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Operations Director

Roots
The Operation Director does not have a Synch Ratio stat.

When picking Roots, the Operations picks the following

Operations Director
+5 to any stat and -3 to another
OR
+3 to any two stats, and 5 Depth of one Drawback is not added to Assets
The Operations Directors may start with any 4 skill proficiencies they wish, including restricted skills.

When rolling for stats, roll 2d6 six times and drop the lowest, then assign two results to two stats
and one results to the remaining stat

Skills
The Operations Director ignores restricted skills in regards to purchasing. Non-proficiency risks still apply.

Assets and Drawbacks


The Operation Director may ignore any Special requirements. Any entry referring to Strain, Ego, Synch
Ratio, AT Powers or Eva-Scale combat cannot be taken. The following list cannot be chosen:

Artificial Ego

Conduit

Letdown

Open Mind

Stylized Eva

There is Only War

Touched

Weakest Link

Complex Extension

Evangelion Training

Expert Reflexes

Feedback Training

Made for Each Other

Prodigy
Strong Connection

Synch Flux

Tough Stuff

What Doesnt Kill You

You or Me

The Mr. Wizard Skill now only costs 5 Depth. Some Assets may be subject to GM approval.

Aspects Unchanged
Ripple Effects
The Operations Director ignores the Ego pool and Strain Threshold.

Stress Pool can be based on either Intelligence or Empathy and rounds up.

Evangelion Ignored
Tree of Life
The Operations Director ignores both Root and Trunk Tables. Instead, they have access to the
unique Operations Director Trunk

The Operations Director has a separate list of Branches to pick from. You can also choose the
Spotter, Genius, Icon, Jack of All Trades and Stalwart Tree.

Research and Weapons


As stated, the players may vote on specific technologies. The Operations Director may have 2 votes in
these scenarios. Discussion and consensus is encouraged. Alternatively, the GM may allow the
Operations Director to pick Technologies regardless of player wishes.

NERV Resources
The Operations Director is now solely in charge of spending NERV Resources.

At the beginning of each round, the Operations Director will gain 3 Stamina with which to
activate NERV Resource abilities.

They do not receive an additional turn, instead they may choose to act on any players turn.

Some abilities may allow Reaction Actions, however unless specified the Operations Director
can only act on players turns. They can activate abilities before, after, or in between player
actions within that turn.

Setup abilities still need to be paid for before the end of the first round. As usual, these do not
cost Stamina.

Sectors
There is a list of Sector types that the Operations Director may choose from at the beginning of
the battle. This must be done before the battle begins as some may cost/give NERV Resources.
Depending on the Angel fight and how in-depth the Operations would like to go, there are also
additional Sector maps to choose from. This is best discussed with the GM.

For the purposes of movements and engagement (should it ever become appropriate), the
Operations Director is considered to be engaged with every pilot and in every Sector at once.
They cannot however be targeted by any E-Scale ability, unless otherwise stated, or the GM
allows.

Action
The Operations Director may not take any actions given on the Action List.

Conditions and Fear


The Operations Director may be subject to any mind-altering conditions, such as Fear, should
they become appropriate. They are also subject to Stress and Stress Breaks as per normal.
Operations Directors cannot gain Ego and as such do not suffer Ego Breaks.
Operation Director - Trunk
Starting Talents: Influence (NERV), Influence (Pilots)

