Adeptus Evangelion – Borderline Edition v1.2 PRODUCTION TYPE Forward This is not an 'official' Adeptus Evangelion release as far as the word can be taken. It is composed entirely of work done by official members of the official Dev team, but is not endorsed by the intellectual property owner in any way. The work you see here is entirely separate of that of 2.5, and was developed entirely off of the leaked Master Edition as a base. Any similarities to 2.5 are either cases of material being taken from this scrapped edition or purely coincidental design. Credit goes to: • BlackMesaJanitor for Adeptus Evangelion as a whole • The various devs who were responsible for whatever Master Edition material remains (who's names I am not privy to) • Dial for the entirety of the xUPs, Combat, and Operations Director chapters, along with number crunching and balance. • Karada for tremendous amounts of formatting and editing, most of Berserker/Berserking, ATT, rewording near everything, and various other influences. • Anonymous guy who wishes to remain anonymous for most of Pointman and Skirmisher, and a lot of help with much of the rest. • Kalyu for the Angel Critical Tables as they are, and influence on A.T. Tactician silly ramiel. • Kamen, LawfulNice and Dr.BaronVonEvilSatan for names and fluff feedback as well as several exploits and generally being helpful. • All the playtesters for being awesome. Version History v1.0 – Initial playable release, 11/20/2011 v1.1 – Full player version release, 12/26/2011 v1.2 – Resources A collection of resources for use with this edition has been collected in the document located at http://tinyurl.com/AdEvaBorderline As well, we have set up an IRC channel for discussing Borderline Edition with others and with the developers, which can be found at #AdEvaBorderline on irc.rizon.net 1 Errata, Reminders, and Concepts Adeptus Evangelion – Borderline Edition assumes that the latest version of the Dark Heresy errata is in use by default in its entirety. A link to the errata can be found here. In addition, there are several concepts used in this edition that are not found in Dark Heresy by default. Some of the more important ones are as follows: • Conditional Fate Points – A few Talents, Assets, or other effects grant the use of conditional Fate Points – Fate Points that may only be used under specific circumstances. They may be spent for anything a Fate Point can normally be spent on (as long as the conditions are met), but may never be Burnt for any reason. Whenever you spend a conditional Fate Point, you must announce that you are using it in advance, otherwise a normal Fate Point is spent. • Increases and Decreases vs Bonuses and Penalties – Just like in normal Dark Heresy, Adeptus Evangelion limits bonuses and penalties to a maximum of 60 each. Unlike Dark Heresy, there are several ways to modify a character's Characteristics beyond just bonuses and penalties, such as Synch Disruption, Entry Plugs, and Berserking. For the purpose of this game, the words bonus and penalty are used for modifiers that the +60/-60 limit applies to, and are usually temporary, while increases and decreases are not affected by the cap. All Talents and combat modifiers from Dark Heresy are considered to be bonuses or penalties for the purpose of this game • Replacing Characteristics – In Adeptus Evangelion, several Talents and other effects allow you to replace one Characteristic with another for the purpose of a Test, or to use a Skill Test instead of another Test. All bonuses and penalties that would apply to the original Test still apply, but any increases or decreases to the original Characteristic do not. No matter what Characteristic or Skill is Tested in the end, the Test is still the original type – a ranged attack using Weapon Skill is still a ranged attack and not a melee one, and an Awareness Test that uses Synch Ratio still benefits from Awareness Training and Mastery. • Rounding – Unless specifically noted otherwise, whenever an effect would have you take a fraction of a number, round down. • Rerolls – Unless specifically noted otherwise, you may only reroll any one Test once, no matter what the source of the reroll is. • Evangelion Fate – While piloting an Evangelion, it is in most cases considered to be the same character as the pilot. Pilots may use Fate freely while in Evangelion as though the Evangelion were their character, including rerolling failed tests the Evangelion makes, healing wounds to the Evangelion, and recovering from the Evangelion's Stun. If both the Evangelion and the pilot would be Stunned at the same time, a single Fate point may be spent to remove the Stun from both of them. 2 Chapter One: Character Creation In Adeptus Evangelion, you take the role of one of the few Pilots of the monstrous Evangelion war machines. Given the nature of the battle