -- -- 91-00

Attacks & Special Abilities

Attacks

These represent the basic attacks available to the Angel. If the Angel has a WS higher than

its BS, it gets a free Melee attack as an Angelic Weapon. If the Angel has a BS higher than its

WS, it gets a free Ranged attack as an Angelic Weapon. If both WS and BS are equal, or both

WS and BS are above 40, gain one of each.

Melee Attacks

Melee attacks are attacks that may only be used in close range. First, roll 1d100 to

determine the kind of Melee Attack the Angel possesses. Once an attack has been selected,

randomly determine its Damage Type (and Penetration if required, as noted by

parentheses).

Attacks with a Quality of Unique(x) attack in a special way unique to Angels. Find the listing

for that attack name under the Unique Qualities listed directly below the table.

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Roll Result Attack Name Damage Type Penetration Qualities

01-25 Arm Ram 1d10+(SB*2) 1d2 I/E (1d10) None

26-50 Whip 1d10+SB 1d5

I/I/R/R/E

SB*2 Flexible

51-75 Rake/Bite/Gore 1d10+SB 1d2 I/R (1d5) Tearing

76-85 Breath 1d10 1d2 E/X All Unique(Breath)

86-90 Sanguine None None None Unique(Sanguine)

91-95 Contact None None None Unique(Contact)

96-00 Field None None None Unique(Field)

Unique Qualities

Breath: Full Action. Everything within a 10 dm cone in front of the Angel must Test Dodge as

a Reaction or take damage that ignores TB and AP suffer the weapon’s effect.

Sanguine: Anytime the Angel is dealt damage, all within melee range must test Agility or

suffer the weapon’s effect.

Contact: Touching or being touched by the Angel will provoke a Toughness Test to not

suffer the weapon’s effect. Prolonged contact such as a grapple means you must Test every

round.

Field: All within 20 dm must Test SR at the beginning of the Angel’s turn or suffer the

weapon’s effect.

Ranged Attacks

Ranged attacks are attacks that may only be used in close range. First, roll 1d100 to

determine the kind of Ranged Attack the Angel possesses. Once an attack has been

selected, randomly determine its Damage and Penetration if required (as noted by

parentheses).

Attacks with a Quality of Unique(x) attack in a special way unique to Angels. Find the listing

for that attack name under the Unique Qualities listed directly below the table.

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Roll Result Attack Name Range RoF Damage Pen Qualities

01-10 Spine Barrage 10 dm S/-/- 1d10+(1d10) I (1d5) Scatter

11-30 Burst Shot 60 dm S/-/- 2d10 X (1d10) Blast (1d5+3)

31-50 Precise Blast Line of

Sight

S/-/- 1d10+(1d5) X (1d10) Unique (Precise

Blast)

51-65 Rapid Fire 120 dm S/5/10 1d10 E (1d10) Unique (Rapid

Fire)

66-80 Beam Array 80 dm S/3/6 1d10+(1d5+1)

E

(1d5+1) Unique (Beam

Array)

81-90 Large Beam Line of

Sight

S/-/- 3d10 E (1d5+5) Recharges

91-95 Localized Effect Line of

Sight

S/-/- None None Unique(Localized

Effect)

96-00 Area of Effect 25 dm S/-/- None None Unique(Area of

Effect)

Unique Qualities

Precise Blast: This weapon deals an additional +2 damage per degree of success on the BS

roll to a maximum of +10.

Rapid Fire: This weapon automatically confirms all Righteous Fury rolls.

Beam Array: This weapon can be fired at an area by taking a -10 penalty from semi auto or

a -20 one from full auto to attack every enemy within range, this deals collateral as a large

area of effect weapon.

Localized Effect: Half Action. Choose one enemy. They suffer the weapon’s effect.

Area of Effect: Full Action. Choose a 10 dam sphere within range, all within suffer the

weapon’s effect unless they Test Dodge as a Reaction to jump out of the way.

Weapon Effects

All attacks, regardless of whether they are melee or ranged, apply a secondary effect to

their attacks. These effects are determined randomly during Angel generation on the

following charts. Most Angels (both Warrior and Smiting) roll on the Offensive Effect chart.

Messenger Angels, on the other hand, roll on their own Messenger Effect chart. All weapon

effects may occur only once per turn to the same target even if they’ve been struck multiple

times (except for Antimatter).

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Offensive Effects

Roll Result Offensive Effect Description

01-15 Biotoxin The affected unit becomes blind and deaf for 1d5 rounds.

16-25 A.T. Leech The affected unit loses 1d5 ATS which are added to the Angel's, this

effect lasts one round.

26-40 Pushing The affected unit is thrown back 1d10+5 dm and must test Agi or be

knocked prone and suffer falling damage for the distance thrown.

41-50 Noxious As Toxic, but testing the Eva's Toughness to avoid taking damage to the

same limb. Reroll if the weapon is not one that deals damage.

51-60 Shocking As the quality of the same name from Dark Heresy. Reroll if the weapon

is not one that deals damage.

61-65 Brutal The affected limb automatically takes 1d5 Critical Damage that may not

RF. Reroll if the weapon is not one that deals damage

66-70 Paralyzing The affected limb is useless for 1 round, on a hit to the head or body the

Eva is stunned for 1 round instead.

71-75 Freezing The affected unit loses 2d10 Agility.

76-85 Crushing The affected target is dealt 2d10 I damage unless it is protected by an

A.T. Field, equipment being carried by Evas on hand is not protected

and a Called Shot may be used to destroy such objects.

86-90 Absorbing The Angel regains 1d5 Wounds distributed in any way amongst its

locations after successfully dealing damage, even if the total damage

inflicted was less. Reroll if the weapon is not one that deals damage.

91-00 Antimatter This weapon ignores enemy TB for the purposes of damage reduction.

Reroll if the weapon is not one that deals damage.

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Messenger Effects

Roll Result Messenger

Effect

Description

01-15 Sadistic The affected pilot gains 1d10 IP and a -10 penalty to all tests for 1

round.

16-30 Hallucinogen The affected pilot gains 1d5 IP, then must test Willpower or suffer

the effects of a Hallucinogenic Grenade.

31-35 Synchrotoxin The affected pilot loses 1d5 EB and the following Synch Disruption

is negative.

36-40 Sympathetic

Overload

The affected pilot loses 1d10 EB and the following Synch

Disruption is positive.

41-50 Disruptive

Feedback

The affected pilot loses EB the next time he or she uses or

maintains an AT Power equal to the ATP spent. This counts

maintained powers.

51-60 Provoke The affected pilot must test Willpower or lose 2d10 EB and the unit

Berserks.

61-65 Terrorizing The affected pilot must test Fear, at the Angel's Fear rating.

66-80 Mindscan The affected pilot must test Willpower or gain 1d10 IP and be

stunned for 1 round.

81-90 Infect The affected pilot loses 1d10 EB, should this attack defeat the

Evangelion or reduce the pilot's EB to 0, the Evangelion comes

under the Angel's control until the Angel is destroyed.

91-00 Erosion The Angel may deal Ego Barrier damage instead of the weapon’s

normal damage after applying damage reduction. Reroll if the

weapon is not one that deals damage.

“Director of Operations, personal log. The 11th Angel has been destroyed, cleanup crews are…

there is nothing left. Evangelion Unit 06, after infestation, went on a rampage and dealt massive

damage to units 00 and 02. It was preparing to infest Unit 02 when it… when it exploded. Our

connection to Unit 06 was not clear, but we do know that there was still a lifesign within the

entry plug at that time. While there is no way to confirm it, the official statement is that the 6th

Chi… that Hikari activated her Evangelion’s self-destruct manually. It softens the blow, if only a

little, to think of it as a sacrifice she chose to make. Obviously, Raj is devastated. We know they

were close. I am assigning him to a counselor for the next few weeks. We already lost one pilot

today, we can’t afford to lose another. Doctor Chandrahan tells me that it is unknown how

Evangelion Unit 06 became contaminated with Angelic material, but sabotage is a possibility. I

don’t even want to think about that right now. ”

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Choir Abilities

These are the special abilities granted to the Angel by its designated Choir, and exist to

round out and strengthen the angel as well as define its core strategy. Roll once on the

ability chart for Angel's Choir.

In addition, each Choir grants a bonus trait automatically, listed ahead of the chart.

Guardian Guardian Angels automatically receive the “The Stuff of Nightmares” Trait.

Roll Result Guardian

Ability

Guardian Ability Effect

01-15 Exoskeleton The Angel gains 6 AP (All)

16-30 Resilient Frame The Angel gains +20 Toughness and may Test Toughness as a

Reaction Action to negate any single attack regardless of multiple

hits or other special abilities.

31-35 Behemoth The Angel gains an additional +10 Wounds to all Locations.

36-40 Probability Shell All attacks against the Angel must roll to hit 2 times and take the

worse result.

41-50 Amorphous As the Amorphous Trait from Dark Heresy, the Angel retains its

original look but has a single Location (Body) with double the

amount of Wounds as it previously had, it lacks a Core and now

must be destroyed in its entirety.

51-60 Orbital The Angel resides in orbit now, it makes use of its new environ and

its size becomes Massive. All its ranged attacks have a range of

Line of Sight and it may automatically succeed at failed BS Tests

instead of rerolling using its bonus rerolls from having a high

LS Characteristic.

61-70 Swarm The Angel splits into many, smaller creatures and now has a single

Location (Body). Any attack from a weapon that does not either

have the Blast, Flame, Scatter or other area of effect quality halves

its rolled damage. The Angel cannot be grappled, knocked down

or pinned. As it lacks a Core, it now must be destroyed in its

entirety.

71-85 Aberrant Core The Angel’s Core is impervious to normal weaponry, only

offensive A.T. Field Powers or attacks enhanced by A.T. Field

Powers, may harm the Core.

86-90 Backup Core Once the Angel’s Core has been destroyed, it may burn a fate

point to reveal a new Core at its maximum wounds value.

91-00 Implacable

Champion

The Angel has an additional Fate Point.

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Guiding Guiding Angels get the “Heavenly” Trait automatically.

Roll Result Guiding

Ability

Guiding Ability Effect

01-25 Angel’s Cross The Angel gains the Cross Blast and Rising Cross A.T. Field

Powers.

26-30 God’s Thunder The Angel gains a +20 Bonus to its BS and the Positron Beam

A.T. Field Power.

31-35 Bad Apple The Angel gains the Gravity Bomb and Gravity Territory

A.T. Field Powers.

36-40 Trickster The Angel gains the Stealth Field and Mirror Image A.T.

Field Powers.

41-50 Psychic Power The Angel gains the Mind Probe and Kinetic Jolt A.T. Field

Powers.

51-55 Serpentine

Guile

The Angel gains the Power Surge and Oversynch A.T. Field

Powers.

56-60 Dreadful

Presence

The Angel gains a +10 Bonus to its Fellowship and the

Nightmare A.T. Field Power.

61-70 Speed Demon The Angel gains the Accelerated Territory and Friction

Flood A.T. Field Powers.

71-80 Walking

Fortress

The Angel gains the Bunker Field and Repulsion A.T. Field

Powers.

81-90 Armored

Bomber

The Angel gains the Layered Field and Rutherford Chain

A.T. Field Powers.

91-00 Quantum

Encroachment

The Angel gains the Absolute Terror A.T. Power.

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Ruling

Ruling Angels get the “Angelspawn” Trait.

Roll Result Ruling Ability Ruling Ability Effect

01-10 Spawn Legions The Angelspawn come in P-Scale size hordes, they gain the

Swarm trait and cannot harm Evangelions, but automatically

deal 1 Collateral Damage every round they are in a

developed area.

11-20 Self-

Destructing

The Angelspawn have a deadly, suicidal attack (2d10+5 X,

pen 5 Blast (5)) that they may use like any other natural

weapon.

21-25 Sum of its Parts The Angel may use Sacrifice to redirect damage at one

Angelspawn instead of an Arm or other such limb.

26-30 Biomass

Recovery

For each Angelspawn that is killed, the Original recovers

1d5 Wounds.

31-45 Hivemind The Angel and Angelspawn gain a bonus of +10 to all their

Tests for each one other that is alive and within 100 dm.

46-60 Focused

Offensive

When the Angel and Angelspawn are attacking the same

enemy, the target halves their Characteristic Scores for the

purpose of Reaction Tests.

61-70 Radiant Spirit The Angelspawn gain the benefit of the LS table.

71-80 Assaulter Generate an Attack like that of an Angel, treating the

Original’s Career as if it were the Angelspawn’s.

81-90 Titanic Spawn Reroll the Angelspawn’s Characteristics like that of an Angel,

treating the Original’s Career as if it were the Angelspawn’s.

91-00 Ascension The Angelspawn gain a Special Ability, roll 1d5. On a roll of

1 or 2 they’re Guardian Angels, on a roll of 3 or 4 they are

Guiding Angels and on a roll of 5 they are Ruling Angels and

may generate Angelspawn of their own

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Optimization The previous random generation rules, which effective at creating an Angel you likely

would not have created on your own, do suffer for their randomness. It is entirely possible to

roll an Angel that has no coherent strategy, no synergy to its powers to make it effective nor

any theme to make it interesting to fight.

That is where CR points come in.

CR is a resource available to GMs that they may use to enhance the Angel encounter. The

number of CR points available for a given Angel is equal to the number of PCs (OD

included) above 4, added to the highest rank in the party-1. So a 4 person party at rank 3

will give their Angels a CR of 2, and a 6 person party at rank 4 will give their Angels a CR of

5.

You may spend these CR points to purchase any of the abilities from the following tables. No

matter what you spend a given CR on, however, the Angel gains a +10 bonus per CR

available to LS, as well as +3 wounds on each Body Location.

CR Abilities

Talents

Talent Name Cost Effect

Blocker 1 CR As the Sacrifice Talent.

Reaver 1 CR As the Rip and Tear Talent.

Skillful 1 CR As the Hatred (Evangelions) and Blademaster Talents.

Speedster 1 CR As the Lightning Reflexes, Sprint and Hard Target Talents.

Ninja 1 CR As the Assassin Strike Talent.

Beatdown 1 CR As the Crushing Blow and Takedown Talents.

Sniper 1 CR As the Marksman, Crack Shot and Mighty Shot Talents.

Pinpoint 1 CR As the Precise Strike and Sharpshooter Talents.

Relentless 1 CR As the Iron Jaw Talent.

Ace 2 CR As the Gravity Kick, Drop Trained and Leap Up Talents.

Aggressor 2 CR As the Lightning Attack Talent.

Defensive 2 CR As the Combat Master and Step Aside Talents.

Riposter 2 CR As the Counter-Attack and Wall of Steel Talents.

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Traits (Natural Weapons)

Trait Name Cost Effect

Precise 1 CR As the Precision (Melee or Ranged) Talents, counting improved natural weapons

as one handed and basic as appropriate. May be taken multiple times.

Rapid

Shooter

1 CR May fire in Semi-Auto as a Half Action and make a Single Shot as part of a Full

Movement.

Multiple

Weapons

1 CR The Angel gains an additional Weapon and may use the multiple attack action

with them at no penalty. May be taken multiple times.

Rush 1 CR May use Full Attack actions as part of a Charge Attack.

Traits (Fate Burn)

Trait Name Cost Effect

Detonation 1 CR After burning a Fate Point to evade an attack the Angel may, as a Free Action,

instead self-destruct it’s Core with an explosion that has the magnitude of an N2

Mine. This kills the Angel.

Zeal 1 CR After burning a Fate Point to evade an attack the Angel may, as a Free Action,

enter a Berserk state that gives them a +20 to all Tests and renders them immune

to Stunning.

Radiance 1 CR After burning a Fate Point to evade an attack the Angel may, as a Free Action,

enter a Berserk state that grants them the Unnatural Characteristic (LS) Trait,

doubling it for the purposes of calculating ATS and ATP, however its ATS and

ATP no longer refresh at the beginning of every turn.

Traits (Characteristics)

Trait Name Cost Effect

Phrenic 1 CR Increase the Angel’s Intelligence, Perception, Willpower and Fellowship by 10.

May be taken multiple times.

Incarnate 1 CR Increase the Angel’s WS, BS, Strength, Toughness or Agility by 20. May be taken

multiple times.

Godly 2 CR Increase the Angel’s SR by 50. May be taken multiple times.

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Traits (A.T. Field)

Trait Name Cost Effect

A.T. Prodigy 1 CR As the A.T. Specialization Talent. May be taken multiple times.

Retaliating 1 CR On a successful Deflection by the Angel, the Attacker must Test Deflection or

have his attack reflected back at him on the equivalent Body Location (treat Core

as Body).

Osmose 1 CR On a successful Deflection by the Angel, it recovers 2 Wounds distributed as it

wishes among its areas.

Explosive 1 CR On a successful Deflection by the Angel, the damage dissipates into the

battlefield adding 1 point of Collateral Damage to the pool.

A.T. Erudite 2 CR As the A.T. Mastery Talent. May be taken multiple times.

Harmful 2 CR When neutralizing the Angel, the Evangelion takes a -10 penalty to all Tests for

each point of ATS neutralized, until he or she stops neutralizing.

Eroding 2 CR When neutralizing the Angel, the Pilot suffers 1 point of Ego Barrier damage for

each point of ATS neutralized, and every round thereafter in which he maintains

neutralization.

Dual Field 2 CR May spread any two Spread Patterns, using both at full Power for their respective

abilities, using the highest Deflection of the two.

Traits (Specializations)

Trait Name Cost Effect

Multitasker 2 CR Choose a new Choir, gain its associated Trait, and roll a new ability from it as

normal.

The

Specialist

1 CR Choose any one Special Ability available from your Choir. You gain that ability in

addition to what you already rolled. May be taken multiple times.

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Encounter Circumstances (Angelic)

Trait Name Cost Effect

Teleporting 1 CR The Angel has the Teleporting Trait, 50% of it being Teleporting (Short) or

Teleporting (Long). It skips phase 1.

Double Fake 1 CR The Angel is actually a decoy, and after burning a Fate Point the real body

shows up, one defensive step closer to the base.

Hostile Environ 1 CR The Angel lies in a hazardous, difficult to reach spot (under magma, in a Dirac

sea, at the bottom of the sea floor) and is very happy doing its thing from

there, either attempting to reach the Geofront from there, happily striking

from a distance, or doing hit and run attacks.

Red Herring 1 CR The base receives a new pilot and Evangelion. They are rather friendly, if

suspicious, but their stay is a short one as during the very next Angel attack

the Angel’s first move kills them in one shot. All pilots automatically fails the

Fear test that follows.

Unreasonable

Demands

1 CR A superior from NERV, the UN, or somewhere else has made it clear they want

the Angel’s Core to be captured intact. Failure to do so will forfeit any surplus

that could be gained from the battle and the PCs will be reprimanded and

punished for their incompetence.

Blackout 1 CR Power is out and Support Structures do not work at all. Skip phase 1.

Escort Mission 1 CR The Angel has a target other than NERV, and it is critical that the Angel is not

allowed to reach it. This can be anything from an Evangelion in transport to the

Lance of Longinus.

Assassin 2 CR The Angel is intelligent enough to know that an Evangelion's head is its most

vulnerable spot and that the entry plug is where its controller lies. Any time it

would hit the body of the Eva, it instead hits the head, and any ejected Entry

Plugs on the field are automatically destroyed, killing the pilot within, if they

are not moved to safety after 3 rounds.

Harbinger of

Tragedy

1 CR The Angel's primary objective seems to be destroying the base of operations

and any nearby settlements, causing as much loss of human life and

destruction of assets in the form of collateral damage as possible. In any round

where the Angel does not attack an Evangelion, it deals 4 Collateral Damage.

Not Now 2 CR The Angel attacks on the very day after the last Angel was defeated. No Evas

have been repaired since the previous fight.

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Encounter Circumstances (External)

Trait Name Cost Effect

Adverse Weather 1 CR It’s a very bad time for an attack, one in which visibility is very difficult,

such as an intense thunderstorm at night. Everyone is treated as if being in

Darkness.

The Illness 1 CR Almost everyone in base is sick, all the pilots must Test Toughness or start

the session with a level of fatigue. The GM may choose one often used OD

talent, it may not be used this session as critical staff called sick at the last

minute, equipment turns out to be in poor state of repair, and none knows

where the access codes were noted down.

Absent Pilot 1 CR An Angel attack occurs when one of the pilots was about to go away on

leave, after Security has them out of their eyes, and they must trek on their

own to HQ. The pilot or pilots arrive in the middle of combat at a

dramatically appropriate moment.

Unprofessional 1 CR Two members of the bridge crew (or perhaps a bridge crew member and

senior staff) were involved romantically. Key word “were”. Despite their

supposed professionalism and the severity of the situation, the rift makes

coordinating defense difficult. Half Action OD Talents require Full Actions

instead, Free Action OD Talents require Half Actions, Full Action OD Talents

require two Full Actions instead.

Riot! 1 CR The situation is bad out there and the police cannot keep them under

control on their own. The usual entourage of UN professionals that drive the

tanks and pilot the VTOLs you call for in your operations are busy keeping

the populace in check and the OD lacks access to both Tanks and VTOLs for

this mission.

Unfriendly Fire 1 CR An Angel appears on the sovereign soil of a country politically belligerent

towards the UN, and it looks like its going to take a while for it to get out of

there. The Evangelions deploy, but under watch. If they are responsible for

more than 10 Collateral Damage during the fight, the locals take it very

badly. Local military forces attack the Evangelions, even mid battle!

Extracting the Evas is not going to be easy...

Mismanagement 1 CR Someone's spent way too much money on booze and hookers, and now the

group's weapons are all in poor state. The Evangelions have half the usual

amount of WUP for this battle.

Miscommunication 1 CR The UN has been informed that your Evas have been defeated. An N2 mine

will be dropped on the site of the battle after a number of rounds equal to

the CR available to the Angel, unless it can be defeated before that time.

