Sandwitches

Shin Champion

Mar 2nd, 2011
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  1. Characteristic Growth
  2. WS Fast
  3. BS Slow
  4. Strength Med
  5. Toughness Med
  6. Agility Slow
  7. Intelligence Med
  8. Perception Med
  9. Willpower Fast
  10. Fellowship Med
  11. SR Fast
  12.  
  13. Starting Skills: Speak Language (English), Literacy
  14.  
  15. Starting Talents: AT Power (Deflective Field), AT Power (Neutralize), Skill Proficiency (Twice), Melee Weapon Training (General), Structural Upgrade or Weapon Upgrade
  16.  
  17. Starting Gear: Plugsuit, Nerv ID
  18.  
  19. Brave (0-999 XP)
  20. Rank 1 Scale XP Prereq
  21. Dodge H 100 ---
  22. SKILL PROF [3] H 100 ---
  23. TRAINING (Prog) E 100 ---
  24. TRAINING (PWT Basic) E 100 ---
  25. Black Belt H 200 ---
  26. Bestial E 100 ---
  27. Hotblooded E 100 ---
  28. Hardy P 100 ---
  29. BUP ** - 100 ---
  30. SUP * - 100 ---
  31. WUP * - 200 ---
  32. Sound Constitution P 50 ---
  33.  
  34. Defiant (1000-1999 xp)
  35. Rank 2
  36. SKILL PROF [3] H 100 ---
  37. SKILL TRAIN H 100 Skill Prof
  38. TRAINING (BWT General) E 200 ---
  39. AT POWER (Push) E 200 AT Power (Deflective Field)
  40. AT POWER (Pull) E 200 AT Power (Deflective Field)
  41. AT POWER (Wave) E 200 AT Power (Push)
  42. Named Attack H 100 CLASS
  43. Resistance (Fear) H 100 ---
  44. Crushing Blow P 100 S 40
  45. Die Hard H 200 ---
  46. Catch Phrase H 100 ---
  47. BUP ** - 100 ---
  48. SUP * - 100 ---
  49. WUP * - 200 ---
  50. Sound Constitution P 50 ---
  51.  
  52. Hero (2000-3999 xp)
  53. Rank 3
  54. Awareness H 100 ---
  55. SKILL PROF[2] H 100 ---
  56. SKILL TRAIN[3] H 100 Skill Prof
  57. AT POWER (Barrier Fld) E 200 AT Power (Deflective Field)
  58. AT POWER (Layered Fld) E 200 AT Power (Deflective Field)
  59. AT POWER (Float) E 200 AT Power (Push)
  60. Momentum H 200 ---
  61. Indomitable E 100 Hotblooded
  62. Furious Assault H 200 WS 35
  63. Street Fighting H 100 ---
  64. Two Weapon Wielder H 100 ---
  65. Call Your Attack H 200 ---
  66. Frenzy H 100 ---
  67. Quick Spread E 100 ---
  68. Named Attack H 100 ---
  69. Drop Trained E 100 ---
  70. Imp Named Attack+ E 100 Named Attack
  71. BUP ** - 100 ---
  72. SUP * - 100 ---
  73. WUP * - 200 ---
  74. Sound Constitution P 50 ---
  75.  
  76.  
  77. Exemplar (4000-6999 xp)
  78. Rank 4
  79. Dodge +10 H 100 Dodge
  80. SKILL PROF H 100 ---
  81. SKILL TRAIN[2] H 100 Skill Prof
  82. SKILL MASTERY[2] H 100 Skill Train
  83. AT POWER (Bunker Fld) E 200 AT Power (Deflective Field)
  84. AT POWER (AT Blast) E 200 AT Power (Wave)
  85. AT POWER (Massive Mom.) E 200 AT Power (Deflective Field)
  86. AT POWER (Dirac Cache) E 200 AT Power (Deflective Field)
  87. Named Attack H 100 CLASS
  88. Shearing Emanation E 200 At Power (Layered Field)
  89. Signature Move E 200 ---
  90. Plot Armor E 200 Die Hard
  91. Iron Jaw H 100 ---
  92. Determinator H 100 WP 35
  93. Ghost in the Machine E 200 ---
  94. Imp Named Attack+ E 100 Named Attack
  95. BUP ** - 100 ---
  96. SUP * - 100 ---
  97. WUP * - 200 ---
  98. Sound Constitution P 50 ---
  99.  
