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AdEva Extra Content (3.6)

The document discusses the role of an Operations Director (OD) in the roleplaying game Adeptus Evangelion. It presents the OD as an important NPC that is in charge of the pilots' battles and daily lives. It considers whether the OD should be available as a player character and discusses some pros and cons. It then provides three options for how to incorporate the OD into the game: as a co-GM who helps run the game, as a regular player character, or as an assistant to the GM who receives some information but not all plot details. It also outlines some mechanical aspects of how an OD character would work in gameplay.

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0% found this document useful (0 votes)
195 views13 pages

AdEva Extra Content (3.6)

The document discusses the role of an Operations Director (OD) in the roleplaying game Adeptus Evangelion. It presents the OD as an important NPC that is in charge of the pilots' battles and daily lives. It considers whether the OD should be available as a player character and discusses some pros and cons. It then provides three options for how to incorporate the OD into the game: as a co-GM who helps run the game, as a regular player character, or as an assistant to the GM who receives some information but not all plot details. It also outlines some mechanical aspects of how an OD character would work in gameplay.

Uploaded by

Johnny Simmths
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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What is an Operations Director?

The Operations Director (OD for short), is an important character to the pilots. The person directly in charge of their battles with an
angel as well as taking the most responsibility for their daily lives, the OD in most AdEva games is probably the NPC the players will
be encountering the most. In previous iterations of the game, the OD had been made available to players as an option for characters.
This section will explain the various pros and cons, several approaches, and then finally the mechanical portion.

Should your game have an OD?

Adeptus Evangelion is a game that focuses on the story of the pilots, who are middle-schoolers by default. The fragile innocence and
vulnerability that comes with being a child part of what makes an AdEva game identifiable as an Evangelion experience. NPC
Operations Directors definitely play a role in the plot arcs of characters, but should you have one as a player? Their character will most
likely be an adult with many duties that will take them away from the group, and if they don’t, the party now has a permanent nanny
which the players may not appreciate. Furthermore, since ODs have legitimate authority over pilots, you have now given one player
the ability to order the others around—the group may not like that either.

How to incorporate the OD into your Game

1. Operations Director as Co-GM

Because an Operations Director occupies such a strange place in the narrative, one option is to deputize the OD as your Co-GM. You’ll
be sharing your notes about the setting, your ideas for the future, and your session plans with them. In this case, the only information
you will not be sharing with the OD is your Angel stat-blocks. The OD should be someone you trust to be able to run scenes, handle
characters, and generally help run the game—even if you decide to take a night off. The advantage of this set up is that you will not
only be getting a backup GM, but you will effectively sidestep any issues of screen-time, group authority, and plot-sensitive
information.

2. Operations Director as Player

You can also just forgo any sort of inclusion of the OD in the planning and have them be a regular player. This has the advantage of
preserving your power as the GM and might be your only option if the OD isn’t someone you can trust to handle things in a way you
are comfortable with. However, using the OD in this way will run into the problems listed above and requires very careful planning to
ensure that all parties have equal time and importance to the game.

3. Operations Director as Assistant

Another option is to instead make them an assistant. Not quite a Co-GM, your OD in this case will still receive some plot-sensitive
information and be able to orchestrate non-critical scenes on your behalf (while you focus on the big picture), but will be left in the
dark as to the larger narrative, your plans, and of course the Angels themselves. This is a healthy balance between having a Co-GM
and having another player. When you choose this route, decide ahead of time what you will be delegating to your OD and what you
will keep close to your chest. Don’t be afraid to listen to suggestions from your OD either, since they have the opportunity to see
things from both yours and the player’s viewpoints.
The Mechanics OD in Battle

Personal Scores Instants


Operations Directors act on Instants. Instants function much the
All ODs start with the following Personal Scores same way that Intervals do, but instead of acting after each pilot’s
turn, an OD takes their Instant before a pilot takes their turn. An
Physique Intelligence Empathy OD gains 1 Stamina each Instant, and has the normal limit of 3
30 +2d6 30 +2d6 30 +2d6 Stamina.

ODs do not have a Synch Ratio score and can never gain one by OD Actions
any means. Operations Directors cannot take any of the normal combat
actions available to pilots for obvious reasons. Instead, an OD
Skills will usually be spending their Actions on utilizing Nerv Resource
actions for the pilots. An OD may use any of the Nerv Resources
ODs are proficient with any five skills of their choice, as well as actions as a Reaction for the pilots, paying its normal cost in
one Restricted Skill. Stamina and Nerv Resources.

Fate Talents Child ODs

Operations Directors purchase Talents such as Skill Proficiency Operations Directors are assumed to be adults, however in games
and Advances just as pilots do. However, they also have a new where the OD is just another player it may be more beneficial to
class of Talents called Fate Talents. Fate Talents are different group cohesion to have them be another child like the pilots.
from normal Talents in the following ways. This requires a few changes, listed below:
• Fate Talents all come with a specific effect that they • Child ODs have their Personal Scores start at 20 instead
trigger. of 30.
• Fate Talents may only be used once, after which they are • Child ODs do not begin trained in a Restricted Skill
erased from the character sheet. • Child ODs may count as Manufactured for the purposes
• Fate Talents may be purchased any number of times, but of Assets and Drawbacks, but still may not select any
a character may only have one instance of any Fate Asset or Drawback related to Synch Ratio or the
Talent on their character sheet. Evangelions.
Fate Talents are not typically representative of the OD’s A GM should come up for a compelling reason to have a child be
particular skills or actions, but rather they enable emulation of placed in charge of Evangelion deployment. Perhaps they are
certain dramatic tropes and contrivances that happened during the some kind of tactical genius, or maybe they are the architect
series. Quite often, the OD character will not be aware that they behind the Magi System. Whatever explanation works for your
have used a Fate Talent at all. game is fine.