Name Freq Cost Prerequisites


Skill Proficiency * 1E ---
Gain Proficiency in any single Skill Specialization of your choice.
Skill Training * 1E Proficiency
Add a +5 bonus to one Skill you are Proficient in.
Skill Mastery 2 1E Proficiency, Skill 51+
Gain Mastery in a Skill, allowing you to spend 1 Luck to automatically pass a test of that Skill.
Group Advancement (Any) 3 2E ---
Gain a +5 bonus to a Skill Group of your choice.
Advance (Physique) 1 3E ---
Add a permanent +5 bonus to your Physique score.
Advance (Intelligence) 1 3E ---
Add a permanent +5 bonus to your Intelligence score.
Advance (Empathy) 1 3E ---
Add a permanent +5 bonus to your Empathy score.
Expert Focus 1 40 xp 600 xp
Gain another option from an Improved talent of your choice.
IOU (Military) 1 20 xp 200 xp
Produce a powerful, one-time effect.
IOU (R&D) 1 20 xp 200 xp
Produce a powerful, one-time effect.
IOU (Political) 1 20 xp 200 xp
Produce a powerful, one-time effect.
You Owe Me 1 30 xp 400 xp, IOU (Any)
Renew an expended IOU
Absolute Order 1 30 xp ---
Spend Luck/Doom to give orders that must be fulfilled.
Influence (Any) 2 2E ---
Pick a demographic of people to gain a +10 bonus to Empathy based skills against.
Expert Action 1 40 xp 500 xp
Gain an additional Stamina to use in combat
Just as Planned 1 20 xp ---
Spend Luck to have retroactively taken some action 10 minutes earlier
Well Trained 1 2E ---
Defy Fate taking advantage of NERV equipment or facilities costs 1 fewer than normal.

* - This Talent may be taken any number of times.


IOU
These IOUs represent favors from someone significant who can get things done. These can be
exchanged for a number of effects based on the type of IOU. Once expended, this talent is then lost
permanently expended (unless refreshed from the You Owe Me talent). The listed options are only
examples other, more imaginative things may be called in at the GMs discretion.

Military
An additional 15 NERV Resources for a single fight as part of a coordinated plan of attack

The deployment if an N2 Weapon against an enemy

The deployment of a prototype anti-Angel weapon

The deployment of a Base of Operations equivalent far away from the Geofront

Political
Permanent removal of a troublesome NPC

Aid in a major legal action

Obtaining information without risking an elite agent

Using national resources to launch an Eva into space

R&D
Request a weapon from a tech tree you have not researched yet, but only for a single fight

Permanently acquire a weapon from an un-researched tech tree, but with some significant
drawback

Requisitioning a specialized piece of equipment for a one-time task, such as capturing a weak
angel

You Owe Me
Pick any expended IOU talent it is no longer considered expended.

Absolute Order
The Operations Director may spend 1 Luck to give any character under their command an order that they
must follow to the best of their abilities. If used on a pilot, they may choose to ignore such an order. In
that case, the Operations Director does not spend the Luck, but the pilot now spends 1 Luck. If the
Operations Director or pilot does not have any Luck to spend, they can also gain 1 Doom to achieve the
same effect.

Additional Stamina
The Operations Director now has 4 stamina to spend during the round instead of 3. All the previous
restrictions still apply.
Just as Planned
The Operations Director may spend 1 Luck to have retroactively prepared or taken any action within the
last 10 minutes that would just now come into play, such as making a discrete phone call for assistance
or turning on a small recording device.

Pilot Management
Prerequisites: Empathy (30) or Medicae proficiency

Buy in cost: 30 xp

Special: As the Team Player talent. In addition the player gains 1 Luck and 1 Enrichment.

Name Freq Cost Prerequisites


Additional Resources 2 20 xp ---
Choose additional things to spend NERV Resources on.
Foster Teamwork 1 20 xp 200 xp
Spend Luck to give two pilots a temporary free talent.
When Suddenly 1 30 xp 400 xp
Spend Luck to appear where pilots are in danger.
Pilot Surveillance 1 30 xp 200 xp
Spend Luck to send S2 agents to a pilots location.
Improved Remote Care 1 30 xp ---
Provide additional benefits

Team Player
The Operations Director may, at any time, spend 1 Luck to give an ally 1 Luck to spend as they see fit.

Foster Teamwork
As a prerequisite to this talent, the Operations Director must pick two pilots. Those pilots must then
spend a week in intensive synchronized training. At the beginning of a battle, the Operations Director
may then spend 1 Luck and pick a Talent for the pilots to learn for this battle. This must be a Talent that
at least one pilots knows already, or meets the pre-requisites for but has not purchased. This Talent is
then lost, unless the pilot spends the exp normally required to purchase it next time they would gain
exp.