  100. Saint of Braves (7000-9999 xp)
  101. Rank 5
  102. Awareness +10 H 100 Awareness
  103. SKILL PROF H 100 ---
  104. SKILL TRAIN[2] H 100 Skill Prof
  105. SKILL MAST[2] H 100 Skill Train
  106. AT POWER (Cross Blast) E 200 AT Power (AT Blast)
  107. AT POWER (Rising Crss) E 200 AT Power (AT Blast)
  108. Piercing Emanation E 200 Shearing Emanation
  109. Crippling Strike H 200 WS 50
  110. Courage H 100 ---
  111. Fearless H 200 ---
  112. Mind Made Flesh E 200 AT Power (Layered Field)
  113. True Grit H 100 T 40
  114. Gravity Kick E 100 Drop Trained
  115. I Cannot Be Defeated H 100 ---
  116. Named Attack E 100 CLASS
  117. Imp Named Attack+ E 100 Named Attack
  118. BUP ** - 100 ---
  119. SUP * - 100 ---
  120. WUP * - 200 ---
  121. Sound Constitution P 50 ---
  122.  
  123. Great King of Destruction (10,000-11,999+ xp)
  124. Rank 6
  125. Dodge +20 H 100 Dodge +10
  126. SKILL PROF H 100 ---
  127. SKILL TRAIN H 100 Skill Prof
  128. SKILL MAST H 100 Skill Train
  129. AT POWER (AT Bomb) E 200 AT Power (AT Blast)
  130. AT Duelist E 200 WP 40
  131. Forbidden Secret Tech H 100 ---
  132. Legends Never Die E 200 Plot Armor
  133. Protect Wall E 100 CLASS
  134. Wall of Steel H 200 Ag 35
  135. Infinite Bravery H 100 Courage
  136. Imp Named Attack+ E 100 Named Attack
  137. Hyper Mode H 200 Frenzy
  138. BUP ** - 100 ---
  139. SUP * - 100 ---
  140. WUP * - 200 ---
  141. Sound Constitution P 50 ---
  142.  
  143. + - Each instance of Improved Named Attack may be taken as many times per rank as you have Named Attacks, and only one Improved Named Attack may be applied to a single Named Attack for each instance of this talent
  144.  
  145. Black Belt - Your unarmed attacks deal 1d10+S damage and no longer count as primitive weapons. This applies to your Eva's unarmed attacks as well. You and your Eva get +1 damage to your unarmed and natural attacks at every odd-numbered rank and +1 to penetration at every even-numbered rank.
  146.  
  147. Named Attack: Choose one specific attack (be it a weapon, an AT power, or otherwise). This attack now has its own unique name, and whenever it rolls a 1 on any of its damage dice, re-roll said die. The Named Attack must specify the weapon used as well as the action used to attack, for instance an All Out Attack unarmed or using a specific pistol on Semi-Auto burst, the Named Attack cannot just be any attack with a heavy weapon or any Lightning Attack action.
  148.  
  149. Catch Phrase: Choose a single sentence or phrase indicative of your character. Once per session, you may yell this phrase. At the end of their next turn, all Fate Points that the character had spent (but not burnt) since uttering the phrase are replenished. If the GM rules that the catch phrase lacked setup or was otherwise inappropriate for the situation, this talent is not triggered.
  150.  
  151. Momentum - Automatically confirm all RF rolls.
  152.  
  153. Call your Attack: Spend a Fate Point before rolling damage on a Named Attack. Said attack deals an extra 1d10 damage, and if a Righteous Fury is rolled for this attack the Fate Point is immediately replenished.
  154.  
  155. Improved Named Attack
  156. Prereq: Special Attack
  157. Cost: 100 XP
  158. With this, Champions purchase abilities that improve a single Named Attack of their choice. Once chosen, the improvement is a permanent addition to the attack. Multiple improvements may be applied to the same Name Attack, but the same improvement may never be applied more than once.