System Error 1 CR MAGI has been sabotaged and its readings are deliberately wrong. Lie to

the OD about the information he should have gained from the MAGI

analysis roll until he or she realizes something is wrong. After a successful

Computer Use test, the error is fixed and the Magi Analysis chart may be

used normally.

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Banes

An enemy that is all strengths is no fun. Sometimes, what makes a battle interesting is the

weakness of the enemy you have to exploit to win. Or maybe you just want to minmax your

Angel for maximum effectiveness.

Banes also have a listed CR point value, but much like Drawbacks for players a Bane instead

gives you that amount to spend in return for shouldering the burden of the Bane. It should be

noted that many Banes are highly situational, and under normal circumstances may never

reveal themselves in a fight. The GM should conspire to make the Bane relevant, or

otherwise allow the science team to “discover” the Bane and relay that information to the

players. To choose a Bane for the CR bonus, and then never have the Bane come into play,

should be considered extremely poor form on the part of the GM.

Angelic Banes

Trait Name Bonus Effect

Natural Senses 1 CR The Angel lacks Angelic Senses and if the Angel’s Head would be

destroyed, they become Blinded and Deafened.

Sticks and Stones 1 CR The Angel is more than prepared itself to face the full might of Evangelions,

but missed the memo about being immune to their support. The Angel

doubles final damage against itself (before TB and AP reduction) from

Improvised Weapons, Pallet Rifles and Conventional Forces.

Flammable 1 CR If the Angel catches on fire, it may not put out the flames and the 1d10

damage from the fire ignores TB.

Decohesion 1 CR Whenever the Angel is Neutralized, its TB is considered to be 1 lower for

every person neutralizing it. This does not reduce its wounds.

A.T. Sensitive 1 CR This angel may not deflect against attacks that are, or are enhanced by, AT

Powers.

Hydraulic 1 CR Whenever this angel takes Rending critical damage, it leaks motive fluids

and must reduce its Agility by 1d10.

Grounded 1 CR In any round where the Angel is hit by a Tesla weapon and takes damage,

or is otherwise struck by a similarly powerful electrical charge, this Angel

may only take Half Actions.

Hydrotoxic 1 CR The Angel’s body has a violent reaction to water. Partial contact such as a

significant splash will remove all AP in that area for the rest of the

encounter. Complete immersion or a repeated exposure will deal 1d10 R

Damage to all affected areas that ignores TB and AP for every round of

contact as the outer layers of its body are flayed apart or dissolved.

Weak Border 1 CR The defensive capabilities of this Angel's AT field require more investment

of effort than is typical and may be neutralized to 0 ATS, losing the ability to

retain a higher minimum ATS.

Slowpoke 1 CR The Angel has a significant charging and target acquisition time. All of its

Ranged Attacks have the Recharge quality. Melee have the Unwieldy

quality.

Achilles’ Heel 1 CR The Angel can be destroyed much more easily by feeding an Evangelion

tactical data to abuse chinks on its armor. Choose a single Scholastic Lore

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or appropriate Intelligence based Skill (Such as Chem Use or Computer

Use). By Testing that Skill as a Half Action, a Pilot's next single attack against

Angel may ignore TB and AP. An OD may test and, on a success, grant the

benefits to one Pilot of their choice.

Protoform 1 CR The Angel is at an early stage of its life. The Angel's Toughness and Synch

Ratio are halved until it takes damage, at which point it assumes its real

form.

Blind Plane 1 CR The Angel’s offensive capabilities are locked in a roughly planar

arrangement: It cannot make attacks at anything located above or below 45

degrees from the horizontal.

Lilim Oblivious 1 CR Unless something has an A.T. Field spread, the Angel won't use Reactions to

stop any attacks made from it and will take damage unless it deflects

passively.

Inferior Material 1 CR This angel's body is poorly suited to actual combat. The Angel treats its TB

as a bonus to its armor, and as such penetration works normally against it.

Single-Minded 1 CR Once the Angel damages a target it will continue to attack that same enemy,

calling its shots against that hit location until that area is destroyed. It will

not attack a different target until it has accomplished this task.

Marking Time,

Waiting for Death

1 CR The Angel seems to just stand around at intervals before it is engaged,

regarding its surroundings, and even the Evas, with childlike curiosity

rather than malice. The Evas have an additional 1d5 rounds to prepare for

the battle after deployment where the Angel will take no offensive action of

any kind, unless the Angel is attacked before that period is over.

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Finishing Touches With its abilities thus determined, it‘s time to polish the Angel for its final presentation.

Knowing what you know about its form and function; briefly summarize what it looks like.

Remember that this likely looks nothing like anything they have ever seen before, and while

the original series could simply show the audience the angel, you need to describe it if you

want your players to have any memory of this opponent.

Any GM who is stumped for some physical, non-mechanical cosmetic traits for their Angel

may roll on the following chart as many times as he wishes. Though, they should keep in

mind that given the wide variety of Angel forms, there are many options available that

simply will not be able to be applied to the Angel you generated. Even so, feel free to roll

until you find something that feels right.

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Finally, look over what abilities the Angel

has at its disposal. See if you can

determine or come up with a running

theme for them. Then, consult the

following list to give your Angel an

appropriate name to render it deep

enough for your campaign.

Aariel Lion of God

Abruel Power of God

Adireal Magnificence of God

Adoil Hand of God

Ahkraziel Herald of God

Ambriel Angel of Communications

Anauel Angel of Prosperity

Asmodel Angel of Patience

Barakiel Angel of Good Fortune

Barbiel Lightening of God

Camael Angel of Joy

Cassiel Angel of Temperance

Cathetel Angel of the Garden

Chamuel Angel of Tolerance

Charoum Angel of Silence

Colopatiron Angel of Liberation

Elemiah Angel of Inward Journeys

Forcas Angel of Invisibility

Forfax Angel of Astronomy

Galgaliel Angel of Vibration

Gazardiel Angel of New Beginnings

Germael Majesty of God

Gradhiel Might of God

Hamael Angel of Dignity

Hamaliel Angel of Logic

Harachel Angel of Knowledge

Hayyel Angel of wild Animals

Haziel Vision of God

Hodiel Victory of God

Hutriel Rod of God

Iadiel Hand of God

Iahhel Angel of Meditation

Israfil Angel of Judgment Day

Izra'il Angel of Health

Jamaerah Angel of Manifestation

Jehoel Angel of Presence

Jophiel Angel of Enlightenment

Kabaiel Star of God

Kafziel Speed of God

Kakabel Angel of the Moon

Kemuel Assembly of God

Kutiel Angel of Water

Makatiel Plague of God

Malchediel Angel of Courage

Metatron Angel of Thought

Muriel Angel of Emotions

Nemamiah Angel of Just Causes

Noriel Fire of God

Omniel Angel of Oneness

Perpetiel Angel of Success

Qaphsiel Angel of the Moon

Rampel Angel of Endurance

Raziel Secret of God

Rehael Angel of Respect

Remliel Angel of Awakening

Rhamiel Angel of Empathy

Salmael Severity of God

Samandiriel Angel of Imagination

Sathariel Concealment of God

Sariel Angel of guidance

Shoftiel Judge of God

Tadhiel Righteousness of God

Taharial Angel of purification

Turiel Rock of God

Uriel Angel of Creativity

Valoel Angel of Peace

Yofiel Angel of Divine Beauty

Yrouel Fear of God

Zacharael Angel of Surrender

Zadkiel Angel of Prayer

Zahafiel Wrath of God

Zagzagel Angel of Wisdom

Zuriel Angel of Harmony

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Angel Hybrids

The same genetic engineering project that produces Manufactured Pilots can easily go

further than the boundary of mere human genetics. To truly synchronize with an alien being,

would not a human/alien hybrid be idea? That is one explanation to explain the existence of

an Angel Hybrid in your campaign, and by far the more benign one. Given the unique

properties of an Angel Hybrid, it is far more likely that they were deliberately created to

fulfill a specific role. A cog, either willfully or unknowingly, in some greater machine that

ends with Third Impact. Who can say for sure in these uncertain times?

Angel Hybrids in your Campaign

In previous editions of AdEva, Angel Hybrid was listed along with other assets. However, this

presented a misleading view of how Angel Hybrids really work. Despite what the players

may think, whether or not an Angel Hybrid is going to be in any given campaign is not up to

them, it is up to the Game Master. This is because the mere presence of the Angel Hybrid has

massive story implications, and a player controlling an Angel Hybrid puts them in an

important position to influence the plot. GM’s take note: if the above is not true, and the Angel

Hybrid would serve no special purpose plotwise or would otherwise not be significantly

different from a normal player, DO NOT INCLUDE THE ANGEL HYBRID IN YOUR CAMPAIGN.

Doing so will only serve as a red herring, and be likely to aggravate the player that their

character’s explicitly special qualities are totally worthless. There is no rule that says every

campaign must include an Angel Hybrid, and you should not feel obligated to have one.

Your Angel Hybrid

While much of Adeptus Evangelion is written under the assumption that you will play in a

setting very much like that of the television series, in practice this is often not true. Game

Master’s come up with their own mythologies, chains of events, plot twists and stand-ins for

the Angels. Since the nature of the enemies that the player’s fight can be so variable, it makes

little sense than every Angel Hybrid in every game would be represented in the same way.

Every Angel Hybrid is assumed to be of the Manufactured Background. In theory, Angel

Hybrids of other Backgrounds may exist, but given the artificial nature of Angel Hybrids

there would have to be a very good reason for it to be possible in your campaign. Examples

include a Neospartan that underwent intensive gene therapy after being recruited by Nerv,

or an Impact Survivor that was exposed to something incredible during the Second Impact.

Creating Your Angel Hybrid

To assist in building your Angel Hybrid package, the effects of being an Angel Hybrid have

been broken down into 3 Categories: Power, Tell, and Situation.

The Power is what special ability is granted by your Angelic DNA.

The Tell is what strangeness, either physical or mental, marks you are being inhuman.

The Situation is how being an Angel Hybrid has impacted their relationship with the rest of

the world.

Each Angel Hybrid gets exactly one instance of each of the above categories, as chosen by

the Game Master. The Game Master is the one that knows about the Angels and the

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Campaign to come, so it is they that have the power to define the Angel Hybrid, not the

player. Though, of course, it is always within the player’s power to make requests, or decide

to play a different character if the GM creates an Angel Hybrid package that they do not want

to play.

Game Masters can easily create Powers, Tells or Situations of their own to supplement the

lists below to better fit the Angel Hybrid to their campaign. Even so, the following examples

are provided.

Powers

Synergy: The Angel Hybrid may change their Synch Ratio by 1d10 each round in a direction

of their choice as a free action. This does not trigger any other form of Synch Disruption. In

addition, they reduce Ego Damage they take from all sources by 1, to a minimum of 0.

Strong Field: The Angel Hybrid has an Ego Barrier of 20 higher than normal for their

Willpower.

Strange Connection: The Angel Hybrid and their Evangelion share a special bond. The

character begins play with the Ghost in the Machine talent, regardless of their career.

Angelic Biology: Simply put, the Angel Hybrid does not need its organs to survive as much as

we do. The Angel Hybrid begins play with the Stuff of Nightmares trait, as well as a

Toughness Bonus of 1 higher than normal. Both of these effects apply only to the pilot, not

their Eva.

Prophet: The Angel Hybrid receives visions when they sleep, hinting at things to come.

Maybe the Angels in your campaign are from the future, and your Angel Hybrid is dreaming

of memories unstuck in time. Maybe your Angels are highly telepathic, and the Angel hybrid

is listening in important people and even the Angels themselves from afar. In any event, the

player periodically receives flashes of important information as they sleep.

Intuition: The Angel Hybrid has an inherent understanding of the Angels they face. They

begin play trained in the Scholastic Lore(Angels) skill, and have the “As Foretold” Operations

Director Talent.

Tells

Alien Intelligence: May treat all Intelligence based skills as basic skills, -5 Per or -5 Fel

Serenity: The Angel Hybrid does not have the right emotional reactions to stimuli, instead

being oddly… serene. They are immune to all forms of Fear, may not Frenzy or Bloodlust, and

do not gain any bonuses from high morale or any other strong emotion.

Cosmetic: You have some very obvious physical trait that sets you apart. Maybe it is a

blatantly non-natural hair or eye color, or maybe you are albino. In any case, you look weird.

You take a -10 to all Fellowship tests against strangers, and everyone gets a +10 to Awareness

tests to notice you. There is no benefit to being funny looking.

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Sensitive Mind: Your soul is much like an Angel’s: closely tied to your personal AT Field. Your

Intelligence and Perception scores are both equal to your current Ego pool. This makes they

likely to be high at start, especially since you effectively drop your two lowest Characteristic

rolls, but if your Ego every drops (and it will) your Characteristics are modified accordingly.

Your Intelligence and Perception may not be increased through Characteristic

Advancements.

Enemy: You have an irrational Hatred of other people that you must constantly try to keep in

check. You can manage to function in society, but take delight in the misfortune of others and

are quick to anger. You begin play with the Sadistic Drawback, for which you do not gain any

extra Depth. If the Sadistic Drawback has already been chosen by this character, they

automatically roll a 1 on the 1d10 when their drawback is triggered.

Never Alone: The Angel Hybrid has a special friend that only they can see and talk to. Is this a

sign of madness? Or is the Angel Hybrid interacting with some outside force? Or, just maybe,

the Angel Hybrid is speaking to a part of themself that they do not even know is there…

Unnatural: You do not know why, but animals hate you. Dogs bark at you, cats spit at you, and

birds freak out. Even insects, like ants, seem to have it in for you. Should you ever approach

an animal, it will always become panicked or violent. Often both. Obviously, you are

considered inept in regards to the Wrangling skill, and may never pass a test of it.

Situations

Ignorant: You have no idea you are an Angel Hybrid. The good news is that this means others

probably do not as well. However, you cannot exploit what you do not know is there. You gain

no benefit from your designated Power at the start of the campaign, and as the player you

might not even know what it is yet out of character. How that power becomes unlocked for

you, and how you realize your true nature, are up to the GM.

In hiding: You know you are an Angel Hybrid, and it is something you keep to yourself. The

Humans just would not understand, and your creators warned you of the risks involved in

letting others know. You begin play with the Dark Secret(Angel Hybrid) Drawback, for which

you do not gain any extra Depth.

Hunted: You know you are an Angel Hybrid, and worse yet so does someone else! There is a

person or organization out there that targets you because of what you are. Maybe to simply

keep an eye on you, or kidnap you for their own ends. They may even want you dead! You

begin play with the Foe Drawback, for which you do not gain any extra Depth.

Public: It is no secret to anyone that you are an Angel Hybrid. Everyone knows. This has all of

the Disadvantages of the Hunted option above, as well as imposing a -5 Fellowship penalty.

Even people who know you can’t help but treat you differently, given what you are.

"*sigh...* Yes, that is my natural hair color. No, I don't know why it's blue-white rather than the

normal blonde-to-black spectrum."

-Elias Anderson, Manufactured pilot

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BASE OF OPERATIONS

What you are defending from an

Angel attack is your Base of Operations.

Be it a fortified city, a military installation,

the last best hope for humanity or even

just the place you call home, your Base of

Operations is from where your

Evangelions sortie and where the Angels

seem determined to strike.

In the Evangelion series, the Base

of Operations is Tokyo-3. Tokyo-3 is a

fortified city built above a massive

underground geofront containing a secret

installation holding Lilith (and later, Adam

as well). This is a very specific Base of

Operations, but not the only one possible.

This chapter is dedicated to the

creation of a campaign’s Base of

Operations, from choosing where it will

be to designing the people who feature

prominently in it. In most games of

Adeptus Evangelion the Base of

Operations is going to be in a set location,

though certain alternatives do exist. The

Base of Operations in an area that must be

defended at all costs, and the Evangelions

are the only tool fit to do so. As such, the

pilots will rarely have a chance to leave

the Base of Operations in a typical

campaign, aside from engaging an Angel

in the field. It is important to make sure

that the Base of Operations is set up to

provide an interesting primary setting for

the bulk of your campaign, and that it

appeals to the players and GM equally.

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Example Bases of Operation

The Base of Operations for your

characters is unlikely to change over the

course of your campaign, so choose it

wisely. While you can change you Base of

Operations to suit what kind of campaign

you want to run, in Adeptus Evangelion

your Base of Operations is assumed to be

the Geofront.

GeoFront (Nerv HQ)

A spherical cavern protected by 22 layers

of armored bulkheads, the Geofront is

located under a fortified city and contains

the Nerv headquarters. In reality, the

Geofront is a massive hollow sphere, used

as the vessel of either Adam or Lilith, of

which only the very top portion has been

colonized. Given its nature as a vessel for

Adam or Lilith, it is very likely that

whichever being that the Geofront

belonged to still lies dormant within it,

and that being is the thing you must

protect from the Angels at all costs. If the

Angels reach it, Third Impact is assured.

The Geofront, while your technical Base of

Operations, need not be a specific

geographic location. The following

canonical installations may be used as a

cover for your Geofront, thereby

becoming Nerv HQ.

Nerv-00

Nerv-00 is Tokyo-3, the location of the

Geofront in the series Neon Genisis

Evangelion. Tokyo-3 is located in Southern

Japan, and is noted for being the site of the

original Magi Supercomputer system. In

addition to the standard support structures

of a Base of Operations, Tokyo-3 has been

designed to reduce collateral damage as

much as possible. Tokyo-3 begins play

with the “Recessive Buildings” upgrade

already purchased.

Nerv-01

Nerv-01 is the first North American branch

of Nerv located in Boston, Massachusetts.

It holds one of the Magi supercomputers,

and incorporates the former MIT facilities.

The First Branch is the dedicated research

powerhouse of the Nerv organization, and

at the beginning of the campaign the

players are awarded 20 Research which

must be spent before play can begin.

Nerv-02

Nerv-02 is the second North American

branch of Nerv. It is located somewhere in

the Nevada Desert, possibly at Area 51 or

a post-Second Impact branch of the Sandia

Laboratories. Nerv-02 is notable for its

research into the development of new

Evangelion technology, notably the S2

engine. It can be assumed to possess a

Magi system. As a military installation,

Nerv-02 receives 10 Surplus to spent on

turrets before play begins at the start of

the campaign. Any of this Surplus unspent

at the time of the first Angel attack is lost.

Nerv-03

Nerv-03 (also known simply as "Nerv-

Germany") is the branch of Nerv located

in Germany. Its location is never specified

in the series; however, there are two Magi

computers in Hamburg and Berlin. Either

city (or with some imagination concerning

the size of the geofront, both) could be

your Base of Operations.

The primary difference between

the two is function. The Nerv Facility in

Hamburg is designed as a construction

facility for Evangelion combat-models,

and may use their large supply of spare

parts and equipment to reduce the

Collateral Damage caused by a defeated

Evangelion by 2. Similarly, The Berlin

facility is designed as an Evangelion scale

weapons production facility, and as such

all Pilots stationed there receive a free

Weapon Upgrade Point at the beginning

of the campaign.

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Exotic Operations

The Geofront is a staple of the Evangelion

setting, but it is by no means necessary for

your campaign. There need not be a

massive cavern beneath a fortress city for

the Evangelions to deploy from. You need

not restrict yourself to the locations listed

above for placing your Nerv

Headquarters. The only true requirement

for your Base of Operations is that it have

the basic facilities for maintaining and

deploying Evangelions (without which

your pilots will quickly find themselves

useless).

To build a base of your own, the first step

is to determine the Location of the Base of

Operations.

The location to have your base is

probably one of the more important story

based properties when it comes to base

design. The location will create a certain

expectation for the campaign, based on

the culture and language of the area

surrounding the base. For example, being

told that a game will take place in New

Orleans will create a completely different

expectation than Paris, France. Each of

those are locations steeped in their own

history and culture, and a player would

not assume that those two are totally

interchangeable for your campaign.

Given the impact of location on the tone

and feel of your game, unless you have a

specific location already firmly fixed in

mind for story or mythology reasons it is

recommended that you, as the GM, work

with the players to decide the location of

your base.

Once a location has been chosen, you may

choose to apply a special property to the

base from the list below. These special

properties are all linked to different

thematic attributes of the Base of

Operations that are likely to play a major

role in your campaign. You are by no

means required to use one, though doing

so is likely to add that extra flair to the

place your pilots call home.

Naval Base: The majority of planet Earth is

covered in water, and Nerv was not so

fortunate as to have the hidden treasure

they need to protect be found on land. The

Base of Operations is in, or very close to,

the sea. This could be a Fortress City on

the shore, a base that takes up an entire

island to itself, or even a massive

installation located on the floor of the

ocean. Because of this property, the

majority of Angels in this campaign should

be expected to be aquatic in nature or

otherwise engaged at sea. As such,

Evangelions likely start with C-Type

equipment by default in this campaign,

rather than B-Type.

Mobile Command: The Base of Operations

is some form of mobile command center.

This could take the form of a massive

airship based on alien technology, a huge

submarine or floating city. Unlike other

Bases of Operation, the intent here is that

the base does not stay still. Even staying

near the Base of Operations, the pilots can

be expected to see and interact will

several different locals as the Mobile

Command moves. Being able to move the

Base of Operations shits the tone of the

campaign from a defense stance to a more

proactive one. Perhaps Nerv is hunting the

Angels around the world to deal with them

as a threat before they have a chance to

fully mature, are themselves searching for

some plot important artifact, or are

looking for Adam itself to deal with the

Angel threat once and for all! Unlike other

Bases of Operation, collateral damage has

far greater consequences for a base of this

type. After all, losing a city block is not as

bad as losing a piece of your flying

fortress’s wing. Collateral damage can

and should cause delays as the Mobile

Base is forced to stop for repairs. Sufficient

Collateral Damage may even ruin the

base entirely, ending the campaign in

defeat or forcing the Evas to continue the

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search without it and the resources it

could have provided.

