Adeptus Evangelion: Signups and Interest Check:
edited 20th Jul '12 3:10:13 PM by Taco
edited 20th Jul '12 5:59:09 PM by ZeikHunter
- Quick Key:
- E = Embarkation Point.
- L = Launch Point.
- S = Support Cache.
- U = Umbilical Cable.
edited 22nd Jul '12 9:59:29 AM by Alman
edited 2nd Aug '12 12:28:53 AM by Alman
- Step 1: Choose a background. (Page 6 in the PDF.) Your background determines what traits you can take. It also affects your statistics, your total number of wounds and fate points.
- Step 2: Determine characteristics. (Page 15.) Roll 2D10 10 times and assign them to your characteristics as you see fit. Then add the values in the table based on your chosen background.
- Step 3: Assets and Drawbacks. (Page 15.) You are required to choose a number of Drawbacks that total 200 XP or more. You then receive that amount of XP (up to 400) which can be spent either on Assets or on available Skills and Talents based on your career. (Step 4.)
- Step 4: Choose a career. (Page 26.) This is your character class which determines what talents you can learn.
- Berserker (Page 27): Good at melee combat, poor at ranged combat. Their special abilities revolve mostly around getting their Evangelion to go berserk and giving it bonuses while in such a state.
- AT Tactician (Page 33): Poor at melee, mediocre at ranged. The Squishy Wizard of the group. Their special abilities allow them to manipulate their AT Fields in ways no other pilot can, granting buffs to their allies, debuffs to their enemies, and even energy-based special attacks or opening holes in time/space.
- Skirmisher (Page 38): Good at Melee and Ranged, but few special abilities outside of general combat.
- Pointman (Page 45): Defensive specialists. Their abilities revolve around defending their allies and distracting their enemies.
- Step 5: Skills and Talents. Your career will grant you some of these automatically. The rest are purchased with XP. You start with 400, and may have more, depending on which Assets and Drawbacks you've chosen. Unless otherwise noted, each talent can only be taken once per level. You gain levels by spending XP.
- Step 6: Creating your Evangelion. (Page 59.) This requires the Evangelion sheet, separate from your character sheet, and has several steps.
- Characteristics. (Page 59.) Your Evangelion's characteristics are derived from yours, according to the table given. Evangelions also run off different wound rules than normal creatures, as Evangelions (and Angels) are not necessarily incapacitated by the loss of a limb.
- Distinguishing Features. (Page 60.) Roll 1D100 for each of the four charts. Each chart will have some effect that modifies your Evangelion, making it more distinct. This may involve bonuses or penalties to certain actions or characteristics.
- Color Scheme. (Page 65.) Roll on each chart twice to determine how deranged whoever painted your Evangelion was.
- Customization. (Page 66.) You may upgrade your Evangelion with any upgrade points you have purchased. These are found under your career and cost XP. Each upgrade has a certain point cost. The PDF has a well-detailed explanation that I don't think I need to copy here.
edited 2nd Aug '12 8:11:44 PM by Alman