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- Survivor
- Characteristic Modifiers: +5 S, +5 T, -5 WP, -5 Fel
- Starting Skills: Survival
- Resourceful: When spending fate to add 1 degree of success, add 2 instead.
- Paranoid: -10 penalty to Interaction Skill Tests made in formal surroundings
- Starting Wounds: 1d5+5+TB
- Refugee
- Characteristic Modifiers: -5 S, +5 Wp
- Starting Skills: One additional language skill.
- Ill-Omened: -5 to interact with non-Refugees
- High Endurance: As the Asset
- Starting Wounds: 1d5+2+TB
- Military Brat
- Characteristic Modifiers: +5 T, -5 Fel
- Starting Skills: Common Lore (Military)
- Fit For Purpose: Any Characterstic gains +3
- Conditioned: Anyone using Command on you gains +20
- Starting Wounds: 1d5+4+TB
- Manufactured
- Characteristic Modifiers: -5 T, +5 Ag, +5 Int -5 Fel
- Starting Skills: Logic
- Basebound: -10 to survival, -5 to int tests when away from a familiar location
- Replacable: 50% of being replaced instead of burning a fate.
- Starting Wounds: 1d5+4+TB
- Normal Childhood
- Characteristic Modifiers: -5 WS, +5 SR
- Starting Skills: Any two common Lores
- Basic Education: Treat Common Lores as basic skills.
- Civilian: -10 to all tests if you caused Collateral Damage last round.
- Starting Wounds: 1d5+TB
- Priviliged
- Characteristic Modifiers: -5 WP, +5 Fel
- Starting Skills: Charm
- Etiquette: +10 bonus to Interaction skill tests with high authority and in formal settings.
- Sheltered: Gain Low Pain Threshold.
- Starting Wounds: 1d5+TB
- Scavenger
- Gain Unremarkable or Talented (Survival), +3 to WP or Ag. Suffer either 1d5 IP or 1d5 Ego damage.
- Street Punk
- You don't need to test Survival in urban locations, +3 to WP or Perception. Suffer either 1d5 IP or gain Loss.
- NeoSpartan
- Gain Command and Intimidate. +5 to WS or BS. Gain 1d5 IP and gain Perfectionist.
- Indoctronation
- Gain Unshakeable Faith and either +3 WP or +3 Fel. Gain Mental Conditioning.
- Student
- Become trained in any two Common Lores or Basic Skils. +3 Int or Fel, -3 T and Slow Learner.
- Easy Living
- Gain Decadence and +3 to Ag or Fel. -3 S and gain Untrained Eye.
- Medium
- Choose one of the following:
- Maternal Instinct: Spend a fate to take half damage from a breached plug.
- Synch Flux: Whenever you roll for SD, roll +1d10 and choose up or down. Suffer 1d5 Ego damage.
- Juvie
- Choose one of the following:
- No Future: Gain Resistance (Fear) and you may not recover Ego Damage with Hobbies.
- Usual Suspect: Gain Sleight of Hand and Shadowing. -10 to interaction tests with authority figures.
- Knight
- Choose one of the following:
- Intense Training: Gain Climb, Swim, and Tracking.
- Superior Specimen: +3 to S, T, and Ag.
- Duty Bound
- Choose one of the following:
- Duty to NERV: Gain Team Leader and Fanatical (NERV)
- Duty to Humanity: Halve all Collateral Damage you cause.
- Prodigy
- Choose one of the following:
- A10 Sensitive: +5 to SR, -10 to feedback checks.
- Expert Coward: As the Prodigy trait.
- Connected
- Choose one of the following:
- Supremely Connected: Gain Peer (choose one) and either another Peer (choose one) or Good Reputation for a peer you already have.
- All That Glitters: Gain +1d5 surplus after every battle.
- Child Soldier
- Know your Enemy: Gain Scholastic Lore (Angels) and +5 to BS.
- Scarred: -5 Fel.
- Head Case
- Butcher Pete: You may spend fate to reroll damage rolls.
- Shell Shocked: Begin play with a minor disorder and 1d10+5 IP.
- Red Oni
- First In: Gain Prepared for the Worst and Resistance (Fear).
- 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.
- Blue Oni
- Angel Hybrid: As the Asset.
- Opportunistic Synchronizer: As the Manufactured Trait.
- Contact Experiment
- Resonance: Synch Disruption is always an increase.
- Too Close: Cut Synch does not affect you. You must spend Fate to eject from your Eva.
- Black History
- REDACTED: You gain a rank 1 talent from any career.
- Uncomfortable Memories: As the IS Trait.
- Endurance
- +2 Wounds or Diehard
- Vengeance
- Hatred (Angels)
- Pride
- +3 T or Hotblooded
- Prestige
- Talented (choose one) or Gifted
- Fortune
- Gain Uncanny Luck as the Asset
- Renown
- Shrewd or Peer (choose one)
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