Hostile Zone: For what could be a number

of reasons, leaving the base of operations

is extremely dangerous. Maybe the world

has suffered a plague, or the effects of the

Second Impact rendered the surface

inhospitable. This may not be a global

condition, but rather an extremely

hazardous local area. Choosing this for a

campaign will make plug ejection a far

more dangerous gamble than it already is,

with the added effect of making collateral

damage to the base also more dangerous

as internal areas become exposed to

whatever it is outside the base. The effects

of such exposure of course depend on the

nature of the Hostile Zone they find

themselves in.

The Shadow over Nerv: The Nerv base is

isolated from the outside world, either by

distance or some environmental barrier.

But that’s just fine. The locals have known

not to come near here for hundreds of

years. For some reason, strange

phenomena happen all around the Base of

Operations. Maybe constant exposure to

AT Fields has damaged the laws of physics

in the area. Maybe the slumbering

Evangelions whisper in people’s dreams

as they sleep, or the body of anyone who

dies near the base slowly melts into an

orange fluid. People see things, hear

thing, feel the presence of some other

force when they are alone in the room.

Whatever is going on, it clearly is not

natural. This sort of base is best suited for

a campaign with a greater focus on the

supernatural, or where the Angels the

players fight are explicitly eldritch

horrors of some kind or another.

“We all still love you. Why won’t you come

home?”

-Found etched in LCL holding vat during

routine draining

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Starting Resources

There are certain resources that a Nerv base is assumed to have access to, even at

the beginning of the campaign and regardless of what kind of base it is. These resources

provide logistical support to Nerv and their weapon of choice, the Evangelions.

The Base of Operation Starting Resources include:

• One (1) Pallet Gun, Progressive Knife, and Wing Loadout (Knife dock) upgrade for each

Evangelion.

• A Magi Supercomputer system.

• One (1) Prototype and one (1) Test-Type of C, D and E Type Equipment.

• One Evangelion Carrier Plane for each Evangelion.

• One Mobile Support Structure and Support Drop for each Evangelion.

• Three (3) Launch Ports, six (6) Umbilical Ports, four (4) Support Caches and one (1)

Embarkation Point for the Base of Operations.

A more in depth description of certain Nerv Resources is as follows:

Evangelion Carrier Plane

WS BS S T Ag Int Per WP Fel

00 00 0 0 20 30 20 20 20

Nerv Carrier Plane Body

Location % to Hit AP Wounds

Carrier Plane 01-00 2 8

Movement: As the Plot demands

Skills: None

Talents: None

Traits: Vehicle*, Flyer (4)

*Vehicle: The Evangelion Carrier Plane is destroyed once it reaches 0 wounds.

Weapons: None.

The Nerv Evangelion Carrier plane is a black aircraft designed for the transportation and

deployment of Evangelions. Understandable, such planes are enormous, and as such cannot

land or take off without a runway and plenty of room. Due to their size, such planes are

somewhat slower and less agile than smaller, more combat oriented aircraft, and have to

land to refuel every few hours.

Evangelions transported in this manner are left mostly exposed, slotted into the back of

the plane by its upper body and released mid flight, plummeting to the ground below.

However, the Carrier plane’s pilots are trained to release the Evangelions only over

acceptable terrain and within a relative safe distance from the ground, incurring no damage

due to the Eva’s natural resilience and certain low-yield shock absorbers built into the Eva’s

legs.

If the Evangelion is specifically released at extreme heights, if is released under special

circumstances (such as if the Plane has been destroyed or is in the process of crashing),

falling damage may apply.

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Mobile Support Structure (MSS)

WS BS S T Ag Int Per WP Fel

00 00 0 0 10 30 20 20 20

Mobile Support Structure Body

Location % to Hit AP Wounds

MSS 01-00 1 2

Movement: 2/4/6/12

Skills: None

Talents: None

Traits: Vehicle*

*Vehicle: The MSS is destroyed once it reaches 0 wounds.

Weapons: None.

The Nerv Mobile Support Structure is effectively a small building on wheels, the majority

of its bulk housing a large advanced battery. On the top of this structure is an Umbilical Port

with 40 dm of Cable connected to the battery within. This structure is usually fielded ahead

of the Evangelions and left in preparation for their later arrival. However, if the operation

demands it, drivers with balls of steel may be ordered to stay put and drive the MSS during

the battle to better support the Evangelions during a dynamic moving battle. However, this

is not standard procedure.

The battery that the MSS is built around, while storing a truly tremendous amount of

power by pre-Impact standards, could never provide as much power as the city power grid

that the Evangelions usually draw power from. Each MSS has enough power to provide an

Evangelion with 5 rounds of power before the Eva begins to draw upon its own internal

batteries. Otherwise, if an inactive Evangelion is plugged in, a single MSS is capable of

keeping an Evangelion powered up and ready to activate at a moment’s notice for a period

of roughly 10 hours.

If an MSS comes across a powered down Evangelion, the MSS crew may plug the

Umbilical into the Eva themselves as a full round action, recharging its internal battery and

activating it.

Support Drop

The Nerv Support Drop is a small emergency version of the MSS designed to be

airdropped into situations either too dangerous for an MSS or where an MSS would arrive

too late. Carried by specially designed VTOL, the Support Drop itself is a roughly pill-

shaped reinforced capsule with an internal gyroscope and weight distribution designed to

ensure that it lands correctly. Upon hitting the ground, explosive bolts fire, causing the outer

casing to fall away from the top, revealing a plug designed to be inserted into the same hole

as an Umbilical Cable. Roughly the same size as an Umbilical Cable plug, the Support Drop

may be used by any Evangelion to partially recharge its internal batteries, giving it an

additional Operating time of three rounds. Pilots may request such a drop when away from

the Base of Operations if such support craft are available, and the Support Drop arrives 1

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round later nearby. If dropped into a developed area, there is a 50% chance that the falling

Support drop crushes something of value, inflicting 1 point of Collateral Damage.

Additional resources (such as missile batteries or other structures) may be included for the

Base of Operations at the GM’s discretion.

THE MAGI SUPERCOMPUTERS

The Magi Supercomputer System is the most advanced supercomputer design to

date. Each system is made up of three separate Supercomputers, and at the core of each of

the three is a vat-grown human brain that serves as a part of the machine’s CPU. Using an

advanced Personality Transplant Operating System, each of the three machines is imprinted

with a different analytical style and perspective. This grants each of the Magi not only the

supercomputing power of a machine, but the ability to reason and develop a course of

action all on its own, though numerous safeguards exist to prevent even one of the Magi

from taking any course of action that has not been approved by its human operators.

In the series, the Magi of the Tokyo-3 facility are the first Magi Supercomputer system

ever developed, and the Personality Transfer OS used the thought patterns of its creator in

three different functions: herself as a Scientist, herself as a Mother, and herself as a Woman.

These Magi were named Melchior, Balthasar and Caspar, respectively.

While fans of the series may decide to keep this setup for their own games, it is not

required. Names for the Magi may be given as the GM wishes (so long as they remain

consistent) and such setups for the Personality Transfer OS may change as well, such as

using the minds of different people (instead of different aspects of the same person) for

different machines.

Whatever the setup, each branch of Nerv is guaranteed to have one Magi

Supercomputer System. While it is used frequently in the background to handle many of

Nerv’s systems, both the players and the GM may make use of the Magi as both a resource

and as a plot device. Benevolent GMs may use the Magi as a means of providing information

to the players, or flash a warning message about the poor choice of their current plan of

action. Groups with an Operations Director should be encouraged to make use of the Magi

as a consultant for their plans, though difficult problems can take some time to compute.

THE COMMAND DECK

Placing the Structures

If you intend to keep an accurate depiction of where Evangelions stand and how far away they are from an

umbilical port, a map is a very helpful tool, especially for when it comes to placing the structures in the base. It is

highly recommended that a map of some form is created and shared with the Operations Director. Whether it is the

GM or the Operations Director who place the base structures (Launch Ports, Umbilical Ports, Support Caches, and

Embarkation Point) it is best to keep in mind that launch ports, support caches, and umbilical ports all have umbilical

cables, so it is best to spread them out to allow for a larger area that Evangelions can travel with power and allow for

a more easily defended base. When placing launch ports, it is best to realize that by placing launch ports close

together, it will cause pilots to take longer to engage Angels in certain directions. By placing launch ports farther

apart, it increases the chance of running into scenarios in which a single Eva will be facing off against an Angel for a

number of turns. Though, if the distance between launch ports is too great, nothing prevents you from deploying all

Evangelions to a single launch port at a rate of one per turn.

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THE COMMAND DECK

Serving as the heart of Nerv HQ, the command deck is the heavily-defended bunker

from which the Operations Director does their directing of operations. This room may be set

up however the GM deems appropriate, but it should have a fair amount of detail put into it.

This is where the Operations Director is supposed to shine, and if they feel as if their

character has no place to be during a battle their roleplaying experience will suffer for it.

The Command Deck must be the funnel through which all information and commands

pass. Most of these will be the Operations Director’s problem, though in rare instances the

Nerv Commander might interject an observation or order.

The Command Deck will be a storm of activity during even a minor battle.

Thankfully, the Operations Director need not handle everything personally. Immediately

subordinant to the Operations Director is a small command team of officers (numbering

three in the series) who act as the hands and feet of the Director, monitering the battlefield

and making sure that the orders given by the Operations Director reach those that need to

hear them.

This command staff, even if not given intricate backstories, should at least be

considered minor NPCs in their own right. In additon to this command staff, during each

battle a liason from the Nerv Science team should be available for comment, though the

Magi Supercomputer may choose to pass information to a member of the command staff

directly.

The Crew

Every base of operations would not be able to run

without the massive number of employees to keep

it working. Although the majority of these NPCs will

be faceless people in jumpsuits running for their

lives when the apocalypse comes, there are some

that require a much more in depth look.

Base Commander

“To the common masses our struggle is a

fight, a war. A battle fought with sinew and

muscle, with bullet, blade, and bomb, with

tank and warship. But those of us high

enough realize this is a conflict of will! A

struggle of metaphysical dimension. The

future of Mankind is our battleground.

The very existence of the human race is the

prize for victory. Our morality is the

sacrifice we make to win that victory.”

- Dr. Amber Dickenson, speaking at the

unveiling of Evangelion Unit 00.

The Operations Director may

outrank the pilots in Nerv’s command

hierarchy, but they are far from the top of

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the food chain. The role of Nerv’s apex

predator belongs to the Nerv

Commander. Often dealing on a logistical

scale an order of magnitude above the

concerns of the pilots, the Commander

will rarely interact directly with the pilots.

Should the Commander feel the need to

intervene in the player’s affairs, it is

usually a clear sign that they have

screwed up.

The Nerv Commander is, by

definition, the sole individual in control of

the most important organization in human

history. They did not get that position by

random happenstance. While your

representation of a Nerv commander

might be more personable than the

example set by the series, each

Commander is assumed to be very good

at what they do and more than capable of

being ruthless when the need arises. In

many ways, the position of Nerv

Commander is the Adeptus Evangelion

equivalent of an Inquisitor in Dark Heresy.

The Commander of Nerv is unlikely

to directly involve themselves in the

affairs of the pilots unless things have

already spiraled out of control and

become a large enough problem to

concern them. Such instances include if

the Evangelions are defeated or on the

verge of defeat, in which case a

Commander is likely to order an N2 mine

strike on the Angel to incapacitate it long

enough for the players to regroup and

strike again. If an Operation’s Director has

overstepped their bounds and caused

incredible damage as a result, they are

similarly likely to receive a reprimand

from the Commander.

Outside of these actions of

necessity, there should be no ‘wasted’

scenes with the Nerv Commander, and

most of their actions should be plot

relevant if such a plot exists.

As a precedent set by the series, it

is not uncommon for the Nerv Commander

to leave Nerv HQ to oversee important

missions or meet with foreign powers. The

purpose of such activities is entirely up to

the GM.

Vice-Commander

Depending on what kind of person

you intend your Commander to be, GMs

are recommended to supplement their

commander NPC with an additional NPC

to serve as their right hand man. This

second in command should provide an

opposite to the Commander, a ‘good cop’

to the Commander’s ‘bad cop’ or vice

versa. Working together as such, the

Commander and his second together may

provide someone to chew out the players

when necessary and laud them should

they ever deserve it.

Because of the nature of the Vice-

Commander, many GMs will design the

character to be strictly a foil for the

Commander rather than a fully fleshed out

character. This should be avoided. The

Vice-Commander should serve as an

important NPC in their own right, either as

the firm right hand of the Base

Commander or as a valuable ally in foiling

the plans of your mutual enemies.

Head of Research & Development

The Head of Research &

Development will not be as visible as the

Commander or Vice-Commander, but

does have a role that will be brought up

from time to time. The Head of Research

and Development stands at an equal rank

to the Operations Director, and should

serve as a valuable support role to the

Operations Director or the pilots. The

Head of Research and Development will

be the one in charge of designing or

deploying any special equipment,

interpreting the arcane analysis of the

Magi Supercomputers, and serves as a

convenient mouthpiece for the GM to use

to explain to the players certain unique

conditions of a strange and exotic Angel

or AT Field effect.

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Bridge Crew

The Bridge Crew (known colloquially as

“bridge bunnies”) are the people who

work on the command deck. The provide

the face of the rank and file of Nerv, and

will feature prominently in every battle. It

is highly recommended that your

campaign includes a handful of named

NPCs who each have their own

specialized field (such as military Liaison,

lead analyst, or Evangelion Monitor).

Their reports are the tools that you may

use to feed information to the pilots, and

they should each have a personality of

their own. If you have an Operations

Director player this is doubly important,

as the Bridge Crew represents a pool of

NPCs that the Operations Director is

expected to work with closely in every

major engagement.

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BURIED TREASURES

At the bottommost layer of your Base of Operations, locked behind every last defense that

mankind could muster, is something that the Angels desperately want to get to.

However, what this specific something is can vary from campaign to campaign. GMs

are free to create their own reason why the Angels are so intent on breaching your Base of

Operations, but the presence of any one of the three options below may be used.

Adam

Adam is the designation of the First Angel, the first of Earth's two Seeds of Life and the

progenitor of the Angels. Adam is also the genetic basis of the Evangelions (unless your GM

decides differently).

Adam's distinct physical features are never

clearly shown, since, in the available glimpses of

Adam's adult form, it is either partially covered by ice

or in the form of a glowing silhouette, the "Giant of

Light". However, it is visibly a giant humanoid with a

morphology strikingly similar to that of an Evangelion,

which is appropriate considering the genetic

relationship between Adam and the Evas.

The Giant of Light is observed with shoulder pylons,

although a still-shot of the Katsuragi Expedition

excavating Adam confirms that the pylons were not

initially present, implying that--similarly to what would

be done with the Evas later--they were added as restraint mechanisms by the research

team.

Adam possesses the ability to manifest translucent "wings" which it begins to spread before

reaching the surface of the research base. These greatly enlarge and split into four upon

Adam's explosion.

Second Impact reduced Adam's body into an embryonic state resembling a tetrapod

embryo (complete with four defined limbs) in early development.

The Angels wish to reach Adam and reactivate him to initiate Third Impact and

reclaim the Earth for themselves.

Lilith Lilith is designated as the Second Angel. Like Adam, Lilith is a Seed of Life, created by a

Progenitor Race billions of years ago. Thus, Lilith is actually a co-equal being to Adam. The

other Angels are the progeny of Adam, but Lilith is the progenitor of the "Lilim": humans.

Thus it is actually somewhat misleading that Lilith has been designated as the "Second

Angel", and indeed strictly speaking, it would be proper to say that Lilith is not an "Angel" at

all.

Billions of years ago, Lilith's "Black Moon" transport vessel collided violently with Earth,

purely by accident. Earth already had a Seed of Life present on it, Adam, and no two Seeds

are meant to land on the same planet. The result was the First Impact, which reduced both

Adam and Lilith to a state of wounded dormancy and resulting in all life on Earth arising

from Lilith’s spilt blood. For ages, the Black Moon containing Lilith was embedded deep

within the Earth, and due to shifting tectonic plates the subterranean Black Moon eventually

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moved to a position underneath what would become the Base

of Operations, forming the massive underground cavern

termed the "GeoFront".

At some undetermined point in the recent past (possibly even

before Second Impact) the Black Moon and Lilith were

discovered by Seele. Gehirn (later, Nerv) headquarters and

the Base of Operations were built around its position. Lilith is

kept crucified in the deepest and most secret level of Nerv

HQ, Terminal Dogma, and used as a renewable source of LCL

for the Evangelion Units (LCL in fact being Lilith's blood).

The Angels wish to reach Lilith and use her to wipe out

all Lilith-based life on Earth (ei: all life as we know it),

eradicating all of their opponents at once as well as leaving

them unhindered in their attempts to find and reactivate Adam.

The Lance of Longinous Physically, the Lance of Longinus resembles a long, red bident on an Evangelion scale. Its

structure is inherently double-helical (in its normal configuration), with the majority of its

length being straight and composed of two strands which are tightly interwoven. At one end,

the two strands unwind and form two massive tines.

While the bident is the Lance's default shape, it also has metamorphic capabilities. Upon

encountering an A.T. Field, the "flaps" of the Lance open up, revealing white, gill-like

structures that seem to aid the Spear with self-propulsion under conditions of extreme

resistance.

The Spear may be considered to be a weapon of godlike power. N² weapons have enough

destructive potential to bring minor to moderate amounts of damage upon some of the

weaker Angels; and Evas can use armaments against Angels after nullifying the Angels' A.T.

Fields with their own. However, the Lance of Longinus is capable of piercing the active,

unneutralized A.T. Field of any Angel or Evangelion, entirely by itself.

The Lance is not of Terrestrial origin, having been created by the Progenitors of the Seeds of

Life. It is also not the only Lance created: Every Seed of Life, including both Adam and Lilith,

was sent with a counterpart Lance. At least one established function of the Lance is that of a

"security device" capable of safeguarding the Progenitor Race's plans should they somehow

be compromised. The Lance featured in the series belonged to Adam, whereas Lilith's is

believed to have been lost or destroyed during First Impact.

While an incredibly powerful weapon, it is also a tool that can be used to initiate

Third Impact. Should an Angel come into possession of the Lance, the results could be

disastrous as the Angel could use it to turn itself into a being not unlike Adam, or simply turn

on the human race as a weapon of unimaginable power.

Sadly, while an Evangelion can use it as a crude weapon, the Evangelions lack the

mastery of their A.T. Field required to truly unlock the powers of the Lance. In theory the

Evangelions could use it as a weapon and throw it, completely eradicating 1 Angel with a

single blow. However, doing so puts the Lance beyond the Evangelion’s ability to retrieve it.

Should it be thrown at an orbital opponent, it drifts in orbit before finally becoming

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embedded on the moon. If thrown at a terrestrial or flying enemy, it destroys the Angel and

reaches escape velocity, again reaching orbit. Should the players get clever and attempt to

aim down so that it cannot end up in orbit, it instead passes through the Earth’s crust and

comes to a stop within the mantle. In all three situations, it is only a matter of time before an

Angel goes to retrieve it and the Evangelions end up fighting an opponent likely to be far

worse than whatever they used the Lance to kill.

Depending on the conditions of either Adam or Lilith, the Lance of Longinous may be

required to keep one of the Seeds of Life dormant.

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SECOND IMPACT WORLD

The event known as Second Impact

changed everything. There isn’t a person

alive who didn’t

lose someone during the event or the

chaos that followed it, and the planet itself

was forever changed by the force of the

explosion. This chapter will attempt to

provide a more comprehensive view of

the effect of Second Impact on the world,

and how the world of Evangelion differs

from our own.

THE SECOND IMPACT

The Second Impact was a

cataclysm which followed the "contact

experiment" conducted by the Katsuragi

Expedition on Adam in Antarctica on

September 13, 2000. While the exact

details of this experiment are unknown, it

caused Adam to awaken and involved

human use of the Lance of Longinus, an

alien artifact recovered from beneath the

Dead Sea.

When Adam awoke, he

immediately recognized humanity as

creations of Lilith and thus his enemy. Had

he been allowed to run amok, he would

have destroyed all life on Earth and

rebuilt the world according to his plan:

angelic life forms.

However, the Katsuragi Expedition

managed to act in time and minimize the

damage of their mistake. Before it could

be reclaimed, they used the Lance of

Longinus to reduce Adam into an

embryonic state. While effective at

neutralizing him, the resulting release of

energy vaporized the continent of

Antarctica. Despite being at ground zero

of this tremendous blast, both the

embryonic Adam and the Lance of

Longinus survived the explosion.

Two billion people across the

planet would not be so lucky. Massive

tidal waves radiated out from the former

continent of Antarctica, smashing entire

cities to splinters and drowning virtually

everything in all but the highest or most

secluded areas of South America, Africa

and Australia. The tsunamis even reached

as far as the British Isles, and though

significantly reduced by the intervening

distance still caused massive devastation.

Many cities in the Northern Hemisphere

(Such as virtually every city on the East

Coast of North America) experienced

destructive flash flooding.

Even worse than the tidal waves

was the shock to the planet from the

explosion itself. The force of the blast

shifted the Earth, slightly changing its

axis. While the environmental

repercussions of this would not be felt for

some time, the geological consequences

were almost immediate. Mere minutes

after the instant of the explosion, the stress

suddenly placed on the crust and mantle

from the South Pole caused Earthquakes

across the globe, ranging from minor

disturbances to massive catastrophes.

Even worse were the frequent volcanic

eruptions both during the Impact and for

some months afterward. Special mention

goes to the Yellowstone Caldera, which

ejected some 47 cubic miles of rock and

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dust into the sky, which would take almost

an entire decade to settle fully and

plunged North America into chaos.

Optimistic geologists, however, claim that

the Second Impact spared the human race

a cataclysmic repeat of the last time the

Yellowstone Caldera erupted by setting it

off early. On its previous eruption 640,000

years previous, the Yellowstone super

volcano spewed approximately 240 cubic

miles of rock into the sky.