OD Talents

ODs do not have a Tree of Life with a trunk and branches.


Instead, they have only one Talent Tree from which they may
choose. Because this makes it much easier for them to obtain
certain Talents, like Advances, their costs are higher than a pilot’s
would be.

Assets and Drawbacks

ODs are required to take the minimum 5 Depth of Drawbacks,


just like pilots. However, they may not take any Drawback nor
Asset that is related to Synch Ratio or the Evangelions. An OD
may be counted as having any Root except Manufactured for the
purposes of Assets and Drawbacks.
Name Scale Freq Cost Prerequisites
Minor Advance (Any) Per 5 5E ---
Advance one Personal Score by 3.
Group Advancement(Any) Per 2 5E ---
Gain a +5 Bonus to a Skill Group of your choice.
Influence (Pilots) Per 1 3E ---
Gain a +10 situational bonus when using Empathy based skills on Eva Pilots.
Influence (Nerv) Per 1 3E ---
Gain a +10 bonus to Empathy based skills against Nerv staff.
Influence (Section-2) Per 1 3E ---
Gain a +10 bonus to Empathy based skills against members of Section-2.
Influence (Any) Per 2 3E ---
Pick a demographic of people to gain a +10 bonus to Empathy based skills against.
Restricted Skill Per 2 3E ---
Gain Proficiency in a single Restricted Skill Specialization of your choice.
Skill Proficiency Per ∞ 1E ---
Gain Proficiency in a single General Skill Specialization of your choice.
Skill Training Per ∞ 1E Proficiency
Add a +5 bonus to one Skill you are Proficient in.
Skill Mastery Per 3 5E Proficiency, Skill 51+
Gain Mastery in a Skill, allowing you to spend 1 Luck to automatically pass a test of that Skill.
Activate it Eva ∞* 20 xp ---
Plant a trap as a reaction.
Advance Warning Eva ∞* 30 xp ---
The next battle will take place in a battlefield of your choosing
Buy Time Eva ∞* 20 xp ---
Allow for a temporary retreat from an Angel, but cause Collateral.
Commandeer Eva ∞* 30 xp ---
Swap one Technology for another for one battle.
Don’t run away Eva ∞* 20 xp ---
Allow a pilot suffering from Fear or Terror to choose the effect.
Grow up already! Per/Eva ∞* 30 xp ---
Defy Fate to allow a pilot to temporarily overcome a Breakdown.
I.O.U Eva ∞ 10 xp ---
Gain 2 additional Nerv Resources
Only thirty seconds left… Eva ∞* 20 xp ---
Grant an unplugged Eva an additional 3 rounds of power.
Service, Service! Eva ∞* 40 xp ---
Use any other Fate Talent you qualify for
Teamwork Training Per/Eva ∞* 40 xp ---
For one battle, pilots in the same can make a specific Prepared Test.
You’re number one! Per/Eva ∞* 10 xp ---
Grant a pilot a +10 bonus to a Personal or Eva Score, but risk Stress.
You should be proud Per ∞* 20 xp ---
Reduce a pilot’s Stress, but only after winning a battle.
Unbelievable Luck Eva ∞* 20 xp ---
Alter the outcome of a Test or Hit Effect.
*Fate Talent
Minor Advance Skill Proficiency
Other Other
Effect: Your character has become greater than they were before Effect: Each time that the Skill Proficiency skill is purchased,
in a certain range of their skillset. Whenever you gain this Talent, choose one Specialization (of any Skill Group) which you do not
it will always be associated with a specific Personal Score already possess. You gain Proficiency in that Specialization,
(Physique, Intelligence, or Empathy). Permanently increase the allowing you to later Purchase Skill Training in that skill as well as
specified score by 3 make Prepared Tests for that Specialization should time and
situation allow. This talent cannot unlock Proficiency in any
Group Advancement Restricted Skills.
Other
Effect: Each time that the Group Advancement talent is Skill Training
purchased, it is associated with a specific Skill Group. Increase Other
the value of that Skill Group by +5. This Talent may be Prerequisite: Proficiency in that Skill
purchased for a given skill group no more than two times, for a Effect Choose one Specialization that you are Proficient in. Gain a
total bonus of +10. +5 Training Bonus in that skill. This Talent may be chosen for a
specific skill up to 5 times, for a total bonus of +25.
Influence
Social Activate It
Effect: You have a good reputation with a certain group. You gain Fate
a +10 situation bonus to all Empathy based skills when interacting Effect: Flood it with the special bakelite!
with the designated group. Available groups that may be affected As a 1 Stamina Reaction, you may place one of the following traps
by this Talent include, but are not limited to, the following: in a Sector of your choice.
• Pilots: The operators of the Evangelions. • Mobility Trap: Nerv has prepared something to slow down
• Section-2: The black suited men and women that act as the Angel, using such methods as bakelite sprayers,
Nerv‘s security and intelligence division. harpoon guns, or possibly a complex gravity trap or some
• Scientists: The scientific community, be they freelance or kind. Regardless of the means, if the Angel begins an
part of Nerv‘s own research division. Interval inside of this Sector, they (any anyone engaged
• UN: General officers and bureaucrats that operate within with them) become Immobilized for 1d6 Intervals and this
the United Nations government. Terrain has no further effect.
• Nerv: General staff of Nerv that do not fall into any other • Offensive Trap: Nerv has prepared a damage dealing trap
categories. to weaken the Angel, possibly in the form of massive gun
• Civilians: Non-military individuals not affiliated with any emplacements, a precise missile strike, or a tank ambush.
group or organization. Regardless of the means, if the Angel begins an interval
inside of this Sector, they (and anyone engaged with them)
Restricted Skill take 10 Soft Damage and this Terrain has no further effect.
Other This Talent may also be used to activate Supply Trucks and Barrier
Effect: Each time that the Restricted Skill Talent is purchased, Plates regardless of the current battlefield, but the Stamina and
you gain proficiency in one Restricted Skill. Nerv Resources cost must be paid as normal.

