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  1. Survivor
  2. Characteristic Modifiers: +5 S, +5 T, -5 WP, -5 Fel
  3. Starting Skills: Survival
  4. Resourceful: When spending fate to add 1 degree of success, add 2 instead.
  5. Paranoid: -10 penalty to Interaction Skill Tests made in formal surroundings
  6. Starting Wounds: 1d5+5+TB
  7.  
  8. Refugee
  9. Characteristic Modifiers: -5 S, +5 Wp
  10. Starting Skills: One additional language skill.
  11. Ill-Omened: -5 to interact with non-Refugees
  12. High Endurance: As the Asset
  13. Starting Wounds: 1d5+2+TB
  14.  
  15. Military Brat
  16. Characteristic Modifiers: +5 T, -5 Fel
  17. Starting Skills: Common Lore (Military)
  18. Fit For Purpose: Any Characterstic gains +3
  19. Conditioned: Anyone using Command on you gains +20
  20. Starting Wounds: 1d5+4+TB
  21.  
  22. Manufactured
  23. Characteristic Modifiers: -5 T, +5 Ag, +5 Int -5 Fel
  24. Starting Skills: Logic
  25. Basebound: -10 to survival, -5 to int tests when away from a familiar location
  26. Replacable: 50% of being replaced instead of burning a fate.
  27. Starting Wounds: 1d5+4+TB
  28.  
  29. Normal Childhood
  30. Characteristic Modifiers: -5 WS, +5 SR
  31. Starting Skills: Any two common Lores
  32. Basic Education: Treat Common Lores as basic skills.
  33. Civilian: -10 to all tests if you caused Collateral Damage last round.
  34. Starting Wounds: 1d5+TB
  35.  
  36. Priviliged
  37. Characteristic Modifiers: -5 WP, +5 Fel
  38. Starting Skills: Charm
  39. Etiquette: +10 bonus to Interaction skill tests with high authority and in formal settings.
  40. Sheltered: Gain Low Pain Threshold.
  41. Starting Wounds: 1d5+TB
  42.  
  43.  
  44.  
  45. Scavenger
  46. Gain Unremarkable or Talented (Survival), +3 to WP or Ag. Suffer either 1d5 IP or 1d5 Ego damage.
  47.  
  48. Street Punk
  49. You don't need to test Survival in urban locations, +3 to WP or Perception. Suffer either 1d5 IP or gain Loss.
  50.  
  51. NeoSpartan
  52. Gain Command and Intimidate. +5 to WS or BS. Gain 1d5 IP and gain Perfectionist.
  53.  
  54. Indoctronation
  55. Gain Unshakeable Faith and either +3 WP or +3 Fel. Gain Mental Conditioning.
  56.  
  57. Student
  58. Become trained in any two Common Lores or Basic Skils. +3 Int or Fel, -3 T and Slow Learner.
  59.  
  60. Easy Living
  61. Gain Decadence and +3 to Ag or Fel. -3 S and gain Untrained Eye.
  62.  
  63.  
  64.  
  65. Medium
  66. Choose one of the following:
  67. Maternal Instinct: Spend a fate to take half damage from a breached plug.
  68. Synch Flux: Whenever you roll for SD, roll +1d10 and choose up or down. Suffer 1d5 Ego damage.
  69.  
  70. Juvie
  71. Choose one of the following:
  72. No Future: Gain Resistance (Fear) and you may not recover Ego Damage with Hobbies.
  73. Usual Suspect: Gain Sleight of Hand and Shadowing. -10 to interaction tests with authority figures.
  74.  
  75. Knight
  76. Choose one of the following:
  77. Intense Training: Gain Climb, Swim, and Tracking.
  78. Superior Specimen: +3 to S, T, and Ag.
  79.  
  80. Duty Bound
  81. Choose one of the following:
  82. Duty to NERV: Gain Team Leader and Fanatical (NERV)
  83. Duty to Humanity: Halve all Collateral Damage you cause.
  84.  
  85. Prodigy
  86. Choose one of the following:
  87. A10 Sensitive: +5 to SR, -10 to feedback checks.
  88. Expert Coward: As the Prodigy trait.
  89.  
  90. Connected
  91. Choose one of the following:
  92. Supremely Connected: Gain Peer (choose one) and either another Peer (choose one) or Good Reputation for a peer you already have.
  93. All That Glitters: Gain +1d5 surplus after every battle.
  94.  
  95.  
  96.  
  97. Child Soldier
  98. Know your Enemy: Gain Scholastic Lore (Angels) and +5 to BS.
  99. Scarred: -5 Fel.
  100.  
  101. Head Case
  102. Butcher Pete: You may spend fate to reroll damage rolls.
  103. Shell Shocked: Begin play with a minor disorder and 1d10+5 IP.
  104.  
  105. Red Oni
  106. First In: Gain Prepared for the Worst and Resistance (Fear).
  107. The Curse: Once per session the DM may choose to modify any single, already rolled skill check by rolling 2d10 and adding the resulting total to the roll.
  108.  
  109. Blue Oni
  110. Angel Hybrid: As the Asset.
  111. Opportunistic Synchronizer: As the Manufactured Trait.
  112.  
  113. Contact Experiment
  114. Resonance: Synch Disruption is always an increase.
  115. Too Close: Cut Synch does not affect you. You must spend Fate to eject from your Eva.
  116.  
  117. Black History
  118. REDACTED: You gain a rank 1 talent from any career.
  119. Uncomfortable Memories: As the IS Trait.
  120.  
  121.  
  122.  
  123.  
  124. Endurance
  125. +2 Wounds or Diehard
  126.  
  127. Vengeance
  128. Hatred (Angels)
  129.  
  130. Pride
  131. +3 T or Hotblooded
  132.  
  133. Prestige
  134. Talented (choose one) or Gifted
  135.  
  136. Fortune
  137. Gain Uncanny Luck as the Asset
  138.  
  139. Renown
  140. Shrewd or Peer (choose one)
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