WAR

The sudden, unexpected and truly

devastating nature of the Second Impact

threw the world into chaos. Over two

billion had died in the first nineteen hours

alone, and millions more were in need of

crucial aid and supplies. However, the

global tectonic activity had crippled

nearly every nation on Earth, and systems

of government around the globe

collapsed under the strain.

While many records from this time

were either lost, destroyed or based on

inaccurate and inconsistent data, it is clear

that refugees from the worst afflicted areas

fled to neighboring regions in untold

numbers. For already barely stable

countries, this panicked human locust

swarm was an obvious death sentence.

Fighting broke out on the borders

between various countries, followed by

full fledged massacres.

Nowhere was this fighting more

intense than on the India-Pakistan border.

In an effort to force neighboring countries

to provide aid, extremist remains of the

Indian government threatened the use of

Nuclear Weapons. Thus provoked,

Pakistan launched its own Weapons of

Mass Destruction in a pre-emptive strike.

The resulting exchange, added on top of

the previous devastation, left the

subcontinent in ruins and 15 years later

still virtually uninhabited. This exchange

triggered violent interventions and the

sparking of tensions across the world.

While the former Cold War nations

avoided mutually assured destruction,

several cities such as London and the

original Tokyo (Tokyo-1) were destroyed

within the first ten days after the Second

Impact.

Thankfully the use of weapons of

mass destruction was curbed early on, but

the planet was plunged into war for

months to come. The majority of these

conflicts were a result of resource

shortages and refugee crises, though pre-

existing ethnic and political tensions often

provided the critical spark to conflict.

In the months of combat, the

devastated continents of South America

and Africa seemed determined to destroy

themselves, and the first world countries

were scrambling to secure and protect as

much as they could. China pushed

forward its borders in several directions

and made key acquisitions, while the

United States and Canada formed a

desperate alliance. Russia reclaimed

several of its satellite nations from the

Cold War, though not as much territory as

it had hoped due to food shortages at

home that forced them to consolidate their

enlarged territory rather than expand it.

In the end, the chaos seemed

destined to continue and escalate back to

the levels of Weapons of Mass Destruction

within the year. In a desperate attempt to

curb this destruction, a coalition of several

European nations (notably starting with

England, France and Germany) turned

over their military forces to the United

Nations. While only barely keeping lines

of communication open between nations

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prior to this, the sudden increase in its

military power gave the UN the might

required to forcefully intervene in several

out of control conflicts around the globe.

Russia, having already stopped its

territorial expansion and after securing

the UN’s guarantee that these new

territories would not be touched, also

joined this group. The United States, while

previously opposing UN intervention in

South America for nationalistic reasons,

eventually admitted that with its own

crises it lacked the resources to handle

the South American problem on its own

and joined as well.

The consolidation of these forces

and others was finalized on February 14th,

2001 in the so-called Valentine Treaty.

This event represented an end to the

general hostilities and war that defined

the six months after Second Impact,

though small conflicts continued for some

time and certain regional conflicts

sparked during those months have

continued unabated ever since.

RECONSTRUCTION

However, this was not the end of

the troubles caused by Second Impact. In

the intervening fifteen years, only 22% of

South America, 49% of Africa, and 12% of

Australia have undergone anything

approaching reconstruction, mostly

restricted to basic humanitarian aid. India,

Pakistan, and many previously civilized

areas of the aforementioned continents

are still all but deserted, despite the

general recession of the floods that

originally devastated them. South America

has permanently lost large portions of

Brazil and Chile to the Sea, and the nations

of Paraguay and Uruguay are entirely

submerged to this day.

In other parts of the world, the

damage from flash flooding and

Earthquakes is all but erased. Notable

instances include the reclamation of

Boston, once completely flooded by the

initial waves.

Unlike the flooding the volcanic

activity has left lingering scars, especially

in the United States Wyoming region.

However, the massive dust clouds

that crippled plant growth in North

America for years were only the tip of the

iceberg of climate related troubles. With

the shift in the Earth’s axis, as well as the

desalinization of the oceans resulting from

the instantaneous melting of the Antarctic

continent, the Earth experienced a

massive climate shift. Much of Asia,

notably China and Japan, has seen

significant temperature increases, with

Japan now appearing locked in what

equated to its Pre-Impact summer weather

at all times of the year. Russia as well has

seen an increase of temperatures, though

oddly most of Europe has seen heavier

snowfall and a longer winter than normal.

Large swathes of North America

experience heavy rainfall almost all year

round, and Central America is quickly

turning into a roasting desert.

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A CLOSER LOOK

North American Union

The North American Union is,

technically speaking, still the two separate

nations of the Unites States and Canada.

However, due to the events of Second

Impact, these two countries have become

so interdependent that neither is capable

of surviving without the other.

The United States was without a

doubt the worst hit of the two during

Second Impact. With massive devastation

to all of its coastal cities, as well as the

catastrophic eruption of the Yellowstone

Caldera, the nation was suddenly thrust

into dire straits. Worse yet, while the Head

of State was safely evacuated prior to the

tsunamis reaching Washington D.C., an

undisclosed incident occurred not long

afterwards. Officially, Air Force One

crashed as a result of aeronautical

complications resulting from the Second

Impact, though the scientific basis for that

claim has since been disproven by

Russian scientists. Regardless, marshall

law was immediately declared within the

United States of America by the remaining

Chiefs of Staff as they scrambled to

maintain control of the United States

military and industrial assets and quell

rioting across the nation.

The situation only became more

unstable as refugees from the crumbling

Mexico flooded the United States,

overwhelming the border and spilling into

the Western US. Forces were deployed to

the border with orders to shoot on sight,

but the sheer number of bodies proved

too strong and the Mexicans flooded the

western United States. A great feat to

perform in the best of times, the US was in

no position to deal with this sudden influx,

and was forced to settle for setting up

large camps to house the refugees away

from productive American cities and

towns for the sake of maintaining the

peace. Meanwhile, Mexico itself collapsed

into little more than a coalition of militias.

After control was reestablished, the

United States found itself lacking the

industrial support of its overseas allies,

and was on the very edge of collapse.

Desperate to become more self sufficient

as well as rebuild its ruined cities,

America experienced a heavy shift from a

service based economy to an industrial

one. Making use of the sudden influx of

cheap labor in the form of Mexican

refugees, the United States set to work

reclaiming and rebuilding its coastal

cities. As a result, for the next twelve

years of heavy reconstruction the

American economy boomed, to the point

of allowing it to establish a modest

military of its own again while still

supporting the forces that it had signed

over to the UN.

However, in 2012, the

reconstruction finished. Suddenly the

United States economy, which had built

itself around the rebuilding of its cities,

plummeted into a massive recession as

nearly 22% of its population found itself

unemployed within the span of a few

months despite attempts to channel the

industrial workers into other fields. This

blow to the United States economy has yet

to balance itself out, and while the United

States is still one of the more powerful

nations in the world, its economy is among

the worst and is desperate for jobs.

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This economic downturn was a

major shock to the Canadian economy as

well. As a result of Second Impact flooding

that never truly receded, as well as

increased rainfall, much of Canada has

become wet marshland. Prompting a

major changeover to wetland crops,

Canada supported itself post-impact

through massive food exports to still-

devastated regions of the world, though its

primary buyers was always the United

States to the south (whose own agricultural

capability was dealt a massive blow by

the Yellowstone ash cloud that marred the

skies of the western United States for

years). When the American economy

crashed, Canada desperately sought out

other buyers. However, the UN’s tight

control over both sea and air travel made

such exports prohibitively expensive.

PRESENT DAY

While intertwined, the United States and

Canada provide two very different halves

of the North American Union. The United

States is known for is fantastically

reclaimed and rebuilt cities, especially on

the East Coast. Rebuilt almost from scratch

with modern technology and aesthetics,

many of these cities are very real

representations of certain “cities of the

future” depicted by Pre-Impact

visionaries. Only important landmarks of

the various cities have been spared,

instead being restored to something

approaching their original appearance

when possible. Despite rampant

unemployment, the state has gone through

great efforts to keep the streets of its great

cities clean of unnecessary refuse,

including the unemployed.

However, the farther you travel

from one of these cities the more obvious

the effect of the United States economic

situation is. All of the homeless and poor

that would be normally expected in the

cities have been instead forcibly removed

to towns or camps on the edges of the

suburbs. While encouraged by the

government to form self-sufficient farming

communities where possible, these areas

serve as a primary recruitment pool for

government funded manual labor and its

small but growing military force. The

atmosphere of the United States is very

much one of enforced patriotism and

optimism, though amounts of both

decrease the farther you get from the

pristine cities.

Canada, on the other hand,

adapted to the results of Second Impact

rather than recovered from it. Many

Canadian cities have been reclaimed, but

have been rebuilt piece by piece over

time by the cheapest means available as

opposed to the United States massive

reconstructive push. Both more rural and

more liberal than the present-day United

States, Canada has been forced recently

to request that the United States tighten its

security on its northern border as poor

Americans continue to flow into Canada

looking for work. Canada is unable to

perform such an action itself, lacking any

substantial military force of its own after

the signing of the Valentine Treaty. It is

likely that if Canada and the United States

were not so co-dependant that Canadian

resources would be under threat of

seizure by force from their southern

neighbors.

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Russia

Due to the extreme distance in

between itself and the devastating

explosion in Antarctica, Russia was

relatively unharmed by the Second Impact

itself. While costal Russia did experience

a shadow of the tidal waves the crippled

much of the southern half of the world, the

damage was considerably less and the

landlocked regions of Russia were

troubled only by earthquakes, which

while widespread were relatively minor.

As a result, where most other countries

found themselves thrown into chaos Russia

found itself merely inconvenienced.

With its military power intact,

Russia took advantage of the weakened

United States and the overextension of

China to make large pushes into

Kazakhstan and Eastern Europe. Sadly,

dramatic weather changes at home (a

result of the as-yet undiscovered shift in

the Earth’s axis) crippled Russian

agriculture and lead to widespread

famines on the home front. With food

supplies dwindling, Russia was forced to

halt its expansion and consolidate its

resources a mere 3 months after second

Impact. However, this did not remove

Russia from the wars that followed. With

the UN struggling to maintain lines of

communication and the crippled United

States turning inward to focus on its own

problems, Russia suddenly found itself the

only one equipped to intervene in the

rising conflicts around the globe.

While Russia had little interest in

intervening in such matters, threat of

immediate joint nuclear retaliation from

both the US and Russia was the primary

deterrent to the use of weapons of mass

destruction which halted their use

following the initial nuclear exchanges

Post-Impact. With the United States

becoming more isolationist by the day, it

was unclear if they would hold to their

threats, and as tensions continued to rise

around the globe another nuclear

exchange on any front could spark a fire

that would consume the globe.

For months, Russian forces

deployed alongside UN troops to stabilize

Europe and certain regions of Asia,

though it is notable that Russian forces

almost always deployed only in countries

with weapons of mass destruction or

regions that bordered them. This

cooperation with the UN perhaps made

Russia more pliable to the upcoming

Valentine Treaty, which also gave the UN

the power to fulfill the responsibility that

was currently only Russia’s by process of

elimination.

PRESENT DAY

Quality of life in Russia has been

improving slowly but steadily since the

Valentine Treaty signing in 2001. With

much of its own military power on loan to

the UN, Russia was more than capable of

redirecting its military funds to the task of

stabilizing both itself and the territory it

acquired after Second Impact.

While lacking the economic boom

that defined the United States, as well as

the industrial powerhouse of the Chinese

Federation to the south, Russia has

remained economically stable over the

past decade and continued to benefit from

its dealings with the United Nations.

Much of these dealings are for

food, as Russia’s weather patterns have

since changed dramatically. The southern

reaches of Russia often catch a mild

version of the increasingly warm weather

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that plagues China. Despite proximity to

the Chinese border, these areas are

pleasant to live in.

However, farther north, the

weather becomes erratic. In a cycle that

has yet to fully stabilize itself many areas

of Russia will experience droughts lasting

many months followed by a wet and rainy

season that quickly fills and then

overflows the previously dry rivers.

Worse yet, this precipitation is almost

always in the form of snow, as regardless

of the weather the climate itself seems to

be growing colder almost in response to

the increased temperatures to the south.

These weather anomalies have

only further weakened Russian

agriculture, and while artificial

hydroponic farms manage to alleviate it

somewhat, Russia is still forced to buy

much of its food from the United Nations to

keep its large populace consistently well

fed. Much of this food likely comes from

the UN work farms of Australia.

In return for this food, Russia has

combined the RKA and the NSAU for a

revitalized space program, which has

worked alongside Nerv in recent years to

prepare for the defense of the planet.

There has not been a UN rocket that has

reached orbit in the last nine years that

was not built in Russia.

Chinese Federation

China’s territorial borders and

sphere of influence grew greatly before

the Valentine Treaty, and has remained

stable ever since. While once plagued by

overpopulation, the mass devastation of

Second Impact has left China with a much

more manageable population. Officially,

all of the territory that China absorbed

during those military campaigns were

absorbed into China to form a power base

of stability to benefit them all. As such,

China claims those nations still exist within

the Chinese government, and call

themselves the Chinese Federation.

Initially devastated by the tidal

waves, coordinated Chinese action

quickly managed to stabilize the country,

or at least what passed for stability

immediately after Second Impact. Perhaps

unfortunately, much of the Chinese

military remained intact after the initial

destruction, and as many neighboring

countries fell into chaos it was a simple

matter to ‘peaceably’ step in and

reestablish ‘order’. Successfully annexed

territories include North Korea and

portions of South Korea, southern reaches

of Mongolia as well as Nepal, Vietnam,

Cambodia, Laos, Burma, Thailand and

what remained of the livable reaches of

India (all of which bore the brunt of the

Second Impact tidal waves more than the

Indonesian-sheltered China and which

were in no position to resist China’s strong

military offensive). In the early days of the

war, when it became obvious that Japan

intended to lend support to nearby South

Korea for use as a shield against the

Chinese, a Chinese nuclear weapon

destroyed Tokyo. Combined with their

own losses from the Second Impact waves,

this rendered Japan all but neutralized for

the remainder of the post-Impact wars.

Historians often speculate that Japan was

only spared a Chinese annexation attempt

by the territorial disputes China and

Russia were engaged in at the time.

In any event, China provided a

strong and powerful base, and was able to

quickly win over many decimated regions

through protection from armed bandit

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groups (some of which, in retrospect,

carried a suspiciously large number of

Chinese firearms) as well as aid and

reconstruction of devastated regions.

Through these actions China managed to

gain not only territory but the support of

many who lived there. However, such

widespread territorial expansion by its

Generals in the field was very much

unsupported by the remaining Chinese

government, and Chinese forces were

spread very thin in an attempt to keep

these newly acquired regions under

control.

It was this unique combination of

pro-democratic Chinese revolutionaries,

resistance groups in the newly annexed

territories and officers officially rebuked

for their costly acquisitions that joined

forces and toppled the Communist

Chinese government. Between the post-

impact devastation and the bulk of its

defensive forces deployed along its

border with Russia, the surviving

government was in no position to resist

the uprising, though loyalist military

elements would plague the outskirts of

China for years to come.

China, its back effectively broken,

risked invasion by Russia that did not

come only because of Russia’s own

notorious famines at the time. However,

immediately after the fall of Communist

China, many of the newly annexed

territories attempted to break away which

only added to the problems caused by the

remaining loyalist elements. By this time,

what would later be finalized by the

Valentine Treaty had already begun to

form in the UN, and one of the first

exercises of its newfound military power

was to intervene in China. In the signing of

the Valentine Treaty, faced by the UN’s

combined military might of the rest of the

planet, China was forced to agree to

certain reconstruction and quality of life

goals for its newly annexed territories in

return for the UN supporting China’s claim

to them and using UN forces to help put

down the remaining resisting elements, a

brief foreshadowing of the UN

counterinsurgency programs to come.

While enormously expensive at the time,

the resulting stability in China and its

annexed territory solidified its place as a

global economic power, if several years

behind the United States and Russia at the

time.

However, China’s luck ran low

when the long term effects of the Second

Impact became more apparent. With the

shift in the Earth’s axis, the same

temperature rise that would lead to

Japan’s notorious perpetual summer

quickly began to cripple Chinese food

production. Long term ecological

projections showed that within a matter of

years, large swaths of the Chinese

Federation would officially be desert.

Desperate to prepare for this

calamity, China appealed to the UN to sell

China rights to the re-colonization of

Australia. Under a number of restrictions

and conditions (some of which would not

be apparent for years to come) the UN

agreed.

PRESENT DAY

Years after the signing of the

Valentine Treaty, whether life in China has

improved is very much dependant on

where you look. On an individual scale,

life in China is marginally better than its

pre-Impact days in most regions; through

many outlying towns still bear the marks

of Second Impact related disasters or the

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massacres that followed them. While UN

intervention has brought stability to the

region, small resistance groups are still

not uncommon even though open military

action has become fairly rare in recent

years. Even so, in the annexed territories

resentment of China is almost universal as

a cultural element, though some hold fast

to the idea that China is truly a federation

and that their countries are represented in

its fledgling Republic.

Despite certain social and cultural

setbacks, the newly formed Chinese

Federation was quick to establish order

and put its newly acquired resources to

good use. Initially only invested in re-

establishing its economic power, this

efficient workforce was later contracted

by the UN as a primary manufacturer for

most goods, be they military or

commercial in nature.

As an extension of those contracts,

while China receives fairly limited

information about the Evangelions

themselves China is the primary

manufacturer of nearly all Nerv

commissioned Evangelion-scale

weaponry. Nerv itself may research the

technology and assemble the prototypes,

but it is almost certain that the individual

parts were made in China and the

ammunition comes from a Chinese

factory. As a result, China has access to

much of the UN’s cutting edge research.

While it may not seem it from the products

commonly available to its citizens, China

is the most technologically advanced of

any individual nation, technologically

inferior to the UN and Nerv only.

United Nations

Previously a decision making body

rather than a power in its own right, post-

ratification of the Valentine Treaty the

United Nations of 2015 is unlike anything

that could have been expected before the

traumas of Second Impact. With the

signing of the Valentine Treaty, the United

Nations gained control of the major

military assets of many of its member

nations, including Russia, China and the

United States. With this combined military

power it was more than capable of

establishing order in chaotic regions by

force.

However, who exactly has this

power is a matter of some debate. The

United Nations Secretariat Building and

the UN headquarters built around it were

lost with the rest of New York City during

the Second Impact. Between this critical

loss and the ensuing wars that engulfed

the planet, the decision making body that

used to be the UN did not officially meet

until the signing of the Valentine Treaty,

by which time the UN itself was already

acting independently. While the United

Nations is undisputedly still a

multinational organization, exactly how it

survived through Second Impact to

achieve its current power is far from clear.

Nevertheless, even armed with decade

old weaponry from a dozen different

countries, the United Nations still

represents the dominant military and

economic power in the post Second

Impact world.

In addition to this military power,

the United Nations maintains a stringent

regulation of overseas transportation that

adds to its influence and power. Post-

Valentine Treaty, the United Nations has

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the only official navy left on the planet,

made up of ships forfeited by its member

nations. While initially of little worth due

to a lack of standardized resources and

ammunition, this previously engorged

navy has since been reduced to a much

more manageable size and its

ammunitions requirements standardized

for better resource management. This

navy leaves the United Nations the

masters of the sea, and they may restrict

its use as much as they wish. That said,

many can and do travel outside the UN

regulated waters, but at their own peril.

With equally strict UN regulation of air

travel, many previously flown resources

are forced to travel by sea instead, which

has resulted in an increase in pirate

activity. While the UN takes efforts to find

and eliminate these pirate elements, they

make use of them to punctuate the

importance of using UN regulated trade

lanes.

This naval power also provides the

UN with its primary means of dealing with

dissenting elements: long range naval

bombardment. When this proves

ineffective, the now-iconic United Nations

counterinsurgency teams are deployed,

an increasingly common sight in regions

where their presence is not strictly

necessary.

In this new organization of the UN

the United States, Russia, and the Chinese

Federation are all members, though

unlike the rest of the world they have the

might required to oppose the UN should

they wish to. The rest of the world is more

or less subservient to the UNs military

might, and its control of the humanitarian

aid and resources that it provides them.

Germany, Japan and France have

risen to power within the structure of the

UN. Germany especially was surprisingly

quick to stabilize itself after Second

Impact and, while it did not increase its

territory during the chaos that followed it,

gained an economic powerbase that has

left it as arguably the most influential

nation fully integrated into the UN.

Regions of note within the United Nations

territories include:

Japan

With the Chinese annihilation of Tokyo

(referred to today as Tokyo-1), Japan itself

fell into a state of indecision. Much of

Japan’s resources were devoted to trying

to reestablish its government and repair

the damage done by the waves, and while

economically stable it was predicted that

Japan would soon fall by the wayside and

become little more than a footnote in

global politics. This made the UN decision

to establish its new headquarters in Japan

all the more surprising.

After the destruction of the United

Nations Headquarters complex in New

York during Second Impact, the UN

required a new base of operations to re-

solidify itself. America assumed that it

would again play the part of host to the

UN, and was shocked to hear that it would

not have the opportunity. Given its

economic strength and its role in initiating

what would become the Valentine Treaty,

most assumed that Germany would be the

location of the new UN complex.

The world’s surprise at the choice

of location was even greater when it was

revealed that the UN planned to

commission an entirely new city in Japan

to house this complex. Japanese plans for

a Tokyo-2 had already existed, but were

deemed too costly for immediate use. The

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UN decision changed that, and Tokyo-2

was built to house both the originally

intended Japanese government and the

world order that the UN was swiftly

becoming.

To this day, what prompted the

UN’s bizarre choice of headquarters

remains one of recent history’s greatest

mysteries.

Regardless of the motivation

behind it, the focus of UN attention and

resources on Japan has left is much better

off than it would have been prior to the

destruction of Tokyo-1, and considerably

better than most nations in the world. One

of the many results of this additional

funding was Japan’s development of the

world’s first Magi supercomputer system,

since loaned to Nerv HQ.