Skill Mastery Advance Warning


Other Fate
Prerequisite: 51+ in that Skill Effect: Confirming, Pattern Blue!
Effect Choose one Specialization that you are Proficient in which By some miracle, Nerv is able to detect the next Angel before it’s at
has a natural Target Number of 51 or more. You gain Mastery in their front door. This Talent must be used in the same session as
that Specialization. When prompted to roll a Skill Test for a when an Angel is defeated. The next Angel to be encountered by
specialization in which they have Mastery, the player may choose the group takes place in a battlefield of your choosing.
to instead spend 1 Luck to automatically succeed on that roll as if
they had rolled exactly half of their Target Number (rounding up
when necessary). A character which had a Target Number of 45 for
a Skill Specialization would, on a use of their Mastery, be treated
as if they had rolled 23.
Buy Time Only Thirty Seconds Left…
Fate Fate
Effect: N2 Mine has been authorized! Effect: How much battery time is left? Just thirty seconds!?
When you use this Talent, the Angel is temporarily stalled by an When activating this Talent, select an unplugged, undefeated
N2 mine, an elaborate super-science trap, or the Angel simply Evangelion that has three rounds of power or less. It gains an
decides to change its method of advance. Whatever reason you additional three rounds of power.
choose, the Angel Battle ends, the Evangelions are recovered,
Moderate Collateral is dealt to the Base of Operations, the Angel Service, Service!
is Immobilized, and stops its attack for 1d6+6 hours. If the Angel Fate
is attacked or the Evangelions are deployed before this time is up, Effect: Look forward to next time; there’ll be plenty of fanservice!
the Angel is no longer Immobilized and is free to act however it When you activate this Talent, choose any other Fate Talent. You
pleases. When used outside the Base of Operations, the Collateral immediately use that Talent, but you must pay any costs and
is dependent on the battlefield chosen, and the Angel is instead observe any limitations that the Talent would normally require.
delayed for 1d10+4 days. This Talent may not be used on any
Angel more than once. Teamwork Training
Fate
Commandeer Effect: The two of you will need to be in perfect synch for this next
Fate operation.
Effect: As of 1500 hours today, for the aforementioned reasons, Activating this Talent takes at least five days of time in which you
Special UN Agency Nerv hereby commandeers the assets listed in subject the pilots to a humiliating and embarrassing training
this warrant. schedule. After completing this training period, the pilots may
This Talent may be used at any point before the Evangelions have make Prepared Tests with any one Skill or Eva Score you choose
been deployed. Select one Technology other than General during their next Battle, regardless of circumstances. Once you
available to the pilots and exchange it for any other. This swap have used this Talent, you cannot use it again until the pilots have
lasts until the Angel has been defeated. gained another 400xp.

Don’t Run Away You’re Number One!


Fate Fate
Effect: You mustn’t run away. Not now. Effect: I thought I’d give him a little confidence.
As a 1 Stamina Reaction you may allow one pilot that has been Select one pilot and a Personal Score or one of the following Eva
affected by a Fear or Terror effect, but has not yet rolled on the Scores: Eva Martial, Eva Firearms, and Reflexes. That pilot gains
Fear or Terror Charts, to choose an option on that chart instead of a miscellaneous +10 bonus to that Score for one Battle, but if they
rolling. fail any Test using that Score or suffer a Stress Break, they
immediately gain 1d6 Stress which ignores the normal limits on
Grow Up Already! Stress gain and the bonus is removed. If Synch Ratio is selected,
Fate the penalty instead triggers on their first Synch Disruption.
Effect: If you won’t pilot Eva, we’ll find someone who will.
When activating this Talent, choose one pilot suffering from a You Should be Proud
Breakdown. Until the end of the session, you may spend Luck on Fate
the pilot’s behalf in order to allow them to act normally. Effect: People will praise you for what you’ve done today.
This Talent must be used in the same session as an Angel was
I.O.U defeated. Select one pilot and spend at least five minutes talking
Other with them about how they made a difference. At the end of this
Effect: I’ll have to call in some old favors. talk, reduce the pilot’s Stress by 1d6, ignoring the normal limits on
Each purchase of this Talent grants you a one-time use of an Stress reduction. A pilot cannot benefit from this if they were
additional 2 Nerv Resources. Nerv Resources from I.O.U must be Defeated by the Angel unless their Eva went Berserk.
used before regular Nerv Resources.
Unbelievable Luck
Fate
Effect: The odds of success are 0.000000001%.
As a 1 Stamina Reaction, choose a pilot who has just failed a Test
or rolled a Hit Effect. The pilot may reroll that Test or Hit Effect
and take the result they prefer.
Random Story Events

GMs, we know that sometimes it can be hard to decide what’s going to happen between Angel Battles. Sure, you have this cool
conspiracy played out in your head, but even though Evangelion is known for its darker, psychological aspects, it was also a show that
had a lot of light-hearted comedy and everyday scenes. To help you out, we’ve created the following tables to help get you started.
Don’t feel like you have to use every suggestion you roll, instead think of these as prompts to get your ideas flowing. Always try your
best to make whatever you use fit the stories of the pilots and the theme of your game.