When Suddenly
In any situation in which the Operations Directors position has not been openly stated within the last
ten minutes in game, and in which a pilot is in danger (whether the Operations Director could be
expected to know this or not) the Operations Director may spend 1 Luck to appear within five meters of
that pilot instantaneously. It is assumed that the Operations Director has been in the area for at least the
last minute, and is now just revealing themselves.
Pilot Surveillance
The pilots are one of the most valuable resources on the planet, and keeping them safe is one of the
Operations Directors many responsibilities. By spending 1 Luck, the Operations Director can send a team
of 1d5 Section 2 Special Agents to the pilots position within one round (or some other dramatically
appropriate amount of time), so long at the pilots are still within the Base of Operations. This ability may
similarly fail in other situations where Section 2 would be unable to locate the pilots.

Improved Remote Care


The Operations Director permanently improves their Remote Care ability in some fashion. When this
talent is taken, choose one of the following options to permanently replace the Tank Barrage ability on
your character sheet. Each option is still treated as the Remote Care action for the purpose of any
ability that references that talent.

Painkillers: As Remote Care, except the pilot may now also remove 1 Injury as well.

Adrenaline: As Remote Care, except the Fear and Terror Conditions may now also be removed.

Concoction: As Remote Care, except the pilot can remove 1 Fatigue in addition to removing 1
Condition.

Additional Resources
When this Talent is taken, choose one of the options. This now becomes a purchasable NERV Resource
ability.

Death before Dishonour


Cost: 1 NERV Resources Stamina: 1 Stamina (Reaction)

If a pilot should fail their Fear or Terror check, the Operations Director can activate this ability as a 1
Stamina Reaction to make the pilot reroll the test with a +20 bonus.

Feedback Tampering
Cost: 1 NERV Resource Stamina: 1 Stamina (Reaction)

If a pilot would take Ego or Stress, the Operations Director can activate this ability as a 1 Stamina
Reaction to Stun the pilot for 1 round and reduce the amount they would receive by half.
Battlefield Tactician
Prerequisites: Int (30)

Buy in cost: 20 xp

Special: As the Recessive Buildings talent. In addition the player gains 1 Luck and 1 Enrichment.

Name Freq Cost Prerequisites


Superior Logistics 1 30 xp 200 xp
Spend Luck to retroactively change a sector
Base Defense 2 20 xp ---
Permanently reduce the cost of a NERV Sector building by 1
Additional Resources 4 20 xp ---
Choose additional things to spend NERV Resources on
Requisition Support 4 10 xp ---
Increase NERV Resources by 1

Recessive Buildings
When rolling for collateral damage, you may reroll any one result.

Superior Logistics
The Operations Director may spend 1 Luck to do one of the following:

Remove an unused Sector building and regain the spent NERV Resources

Spend NERV Resources to place a Sector building

Move an unused Sector building to another Sector

Base Defense
Choose on NERV Sector building. That building now costs 1 less NERV Resource to place (to a minimum
of 1). The same ability cannot be picked more than once.

Additional Resources
When this Talent is taken, choose one of the options. This now becomes a purchasable NERV Sector
building. Sector buildings with a *** can be placed in an occupied Sector

Launch Port
Cost: 3 NERV Resources for the first two, 2 for each additional
Effect: The OD may, as a 1 Stamina action, move any ally engaged with a Launch Port to any other
Launch Port.

Decoy Balloon ***


Cost: 1 NERV Resource
Effect: If the Angel has not been attacked yet, it must direct its attacks towards this.
Defensive Trap ***
Cost: 2 NERV Resources
Effect: This trap can produce any one effect before it is used up.

Prevent a Line attack from continuing any further

Reduce the range of one Area attack

Protect one other NERV Sector from being destroyed

Gas Vents
Cost: 2 NERV Resources
Effect: Any ranged attacks that pass through this Sector are at a -10 penalty. As a 1 Stamina action,
anyone in this Sector is now subject to the Blindness condition for 1d6 Intervals, after which this Sector
is expended.

Magi Analysis Chamber


Cost: 1 NERV Resource
Effect: If an Angel starts its turn in this sector, the Operations Director may pick any one result from the
Magi table. This can only be used once per fight.
Employer
Prerequisites: ---

Buy in cost: 40 xp

Special: As the Influence (Section-2) talent. In addition the player gains 1 Luck and 1 Enrichment.