England

Post-Impact England is a case of

efficiency rising from tragedy. During the

early days of the post-Impact resource

wars, a nuclear weapon detonated

beneath London without warning. There

are many theories as to which side dealt

this devastating blow, but in all the years

since no one has claimed responsibility.

The royal family and much of the

government, including the prime minister,

were killed in the attack. England found

itself headless. In the ensuing chaos, an

acting prime minister was appointed who

prepared the country for a massive war

effort to retaliate against the European

enemies he was sure were responsible.

One of his primary goals at the time was

the reconstruction of the British navy,

which had noticeably either lost or lost

track of its entire submarine fleet during

the Second Impact. While some ruined

British submarines have since been found

by salvage teams, many more are as-yet

unaccounted for.

Despite the acting-Prime Minister’s

initial plans, it soon became evident that

the real culprit was unknown and that

conflict in Europe and the rest of the world

was already over abundant. While the

exact draw for England is unclear, it was a

part of the initial transference of power to

the United Nations that later culminated in

the Valentine Treaty.

Modern England has benefitted

greatly within the United Nations, and

much of the trade that runs through

Europe makes a stop on the shores of

England. The English government itself

has, in response to the loss of the Royal

family, promoted a nationalistic England

full of order and working for the benefit of

England first. This growing sense of

manifest destiny would seem to put

England at odds with the United Nations,

but thus far their goals have been

concurrent rather than opposed.

Germany

Landlocked and spared from the worst of

the Second Impact’s tectonic activity,

Germany was almost untouched. At the

time that other nations were just

beginning to come to terms with the

sudden tragedy, Germany was already

stable and diverting resources to outlying

regions. When Russia began to expand

into Eastern Europe, Germany was

equally quick to respond and began to

reinforce nearby countries to counter the

upcoming Russian offensive. Due to its

notorious famine, Russia never quite

reached Germany, but military

projections on both sides predicted that

Germany would be the focal point to

oppose Russia if the war had continued.

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When Russia halted its expansion

to deal with its own resource issues, the

German-allied countries were surprised to

find the German government so willing to

help stabilize the region and just as willing

to withdraw its troops when asked. While

few forced the Germans to leave (fearing

what seemed an inevitable Russian

resurgence) the offer alone helped

strengthen the alliance and many regions

found themselves in Germany’s debt, both

economically and in goodwill.

It was this goodwill that Germany

later exploited to gather together the

resources (both military and economic) to

forfeit to the United Nations which would

eventually become the Valentine Treaty.

As such a primary contributor so early on

(and other reasons that can only be

guessed at) Germany successfully created

for itself an enviable position within the

UN. While the United Nations as an

organization is technically separate from

any one country, anyone who cares to look

will notice that Germany has benefitted

from UN resources on a scale rarely seen,

and through use of such UN resources has

managed to cultivate a tremendous

amount of power within Europe and,

recursively, the United Nations as a whole.

France

Another country to contribute to the

Valentine Treaty early on and benefit

greatly from it, France has become the

single wealthiest country in Europe, bar

none. While Germany, England and

others may have had more actual power

(be it industrial or political in nature)

France’s economic actions post Impact

have left virtually no one without some

debt to them, and they have since

dominated trade within Europe.

By far the most recognizable

expression of France’s wealth was their

purchase of Spain. Virtually ruined by the

tidal waves and further crippled by

changing weather patterns, Spain was

forced to borrow money from France to

such a degree that France was eventually

able to simply purchase the land itself at

only a minor inconvenience. The Spanish

government has since been downgraded

and absorbed into France, still semi-

autonomous but only ruling the region in

France’s stead. Needless to say, the

Spanish populace was far from pleased,

and UN intervention was required to quell

the revolution before it could ignite a full

blown civil war. To this day, the Spanish

are a prideful people quick to spit at the

mention of France. But though are unlikely

to admit it, quality of life in Spain has

increased since its purchase.

France also technically owns what

remains of drowned Portugal, which never

recovered from the waves and is mostly

flooded and unpopulated. Unlike Spain,

France simply claimed ownership of

Portugal and was never contested rather

than any formal action. Left mostly to its

own devices, many anti-French

revolutionaries that fled Spain have since

taken root in Portugal, but it will yet be

some time before they are in a position to

do anything important.

Tasmania

The infamous UN stronghold Flammende

Schwert, the entire island of Tasmania

belongs to the United Nations for lack of

anyone left on it to dispute the claim. Its

shores lined with concrete bunkers and

mounted guns, it is better defended than

many post-Impact countries. While exactly

what purpose it serves is unknown, it is

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also the UN’s southernmost naval facility,

and any expedition to Antarctica

inevitably is guided through Flammende

Schwert first.

The Middle East

A region of turmoil through most of

human history, the nations of the Middle

East brought resounding closure to the

region immediately after Second Impact.

As the various powers of the world

became involved in their own problems

and campaigns, the nations of the Middle

East found foreign support and

intervention suddenly scarce. Tensions

rose and sporadic firefights turned into

open war almost as a matter of course.

However, these were all rendered

insignificant when Iran decided to take

this opportunity to destroy Israel once and

for all. After the first missiles launched

from Pakistan, Iran chose this moment to

reveal its own stockpile of weapons of

mass destruction, in this case chemical

rather than nuclear in nature. Israel did

not survive, but that mattered little when

Israel’s so-called “Samson Option” went

into effect. A second-strike full nuclear

retaliation, Israel had never known which

of its enemies would strike the final blow.

So it settled on aiming its weapons at all

enemies within range. The resulting

bombardment killed millions, and left the

Middle East an irradiated wasteland

populated by little more than traveling

bands of survivors killing each other for

resources and trying to avoid the fallout as

they make their way to more hospitable

regions. Turkey, Egypt and Saudi Arabia

have all long since stopped accepting

such refugees, and instead shoot them on

sight as a deterrent. This leads many to

attempt travel to China through India. Few

survive the trip.

Central America

Little more than a series of United Nations

naval bases now, Central America was all

but wiped clean by the waves of Second

Impact. While there were survivor groups

on the mainland, the same could not be

said for Cuba, Haiti and the Dominican

Republic. Other areas, like the Caribbean

islands, have permanently been claimed

by the sea, though they provide

occasional remainders of their existence

as shipping hazards.

Australia

The continent of Australia was,

without a doubt, the hardest hit by the

Second Impact save for Antarctica itself

(which vaporized). Being so far south,

Australia caught the full force of the

devastating tidal waves across its southern

edge, and in some areas the waves

reached as far as 14 kilometers inland,

with the resulting waters flooding

considerably further in the aftermath.

Even the coastal regions in the lee of the

waves were not unharmed, stricken by

flash flooding and turbulent waters. Even

those areas spared the initial waves were

not left unscathed as the East Australia

hotspot suddenly became dangerously

active from the sheer tectonic stress of

Second Impact. Virtually the entire Newer

Volcanics Province experienced eruptions

within mere hours after the Second

Impact. Worse yet, as typical of the East

Australia hotspot, the majority of these

eruptions were Phreatomagmatic, massive

underground explosions caused by the

interaction of lava and water which

scarred the landscape with colossal

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craters. Survivor’s accounts of the Second

Impact in Australia claim that on the day of

the Impact, houses or windows

(depending on location) were shattered

by a tremendous thundering airburst from

the south, and that the southern sky was lit

by an ominous glow for several nights

before dimming. That said, survivors were

difficult to find as estimates place the

number of Australians killed within the

first 24 hours post Impact at roughly 12

million, more than 60% of Australia’s total

population at the time.

Worse affected were the many

islands surrounding Australia, on which

there were few survivors. Lush New

Zealand was survived only by a handful of

high-altitude subsistence farmers, and the

entire western half of Indonesia (lacking

the protective cover of Australia) was

wiped clean, totaling in excess of 140

million dead from the waves alone and

leaving Indonesia unable to support itself.

In the coming weeks and months,

great flotillas of rafts full of desperate

island survivors stormed the Australian

shores in hopes of finding food and aid.

All told, Australia suddenly found itself

with more than 40 million new residents in

a very short span of time. The resulting

territorial dispute was arguably the

bloodiest war that occurred during the

Second Impact as the remaining

Australians fought tooth and nail for every

inch of land.

The war was ended only by the

Darwin Accords in 2003, which was one of

the first major demonstrations of the UN’s

newfound power. Forcing both parties to

comply via threat of nuclear attack on any

region that refused to agree to its terms,

the United Nations granted the

Indonesians everything west of Darwin,

with Darwin itself and everything to its

east remaining in the hands of Australia.

However, their power thus demonstrated

and Australia itself critically depopulated

by the war, the United Nations similarly

forced through a number of similar

resolutions that leased huge swaths of

land to the UN for an indefinite period of

time in return for paltry aid. Many of these

regions would later become UN outposts

(such the famous fortress city of

Tasmania), with much of the remaining

territory later being rented as farmland to

the Chinese.

South America

The continent of South America lost

much of its land to the sea and much of its

population during what followed, but

unlike Australia retained enough of a

population so thoroughly engaged in

fighting itself that the UN has been both

unwilling and unable to intervene.

Virtually all of Argentina, Chile,

Paraguay and most of Uruguay sank

beneath the Second Impact tidal waves

and never resurfaced. Brazil itself

survived the waves, though its

government and much of its population

were not so lucky and the remaining

Brazilians quickly turned on each other in

a desperate scramble to secure resources.

This conflict took years to resolve itself,

and has reduced Brazil to a pseudo state

much like Africa but considerably more

peaceful. Bolivia, on the other hand, took

the opportunity to collapse into a civil war

which has yet to resolve itself.

In one of history’s more surprising

developments, South American stability

(such as it is) has been maintained by

Columbia in recent years. With the

collapse of the global economy, the

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Cartels of Columbia realized that their

ability to sell their product was greatly

diminished. Rather than allow themselves

to become powerless, they quickly

assumed control of the government and

established a dictatorial army which went

on to conquer Venezuela and the ruined

Ecuador. While these land grabs were not

technically necessary, it gave the newly

formed Columbian army ample

opportunity to establish a reputation of

merciless brutality that has kept the rest of

South America wary for years. Columbian

patrols wander freely through South

America, and the justice they mete out is

harsh, but effective at preventing the

situation from destabilizing further.

Given the UN’s own lack of interest

in South America, it is unsurprising that

Columbian troops are often found

carrying United Nations commissioned

firearms to promote the stability of the

region.

Africa

It is no great secret that Africa was

not in the best of situations prior to Second

Impact, and the events resulting from the

vaporization of Antarctica have hardly

helped matters. The tidal waves alone

were enough to deal South Africa a

crippling blow from which it never

recovered, and South Africa has long

since been a failed state dominated by its

increasingly overenthusiastic military.

While much of Africa was relatively

unaffected by the geological and

ecological disturbances, the shifting

political tensions and the loss of UN aid for

several years has lead to the collapse of

much of Africa, with a handful of islands of

stability still visible.

For the most part, Africa has

dissolved into two psuedostates cut in half

by the “Niger Line”, a poorly defined

border that stretches across Africa that is

more or less equivalent to the former

northern Nigerian border. These two

psuedostates have no discernable

government and the only significant

unifying force among them is an

inexplicable hatred for their counterparts

across the Niger Line. While infighting is

still common, these northern and southern

groups are known to band together to

lead strikes across the line, though what

they actually gain from this is often ill

defined at best.

But not all of Africa has fallen into

chaos. Despite their previous territorial

disputes, Libya and Egypt have made an

alliance of necessity which has managed

to prevent either of them from falling to

the endless hungry mobs or the warlords

that arm them. Algeria stands alone, but

on the brink of collapse and is not

expected to last out the year.

Saudi Arabia, despite its losses, is

nominally better off than it was pre-Impact

as its oil resources have never been more

valuable given the irradiation of the

Middle East. Wealthier than ever, Saudi

Arabia maintains a relatively small but

hyper-competent defensive force that has

safely maintained its borders for years.

PRESENT DAY

With the exception of the

moderately stable Egypt and Libya and

the effluent Saudi Arabia, Africa is a land

plagued by war, famine and disease.

Attempts to map the area are pointless, as

many supposedly defined territories

collapse within a matter of months, and

many rarely last more than 2-3 years.

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While technically inaccurate, many still

refer to regions of Africa by the pre-

impact countries, if only for the purposes

of an internationally recognized key of

locations.

The United Nations delivers token

aid to Africa each year, and applies more

than token force on a much more regular

basis. Unable to stabilize any region of

Africa with troops for more than a short

period of time, the UN has long since

settled for identifying power blocks that

either continue to destabilize the region or

threaten to unify it in a way that opposes

the United Nations and shell them with the

UN’s considerable naval firepower. While

not pleased about Saudi Arabia’s well-

funded military, the United Nations

approves of its actions to hold Saudi

Arabia’s oil, a resource that the UN

considers vital to maintain.

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ORGANIZATIONS

In addition to the nations of Earth, there are several organizations that have a large

amount of influence on the fate of the world, either due to their direct involvement in the

Evangelion project or political clout within the UN.

Nerv

Nerv is a paramilitary special agency nominally under the control of the United Nations.

Nerv's official purpose is to lead the defense of mankind against the Angels, to stop them

from initiating a Third Impact after the destruction that was wrought by Adam during Second

Impact in 2000, through use of the Evangelions, which they constructed.

Officially, Nerv is a private organization under the direct supervision of the United Nations

with limited authority over local

administration, and to an extent

United Nations military forces.

However, Nerv is essentially an

independent organization from

the United Nations apart from

matters of funding. As a result of

conventional military forces'

inability to defeat Angels, the

effort to defeat them is often left

at the discretion of Nerv's

highest ranking personnel

without direct external

interference. Nerv is capable of

guarding its own political

position through whatever

means necessary, including

sabotaging a rival defense

contractor's prototype combat

robot, "Jet Alone".

Nerv's origins lie in the research

organization known as Gehirn, which was renamed and reorganized into "Nerv" in 2010 after

its original headquarters and the Magi supercomputers were completed. Unlike Gehirn,

whose existence was officially a secret (with the UN Artificial Evolution Laboratory serving

as a front), Nerv is semi-public.

Internal Organization

Nerv globally employs many thousands of people, including scientists, technicians,

paramilitary security forces, and support staff.

The standard uniform for Nerv personnel is a khaki uniform with triangular patches at the

shoulders. Personnel in command positions wear a monotone tunic. All Nerv personnel have

a triangular clip over their uniform's left breast which denotes rank.

Tactical

Headed by: Nerv Operations Director

The Tactical Operations branch is responsible for coordinating the Evangelions in actual

combat, as well as directing Nerv's conventional security forces and defense grid in battle

against the Angels.

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Nerv's internal security forces are tasked with defending the organization from terrorist

attacks and other small-scale conventional threats: Nerv was intended to fight the Angels,

not other humans. As a result, Nerv is actually ill-equipped to repulse a frontal assault by

conventional human military forces. Security staff wear khaki uniforms like those of the

operating staff, as well as red berets. They normally carry either MP5 or Uzi submachine

guns.

Technical

The Technical division is Nerv's science branch, responsible for the research and

development of the Evangelions, as well as their maintenance and repair. It also analyzes

scientific data obtained about the Angels, attempting to gain greater insight into them to aid

the Tactical division in defeating the Angels.

Each Nerv facility hosts a large corps of mechanics, electricians and other staff dedicated to

maintenance, repair and construction. The standard tech uniform consists of orange

coveralls and a cap.

Those involved in actual research and development and Eva testing wear the standard khaki

Nerv uniforms.

Other divisions

Section-2 (Intelligence): Information collection and analysis are handled by the

black-suited agents of the Nerv Department of Security Intelligence, as are the

surveillance and protection of key personnel. Public Relations: Nerv has its own PR subsection, which handles propaganda and

media blackouts directed towards the general public to control information about the

Angels and Evangelions.

SEELE

Seele is a shadowy and mysterious organization which maintains a global power cabal, and

is the secret backer of Gehirn and Nerv. The Seele council members are the true puppet

masters pulling the strings of the United Nations.

The origins of Seele are shrouded in mystery. According to themselves, they have

maintained an Illuminati-like power cabal over Earth's governments since ancient times.

While this cannot be independently confirmed, it is certain that Seele has been active since

at least the end of World War II, when they acquired the Dead Sea Scrolls. However, it is

unclear how much power they really had to bring to the fore before they seized control of

the United Nations through manipulation of the chaos resulting from Second Impact, which

they caused.

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The Seele council is composed of 12 members, headed by Chairman Keel Lorenz.

Seele meetings consist of "video conferences" in which instead of projecting actual images

of each member, images of large stone monoliths with the words "Seele (member number)

SOUND ONLY" displayed on them (i.e. Chairman Keel is "Seele 01 SOUND ONLY").

The inner circle of Seele is also the Human Instrumentality Committee, which directly

oversees the progress of Nerv, officially in the name of the United Nations. The committee is

composed of five members, and is also headed by Chairman Keel.

While their exact identities probably matter little in your campaign, the following

entries might be useful for GMs who wish to make Seele involvement in the campaigns more

pronounced:

Seele 01: Keel Lorentz. The center of the whole organization, Keel Lorenz has not only his

official position within the UN as the head of the Human Instrumentality Committee, but all of

the resources of the other Seele members to draw upon as well. He is, almost certainly, the

single most powerful man on the planet through his Seele connections, and is fully capable

of passing nearly any UN resolution he wishes almost singlehandedly. But even he is not

invulnerable. Ravaged by a car crash years before, Keel Lorentz’s spine was heavily

damaged. He has since used both his own wealth and Nerv’s Evangelion research to

develop and acquire cybernetic enhancements, allowing him to move and operate almost as

if he had never been injured in the first place.

Seele 02: Identity unknown. Seele 02 has a tremendous amount of influence within post-

Impact Nationalist England. Previously suspected by many of the less influential Seele

members to be the Prime Minister, after the former Prime Minister’s fatal heart attack in

2009, Seele 02 remains active and Seele control of England remains undiminished.

Whatever their actual identity or official position may be, Seele 02 somehow has more

influence over England policy than its actual leaders.

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Seele 03: Identity Unknown. Presumably responsible for the Air Force One tragedy that

threw the United States into chaos during Second Impact, Seele 03 was in prime position to

benefit from the ensuing declaration of Marshall Law. Poor economic planning, despite

numerous reports predicting the crisis to come, may indicate that the United States 2013

financial crash was anything but accidental. Presumably, the United States was being

prepared to be so desperate for jobs that they would accept Seele and Nerv related projects

almost unconditionally. China eventually proved itself to be able to produce the same work

for cheaper with its superior manpower, but given Seele’s comparatively little influence in

China it is unsurprising that they would have cultivated other opportunities. Given the

United States still military-dominated government, it is entirely possible that Seele 02 is

either a Chairman of the Joint Chiefs of Staff, or controls someone who is.

Seele 04: Identity Unknown. While still commanding impressive influence, Seele 04 seems

to have less direct control over Russia than the other Seele heads seem to have over their

own areas. Not long after the official UN investigation into the Second Impact event in 2003,

Russia mounted their own expedition to the Antarctic the confirm the UNs findings as well as

other, less public, reasons. Seele 04 seemed unable to halt the expedition, but Russia’s

investigation discovered nothing. Between this specific failure, as well as Seele 04’s

consistent access to Russia’s secrets, Seele 04 seems to be most directly powerful in relation

to Russian Intelligence.

Seele 05: Identity Unknown. Seele 05 is intentionally left open so that he might be replaced

with whatever lead-in your campaign might need. Possibly a powerful official in either Nerv

or whatever country you happen to place Nerv HQ, Seele 05 has the potential to be a

powerful behind the scenes threat (though whether he is acting in the name of Seele or for

his own ends depends on the situation).

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Non-Canon Organizations

"Our saviors, these 'Evangelions', are little better than the angelic monstrosities they fight.

Fashioned of humanity's rib and capable of 'berserking' at the drop of a pin, how long until they

show their true colors? Damnation walks in their footsteps! Doom resounds in their cries! How

long until these true children of Eve pluck the apple from their caretakers? I fear I will live long

enough to find out."

-Unknown pirate radio broadcast, intercepted by

NERV Arizona

The following organizations are original creations that were not present in the series.

In general, these organizations are designed to exist as additional human antagonists for

either Nerv or the pilots. GM’s are by no means required to include all, or even any, of these

organizations in their campaign world. Indeed, the existence of some of them require drastic

changes in the way the campaign is handled. Even if not taken whole cloth, GMs should feel

free to use these organizations as inspiration for organizations of their own design more

fitting to their campaigns.

Liberated Nations

Often referred to derisively as the

“heartbreakers”, the so-called Liberated

Nations are headed by a ragtag group of

renegades (primarily from China and

Russia) who refused to cooperate with the

articles of the Valentine Treaty signed

after Second Impact. Taking many of their

troops with them into exile, these officers

fled the growing powerbase of the UN to

devastated regions of Africa and South

America that to this day remain outside of

UN control. Initially little different from

regional warlords with pre-Impact military

hardware, it was only four years ago that

these officers began to ignore their

original nationalist differences and begin

to work together, taking up the name of

the “Liberated Nations”. A precipitating

event for this sudden rise in cooperation

was never revealed, but UN surveys of the

area show a decrease in infighting and

signs of mobilizations previously

considered to be outside of the Liberated

Nations ability to organize.

With UN aid as thinly spread as it

is, the United Nations gleefully leapt at the

chance to deny aid to areas under the

control of the Liberated Nations, refusing

to recognize the Liberated Nations as

anything approaching an official political

organization. This may prove foolish in the

long run, though. Nerv is a very resource

hungry organization, and at even the best

of times thousands are left starving and

without even an attempt at aid in order to

keep the Evangelions properly funded.

The Liberated Nations have used this

opportunity to spark unrest in previously

docile regions, and gather support from

the angry mobs. With this backing and

their newfound sense of organization, UN

control of Africa and South America has

begun to slip, ignored for now in favor of

the more pressing concerns of the Angel

threat.