Some notes before you get started.


Pilots: Pilots will be referred to as the First, Second, or Third Child. These don’t need to reflect anything actually in game, but you
should decide before you start rolling who is who.
Setting: The setting of these tables assumes a 2015 Post-Impact Earth where the pilots are Middle-Schoolers or High School
Freshmen at the oldest. You may need to change a few things if your game differs from these assumptions.

Event Type (Start Here) Pilots


Roll 1d6 Event Table Roll 2d6
Pilots
1 Daily Life Use either die unless doubles.
2 School 1 First Child
3 Nerv 2 Second Child
4 Trip 3 Third Child
5 Formal Event 4 First and Second Child
6 Misfortune 5 First and Third Child
6 Second and Third Child
Doubles All Pilots

School Characters Nerv Staff


Roll 1d10 School Character Roll 1d6 Staff Member
1 Student Council 1 Operations Director
2 Teacher’s Pet 2 Chief of Science
3 Class Clowns 3 Vice-Commander
4 Popular Kid 4 Commander
5 Nerd 5 Support Staff
6 Queen Bee 6 Section-2 Member
7 Tough Guy
8 Elective Teacher
9 Homeroom Teacher
10 Principal

Anime Events
This table is combined with any other table, adding some additional lighthearted anime flavor.
Roll 1d6 Extra Event
Roll on the Pilots table, ignoring multiple pilot results. A NPC with an important and close relationship to that pilot makes an unexpected
1
appearance. Their behavior will invariably lead to embarrassing stories and suggestions.
For some reason, unavoidable underage drinking occurs during the event. Pilots must test Physique each time they drink or become
2
drunk. If the event already features alcohol, then the drinks are twice as strong and the pilots get no chance to resist.
3 An irritating third wheel appears. This NPC will constantly get in the way of both the pilots and other NPCs, intentionally or otherwise.
During the event, any time two or more pilots of the opposite sex come into contact, there is a 50% chance that they will trip and fall into
4
a compromising position.
5 During the event, there is a 50% chance of a wardrobe malfunction any time the pilots would be subjected to a strong impact.
6 Roll twice on this table. Roll an additional time for each 6 that occurs until all options are selected.
Daily Life
Roll
Event
1d6
Someone important from Nerv is coming to dinner, and it’s up to the Pilots cooperate to make a requested meal. Performance on this meal will have
long-lasting consequences on the pilot’s reputation.
First, roll on the Nerv Staff table to see who is coming.
Next, roll a 1d6 to determine the meal.
1. The meal is simple and made with everyday ingredients. The guest desires the taste of nostalgia.
1 2. The meal is relatively easy, and the ingredients can be found at any store. The guest is looking for something robust and filling.
3. The meal is somewhat complex, but the ingredients are common. The guest is checking to see if the pilots are growing up.
4. The meal is fairly difficult, with a few unusual ingredients. The guest is testing the pilot’s teamwork.
5. The meal is very complex, and the ingredients require both time and preparation to use. The guest is measuring the pilot’s resourcefulness.
6. The meal would be difficult for professional chefs to make, with ingredients many have never heard of. The guest expects the pilots to fail,
but is testing to see if they quit or push through to the end.
It’s someone’s birthday!
First, roll a 1d6 to determine whose birthday it is.
1. The First Child
2. The Second Child
3. The Third Child
4. Nerv staff member. Roll on the Nerv Staff table to see who.
2
5. Someone from school. Roll on the School Characters table to see who.
6. Roll twice on this table. It’s a double birthday!
Next, roll a 1d6 to determine what the plan is.
1-2. At least one of the birthday people has planned out the day already and will be expecting the pilots to help.
3-4. The birthday people don’t have anything planned, but their friends or colleagues are have a pleasant surprise.
5-6. At least one of the birthday people would rather not celebrate, but their friends or colleagues are going to throw a surprise party anyway.
At least one of the pilots watched a TV drama which has characters that eerily mirror themselves and their fellow pilots.
First, roll on the Pilots Table to see who watched the show.
Next, roll a 1d6 per pair of pilots to determine how the characters in the show are related.
3
1-2. The characters are romantically involved.
3-4. The characters are mortal enemies.
5-6. The characters are both mortal enemies and romantically involved.
The Operations Director decides that several of the pilots need some time together to work out their issues. They are forced to spend at least one week in
a one-room apartment with no doors or privacy.
First, roll on the Pilots table to see who will be subjected to this.
4 Next, roll a 1d6 to determine a complication.
1-2. The pilots are tethered together somehow, and may not be farther than 2 meters apart at any time.
3-4. The pilots are bound by one hand and one foot, and must accomplish all their daily activities in coordination.
5-6. The pilots receive some kind of punishment each time they go a certain length of time without saying something positive about the other.
One of the pilots comes into possession of a stray animal (your choice).
First, roll on the Pilots table to see who takes in the animal.
Next, roll a 1d6 to check the complications
1. Nerv, for whatever reason, demands that the pilot find someone else to take care of the animal. Roll once each on the Nerv Staff and the
School Characters tables to see who would be willing to take the animal.
2. The animal is sick, but veterinarians are rare in the Second Impact world. If the pilot cares at all for the animal, they will have a difficult time
5 finding help. If the pilot cannot reasonably find treatment, act as if you rolled a 1 on this table.
3. The animal particularly hates some people. Roll once on each of the Pilots, Nerv Staff, and School Characters tables. The animal will attack
those people on sight. If this behavior is not corrected, act as if you rolled a 1 on this table.
4. The animal has a bizarre effect on A.T. Fields, and Nerv will take it in for study if they ever find out. The pilot is unlikely to see the animal
again.
5. The animal is as intelligent as your average middle-schooler. Roll another 1d6. On a roll of 6, it can speak.
6. Roll twice on this chart, rerolling duplicates. If you get this result again, the animal is an Angel.