  159.  
  160. Melee Named Attack Options:
  161. Forceful: +1d5 damage.
  162. Unyielding: Extra penetration equal to the pilots WP Bonus.
  163. Radiant: As the Power Field weapon quality from Dark Heresy.
  164. Sweeping: The attack counts as a Blast(Pilots AB) for the purposes of dodging and battling swarms, but not Collateral Damage.
  165. Lucky: As the Tearing weapon quality from Dark Heresy.
  166. Masterful: As the Flexible weapon quality from Dark Heresy.
  167. Ballistic: Give the melee attack a range of 20 DM, but if used beyond normal melee range only a single attack may be used in a round and the Eva may not parry with that weapon until the beginning of their next turn.
  168. Irritant: Enemy damaged by your attack gets -10 to all tests until your next turn.
  169. Demonic: On a hit, spend a Fate Point to half the targets Toughness for this single attack.
  170.  
  171. Ranged Named Attack Options:
  172. Forceful: +1d5 damage.
  173. Unyielding: Extra penetration equal to the pilots WP Bonus.
  174. Lucky: As the Tearing weapon quality from Dark Heresy.
  175. Sniper: Triple the attacks Range
  176. Beam: The attacks type changes to Energy, and you may roll single, individual attacks against all opponents in a straight line up to a distance equal to half the normal range of your attack.
  177. Gatling: Gain a Full Auto of 4, or (1.5 the current Full Auto), whichever is better. This may not be applied to weapons that may only be fired on Single Shot.
  178. Volatile: Attack gains Blast(WP Bonus).
  179.  
  180. Signature Move: Choose one Named Attack. The first time that this attack is used in any session, it deals an extra amount of damage equal to the pilots WP + 1 for every round of combat that has passed since the pilot rolled initiative for that encounter.
  181.  
  182. Plot Armor: You may spend a Fate Point to take minimum damage from a single attack that just hit you. This Fate Point must be spent before damage is rolled.
  183.  
  184. Determinator - When an enemy deals critical damage to you for the first time in each combat, you gain a fate point that you may spend only to activate a class talent. If you do not use it before the end of the battle, the fate point is lost. This fate point may not be Burnt.
  185.  
  186. Shearing Emanation
  187. Prerequisites: Layered Field
  188.  
  189. The edges of your AT Field crackle and boil with power. For as long as the Layered Field Power is active, all natural and unarmed attacks gain +2 Pen and whenever an opponent attacks you in melee they must make an agility test or else suffer damage equal to your current ATS to their attacking limb. Opponents using natural weapons automatically fail this check.
  190.  
  191. Courage - Ignore critical damage effects as long as the critical damage is less than your WP bonus.
  192.  
  193. Mind Made Flesh: Should your Evangelion lose a limb, upon activating the ‘Layered Field’ AT Power a new limb of energy is created in its place, so long as the Layered Field maintains an ATS of 3 or more. This new limb has a Strength Bonus and a Toughness Bonus equal your ATS for all intents and purposes. If it takes damage, the limb is disrupted and may not be used until the beginning of your next turn. This does not reduce collateral damage based on damage the Evangelion has taken or limbs it has lost as it must still be repaired after the battle. If a limb is lost while Layered Field is already active, the power must be “refreshed” as a reaction action to manifest the new limb.
  194.  
  195. Piercing Emanation
  196. Prerequisites: Shearing Emanation
  197.  
  198. As Shearing Emanation, but your natural attacks gain the Positron special weapons trait.
  199.  
  200. Forbidden Secret Technique - If an enemy burns fate to avoid one of your attacks, you may regain one spent fate point.
  201.  
  202. Legends Never Die: After taking critical damage, you may burn a Fate Point. For the rest of the encounter, the most critical damage that any single attack can deal to you it 1.
  203.  
  204. Protect Wall - When taking a full defensive action, double your AT field's deflection chance.
  205.  
  206. Infinite Bravery - Once per battle, you may test WP in place of any other test.
  207.  
  208. Hyper Mode
  209. Prerequisites: Frenzy
  210. While using Frenzy, Your Eva gains +1 to its S and T bonuses.
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