However, the Liberated Nations

won’t let themselves be ignored for long.

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Concerned Parents Alliance

Much less power hungry or

malevolent than other possible

antagonists that Nerv may face, the CPA

are welfare activists who demand that

Nerv cease using child soldiers and

replace them with adult pilots. This would

be almost comical, were it not for the fact

that the CPA is deadly serious. They see

deployment of adolescent pilots as

weapons of war as immoral, and no

amount of “techno babble or doomsday

rhetoric” will convince them that such a

thing might be necessary for the

Evangelions to function or for humanity to

survive.

While military action is not beyond

the CPA, violence is not their goal nor

their preferred method of operations.

Mass protests, petitions and lobbying are

likely to cause no end of trouble for the

pilots, though extreme arms of the CPA

might attempt to remove the pilots from

Nerv by force. While the pilots would

almost certainly be unharmed by such an

action, every day where the pilots are

kept from their Evangelions is a day in

which humanity is at terrible risk.

The Tribulation Brigade

"Messenger of the lord! I am here, divine

one! I am your humble ser-"

- Last words of Rev. Arthur Belling,

stepped on by Matariel during its attack

on Boston

Hardly a unified organization, the

so called Tribulation Brigade is a loose

collection of religious extremist groups.

Only occasionally working together, and

more often likely to fight each other over

religious differences, these group are only

lumped together by United Nation’s

analysts who have trouble recognizing the

important differences between them. The

unifying factor of the Tribulation Brigade

is a belief that the end of the world, begun

during the Second Impact, is still ongoing.

There were many groups that initially

claimed that the Second Impact was a

divine punishment and warning, a sign

that humanity needed conform to

whatever religious beliefs were important

to the speaker at the time. However, the

appearance of the Angels has added a

dangerous new element to these groups.

Many have become convinced that what

Nerv has labeled the Angels are, in fact,

servants of God come to punish humanity

further for failing to take the warning of

Second Impact to heart. To them, Nerv’s

intention of fighting and killing such

divine servants is the ultimate blasphemy

and hubris, and only likely to enrage God

further. While thankfully lacking in

resources and not especially well

organized, in many of the more

devastated areas such belief in an

enraged God is not a hard idea to sell.

And what the Tribulation brigade lacks in

organization, it more than makes up for in

determination and fervor.

One specific Sect within the

Tribulation Brigade is the so-called Eden

Gate. One of the more recent religious

extremist groups, The Eden Gate has

come into existence in response to the

Evangelions themselves. In the Aftermath

of Second Impact, there were a myriad of

religious explanations and excuses for

Second Impact, the theme of it being a

warning or punishment being fairly

common, though for what was a matter of

some debate. However, with the

revelation of the Evangelions, the Eden

gate was formed by those who feel that the

answer is obvious: man was punished for

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the science that has created the

Evangelions themselves. By creating

artificial life forms, man has parodied god

and violated the sanctity of life, which

caused Second Impact. God finds the

Evangelions an abomination of life, and

wants them destroyed. After all, if God did

not find the Evangelions distasteful then

why would he send a host of Angels to

destroy them and those who built them?

Why else would the Angels be so

unconcerned with other targets?

While obviously based on twisted

facts, the Eden Gate’s mere existence

means that they know information that

Nerv had thought secret, and their

drawing of connections between the Evas

and Second Impact is too close for comfort

for those who know the truth. The Eden

Gate is one of the most dangerous

religious groups, because while they may

be lacking in military resources there is

evidence to suggest they have one or

more agents within Nerv itself.

Children of Adam

A name that caught Nerv’s attention

almost immediately, the Children of Adam

are a sensationalist group that is gathering

more followers by the day. Lacking

organization, they are nevertheless

captivated by the same belief: that they

have seen and spoken with an angel, a

young man with extraordinary divine

power who has come to lead them on the

truth path to a perfect world.

What makes these stories terrifying

is that there is increasing evidence that

they are correct as Pattern-Blue AT field

signatures are detected by remote Nerv

stations far and wide, disappearing before

the readings can be confirmed.

The existence of the Children of

Adam within a campaign must be handled

carefully by the GM, as it necessitates not

only the existence of the Angel Tabbris

but his appearance and plotting far in

advance of his direct confrontation with

the Evangelions. Whether he is simply

planning on using his followers as a

weapon against Nerv or something more

sinister is unknown, but with the

tremendous powers of his AT Field he will

have little trouble convincing those he

meets that he is divine.

The Eigenart Initiative

More than any other, the Eigenart

Initiative’s very existence is a threat that

few can match. Seele, the secret cabal

with a stranglehold on the United Nations

and every resource imaginable at its

disposal has considered the eradication of

the Eigenart Initiative to be top priority.

That it remains today, howevermuch in

secret, is a testament to their

resourcefulness.

A splinter group from Seele, the

Eigenart Initiative was formed after an

internal conflict in 2007. Sparked by a

difference in opinion about whether the

Human Instrumentality Project was the

best course of action, Seele chose to

quickly and quietly purge themselves of

these dissenting elements lest they

jeopardize their mission. But each and

every Seele member is a powerful and

resourceful individual, and despite Seele’s

best efforts some managed to escape with

not only their lives, but much of their

individual resources and influence.

These rogue elements have since

gone on to found the Eigenart Initiative,

which exists in opposition of Seele. Their

devotion to Seele’s original cause is yet

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intact: the Eigenart Initiative similarly

believes that mankind has reached the

end of their evolutionary potential.

However, they have formulated a solution.

A solution that isn’t Seele’s proposed

Human Instrumentality Project.

Where the Human Instrumentality

Project seeks the dissolution of all

individual AT Fields and the joining of

mankind as a single consummate being,

the Eigenart Initiative seeks quite the

opposite. Rather than remove Humanities’

bodies and both the need and possibility

for continued evolution, the Eigenart

Initiative seeks to make manual evolution

possible. Through their study of the

Angels and A.T. Fields, they have

formulated a theory that if a Human’s AT

Field can be sufficiently increased in

strength and control of it unlocked, such a

human would be able to influence and

define their own form. Such autoevolution,

implemented on a wide scale, would allow

the current race of humans to transcend

into a collection of supremely powerful

and varied individuals more than capable

of preventing their own evolutionary

degradation and combining the AT

powers of an Angel with human ingenuity.

To this end, the Eigenart Initiative

has begun experimentation into Human

AT Field manipulation, but with little

progress. While the Eigenart Initiative

took many of Seele’s and Nerv’s files with

them during their secession from Seele,

these are all some years out of date, and

worse yet incomplete. To have any hope

of reaching their ends before Seele, the

Eigenart Initiative needs access to crucial

Nerv files, specifically concerning the

growth process of Manufactured projects

(and certain forbidden early experiments

into Human-Angel hybrids) as well as

information collected on the Angels by the

Magi during during combat. Any actual

samples of Angels would by a tremendous

boon, and samples of either Adam or Lilith

are a goal that the Eigenart Initiative

considers crucial above all others. Of the

two, Lilith is the preferred choice. Though

the Eigenart Initiative’s current plan would

result in a handful of powerful, Tabbris-

like individuals to oppose Seele and grant

the Eigenart Initiative the time to uplift

Humanity over time, with Lilith at their

disposal the Eigenart Initiative might

initiate a Third Impact event to uplift all of

humanity at once.

Even hunted viciously by Seele and

forced to hide themselves in places where

the UN has no control, the Eigenart

Initiative still has considerable sway in

world events through their connections as

former Seele members and manipulation

of the discontent extremists groups that

they share territory with. Any other group

that has cause to hate Nerv might someday

find themselves offered aid by the

Eigenart Initiative, for a price…

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LIFE ON THE GROUND

Adeptus Evangelion places a lot of focus on that which makes it different from the

Dark Heresy rule set – its inclusion of Evangelion combat.

However, this is by no means the only part of your campaign. Your players play as

the pilots of the Evangelions, not as the Evangelions themselves. In between Angel attacks,

your players need some time to stretch their character’s legs a bit and do something outside

of the Entry Plug.

On the whole, the relevant rules are unchanged from those in Dark Heresy, which

lacks Evangelions entirely. However, the approach to the situation must be handled much

differently. Dark Heresy is built around investigation, and is designed for day to day

progression in roleplaying. However, in Adeptus Evangelion it can be weeks, or even

months, in between Angel attacks. Attempting to roleplay each day in between Angel

attacks would be unreasonable and, unless the players have made especially interesting

characters, boring.

Instead, Adeptus Evangelion applies a time-management system to cover the

majority of the intervening time, punctuated by special events in which the pilots

themselves are the focus of attention.

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BETWEEN BATTLES

First, it is important to determine how long it is until the next Angel attack. While the GM

should feel free to set this amount of time himself, and can certainly have an Angel attack at

any time, the following chart is provided for the random distribution of Angel attacks over

time. Note that no matter what is rolled, the GM should not tell the players exactly how much

time they have until the next attack.

Random Angel Attack Chart

Roll result Time between attacks

01 1d5 days

02-5 1 week

6-20 1d5 weeks

21-50 1d5+2 weeks

51-80 1d5+4 weeks

81-95 1 month + 1d5 weeks

96-99 1d5 months

100 6 months

Time Management “I tell you what, this is the epitome of military intelligence right here. We have an almost

unlimited black ops budget, and a small army of suits dedicated to keeping this place under

wraps. And what do they do?

They let the pilots go to a public school.”

- “R”, Nerv Section-2 Security Officer (driver)

It can be weeks or even months in between Angel attacks, and roleplaying each day of such

lengths of time would slow the game to a snail’s crawl. Obviously, the GM must simply skip

over long swaths of time. However, players may (and rightly so) be disgruntled by the idea

of their character not managing to do anything worthwhile given a whole month to work

with.

The Time Management system is designed to alleviate this as it allows characters to benefit

from their downtime by training in a select area. For each month that passes in game, be it

as a part of one or more timeskips, each player may select one Time management option

from the following section, and gain its bonus.

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Physical Training

The character spends most of their free

time throughout the month working out at

the gym, running, playing sports or

performing other physically strenuous

activities. For each month that they train in

this fashion, they may choose either their

Strength, Agility, or Toughness

characteristic and that characteristic

increases by 1. This represents the

gradual increase of the characters stats via

extra training. A character can increase

any given characteristic a maximum of 3

times through this method. Any further

increase of the Characters Strength,

Agility or Toughness should be a result of

experience bought Characteristic

increases.

Combat Training

The Character spends most of their free

time throughout the month sparring, at the

shooting range, or otherwise training

themselves. For each month that they train

in this fashion they may choose either

Weapons Skill or Ballistic Skill, and that

characteristic increases by 1. This

represents the gradual increase of the

characters combat skill via extra training.

A character can increase any given

characteristic a maximum of 3 times

through this method. Any further increase

of the Characters Weapon Skill or Ballistic

Skill should be a result of experience

bought Characteristic increases.

Education

The Character spends most of their free

time throughout the month in school or

university, reading, performing personal

research or otherwise increasing their

base of knowledge. For each month that

they train their minds in this fashion, they

may either choose to research a skill or

increase their general intelligence.

If they decide to research a skill, they may

choose one Basic skill and become trained

in it over the course of the month, but may

not use this Time Management option to

increase their bonus in an already trained

skill. Similarly, the character may choose

to train themselves in a single

Intelligence-based Advanced Skill, but

this takes 2 months instead of 1 to

complete.

If the Character has decided to increase

their general Intelligence, their

Intelligence increases by 1. This

represents the gradual increase of the

characters mental skill via education and

open thought. A character can increase

their Intelligence 3 times through this

method. Any further increase of the

Character’s Intelligence should be a result

of experience bought Characteristic

increases.

Hobbies

The Character spends most of their free

time pursuing frivolous but amusing ends

in areas that interest them. This is purely

for their enjoyment, which is more

beneficial than it seems. While many

might see an obsession with playing card

games or building model trains to be a

sign of impending madness, this

indulgence actually helps the character to

define themselves. This has the effect of

giving the character a tiny, almost

negligible, buffer against the degradation

of their Ego Barrier.

For every month that the Character

obsesses over their hobby, they

regenerate 20 ego instead of 10.

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File Paperwork

Being in command isn’t all fun and games.

Every battle tends to result in a truly

tedious amount of paperwork, red tape,

official reports and apologies. However, a

dedicated leader can turn this around, and

through some clever bargaining and

brownnosing leave with more than they

came in with. Only Operation’s Directors

are in a position to use this Time

Management option. At the end of the

month 1d5 Points of surplus is added to

the surplus pool.

Therapy

The Character spends most of their time in

therapy, on medication, or in a relaxing

and safe environment. By excising and

addressing their problems, or through

suppressing them, the Character might

ward off the encroachment of their own

insanity.

For every month that the Character is in

Therapy, they may remove 3 points of

Insanity as long as this does not give them

negative Insanity Points, or put their

number of Insanity Points below the next

lowest multiple of 10. For example,

through heavy medication a character

with a 62 Insanity Score might reduce it to

60, but after that the benefits of their drug

regime end and they may not remove

Insanity Points until they have gained

more.

General Rest

General Rest is a calm,

relaxed minimizing of

movement and

physical exertion,

usually for health

reasons. Every time a

Pilot takes Critical

Damage to

themselves, not their

Evangelion, they are

required to spend the

next month

performing this time

management option.

Social Interaction

Whether by practicing their oratory skills

or crashing a lot of parties, the character

has dedicated this month to meeting new

people and making small talk. As they

become more comfortable around others,

they become more confident and better

able to hold up their end of the

conversation. For each month that they

expand their social circle in this fashion,

the character’s fellowship Characteristic

increases by 1. A character can increase

their Fellowship up to 3 times in this

fashion. Any further increase of the

character’s Fellowship should be a result

of experience bought Characteristic

increases.

“NERV’s staff all signed up for it. They knew what they were getting into, and self-selection keeps

away those who can’t take it. These children are different. Some of them have never even seen a

NERV facility before, and are hardly equipped to live in a facility designed to sustain a strictly-

adult population. We need to consider the possibility of a protracted campaign, and that means

sustaining the long-term mental health of the pilots as best as I can. Your costs are simply not a

comparable priority.”

- Adrian Hertz, to Chief of Nerv Section-2

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SPECIAL EVENTS

In between battles, there should be at least one Special Event. A Special Event is

when the game breaks from the purely week-by-week handling of the pilot’s affairs. While

obviously a necessary mechanic for handling long spans of time, the week by week

mechanic can deny the players a chance to roleplay their characters outside of combat.

Special Events give the players that chance.

Sample Special Events include:

Press Conference

With each battle that the Pilots of

the Evangelions fight, the fate of humanity

hangs in the balance. They also have a

tendency to step on small buildings and

people’s cars. Such a small group of

people has never before in human history

been so important.

It’s only natural for the masses to

want to know more about their Pilot

saviors. While for the most part the Pilots

will be kept from the public eye for their

own safety, on occasion they might find

themselves accosted by reporters or

scheduled for an official press conference.

Any dirty secrets, or especially

destructive battles, are sure to be at the

top of things to discuss.

Depending on whether or not they

embrace this attention, one or more of the

Pilots might end up as a full blown

celebrity.

Formal Event

As the saviors of humanity, the

Pilots are in a very important political

situation. While technically outranked by

Nerv officers, even political Heads of State

have less direct impact on the fate of the

world.

It will not be uncommon for

powerful politicians to want to meet such

extraordinary people, possibly for the

purpose of getting their support and the

support of Nerv through them. Such

politicians can be powerful allies, and

even more powerful enemies should they

be given cause.

To meet with these politicians, in

addition to guided tours of Nerv facilities

and secret meetings, it is likely that one or

more Pilots will find themselves invited to

some formal event, possibly a fundraiser

or unveiling of some new military product

such as the Jet Alone.

Holiday

Given the potentially long span of

time in between defending the world from

Angels, it is almost inevitable that some

iconic major Holiday will pop up on the

calendar. This could be a wonderful

chance for the Pilots to enjoy the simple

things in life. Like dinner with the NPCs,

dressing up in silly

costumes, or

making liberal and

unnecessary use of

the Carouse skill

and then

belligerently

piloting a giant

robot.

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Emergency

While obviously every time that an

Evangelion is launched there is some sort

of crisis, in this case the Angels are in no

way involved. This could be the power of

the Evangelions deployed against

relatively defenseless conventional forces

that are invading a nearby country, or a

natural disaster where the proper

application of an A.T. Field can save lives

such as a Tsunami or volcanic eruption.

In either case, the focus should be

less on fighting and more on strategic use

of their skills and abilities as well as

roleplaying. Where in most situations the

pilots are reactionary, here they should be

given as free a reign as their Umbilical

Cables allow.

Surprise Attack

If all else fails, the Base of

Operations can be a pretty big place.

Maybe it is three O’clock in the morning

and the pilots were asleep, or maybe they

just went out to see a movie. In any event,

the Pilots are not inside a Nerv facility

when an Angel suddenly appears on the

edge of the city. Now, in the midst of a

hectic battle that only they have a chance

of winning, the pilots needs to make their

way to their Evangelions and launch.

This is also a wonderful time to

impress upon your pilot characters the

sheer difference in scale between

encountering an Angel from the view of an

Entry Plug and seeing it from the ground.

The archetypal version of this encounter is

the Matariel fight from the series, where

the pilots spend much of their time simply

trying to reach the Evangelions during a

massive power outage that has rendered

normal access routes unusable.

Terrorist Attack

No group of people has ever been

as important as the Pilots of the

Evangelions. As such, they are incredibly

high value targets.

Any group that has an axe to grind

might try and take the Pilots, and by

extension the fate of the human race,

hostage. If the Pilots themselves are

forced to fight they are likely to quickly

find that for all their skill in killing Angels

from the seat of an Entry Plug, most of

them lack real combat skill using their

own hands.

Alternatively, Nerv itself might

come under attack from some extremist

group that has taken the classification of

the enemy as “Angels” a tad too literally,

and believes Nerv to be opposing God’s

Will.

Such an event should only ever be

allowed to happen once as a case of things

having gone horribly wrong. If the Pilots

are under constant threat from human

parties, it should be a primary component

of the campaign.

Investigation

The Dark Heresy ruleset itself is

geared toward Investigation and combat,

and as such many of the skills available to

the Pilots serve this purpose even though

that is rarely the focus of an Adeptus

Evangelion campaign.

However, the world of Evangelion

is one of plots, conspiracies and secret

cabals. Often, these are based around

protecting the secrets of the Evangelions

themselves. Others, like the organization

SEELE from the series, have far more

nefarious and wide reaching goals like

initiating a Third Impact.

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The players should be given ample

opportunity to proceed with their own

investigations into these matters, though

they should be made aware the risk that

they are taking, even if they are Pilots.

If anything, one of the harder parts of

handling the Players investigation will be

restricting their chances to actually do it

themselves. After all, it can be months in

between fights. Normally, the players

could accomplish a tremendous amount in

that span of time, but that would require

them to roleplay most of the days in that

time span, something which Adeptus

Evangelion is not designed for and does

not recommend.

Goals

It is entirely likely that the player

characters have their own goals. Whether

this be pursuing a relationship,

confronting a rival or rebuilding an old

car, the Players should be given the

chance to pursue their goals whenever it

would be reasonable for them to.

However, unless their goal is a rather

simple or superficial one, it should be

something that they have to put time and

effort

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Random Events

Have a Life on the Ground session in a few hours and still have no idea what to do?

Relax, we have all been there. Battles have the advantage of beings fairly straightforward:

you provide the enemy and the players fight it. Non-combat scenarios need to be

considerably more varied, and if for whatever reason your group lacks inter-character

momentum you might find planning your next session difficult.

But don’t fret! Feel free to make use of the following random plot hook generator. It

may operate under the assumption that your pilots are of adolescent age, many of the

available options can be modified to apply to more age-varied campaigns as well. Other

options might seem needlessly mundane, but you might be surprised how much the players

can enjoy just being able to stretch their characters legs and walk about town in character.

Though this should go without saying, if you roll an option that would be completely

nonsensical or you feel outside your ability to GM in the next session, feel free to roll again.

% Effect % Effect 1 Your school plans a big festival and exhibition. The pilots are

expected to be involved.

51 Nerv is selling guided tours of HQ to raise money. The pilots are very

much part of it, perhaps even doing the guiding.

2 The MAGI or equivalent has shut down for a mysterious reason. 52 Electricity shuts down throughout the city.

3 The Operations Director is brought in to teach a class. 53 The pilots start getting solicitors and salesmen, even at HQ.

4 A natural disaster hits! The Evangelions are used for damage

control.

54 A mysterious student transfers into the school and is later seen at Nerv

HQ...

5 The anniversary of Second Impact. The pilots must pay their

respects.

55 A very advanced simulator is run through the MAGI--so advanced that

the pilots can hardly tell the difference.

6 A famous televangelist is in town. 56 A drill sergeant is brought in to whip the pilots into shape.

7 The pilots' food has gone bad or been eaten. Time for grocery

shopping!

57 A teacher simply gets up and leaves early in a class, leaving the

children to their own devices with no instructions.

8 One of the pilots wakes up from a nightmare in which the last

Angel talked to them.

58 Instead of a routine synch test, the pilots are brought to an empty

undeveloped space to test prototype technology.

9 At the same moment, all of the Evangelions look straight up for a

full minute and then return to inactivity.

59 One of the pilots is approached by the hysterical wife of a man killed

during the last Angel attack before she is removed by Section 2 Agents.

10 On their way to or from somewhere, the pilots are held up by

muggers.

60 During a routine synch test, someone's test-plug begins to behave

strangely…

11 Much to the alarm of Nerv, an Evangelion seems to become

active of its own accord within the hanger. However, it has taken

no actions and remains still… for now.

61 Flash mobs of protesters begin harassing the pilots. They yell and

cause a commotion, then scatter as soon as any law enforcement

comes.

12 One of the pilots becomes physically ill. 62 The class is taken on a field trip to a farm.

13 The pilots are given tickets to an event of some sort, perhaps a

concert, a party or a comedian.