Severe weather traps the pilots together in an unusual place.
First roll a 1d6 to determine the type of weather.
1. Freak snowstorm, regardless of the season.
2. Tornado/Typhoon/Hurricane
3. Earthquake
4. A fire, natural or otherwise
5. Flooding
6. Unnatural weather, perhaps Angelic in nature.
Next, roll a 1d6 to determine where the pilots are trapped.
6 1. An apartment
2. A convenience store.
3. A church
4. An indoor mall
5. An abandoned warehouse.
6. A Nerv Shelter
Finally, roll 1d6 for a complication.
1-2. The location will not last long. The pilots have 1d6-2 hours (minimum 1) to either reinforce it somehow or find a new place.
3-4. Someone is looking for them and when they’re found out, it won’t be good for the pilots.
5-6. An Angel attacks.
School
Roll
Event
1d6
A school play has been announced! Naturally, it’s Romeo and Juliet. Roll on the Pilots table to match up pilots for the titular rolls. Any extra pilots who
are unhappy with being trees or working behind the scenes will have an opportunity to contest this decision (Skill Tests or Challenges are appropriate),
but once they have made their attempt, that ruling is final.
Additionally, roll 1d6 to determine a complication.
1. Romeo or Juliet gets sick or injured on the day of the play. The other pilot will have to take their place!
1 2. The pilot who did not get a leading role is in charge of writing the script adaptation. They have been instructed the kiss scene must stay.
3. The PTA has stated that this play will NOT be an excuse for debauchery among students. An intrusive representative is present at all times.
4. The costumes from last year got left out in the elements, and whichever pilot is not in the leading roles must make new ones.
5. The play will take place outside for some absurd reason, with a 50% chance of inclement weather.
6. Roll twice on this table, rerolling duplicates. If you get this result again, roll once more. Repeat this every time a 6 appears until all other
complications are selected.
It’s the big game, the biggest one of the season! Which sport? Doesn’t matter. The pilots have been selected as representatives for their class and are
put in charge of making sure the setup goes well.
Additionally, roll 1d6 to determine a complication.
1. The opposing team is strong. Really strong. Unless the pilots do something, a loss is guaranteed.
2. The star player (and a bunch of bench-warmers) is down, so one of the pilots must participate as a backup player. If no pilot has appropriate
statistics, reroll this result.
3. A cheerleader injures herself during practice (if this sport doesn’t normally have cheerleaders, it does now) and names one or more of the
2
pilots as her replacement. Declining this offer will typically cause large social fallout.
4. The home team is weak. Really weak. The coach has given up, and the Operations Director thinks this would be a great opportunity for
personal growth in the pilots.
5. The field or stadium used for the game has burned down (don’t ask why), and now the pilots must turn the lot in the back of the school into a
suitable replacement.
6. Roll twice on this table, rerolling duplicates. If you get this result again, roll once more. Repeat this every time a 6 appears until all other
complications are selected.
The school dance is coming up. Is it homecoming? Prom? Something else? In any case, the pilots are highly expected to come, and may be offered
some kind of reward for bothering with this social event.
Roll 1d6 to determine complications (As if this needed them)
1. Someone unexpected, but reasonably popular and good looking, asks one of the pilots out.
2. Someone unexpected, unpopular, and plain-looking asks one of the pilots out.
3
3. On recommendation from Section-2, Nerv officially bars the pilots from attending. Whether or not the listen to this order is up to them.
4. Whether or not they intended it, the pilots are going to receive some honors at the dance. Some more pleasant than others.
5. The punch has been spiked with a tasteless, odorless alcohol. One drink is more than enough for a middle-schooler.
6. Roll twice on this table, rerolling duplicates. If you get this result again, roll once more. Repeat this every time a 6 appears until all other
complications are selected.
A school festival? Do people even do those anymore in this country? Pilots are required to participate.
Roll 1d6 for what their class is doing
1. Some kind of cosplay cafe with cheap food.
2. Haunted house
3. A play. Use result 1 of the School Event table for more help.
4
4. An actual food stall.
5. A music show.
6. The idiot kids try to combine ideas. Roll twice on this table, rerolling duplicates. If you get this result again, roll once more. Repeat this
every time a 6 appears until all other ideas are selected. It should be noted that each additional idea makes the overall project less likely to
succeed.
Exam season is upon you. The Operations Director is not pleased with the results the pilots have been bringing home, for whatever reason, and arranges
study sessions. If the pilots don’t attend these sessions, failure on their next major exam is guaranteed.
Other students catch wind of this, so roll 1d6 to see who else comes.
1. The smartest kid in class (who isn’t a pilot)
5 2. The teacher’s pet.
3. The class clown(s)
4. A Student Council member.
5. Any two
6. Any three.
The Student Council is not very pleased with the pilots, seeing them as being hazardous to the wholesome upbringing of their fellow students. In
addition to being shadowed by the Council members, roll 1d6 to determine additional complications to this fiasco.
1. In any given interaction, there is a 50% chance that the pilot does or says something that can be misconstrued by the Council.
2. The Council is worried about the pilot’s grades. One of the members holds study sessions at their own house, which the pilots are required to
attend.
6 3. The Newspaper Club gets in on the action, and every day the pilots can find new, scandalous photos and articles posted about them in the
halls.
4. The pilots must attend mandatory Morals and Ethics lessons after normal school hours, led by a local therapist and moralizer.
5. This is all just a ploy by one of the Council members, who has a dangerously intense crush on one of the pilots.
6. Roll twice on this table, rerolling duplicates. If you get this result again, roll once more. Repeat this every time a 6 appears until all other
complications are selected.
Nerv