Name Freq Cost Prerequisites


Contact 3 20 xp ---
Create an NPC as an ally to the Operations Director
Elite Agent 1 30 xp Contact
Upgrade an existing Contact to become an agent capable of going on assignments
Upgrade Contact * 10 xp Contact
Improve an existing contact
Double Agent 1 40 xp Elite Agent
Spend Luck to make an existing NPC your ally

* - This Talent may be taken any number of times

Influence
You have a good reputation with a certain group. You gain a +10 situation bonus to all Empathy based
skills when interacting with the designated group.

Contact
Work together with the GM to create an NPC as an ally to the Operations Director. This includes who
they are, where they work and their connection to the Operation Director. Contacts will start off using
the Generic NPC (Adult) stats (page 55 of the GM book). In addition the Contact will start with an
additional skill proficiency of the Operation Directors choice. They also begin with the Influence talent
for whatever group they belong to.

Elite Agent
This will upgrade a contact to someone with extensive combat and investigation training. The Contact
now uses the Section 2 Agent stats (page 56 of the GM book). The Contact also gains a +20 to
Investigate, proficiency in Cybersecurity and any other upgrades they may already have (including the
free skill from Contact).
Elite Agents can also be sent out on assignments. The Operations Director deploys the agent to
investigate a single individual, group or event then drops off the radar for between a week and a
month, based on the task. At the end of this time, The Agent test Investigation with the degree of
information found out based on DoS. Failure mean no information gathered. Failure of 2 or more
degrees, the Agent has attracted the wrong kind of attention and has been removed. The Elite Agent is
lost forever and may not be replaced. On three or more degrees of failure, the Elite Agent is lost and the
OD has been implicated in the process. What happens next is up to the GM.

Upgrade Contact
Each time this talent is purchased, one Contact is improved in some manner. This talent may be taken
multiple times, though it will only affect the Contact chosen. Options may be picked multiple times.
Skills: The Contact can either gain proficiency in 2 additional skills and 2 +5 bonuses to skills the
Contact in proficient in. The bonuses may be applied to the same skill.

Stats: The Contact may increase 2 stats by 5.

Talent: The Contact may gain any Talent that they theoretically could be applicable for (such as
Influence). This is subject to GM approval.

Other: The Contact gains some significant narrative benefit. Examples may include a higher
security clearance, an inside job at some organization or some specialized equipment. Subject to
GM approval.

Double Agent
The Operations Director may choose any single NPC in the room and spend 4 Luck and gain 1 Doom. The
NPC, despite all previous evidence, has actually been working for the Operations Director as a double
agent. The GM may choose to veto the use of this ability on NPCs for campaign reasons, in such case the
Luck is not spent and Doom not gained.
Military Commander
Prerequisites: ---

Buy in cost: 30 xp

Special: As the Form Up talent. In addition the player gains 1 Luck and 1 Enrichment.

Name Freq Cost Prerequisites


Requisition Support 4 10 xp ---
Increase NERV Resources by 1
Coordinator 2 20 xp ---
Permanently reduce the cost of a NERV Resource ability by 1
Improved Tank Barrage 1 30 xp ---
Incur different penalties on the angel
Additional Resources 2 20 xp ---
Choose additional things to spend NERV Resources on

Form Up
At the start of a battle, the Operations Director may spend 1 Luck to generate an additional 1d6 NERV
Resources to add to the pool to spend as normal

Requisition Support
Increase the regular amount of NERV Resources you would normally receive by 1.

Improved Tank Barrage


The Operations Director permanently improves their Tank Barrage ability in some fashion. When this
talent is taken, choose one of the following options to permanently replace the Tank Barrage ability on
your character sheet. Each option is still treated as the Tank Barrage action for the purpose of any
ability that references that talent.

Depleted Plutonium Rounds: As Tank Barrage, except the Armour of the Angel is reduced by 1
for the duration of the effect. This cannot stack with itself.

Five Rounds Rapid: As Tank Barrage, except the Angel cannot use Reaction actions for 1 Interval.

Big Payload: As Tank Barrage, except it now also deals 1d6 Soft Damage.

Coordinator
Choose one use of NERV Resource ability. It now costs 1 less to purchase (to a minimum of 1). The same
ability cannot be picked more than once.