63 As a reward for a very successful mission, the pilots and Nerv command

staff are taken to the most high-class restaurant in town.

14 For only one day, the city seems entirely deserted aside from the

pilots (It’s a drill).

64 Remnants of the last Angel are found regardless of whether or not it

exploded.

15 For only one day, the city seems entirely deserted aside from the

pilots (It’s not a drill).

65 Strange graffiti starts showing up on or near the pilots' home, and

eventually on the Evangelions themselves.

16 When at HQ, the pilots hear a loud noise and feel something

shaking around for a couple seconds. They are apologized to and

it never happens again.

66 When going to the bathroom late at night, a pilot sees a frightening

man looking at them from their window. He is gone when the matter is

investigated.

17 Holiday! Either the pilots' school, Nerv, or someone they know is

doing something for a holiday and would like some help.

67 Today is scheduled for a solar eclipse. Who knows what could happen

while everybody's distracted?

18 A Nerv higher-up adopts a cute animal that when left alone with

the pilots becomes vicious.

68 The pilots are expected to undergo a physical or psychological

evaluation.

19 A former pilot who went insane testing an Evangelion escapes

from the asylum.

69 The school considers changing its policies on uniforms. To solve it, a

series of student debates are held.

20 A favorite product of one of the pilots is declared contraband for

unknown reasons.

70 One of the pilots wins something in a sweepstakes they may have never

entered.

21 One of the pilots has a birthday. 71 Parent-teacher conference.

22 A friend of the pilots' or the OD's faces bankruptcy. 72 A group of delinquents breaks the windows of the pilots' house.

23 A hobo begins living near the pilots, talking to them or asking

them for money at every possible opportunity.

73 Group laundry day.

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24 A new game or book has become massively popular in the area. 74 An alarming amount of things begin showing up dead on a nearby

shore. At first it's sea life, then some land animals...

25 A rival organization announces the development of their own

Evangelion units. The pilots are invited to a demonstration.

75 One of the pilots has inadvertently insulted someone and begins

receiving threatening notes.

26 One of the pilots is approached by someone claiming to be an

old friend. Whether they know the person is up to them.

76 The pilots are shocked awake in the middle of the night by rumbling

noises.

27 The MAGI or its equivalent makes contact with the pilots,

seemingly without Nerv’s attention.

77 An argument between Nerv staff leaves the command center

disorganized and uncooperative.

28 A bomb has been planted somewhere in the school. 78 The pilots move into a new residence.

29 One or more of the pilots are being stalked by a particularly

determined love interest.

79 One or more of the pilots are being stalked by a particularly

determined reporter.

30 One of the pilots is accosted by a large group of fans in the street.

They separate the pilot from the rest of the group and refuse to

leave him alone. When they are finally driven off, the pilot finds

something missing.

80 An Angel appears, then immediately vanishes into thin air. Every few

hours, the phenomenon repeats, but in a different location near HQ.

The pilots are kept on high alert for days until the situation comes to a

head.

31 A cloud or some other phenomenon seems to be following one or

more of the pilots.

81 A friendly face that the pilots recognize turns up dead, and is revealed

to have been a plainclothes Section 2 agent.

32 One of the pilots' classmates disappears. The only excuse given

is a vague reference to a "Project Raiden".

82 A curfew is put in place on the Base of Operations for one night only. No

explanation is given.

33 Embarrassing photos of one or more of the pilots are released to

the public.

83 One or more of the pilots has been asked to appear on a talk show in

front of a live studio audience.

34 A parade is held. The pilots in their plugsuits are expected to be

part of it.

84 One or more of the pilots is being sued for collateral damage they

caused during the last Angel battle.

35 A parade is held. The pilots in their plugsuits are expected to be

part of it. During the parade, something goes wrong…

85 The pilots come home to find classmates waiting for them inside the

house.

36 A backup pilot found incompatible with any Evangelion joins the

class.

86 During a weekly Synch Ratio test, a malfunction occurs. Each of the

pilots experiences one memory belonging to one of the other pilots.

37 Jet Alone begins testing. The Evangelions are brought in as

security.

87 During a weekly Synch Ratio test, a malfunction occurs. Each of the

pilots experiences one memory belonging to their Evangelion.

38 A large construction project begins at HQ. Though everything is

kept under wraps, the pilots are close enough to catch glimpses

of rocket engines...

88 Something from space crashes to Earth in a country some distance

away. The Evangelions and pilots are brought there for "safety

reasons".

39 An anonymous, handwritten note is found addressed to one of the

pilots.

89 People begin distancing themselves from the pilots and stopping most

small talk when they come in.

40 The most popular kid in school invites two pilots as dates to an

upcoming party.

90 A higher-up in NERV such as the head scientist, the Commander or

even the OD becomes very sick and doesn't want to see anyone.

41 Nerv staff, then the pilots, are approached by a businessman

looking to have his company sponsor research.

91 Due to a mix-up, the pilots were exposed to a poorly-mixed batch of

LCL, and all suffer from rashes for a full week.

42 It rains heavily for an entire day, and the pilots need to go out. 92 Something in the food tastes horrible. All the food.

43 A terribly written and unflattering article regarding the last Angel

fight is printed in a local tabloid.

93 The pilots are approached by the parents of a terminally ill child whose

dying wish is to see an Evangelion.

44 The pilots become lost in the city. 94 There is an upswing in end-of-the-world prophets.

45 A high ranking member of Nerv has a birthday. Enthusiasm is

mandatory.

95 One of the pilots is pulled aside by Nerv staff and politely informed that

a relative of theirs has died.

46 UN officials come into the base to "investigate". After observing

how things are run and generally snooping around, they leave.

Nothing is heard out of them again.

96 Someone mysterious shows up and is ordered to be treated with as

much, if not more respect than the Commander despite being a

civilian.

47 Pilots are forced into a group training system at a local gym. 97 Someone attempts to poison one of the pilots.

48 The Commander and Subcommander are called away for

important business. The Operations Director must run Nerv.

98 A top-secret Nerv dossier is found in the middle of an otherwise

deserted street on whatever path the pilots usually take.

49 A friend of the pilots begins to deny ever having met them. 99 A teacher shows up to class drunk.

50 The pilots have a chance meeting with someone that looks and

acts eerily similar to one of them. The person is never seen again.

100 Terrorists or an Angelspawn (choose whichever is most appropriate)

attack the pilots.

FROM: [email protected]

TO: [email protected]

In reference to recent suggestions regarding the content of the scheduled inter-NERV contest between

our branch and NERV Berlin, the answer is no. While I am aware of the need to enhance our training

regime, as well as test the performance capacity of our Evangelion units and their pilots in nonstandard

scenarios, I am also aware that this is a military facility possessed of three of the single most powerful war

machines ever made by man and charged with defending the human race against certain extinction. As a

result, we must conduct ourselves with a demeanor befitting the gravity of our task. There will be no

Evangelion Ballroom Dance-Off, now or ever.

-Operations Director Hertz.

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EQUIPMENT

Most of what is available to the Pilots is provided to them courtesy of Nerv. From Nerv issue

clothing, to Nerv issue food and Nerv issue toilette paper, the pilots basic needs are all

taken care of, though not to excess. Even for the saviors of humanity, in a post-Second

Impact economy a lavish lifestyle is almost impossible to achieve. However, for personal

expenses, each Pilot is provided with a monthly allowance equal to $200 dollars, plus an

additional $100 per rank gained. Operations Directors are paid more with a monthly wage

of $1000, with an additional $500 increase per Rank gained.

Note that as allowances they may not be saved for later. Unspent funds per month are

not retained.

Much of what the pilots would want to buy are things already described in Dark

Heresy, though under a different name. GMs are encouraged to import useful equipment

from Dark Heresy wherever they would be appropriate. However, GMs should be very

wary as to what Dark Heresy equipment they wish to allow in their games. In specific, guns

other than Solid Projectile should be extremely rare if they even exist at all. Similarly, any

armor more advanced than Flak will be virtually impossible to acquire if it exists. Most other

forms of equipment are of the exact same nature as things the players can be expected to

know in the real world, and can be treated as their real world counterparts. Equipment that

provides mechanical benefit should use the stats, if not the descriptions, of their Dark

Heresy counterparts.

Person Scale Weapons – General

Name class range RoF Damage Pen Clip Rld Special Wt Cost Availability

Nerv Sidearm Pistol 30m S/2/- 1d10+5 I 0 12 Full Reliable 1.5Kg $45 Average

Nerv Assault

Rifle

Basic 60m S/3/6 1d10+6 I 2 20 Full Reliable 3.4Kg $275 Average

Person Scale Armor

Name Locations covered AP Weight Cost Availability

Plugsuit Arms, Body, Legs 2 7Kg Nerv Issue Only Very Rare

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SAMPLE PERSONAL SCALE ENEMIES

Untrained Insurgent

Due to the ad hoc nature of many low level

resistance movements, many supporters

of the movement have little to no actual

combat training. These individuals

believe in the cause, but could never be

expected to go toe to toe with a trained

soldier. Even so, many are willing to do

just that if ordered.

Untrained Insurgent Profile

WS BS S T Ag Int Per WP Fel

25 35 30 30 30 25 30 30 30

Movement: 3/6/9/18

Wounds: 8

Skills: Speak Language (any one),

Awareness (Per), Common Lore (Local)

Talents: None

Armor: None

Weapons: Handgun (30 m; S/2/-; 1d10+1

I; Pen 0; Clip 12; Reload Full; Reliable),

Improvised Weapon (1d10 +3 I;

primitive)

Gear: None

Terrorist Cell Member

Whether they have received formal

training or not, these terrorists are armed

and dangerous. Often working in small

groups, they work in conjunction with

other terrorist cells to deal the most

damage possible while exposing

themselves only as much as is necessary.

Terrorist Cell Member Profile

WS BS S T Ag Int Per WP Fel

45 65 30 30 30 30 30 30 30

Movement: 3/6/9/18

Wounds: 11

Skills: Acrobatics (Ag), Awareness (Per),

Common Lore (any one), Intimidate(S),

Speak Language (any one), Security (Per)

+10

Talents: Weapon Training(Basic), Iron

Jaw, Talented (Intimidate)

Armor: Flak Vest (Body 3)

Weapons: Assault Rifle (60; S/3/6;

1d10+2; Pen 0; Clip 20; Reload Full), Pistol

Sidearm (30 m; S/2/-; 1d10+1 I; Pen 0; Clip

12; Reload Full; Reliable)

Gear: 1 Sidearm Pistol clip, Radio

Terrorist Cell Leader

Under normal circumstances, an angry

and armed populace would never have

the focus and intelligence for large scale

logistical operation. The individuals who

see this potential and put it to use are far

more dangerous than the gun toting

insurgents they command. Intelligent,

brutal, charismatic or some combination

of the three, a Terrorist Cell Leader is the

real enemy hiding behind the score of

extremists they command.

Terrorist Cell Leader Profile

WS BS S T Ag Int Per WP Fel

35 35 30 30 30 35 30 35 35

Movement: 3/6/9/18

Wounds: 9

Skills: Carouse (T), Charm (Fel) (+10),

Interrogation (WP), Scrutiny (Per) (+10),

Speak Language (any one)

Talents: Weapon Training(Pistol),

Armor: Flak Vest (Body 3)

Weapons: Compact Pistol (15 m; S/s/-;

1d10 I; Pen 0; Clip 6; Reload Full; Reliable)

Gear: 1 Compact Pistol clip

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UN Special Forces

A step above the normal UN grunt, the UN

Special Forces are highly trained and well

equipped for their job. And that job is to

do whatever the UN tells them to do, as

efficiently as possible, no questions asked.

UN Special Forces Profile

WS BS S T Ag Int Per WP Fel

55 75 45 45 40 30 35 30 30

Movement: 3/6/9/18

Wounds: 10

Skills: Awareness(Per), Climb (S),

Common Lore (UN), Intimidate (S), Speak

Language (English)

Talents: Basic Weapon training

(General), Pistol Weapon Training

(General), Disarm, Takedown

Armor: Heavy Flak Suit (Head 2, Arms 4,

Body 5, Legs 4)

Weapons: UN Assault Rifle (60 m; S/3/8;

1d10+2; Pen 1; Clip 30; Reload Full;

Reliable) or UN Grenade Launcher (30 m;

S/-/-; 2d10; Pen 3; Clip 6; reload full; Blast

5), Pistol Sidearm (30 m; S/2/-; 1d10+1 I;

Pen 0; Clip 12; Reload Full; Reliable)

Gear: 2 UN Assault Rifle clips or 1 UN

Grenade Launcher clip, 1 Sidearm Pistol

clip, Radio, Flashlight

Section 2 Special Agent

The men in black who stake the Base of

Operations, it is the job of Nerv internal

security to be everywhere and hear

everything. Often, important individuals

like the pilots will have a whole team of

Special Agents dedicated to following

them and keeping them safe without ever

letting their presence be known.

Section 2 Special Agent Profile

WS BS S T Ag Int Per WP Fel

50 60 30 45 45 40 38 30 32

Movement: 3/6/9/18

Wounds: 10

Skills: Awareness (Per), Concealment

(Ag), Dodge (Ag), Drive (Automobile)

(Ag), Interrogation (WP), Security (Ag),

Shadowing (Ag) +10, Silent Moves (Ag),

Speak Language (English)

Talents: Weapon Training(Pistol), Iron

Jaw, Takedown, Unremarkable

Armor: Concealed Vest (Body 2)

Weapons: Pistol Sidearm (30 m; S/2/-;

1d10+1 I; Pen 0; Clip 12; Reload Full;

Reliable)

Gear: Nerv ID, 1 Sidearm Pistol clip,

Radio

Angelspawn

Sometimes, one of the smaller

Angelspawn generated during an Angel

attack might be encountered in personal

scale. While almost insignificant from the

point of view of an entry plug, from the

perspective of those on the ground even a

miniscule Angelspawn is large,

dangerous, and likely not alone.

Thankfully, such encounters are

likely only to happen once, if ever, in a

campaign. However, with all the other

preparation that a GM needs to go through

to prepare a battle against an

Angelspawn-generating foe, they might

find the extra task of creating a second set

of stats for the Angelspawn in personal

scale exceedingly tedious. Sample,

generic Angelspawn of both miniscule

and puny varieties are provided below,

lacking descriptive text entirely and fit to

be easily modified into whatever form fits

the GM’s encounter best.

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Angelspawn (Eva scale miniscule) Profile

WS BS S T Ag Int Per WP Fel SR

65 20 40 35 35 25 30 30 10 0

Movement: 3/6/9/18

Wounds: 10

Skills: Awareness (Per)

Talents:

Traits: From Beyond, Unnatural

Toughness (TB 6)

Armor: N/A

Weapons: Melee attack (1d10+4)

Angelspawn (Eva scale puny) Profile

WS BS S T Ag Int Per WP Fel SR

85 30 40 50 30 30 30 30 10 20

Movement: 3/6/9/18

Wounds: 35

Skills: Awareness (Per)

Talents: Sprint

Traits: From Beyond, Unnatural

Toughness (TB 10), Size (Enormous),

Unnatural Strength (SB 8)

Armor: 4 all

Weapons: Melee attack (1d10+8)

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"The Angels are our destruction.... It's time for us to accept it. We can't struggle any longer.

The Evas can't help us. All they are doing is prolonging our death."

- Dr. Nina Credo, Personal Journal entry on March 4th, 2016. Two days before the incident.

Third Impact is the ultimate ending to a campaign, the complete and utter reshaping

of the world. A successfully completed Third Impact makes continuing the campaign in any

fashion virtually impossible, as humanity is either destroyed or converted into some new

and strange form of life.

However, Third Impact is no single, specific event. While the mention of it conjures to

mind the disturbing and confusing End of Evangelion, there are many other paths that Third

Impact could have taken, and could still take in your own campaign.

WHAT IS THIRD IMPACT?

Third Impact is the awakening of Adam, the awakening of Lilith, the awakening of

both at once, or the awakening of both as one. Adam and Lilith are each beings of immense

power, specifically designed to be planted on a world and reshape it to support life, which

they then create. Adam creates Core-based life forms like the Angels that serve as the

antagonists of the series, and Lilith creates the Earth-like life forms we are familiar with.

Given that these two forms of life, and the environments designed to support them, are

mutually exclusive it is hardly any surprise that Adam and Lilith seek each others

destruction. Each interferes in the others ability to pursue the purpose for which they were

designed.

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Either one of them could wipe out all life on Earth entirely, as Adam would have

during the Second Impact had the Katsuragi Expedition not used the Lance of Longinus to

reduce him to an embryonic state while he was still weak. Should both be awakened, it

could mean a repeat of the cataclysmic First Impact, which neither of them won which would

almost certainly destroy humanity in the struggle.

INITIATING IMPACT

There are a myriad of ways that Third Impact can be brought about, both

intentionally and unintentionally. While each of them has potentially catastrophic

consequences, some of them have wider reaching implications than others and some can

even be contained or otherwise disrupted.

Each scenario is presented as its own profile with the following sections:

Awakened: Whether it be Adam, Lilith, or some combination of the two, this is the godlike

being that now possess a threat to all life on Earth.

Initiator: This is the group or race that has triggered the Third Impact.

Means: How the Third Impact was brought about.

Effect: What the effect of this version of Third Impact will be on the world, and the actions

likely to be taken by the newly awakened being.

Interference: What, if anything, the Players can do to stop this.

Various scenarios of Third Impact are provided below. This is by no means a

comprehensive list of possible Third Impacts. It is merely a general approach to a number of

likely Third Impact scenarios.

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SUCCESSION

“It is clear from the recent trend towards psychological

assault that the Angels are not, as we suspected, mindless

and automatic entities. Although the pattern of their

thoughts remains beyond our comprehension, perhaps

invariably so, that they are capable of making individual

judgments must of itself lead to a change in our strategic

planning.”

“You don’t follow? This has nothing to do with military

means, and everything to do with the basic nature of our

struggle. Everything we have done is premised on the

belief that the only goal of the Angels is to recover Adam.

And while we had no reason to believe they thought, this

held true. But if they are capable of independent

judgment…”

“…I’m taking this to the Council. This conversation never

happened and you are to tell no one.”

Awakened: Adam

Initiator: The Angels

Means: Any Angel can initiate Third Impact by successfully

making contact with Adam. Through this contact with the

dormant embryonic Adam, the Angel has one of two choices:

to absorb Adam into itself and become the ‘New’ Adam, or to

sacrifice itself and join with Adam in order to regenerate him.

In this scenario, the Angel expresses survival instinct, which

isn’t very common in Angels, and chooses to make itself the

new Adam rather than sacrificing itself.

Effect:

The Angel chooses to absorb Adam rather than sacrifice itself. The Angel makes contact with

Adam and absorbs him into its core. This will cause the Angel itself to change violently into

an advanced form, as it unlocks new Biological and Absolute Territory potential previously

impossible for it.

The Angel’s Synch Ratio changes to 400, granting it an A.T. Field Strength of 40. The

Angel gains knowledge of every A.T. Field Power available to players or Angels, as well as

other powers at the GMs discretion. The Angel also gains the following Traits if it did not

already possess them: Light of the Soul, The Stuff of Nightmares, Regeneration, and

Unnatural Characteristic (all). In addition, all wound totals on all body parts regenerate to

full, and then those wound totals double.

Thus empowered, the Angel has become the new Adam. It will then attempt to

retrieve the Lance of Longinus as well as destroy Lilith. Once both of these tasks have been

accomplished, it will proceed to erase all life on Earth, and create a new world full of

Angelic beings.

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Interference:

There are a number of ways that the Players could attempt to halt this Third Impact,

though the fact that an Angel successfully made contact with Adam implies that the

Evangelions failed to protect Adam, and might already be in such a state where continued

resistance is impossible.

However, should one or more Evangelions be in fighting shape, the Player’s best

course of action is to attempt to kill this new Adam using one of his first two goals: Lilith or

the Lance of Longinus. Awakening Lilith would give them a powerful ally in the fight against

Adam, though it quickly leads to another Third Impact under Lilith’s control when Adam is

dead. The Lance of Longinus is an extremely powerful weapon which has already been used

to defeat Adam once. With an Evangelion wielding it, it might be used to defeat this new

Adam the same as the old, by reducing him to an embryonic state. Even in victory, however,

there is the fact that the last time this happened, it resulted in the complete destruction of the

Antarctic continent and the death of over 3 billion people worldwide. And should the battle

turn against the Eva’s, Adam could reclaim the Lance and become all but unstoppable.

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ADAM REBORN

“…and I heard, as it were, the sound of the End. There came forth a flash that did blind me, and

four great wings, and from the pit emerged a being of light who stood taller than all the works of

Man. Thus I beheld the Giant of Light, and all the world did tremble.”

Dead Sea Scrolls, 35:12

Awakened: Adam

Initiator: The Angels

Means: Any Angel can initiate Third Impact by successfully making contact with Adam.

Through this contact with the dormant embryonic Adam, the Angel has one of two choices:

to absorb Adam into itself and become the ‘New’ Adam, or to sacrifice itself and join with

Adam in order to regenerate him. In this scenario, the Angel fulfills its desire to join with

Adam, and gives over all of its power and biomass to reconstitute Adam from his current

embryonic state.