Roll
Event
1d6
Nerv attempts a Transfer Test, placing the pilots in each other’s Evas. In addition to it taking about a week or more of off-again, on again tests where the
pilots do Induction Training, some complication occurs during the Test (which ultimately fails, regardless of any initial results).
Roll 1d6 to check the complication.
1. Each of the pilots has a vision of the Evangelion’s designated pilot, who tells vague, but embarrassing truths about themselves. This phantom
figure is actually the Evangelion itself speaking to the pilot.
2. The power to the Base of Operations is cut, and the pilots are ordered to stay in the plug. Minimal battery power allows them to stay in radio
contact with each other but they have only each other’s voices to keep them occupied. Meanwhile, some concerning sounds are heard outside.
3. The pilots collectively enter an Ego Event (See GM’s Book). Fortunately for them, at the conclusion of the Ego Event the pilots all wake up
1
in their rooms without any of the Stress they should have gained.
4. For a moment, it seems like the Evangelions will go Berserk but after breaking free of their restraints and containment, the Evas pantomime
the pilots having an argument—taking on the role of their designated pilot. This continues indefinitely, even after running out of power, until
one of the pilots recognizes the argument and makes a genuine apology. The pilots may eject safely, but this does not stop the show.
5. Halfway through the test, the pilots are wracked with terrible headaches and the test is called off. The science team explains this as Surrogate
Synchro: for the next week, the pilots will be in terrible pain if they cannot be in physical contact with each other.
6. While the Transfer Test fails, the pilots emerge from the plugs changed. For 1d6 days, each pilot has one of the other pilot’s Destrudo and
Symptoms. Their other memories and skills are unaffected.
The UN comes to inspect Nerv, particularly the welfare of the pilots. For at least a week, the UN investigators will spend an undue amount of time
asking questions and invading into the pilot’s lives.
Roll 1d6 for an additional complication
1-2. The UN investigators are mostly harmless, but wish to conduct psychological evaluations of the pilots with their own staff. While the
evaluations will invariably be uncomfortable, playing along without too much resistance will lower the pilot’s Stress as if they had used
2 Catharsis.
3-4. The UN suspects some form of child abuse. They’re probably correct in their assumptions, but if the pilots do nothing to disprove this, they
run the risk of Nerv Resources being reduced by 2 for their next Angel Battle.
5-6. This isn’t really about the UN at all, but rather whatever host country the Evas are stationed in. The inspectors are actually looking for
information on Project E and are attempting to use their observation of the pilots to deduce how the Evas work. While they will inevitably
fail, the pilots may attempt to help or sabotage as they see fit.
Another Nerv Branch sends a pilot for training before their first activation, complete with their as-of-yet activated Evangelion. This training period
should last no more than a few weeks, and the trainee will thankfully remain on Nerv premises for the duration.
Roll 1d6 to determine what kind of trainee arrives.
1. The trainee is wholly unfit for the job and was clearly picked for PR reasons. They remain blissfully unaware of this fact.
2. The trainee has some clear mental trauma that is similar to one possessed by a pilot. They seem fit enough for battle otherwise.
3
3. The trainee is clearly some kind of Manufactured, but is different from any the pilots have seen or heard of. Dealing with them is a chore.
4. The trainee has many cybernetic implants which they claim will lead the future of Eva synchronization, but don’t always seem to work.
5. The trainee looks almost exactly like one of the pilots.
6. During the trainee’s stay, an Angel attacks. The trainee is sortied but their Eva does not activate! Roll once more on this table to determine
the type of trainee, rerolling any further 6s.
The pilots become somehow involved in a burgeoning office romance. Roll twice on the Nerv Staff table to determine who’s about to get their pay
docked for inappropriate fraternization. Their relationship should closely mirror any (not) developing relationships among the pilots.
Roll 1d6 for an additional complications
4
1-2. One of the staff members has a significant other already.
3-4. This isn’t their first time around. They’ve had a bad breakup in the past.
5-6. They’re both awkward virgins. Oh boy.
Section-2 wants to offload some of their own responsibilities onto the pilots. The pilots begin a mandatory physical and self-defense training regimen. It
promises to be brutal, humiliating, but ultimately rewarding. Pilots who actually put the effort in are rewarded with Brawl Proficiency or Training at no
cost.
Roll 1d6 to determine any complications
1. The training involves extensive grappling. Oily, full-contact grappling. The instructors seem determined to make it awkward.
5 2. The training involves the perhaps previously undisclosed indoor pool in the Nerv facility. There is a 50% chance of wardrobe malfunction.
3. An outside expert is brought in, who happens to be the pilot’s homeroom teacher. They are sure to receive a thorough thrashing.
4. The commander takes the field, in an unusual twist. They are, however their reputation and looks, easy prey for anyone with Brawl trained.
5. The S2 agents try to get the pilots fired up by spreading rumors to set them against each other. Privately give any pilot who buys into this
rumor some kind of reward.
6. The training is complex. Roll twice on the table. Roll an additional time for each 6 until all complications are selected.
“It’s time for Induction Training!” *exasperated groans* These monotonous grinds threaten to last for a full two weeks if the pilots don’t show marked
improvement in some ill-defined, often secret area.
Roll 1d6 for how this goes to hell
1. For some reason, the pilot’s consciousness becomes trapped in the Magi simulation. They are unaware of this until it starts to analyze them...
2. The training is an endless repeat of the last battle in which an Evangelion was defeated. The pilots must repeat the battle until they have no
6 casualties. However, the game has been rigged and they are not expected to overcome it.
3. The simulation begins to glitch out, showing bizarre human faces that whisper almost incoherently to the pilots. The science crew says that
happens sometimes.
4. The pilots face off against each other. The test only ends when at least one pilot is willing to let themselves be defeated.
5. Instead of the normal training, there is a cumulative 20% chance each day that one of the science team’s video games starts instead.
6. The Magi are in serious need of debugging. Roll twice on the table. Roll an additional time for each 6 until all complications are selected.
Trip/Vacation
First roll on the Trip Type table to see who is organizing the vacation.
Roll
Trip Type
1d6
1-2 School Trip. This trip will feature School NPCs and the pilots will be expected to uphold all school rules during their trip. The Evas are not present.
3-4 Nerv Trip. An officially sanctioned Nerv excursion with full Nerv Staff. The Evangelions are present and on standby in case of Angel Attack
5-6 Personal Holiday. An unofficial trip featuring a mix of NPCs. 50% chance that the Evangelions will not be easily reachable during this vacation.