system described later, it is important for GMs and players alike to note that this system plays best with a number of pilots between 2-4. When creating a character, first choose a Background and a Career. Unlike in Dark Heresy, however, players roll 2d10 eleven times, dropping the lowest result, and then assign these scores to the ten characteristics as they see fit, adding 20 to each one along with any further modifiers given by your Background. Backgrounds Unlike the Dark Heresy system, all of the possible characters have the same Homeworld (Earth). Instead, Adeptus Evangelion adapts the Homeworld system for background types. Depending on the sort of campaign your GM wants to run, some of these Backgrounds may not be available. Backgrounds Neospartan Neospartans have been trained in combat and piloting since a very young age, taking the time to learn to use a large number of weapons. They are defined by their roles as warriors and pilots. There is nothing else for them. Prodigy Prodigies are pilots that have only recently been tapped. They lack the extensive training of most other pilots, but maintain a synch ratio well above normal. Manufactured A genetic experiment specifically designed to pilot an Evangelion. While often suffering from various disorders, they can synchronize and pilot effectively while being easily replaced. Survivor Not everyone grew up on a military base or in a rebuilt city. Some people had to live and survive in the ruins of civilization. 3 Neospartan “The night of the operation, I tried to strike up a conversation with Tristan. I knew it was like talking to a brick wall, but I couldn't help but feel like he resented me for the assignation. As usual nothing I said got a response, he just stood there, arms folded, matching the intense glare of his EVA. He didn't move, just as still as a tree. I stupidly filled the air with my own chatter, thinking that he was just listening and reflecting. When the Commander gave the order to move out, Tristan didn't even flinch. Didn't even blink. 'It's time, Tristan.' I think I said. After a pause he smiled to himself. 'Alright, let's go.' Was his response before heading for the plug. Funny thing is, I don't think he was talking to me.” In preparation for the oncoming war, children were selected to be trained up into the future saviors of humanity. A Neospartan is one of those children; a child whose life has been orchestrated to prepare them for that future role. Simulations, tactical training, physical conditioning, and extreme mental stress have come together to create superior pilots and fighters in virtually all forms. Neospartan Skills Used to military life and recognizing their own importance on the battlefield, Neospartans have Proficiency in Command and Common Lore (War). Neospartan Characteristics Neospartans have +5 Weapon Skill, +5 Ballistic Skill, +5 Toughness, and -5 Fellowship. Starting Wounds Neospartans start with a number of Wounds equal to 1d5 + 8 + the character's Toughness Bonus. Fate Points Roll a 1d10 to determine starting Fate Points. On a 1-8, the character has 2 Fate Points. On a 9-10, they have 3 Fate Points. 4 Neospartan traits Each Neospartan chooses four traits from the following list, two of which are positive and two of which are negative. Positive Traits: Negative Traits: Trained for War Memento: After years spent with a gun gripped tightly in their Nerv’s training is often brutal and in the process many hands, Neospartans have gained a preternatural connection with Neospartans lose all ties with their past life and family. However, the modern implements of death. You gain a +2 bonus to Breach some manage to keep hold of some fragment of their past. You with any weapon. have, in your possession, one small item that you consider irreplaceable and of immense value. If taken or lost, you must try everything you can to retrieve it, taking a -10 penalty to all Tests By The Books until it is retrieved. If lost permanently, you may gain 1d5+10 Clocking in thousands of hours in the simulator against Insanity Points to end this effect. Angelic templates grants Neospartans an edge on finding where and when to strike. Whenever you would spend a Fate Point to reroll a failed Weapon Skill or Ballistic Skill Test, and the new Living Weapon result is still a failure, you regain the spent Fate Point. Neospartans are taught that the best course of action isn’t to think of a way out of a situation but to smash their way through it. This Gordian Knot approach is so entrained that you Loyalist must Test Willpower when presented with a problem that can be You have been trained and prepared for some of the solved with a proper application of force or else solve it as such.
Details
-
File Typepdf
-
Upload Time-
-
Content LanguagesEnglish
-
Upload UserAnonymous/Not logged-in
-
File Pages197 Page
-
File Size-