Effect:

The release of energy is tremendous, and likely destroys anything that might be left

in the surrounding area that is not an A.T. Field. Rising from the ruin of this explosion will be

Adam, returned to his full glory in the form of the Giant of Light from the Second Impact. The

GM is encouraged to treat Adam’s giant of light form as having the following stat block:

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Adam- Giant of Light Profile

WS BS S T Ag Int Per WP Fel LS

75 75 50 80 30 100 100 100 30 500

Adam-Giant of Light Body

Location % to Hit AP Wounds

Head 01-10 6 60

R. Arm 11-20 6 80

L. Arm 21-30 6 80

Core 31-40 8 150

Body 41-70 8 60

R. Leg 71-85 6 80

L. Leg 86-100 6 80

Movement: 6/12/18/24

Skills: Awareness (Per), Dodge (Ag)

Talents:

Traits: Angel (TB 16), Celerity, Dark Sight, Fear (4), From Beyond, Heavenly, Natural

Weapon (Claws), Lightning Attack, Regeneration, Size (Enormous), Step Aside, The Stuff of

Nightmares, Unnatural Characteristic: Strength (SB 10), Wall of Steel A.T. Field Powers: Deflective Field (always fully active), AT Mastery*, Heavenly Being**,

Overwhelming***, Progenitor****. AT Mastery*: Adam’s control of the A.T. Field is absolute. There is no A.T. Field power

available to payers or Angels that he cannot use. Furthermore, once per turn he may use any

of them as a Free Action (this includes switching between Spread Patterns). Heavenly Being**: Adam possesses one Fate Point which it can spend or burn like any

Angel would, however he recovers any spent Fate Points at the beginning of his turn and

burnt Fate Points are recovered after 24 hours of being used. Overwhelming***: Adam adds his ATS as a bonus to all his tests, even if it would go

beyond the maximum possible bonus. Progenitor****: Once per day Adam may, as a Full Round Action, spawn a fully developed

adult Angel. This can either be a previously defeated Angel properly strengthened or a

new, randomly generated one of the appropriate difficulty. Weapons: Claws (20 dm; 2d10+10 R; Pen 8; Breach +10; Heat)

Adam, once fully regenerated, will then attempt to retrieve the Lance of Longinus as

well as destroy Lilith. Once both of these tasks have been accomplished, it will proceed to

erase all life on Earth, and create a new world full of Angelic beings. While still attempting

these tasks it, is entirely possible that Adam will call any remaining Angels to his side to

serve him, or simply create new Angels on the spot for the same purpose.

Interference:

There are a number of ways that the Players could attempt to halt this Third Impact,

though the fact that an Angel successfully made contact with Adam implies that the

Evangelions failed to protect Adam, and might already be in such a state where continued

resistance is impossible.

However, should one or more Evangelions be in fighting shape, the Player’s best

course of action is to attempt to kill this new Adam using one of his first two goals: Lilith or

the Lance of Longinus. Awakening Lilith would give them a powerful ally in the fight against

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Adam, though it quickly leads to another Third Impact under Lilith’s control when Adam is

dead. The Lance of Longinus is an extremely powerful weapon which has already been used

to defeat Adam once, but should the battle turn against the Eva’s, Adam could reclaim the

Lance and become all but unstoppable.

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ASCENSION Men stop war to make gods

sometimes. Peace gods, who would make

Earth a haven. A place for men to

think and love and play. No war

to cloud their minds and hearts. Stop,

somehow, men from being men.

Gods make war to stop men

From becoming gods.

Without the beat of drums to stop

Our ears, what heaven we could make

of Earth! The anchor that is war

left behind?

To stop God’s wars! Men make

their own destiny. We don’t need war

to prove to anyone that we are men.

But even that is not enough. To stop

War, we have to become more. To

stop war, we have to become gods.

To stop war, make men gods.

This message brought to you by the Eigenart Initiative – Become More.

Awakened: Adam

Initiator: Humanity

Means: In the series, we see Commander Gendo Ikari steal the embryonic Adam and graft

him onto his hand. In the series, this is only a part of his long running scheme to combine

Adam and Lilith into one being under his control. However, in this version of Third Impact,

someone might instead graft Adam onto their body in order to control him. This might be as

simple as the grafting itself, or it might require the use of advanced cybernetics based on

the same synchronization technology found the Evangelions. Whatever the means, this

results in a human coming into possession of Adam’s power. Should this person then acquire

the Lance of Longinus, he may initiate a Third Impact under his control.

Effect: A human has given himself the power of Adam. While this makes him extremely

powerful, as a creation of Lilith no human can expect to fully unlock Adam’s potential. Until

he has the Lance of Longinus, that is.

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Stat-wise, the Human gains the powers, abilities and A.T. Field of the Angel Tabbris.

While certainly a threat, this is not yet a true third impact, rather more like an extremely

powerful Angel attack. However, as Adam this human can command or create Angels, and

will likely draw such allies to him and either use them as minions or absorb them in order to

spread his dominance. Note that this is before the human gains the Lance, at which point his

power becomes indistinguishable from those of the original Adam designed to reshape

worlds.

In the end this amounts to a single individual, who might have been sponsored by an

organization, attempting and succeeding at becoming a god. What motivates this person,

and what exactly they will do with their incredible power will vary wildly based on who

exactly has become the new Adam. However, should for whatever reason the person’s

control over Adam be broken, the original Adam could become active with disastrous

results for both the human bound to him and everyone else.

Interference: Again, in this scenario it is up the Players to try and kill or otherwise impede

this newly risen superpowered being. Unlike an Adam awakened by the Angels, it is

unlikely that the Evangelions have been defeated immediately prior to this event, giving the

Players a much better chance of using their Evas to interfere.

While a direct confrontation is possible, it is not advised. Any human bound with

Adam would have had ample time to prepare for his unveiling, and only an idiot would have

failed to anticipate having to deal with the Evangelions. Given this Adam’s ability to create

and control Angels, facing a small army of Angelic beings in entirely possible, even likely.

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SINGULARITY EGG MAGI STRATEGIC PROJECTION – STATISTICAL ANALYSIS CONTINGENCY: E-2/EVENT LOCSTAT: GEOFRONT/DTG: 010000ZJAN18/RNGSEED: w#$5bH FORCE PROJECTION: EVA-00 TO EVA-02, EVA-06 ARMAMENT: F-TYPE AND PROGRSSIVE BLADE, G-TYPE AND POSITRON CANNON ADDITIONAL: EVA-00 AND EVA-02 FITTED WITH S2 ORGAN, OTHER UNITS FITTED WITH N2 MICROREACTORS MEANS OF ENTRY: UNIT-01 TO BREACH USING DIRAC INTERFERENCE INSTANCE: x10 CALCULATING… CALCULATING… 00: MISSION FAIL (DIRAC COLLAPSE, FORCE LOST) 100% MIA 01: MISSION FAIL (FORCE DEFEATED) 100% CASUALTIES 02: MISSION FAIL (FORCE DEFEATED) 100% CASUALTIES 03: MISSION FAIL (DIRAC COLLAPSE, FORCE LOST) 100% MIA 04: MISSION SUCCESS (DIRAC COLLAPSE, ANGEL LOST) 100% CASUALTIES +ADDENDUM+ DIRAC COLLAPSE PROPAGATES (TOTAL EXTINCTION EVENT 88% LIKELY) 05: MISSION FAIL (FORCE DEFEATED) 100% CASUALTIES 06: MISSION FAIL (DIRAC COLLAPSE, FORCE LOST) 100% MIA 07: MISSION SUCCESS (ERROR – RNG FAILURE) 888% CASUALTIES 08: MISSION FAIL (FORCE DEFEATED) 100% CASUALTIES 09: MISSION SUCCESS (ANGEL TERMINATED) 85.82% CASUALTIES LONG-FORM PROJECTION: CHANCE OF MISSION SUCCESS 2.12% CHANCE OF MISSION SUCCESS AND HUMAN EXTINCTION 7.78%

Awakened: Angel

Initiator: The Angels

Means: The Lance of Longinus is an incredibly powerful tool in the right hands. Should an

Angel come into possession of the Lance of Longinus, they might attempt to use it to recreate

Adam, even if they lack the original. However, even attempting this requires a base level of

Absolute Territory control, and may not by attempted by any Angel with an A.T. Field

Strength less than 200.

Effect: The Angel inverts its A.T. Field and creates a stable Sea of Dirac. This Sea of Dirac

then begins to spread and swallow up everything around it. This spread would be relatively

slow, but given sufficient time could swallow up the entire planet. Within the Sea of Dirac, all

engulfed matter is converted into energy, and funneled into the Lance of Longinus. Once

contents of the sea of Dirac have reached a critical mass, the Angel will have the energy and

the means required to transform itself into the new Adam. What’s worse, this new Adam

would already have the Lance of Longinus in its possession.

Once this new Adam has awakened, it might collapse its sea of Dirac and proceed to

initiate Third Impact, or absorb the entire planet into its Sea of Dirac and then reform it

there, a Third Impact inside an extra-dimensional space.

Interference:

If the Angel is given the opportunity to become the new Adam, already in possession of the

Lance of Longinus, then there is little to nothing that the players can do to stop Third Impact.

Therefore, their only chance at survival is to enter the sea of Dirac while the new Adam is

still gestating, and either reclaim the Lance of Longinus or kill the Angel mid transformation.

What powers the Angel has at this point in the transformation are left up to the GM to decide,

though GMs should see the entry on Leliel in Chapter 6, another Angel with a Sea of Dirac.

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CORRUPTED SOURCE

“And of creations most foul I beheld my mother, wrapped in chains carved from the bones of my

enemy, and knew that I was dead.”

Dead Sea Scrolls - Apocrypha 12:7

Awakened: Lilith

Initiator: The Angels

Means: An Angel breaches Nerv, and finds the dormant Lilith. Either knowing or not that it

is not Adam, the Angel attempts to fuse with her. Though this will ultimately result in the

Angels destruction, the amount of havoc that this abomination is capable of wrecking cannot

be denied.

Effect: The Angel fuses with Lilith, becoming something that is neither truly Adam, Angel, or

even Lilith. The angel, nowhere near as powerful as its progenitor Adam, cannot survive

such extended contact with Lilith, and the resulting creature is sure to die within a matter of

days.

However, within that span of time the Angel is currently in possession of the powers

of Lilith. This abomination will, in its last act, attempt to succeed where Adam failed. Lilith

will return to the Black Moon and, once there, raise it into the air. The dislodging of such a

massive object from the earth will cause incredible earthquakes and tidal waves all over the

planet, as well as resulting in the complete destruction over everything within hundreds of

miles of the Geofront’s location.

Once the Black moon has reached orbit, Angel-Lilith will spend some hours

reshaping itself into a powerful array that combines multiple imitations of the Lance of

Longinus. With this new form, the Angel will use the dormant Lilith’s power to destroy all

Lilith based life on the planet. The remaining Angels will inherit the Earth, and might find the

embryonic Adam themselves. However, Angel-Lilith is incapable of reshaping the world to

support Angelic life, and cannot create new Angels.

Little of this matters, though, as by this point the campaign has ended due to a lack of

surviving humans in the world.

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Interference: If the Pilots are within the Geofront, or in their Evangelions outside of it, they

might survive the Black Moon ripping itself from the Earth and rising to orbit. In any other

case, the pilots are surely dead.

If the entire party is wiped out, the GM may allow the party to play as pilots at a

separate Nerv branch which has survived the rise of Black Moon.

In either case, the fate of humanity rests on the ability of the pilots to reach the Black

Moon in orbit, breach it, and kill the Angel-Lilith abomination inside of it before it can wipe

out all life on Earth. The True Lance of Longinus, if available, would be massively helpful.

Alternatively, the pilots could find a way to simply disrupt Angel-Lilith’s ability to

enact its plan until it dies from the toxic nature of its own fusion.

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THE ORIGINAL PLAN TOP SECRET DO NOT DISTRIBUTE – TOP SECRET DO NOT DISTRIBUTE – TOP SECRET DO NOT DISTRIBUTE

“The Council cannot proceed with this plan. Lilith is the enemy of Adam, certainly, but

that does not make her our ally. In fact, we believe that a scenario in which Lilith

awakens is, for humanity, indistinguishable from Adam. Either would seek to eradicate

us, and all life on Earth.”

“But we are of Lilith. Why should she seek the destruction of her children?”

“We are of Lilith, yes, but we are not her children. We are an accident, nothing more than

the spilt blood of a wounded god. She bears us no particular malice, and may have even

permitted our existence in other circumstances. But we are in her way. We cannot

ascribe human morality to Adam-class entities. She would feel no compunction

whatsoever about wiping us from the face of the planet.”

“What do you mean?”

“She does not see us as beings of value but as an intriguing yet irksome pest. Imagine

the farmer expanding his fields. He doesn't hate the forest, but it is in his way. When

Lilith awakens, she will look over her unwitting creation, see all we have become, and

simply say to herself 'it's just going to have to go'.” TRANSCRIPT OF SEELE SPECIAL SESSION 2 15/07/2005 – PAGE 3 TOP SECRET DO NOT DISTRIBUTE – TOP SECRET DO NOT DISTRIBUTE – TOP SECRET DO NOT DISTRIBUTE

Awakened: Lilith

Initiator: Humanity

Means: Lilith herself has been awakened, and with no plan in place to contain her. This

could be the result of many separate instances: the fusion of Lilith and an Evangelion, or an

attempted Instrumentality gone wrong. Whatever the cause, Lilith has been unleashed.

Effect: Lilith, now free, decides to fulfill her original purpose. She will first hunt down and

destroy any remaining Angels, as well as the original Adam. After those threats have been

eradicated, she will raise the Black Moon in orbit, and from there do what she was designed

to do: reshape a world and populate it with life.

The fact that the Earth is currently filled with life spawned of her blood will matter

little to her. Humanity was an unintended side-effect of the first impact, unguided by any

hand. She, like Adam, was designed to create a specific form of life. Adam creates Angels,

and what Lilith creates is something that is not the human race.

As such, she will take back what she has lost in the form of dissolving all life on Earth

into LCL, and recalling all souls. However, rather than combine them into one pool of

consciousness like in Instrumentality, Lilith will use them to create an entirely new alien

ecosystem on Earth. The one that her creators intended for her to create so long ago.

Interference: Lilith, unlike Adam, is not inherently hostile to humanity, and the pilots of the

Evangelions are in a unique position among humans to be recognized by her due to their

powerful A.T. Fields. While simply killing Lilith is certainly an option, a better one would be

to make mental contact with her and attempt to convince her that Humanity is worth sparing,

and that she can create life on some other world.

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A HUMAN WORK TOP SECRET – EYES ONLY Title: ENHANCED SYNCHRONICITY: EXCEEDING THE INTRINSIC LIMITATIONS OF THE ‘ENTRY PLUG’ SYSTEM

Authors: Dr Sama Chandrahan and Professor Emeritus Ian Faulkner

Background: While the ‘entry plug’ system has proven sufficient to enable the operation of Evangelion

units, it is both awkward and grossly inefficient in its means of doing so. When the traditional

limitations of the Entry Plug system are overcome by direct synchronicity between pilot and unit, the

results are invariably beyond the highest projected capacity of the ‘entry plug’, and in one famed

occasion, beyond the limits of conventional causality. It is only the necessity for the Evangelion to

force this ‘deep connection’ that has thus far rendered such connections unfeasible.

Scope: This paper intends to determine the means and mechanisms by which synchronicity can be

achieved between pilot and Evangelion without the need for the ‘entry plug’ system and under the

control of the pilot. We will highlight the range of efficiency gains this system can produce, observe

the dangers involved in deliberately engaging such a connection and speculate on strategies to

minimise such risks. We will explore the theoretical means by which such a connection could be

strengthened and control maintained. Finally, we intend to speculate as to the wider range of

possibilities offered should such a system be proven to function, up to and including the potential to

gain control of an entity of A…………………………….

Results:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa VIEWING THIS DOCUMENT REQUIRES LEVEL FIVE SECURITY CLEARANCE AND PERMISSION OF THE UNITED NATIONS SUPREME ADVISORY COUNCIL. CONTACT WITH THIS DOCUMENT BY THOSE NOT IN POSSESSION OF THESE AUTHORIZATIONS IS PUNISHABLE BY LIFE IMPRISONMENT AT THE DISCRETION OF THE UNITED NATIONS SECURITY COUNCIL REGARDLESS OF WHETHER THE CONTENTS THEMSELVES HAVE BEEN EXAMINED.

Awakened: Lilith

Initiator: Humanity

Means: Some human organization uses the body of the dormant Lilith to build what can only

be described as a god machine. Using the same synchronization system found in the

Evangelions, Lilith is modified to accept a controller, though this could not be described as a

pilot because Lilith is not designed to move.

Through synchronization, this controller would gain access to the powers of Lilith:

complete control over all non-Angelic life on Earth. Should such a thing occur, that person

would become a literal god amongst men, and their control over humanity would be

absolute.

Effect: A human being has hijacked a fraction of Lilith’s power. While Lilith is not technically

awakened, her power is still in play and for all intents and purposes a minor Third Impact

has been initiated.

The controller of Lilith, inside a system probably not unlike an Entry Plug, would use

Lilith’s power to reconstitute the Black Moon, Lilith’s vehicle and tool. Like many other forms

of Third Impact, the Black moon will rise into orbit. Once there, the controller of Lilith will be

able to exercise complete control over the human mind, body and soul. Using the tools now

at their command, they may know the thoughts of any group of people they wish, destroy or

reshape the human form, and even manipulate a person’s very soul.

Any such person would be a very literal god, and the undisputed master of the world.

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Interference: The pilots, inside their Evangelions, will be offered the protection of their

Eva’s A.T. Fields. The Evangelions are based on Angel DNA, and as such they are not

subject to control by Lilith power. While inside them, the controller of Lilith will not be able

to use his full power against them.

The players must find a way to kill Lilith’s controller, or otherwise destroy or disable

the Lilith synchronization machine, the Black Moon, or Lilith herself.

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HUMAN INSTRUMENTALITY

“Return the EVA series to its rightful form,

Evangelize humankind and restore us to our true form,

With indiscriminate death, and through prayer, we return to our original state,

And let all souls find peace.

To restore the Tree of Life,

With the Purification of the Red Earth that bespeaks time eternal,

First return the Geofront to its true form.

Evangelion Unit 01's pilot,

Complement humankind with your imperfect ego.

The moment of the Third Retribution has come.

The beginning and the end are the same.”

The Rite of Instrumentality (annex 4)

Awakened: Lilith/Adam

Initiator: Humanity

Means: This is the Third Impact that fans will recognize in the series. The secret

organization SEELE reconstitutes Lilith by sacrificing Adam and granting her his power as

well as her own. However, rather than let her run amok, SEELE has constructed a trap for

her. Twelve mass-produced Evangelions, each with a fake Lance of Longinus and an S2

organ, arrange themselves so that their A.T. Fields resonate with each other and create an

Anti-A.T. Field formation dubbed by SEELE “The Tree of Life”.

This field attracts Lilith, and makes contact with her. Through this formation, Lilith

may be directed to perform SEELE’s ultimate goal: the Instrumentality of mankind.

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Effect: Lilith raises the Black Moon into orbit, and expands an extremely powerful Anti-A.T.

Field. With the self sacrifice of the mass-produced Evangelions by thrusting their fake

lances through their own cores, Lilith spreads this field across the entire planet. Almost

instantly, all life on the planet dissolves into LCL, with their souls being drawn by Lilith into

the Black Moon and joined as one.

This is Human Instrumentality: the creation of a unified human consciousness that

replaces the normal human existence. In this form, humanity needs want for nothing, as it

has no bodies to care for. However, while safe, in this form humanity is trapped and unable

to act in any physical way.

Interference: The player’s best chance is to interrupt instrumentality is to somehow defeat

the mass-produced Evangelions before Lilith can be awakened, or in some other way

disrupt the Tree of Life. If an Evangelion with an S2 organ joins the Tree of Life, they might

attempt to use it to contact Lilith and stop the process. However, joining the Tree of Life

increases the pilots insanity by 1d10 each round, and decreases the pilots Ego Barrier by

2d10 each round. If either removes the pilot from play, Instrumentality continues.

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DOOMSDAY MAGI STRATEGIC PROJECTION – FULL EXTRAPOLATION SINGLE INSTANCE CONTINGENCY: A-1/EMERGENCE: CHICXULUB CRATER/DTG: 081830ZJUN19/RNGSEED: a&V^C% 183000: Emergence event in Chicxulub Crater. 183527: ADAM begins moving, cardinal direction equates to Geofront. 185911: ADAM detected, QRF force (3rd BRANCH) activated. 203250: 3rd BRANCH force intercepts ADAM. 203417: EVA-04 incapacitated 203420: EVA-05, EVA-07 create Dirac Sea. ADAM engulfed. 203931: Dirac Sea collapses, ADAM emerges. EVA-05, EVA-06 not detected. 232101: ADAM reaches Geofront; EVA-00, EVA-01, EVA-02 mobilized to intercept. 232155: EVA-02 incapacitated. 232212: EVA-01 incapacitated. 232502: EVA-00 incapacitated. 232639: Geofront breached. 232701: Terminal Dogma breached. 232725: ADAM RECOVERS LILITH. SITUATION CRITICAL. 232938: EVA-00 REACTIVATED WITH LANCE OF LONGINUS 233219: EVA-00 ENGAGES ADAM. 233548: EVA-00 INCAPACITATED. 233551: ADAM RECOVERS LANCE OF LONGINUS. 233552: ADAM MERGES WITH LILITH. 233554: TOTAL EXTINCTION EVENT. 233555: FURTHER PROJECTION NOT POSSIBLE.

Awakened: Adam/Lilith

Initiator: Humanity

Means: Man’s hubris has created the undisputed end of the world. In an attempt to create a

god we could control, we combined Adam and Lilith. However, something has gone horribly

wrong. Rather than Lilith as the dominant of the two, Adam is.

Effect: With the combined power and portfolios of Adam and Lilith, this advanced Adam can

do as he wishes without impediment. While the Lance of Longinus can be used to wound

such an enemy, Adam will not be killed by it and will only have gained yet another powerful

tool in the process. Using Lilith’s power, Adam will dissolve all life on earth into LCL, and

then simply use that LCL to create the Angelic life forms that he intended to before the First

Impact.

Interference: The Evangelions, as combinations of Human and Angel DNA, are resistant to

control in most other forms of Third Impact. However, against an overtly hostile combination

of Adam and Lilith, there is no effective tool at the player’s disposal that can possibly help

them. While killing this new being is obviously of top priority, only a case of GM Fiat could

ever give them the power required.


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