Roll
Event
1d6
Umi da! It’s finally a beach episode. Swimsuits, the sun, heart-throbbing happenings! The pilots must buy new swimsuits before they can go.
Roll 1d6 to find out more.
1-2. The beach is on a tropical island! The locals have some strange customs that the pilots must get used to. Not many seem to speak your
1
language either.
3-4. Someone brought fireworks. It’s sure to be a magical evening where absolutely no one will get hurt.
5-6. A challenge has been laid at the pilot’s feet. Beach volleyball, first to five, high noon. It’s time to throw down unless they’re chicken.
It’s a ski trip. The beautiful snowy peaks aren’t as common anymore since the ice cap melted and set the world in eternal summer. In addition to buying
winter gear that the pilots probably don’t have, roll a 1d6 to figure out what kind of lodge they’ll be staying in.
1-2. It’s run down, only has one room, and no modern amenities. Surprise! This is an emotional health camp.
2
3-4. It’s an all-expenses paid ski lodge with plenty of VIPs staying. However, you will be required to attend a formal event.
5-6. It’s an average cabin, nothing to complain about—except the blizzard that’s locked everyone inside for the entire trip and the food supply is
dwindling fast. Someone will have to make sacrifices.
A getaway to the mountains isn’t what kids normally dream about, but that’s where they’re going. Bring your backpacks and water bottles. Roll a 1d6 to
see what’s going on up there.
1-2. The pilots will engage in a team-based shooting game using paintball guns. The winner will get a special prize! The losers get bruises.
3 3-4. There’s an old abandoned church or shrine deep in the woods. While rumors of ghosts are largely dismissed, mysterious happenings plague
the trip.
5-6. It’s a true camp out, with no cabins or modern amenities. What is this, the Boy Scouts? Pilots will have to employ their wilderness skills
unless they like being outdoors in a cold sleeping bag.
The pilots will be visiting a famous city, far away from their normal Base of Operations. The exact location is up to you, but roll 1d6 to see what type of
city it is. After you’ve selected your location, choose an appropriate
1-2. A cultural city. This place has significant historical and political significance to whatever country it is in, and is typically representative of
their overall culture. Sort of a nerdy tourist trap, expect a lot of historically accurate costumes and mind-numbingly long explanations.
4
3-4. A resort city. This city is a popular vacation destination for its natural beauty such as beaches or mountains. The famous, wealthy, and retired
often dominate these cities, and the pilots are likely to recognize celebrities—one of which will recognize at least one of the pilots.
5-6. An entertainment city. Bright lights, cameras, gambling, this city has it all. While the pilots will be unlikely to participate in all of this city’s
delights, they will somehow become involved in its seedy underbelly. Seems criminal organizations have set their eyes on the Evas.
It’s time to go to an amusement park! With so many people in one place, Section-2 will be working overtime to keep the pilots safe during their little
excursion. Expect to see a lot of attractions suddenly go “out of commission” when the pilots attempt to get on. Roll 1d6 to see where they go.
1-2. It’s Magicland! Definitely not D◯◯neyland. Definitely. This place has a reputation for either bringing people together or driving them
apart, and that’s exactly what happens during their trip here. Also, the lines are way too long.
5 3-4. The Zoo or the Aquarium. This is a quiet little escape for the pilots which soothes the soul. Or it should. No matter what result is rolled on
the Trip Type table, someone else who has a crush on one of the pilots tags along and their advances make it grating for everyone.
5-6. An honest-to-god local amusement park. It has a Ferris wheel, a funhouse, and all sorts of Pre-Impact attractions that are certainly not up to
code. While the pilots are there, a Hero Show with Eva-styled heroes is going on, and the pilots may not appreciate the depiction of
themselves.
A relaxing getaway at the spa could be just what the doctor ordered. This could be a high-brow spa resort or a more traditional Japanese onsen.
Whichever the pilots go to, it features a small motel with unnervingly attentive and insistent staff and Section-2 is nowhere to be found.
Roll 1d6 to see just how they mess with the pilots during their stay.
1-2. The staff seems insistent on giving the pilots a full makeover treatment. While they seem professional and the pilots definitely feel more
attractive afterward, they seem to be looking for something on their bodies.
6
3-4. There’s a mineral bath on the property that the pilots seem drawn to. Whenever they take a dip, they feel their stress melting away but there is
a 50% chance of them telling an unflattering secret to anyone who happens to be with them.
5-6. The owner of the spa takes a liking to the pilots and invites them to a very high-class, well prepared dinner, where they give legitimate and
relevant life advice. However, their method of giving that advice is invariably curt, hurtful, and humiliating despite their best intentions. Any
pilot who attends this meal will gain 2 Stress, no matter what, but if they stick it out to the end, they are rewarded with 1 Luck.
Formal Event