Additional Resources
When this Talent is taken, choose one of the options. This now becomes a purchasable NERV Resource
ability.
Bakelite Drop
Cost: 3 NERV Resources Stamina: 1

V-TOLs drop large amounts of pressurized Bakelite onto the angel. The Angel is slowed for 3 Intervals.

Countermeasures
Cost: 3 NERV Resources Stamina: 1

V-TOLs discharge a massive cluster of flares and chaff around an ally. Any opponent attacking the
targeted ally is at a -20 to Ballistics.
Sector Types
To replace the traditional line sector map, the Operations director may choose to replace it with a
different pattern to be discussed with the GM. These can either be an extended 3 hexagon wide line,
or a cone, or even battlefield extending either side of the base (for threats from multiple directions).

Regardless, sector rows 0-4 must contain the following sectors:

0: Terminal Dogma An Angel spending a full round will have disastrous consequences, most
likely involving some kind of Impact-scale event.

1-2: Deep NERV An Angel reaching here will provoke Devastating Collateral damage

3: Last Line of Defense An Angel must spend a 3 Stamina action clearing this away before it can
advance. Doing so will result in Heavy Collateral damage.

Sectors rows 4-8 are considered the standard NERV Base of Operations. This is ideally where the majority
of fighting is intended to be held. Sector row 9 is considered NERV Outskirts and anything from 10
upwards is considered Undeveloped.

Within the Base of Operations, the Operations Director has the option to place Sector Buildings and
Terrain. These will have an associated NERV Resource cost and an effect. Sector buildings are destroyed if
hit with an attack with the Line or Area quality. They can also be destroyed if targeted specifically by an
Angel attack. Sectors with a *** can be placed on an occupied Sector.

Power Plant
Cost: -3 NERV Resources
Effect: If destroyed, all Umbilical cables stop producing power. Limit of one per fight.

Mobility Trap
Cost: 3 NERV Resources
Effect: If the Angel starts its turn in this sector, they (and anyone engaged with them) become
Immobilized for 1d6 Intervals.

Offensive Trap
Cost: 3 NERV Resources
Effect: If the Angel starts its turn in this sector, they (and anyone engaged with them) take 10 Soft
Damage.

Supply Cache ***


Cost: 2 NERV Resources
Effect: If an Eva is engaged with this, the pilot and/or Operations Director can spend 3 Stamina (both can
contribute to this action). If they do, they can trade in any of their current weapons for a full Requisition
refund and the immediately re-spend that Requisition on new weapons.
Umbilical Cable ***
Cost: 1 NERV Resource
Effect: If an Eva is engaged with this, the pilot and/or Operations Director can spend 1 Stamina to replace
a broken/destroyed Umbilical.

Inhabited Area
Cost: -2 NERV Resources
Effect: Should an angel enter this area of if it subject to a Line or Area attack, an additional Mild
Collateral result is rolled at the end of the battle.

Lake/River
Cost: 0 NERV Resources
Effect: If engaged with this, the pilot is considered Slowed and may spend 1 Stamina to remove the
Smolder or On Fire Conditions on their turn.

Difficult Terrain
Cost: 0 NERV Resources
Effect: This sectors imposes a -10 Reflex penalty on anyone within and things with this Sector cannot
be charged.

Unstable Terrain
Cost: 0 NERV Resources
Effect: Anyone hit by an attack while in this Sector, or attempts to run in or out of this Sector, must test
Balance or fall Prone.

Dune
Cost: 0 NERV Resources
Effect: Any fall that ends on top of a dune results in no damage.

Poor Footing
Cost: 0 NERV Resources
Effect: -10 penalty to Finesse and Reflexes

Head above Water


Cost: 0 NERV Resources
Effect: Run action cannot be taken. Any weapon dropped here is considered lost for the rest of the
battle.

Visual Barrier
Cost: 0 NERV Resources
Effect: Break line of sight. Ranged attacks cannot be made if this Sector is between the attack and the
target unless using the Line quality. If this Sector is subject to the Line quality, it is destroyed.

Chasm
Cost: 0 NERV Resources
Effect: Anyone using the Run action to move through this Sector must test Jump or end their turn here
and become Prone.

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