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- Before anything else, Impact Survivor kinda sucks. Hard.
- -Begin play with Deceit instead of Common Lore
- -SR is now 0, do not roll 2d10, do not pass go, just no. Period. Deal with it.
- -Remove Prepared For The Worst, Resourceful, Just Try Me, Scarred
- -Change the +5 Ag to +5 WP
- Replace the four with:
- Authority: When others shrank in the face of the horror that was Second Impact, you stood up and led them to safety. Begin play trained in Command, with Talented (Command).
- Sharp Mind: Survival has turned your cunning into a deadly weapon. You may reroll any one Intelligence-based skill for free, once per session.
- Resourceful: You have learned to do a whole lot with very little. Whenever you spend a Fate Point to reroll anything, gain a +10 to that roll.
- Injury: The events of Second Impact left their mark on your body as well as your mind. Begin play with one of the Chronic Pain, Physically Challenged, Low Pain Threshold, Poor Vision, or Slow Healing Drawbacks. These do not count towards experience from Drawbacks and must be taken regardless of how many Drawbacks you have.
- That's much better, isn't it?
- AND NOW FOR SOMETHING COMPLETELY DIFFERENT
- Acolyte
- You didn't survive Second Impact, you just watched it. You know what's going on behind the scenes, the true purpose of NERV, and what the organizations that don't even legally exist plan to do with the Evangelions. And you might just agree with those plans.
- 0 SR, +5 Fel/Per, starts with Scholastic Lore (Angels) and either Security or Inquiry, same wounds/fate as impact survivor
- Positives:
- Resources: You've got a suspicious amount of money to throw around on very helpful things. Begin play with your choice of the Requisition Support or Military Investment talents. This does not count towards your amount of purchases of these talents for the rank.
- Suspiciously Lucky: You climbed your way up by saying the right thing to the right person at the right time. When you spend a Fate Point for any purpose, roll 1d10. On a roll of 9, the Fate Point is not spent, but the effect remains.
- Smooth Talker: You know how people work. Maybe literally considering what LCL is, but definitely in the colloquial sense. Begin trained in Charm and Deceit.
- Undercover: You are not what you appear to be. Choose one trait from another background.
- Negatives:
- Man On A Mission: You have a secret goal, some sort of greater plan for the whole thing, though not necessarily one of your devising. Determine this plan with the GM beforehand. Every time you take an action that goes directly against the scheme taking its intended course, test Fellowship at +10. If you fail the test, you must burn a fate point or die in an assassination attempt. Every subsequent time you go against the plan, take a -10 penalty to the resulting Fellowship test. This negative trait may only come into effect once per session.
- Enemies In High Places: Nobody gets to where you are without double-crossing somebody else. Start with your choice of the Fanatical, Dark Secret, Prejudice or Foe drawbacks. Each of these drawbacks must involve an organization in some way, whether public or private. These do not count towards experience from Drawbacks and must be taken regardless of how many Drawbacks you have.
- Final Reward: You possess a strong delusion concerning the destined fate of humanity, and your role in it. Choose Ego Barrier or Insanity. Whenever you lose ego or gain insanity, you gain/lose 5 more. In addition, you refuse to come back from your promised end, and may not use any option that adds ego or reduces insanity. Including Fate Burns to come back from being removed from play.
- Chronic Traitor: You have a near-instinctive desire to exert control and trip others up. Every time someone near you makes their makes their intent clear to do something important to them but ultimately minor that doesn't affect your or others' well being in any significant way, test Willpower at +10. If you fail, you must covertly hinder their efforts in some way.
- Mutually available:
- Synchronized
- 100 xp
- Whether through highly advanced prototype science, bizarre rituals involving the A.T. Field, or even stranger circumstances, you are capable of piloting an Evangelion regardless of your age. You begin play with a SR of 30+2d10.
- Special: This Asset may only be taken by an Impact Survivor or Acolyte, and only with permission from the GM.
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