Roll
Event
1d6
Someone’s getting married. Create a likely pair among the regular NPCs for the bride and groom. All of the pilots have been officially ordered to make
an appearance.
Roll 1d6 for complications
1-2. The pilots were placed in charge of the ring, but now it’s missing. They have 1d6-2 (minimum 1) hours to find it before the ceremony.
1
3-4. An unmarried, female NPC around age 30 that the pilots know completely loses her mind. The pilots will have to keep her out of trouble or
she absolutely will ruin the whole thing.
5-6. Rain on your wedding day isn’t ironic, but it is unfortunate. A hurricane or similar weather strikes, forcing the entire party into a cramped
shelter for the remainder of the ceremony.
As a specially authorized UN Agency, Nerv must sometimes make appearances at their regular political functions, pilots included. This is, at minimum,
a full day event which requires dress uniform. Gross.
Roll 1d6 to see what’s going on
1. Nerv is not just a special guest, they’re the very topic of debate. Politicians from all nations will be questioning Nerv and the pilots about their
secrecy, the level of collateral damage, and how appropriate it is to have kids who can’t even shave save the world.
2. The event is a regular ball for the international private investors in Nerv. While this is officially a UN event, the real movers and shakers here
are the billionaire businessmen who have a keen interest in making sure the world keeps turning. They want to be sure their investment is
2 paying off.
3. While the meeting is fairly standard and of little concern to the pilots, an important but yet-to-be introduced contributor to Project E is
attending the event. They are very curious about the performance of the Evangelions and are willing to share a secret or two with the pilots.
Assuming, of course, they can have some privacy.
4. An official press conference for Nerv. Hopefully the pilots won’t have to speak too much and if they do, pray that they don’t forget their lines.
5. Foreign dignitaries whose nation does not have an anti-angel project will be discussing plans to begin their own Nerv branches. Nerv has no
interest in sharing any more of its secrets than it has to, and the pilots must be wary of letting too much information slip.
6. Nerv is a very busy organization and tries to optimize its schedule. Roll twice on this table, rerolling any further 6s.
The UN is holding a charity auction to help those disenfranchised by Second Impact. Since Nerv will be taking 80% of the proceeds, one of the items on
sale is a pleasant night out with one or more of the pilots. Don’t worry, Section-2 is ostensibly watching.
Roll 1d6 to see who ends up placing the winning bid.
1. A starry eyed child connected to some world power. They think the world of the pilots and idolize them as heroes. Try not to disappoint.
2. An advertising mogul sees potential in the pilots. They use their time with them to organize a horribly thought out commercial for their
product.
3 3. The leader of the Eva’s host country. Their own guards keep Section-2 at bay while they have a serious discussion about the game’s
conspiracy. They are chiefly concerned with the well-being of their nation rather than the pilots.
4. A religious movement of some kind. God only knows what they want with the pilots, but they have a giddy gleam in their eyes.
5. A representative of a military industrial company wants to show off their latest E-Scale technologies to the pilots. They easily get permission
from Nerv to deploy the Evas in their little demo.
6. A high profile international entertainer. They claim to want to put on a show of appreciation for the pilots, but was there really a need for
them to go through all this trouble?
A school graduation. It could be that the pilots are finally moving up from middle school to high school, or perhaps the seniors are just leaving. It’s a
big event, with catering, all the school NPCs and a little bit of drama.
Roll 1d6 to see what drama happens.
1-2. One of the graduating seniors has something important they want to share with one or more pilots.
4
3-4. A relatively famous couple in the school is having some difficulties. Seems they’ll be going to different schools or classes after this and
they’ve decided now is the best time to have a gigantic argument. If nothing else, it’ll be entertaining.
5-6. A NPC the pilots know is thinking about dropping out of school for next year because of family reasons. They want to confide in the pilots
and ask them their opinion on what to do.
A funeral. As this person was mortally wounded during the last Angel attack, the pilots are expected to behave with some sense of reverence and
decency.
Roll 1d6 to determined who died
1. A classmate that the pilots weren’t especially close to.
5 2. A regular school NPC the pilots are familiar with.
3. A Nerv staff member that the pilots didn’t know.
4. A Nerv staff member that the pilots did know.
5. A public figure.
6. Someone from one of the pilot’s personal life.
The pilots will be receiving some kind of honor at an official event regarding their piloting. This will be a dress uniform event, with lots of big-wigs
from the military, politics, and foreign nations.
Roll 1d6 to see how it goes
1. This whole event is a farce. The pilots aren’t actually getting any recognition and they will be subjected to passive aggressive sniping at every
turn.
2. The award is more for public service than anything else. The attendees are all third-rates and has-beens, the catering is bad, and the whole
event is taking place in a tacky cheap hotel. What’s worse, this shabby reception is being broadcast on national TV.
6
3. Only one of the pilots will actually be awarded. Whether or not the pilots think this is a good thing depends on your group, but they will be
lavishly and excessively praised while the others are overlooked.
4. It seems like a normal award ceremony until out of nowhere, the Master of Ceremonies drops dead on the spot. The entire building is locked
down while Section-2 investigates.
5. During the ceremony, it is revealed that one of the pilot’s schoolmates was actually connected to someone extremely high up in the world.
They confide that they’ve been hiding this from the pilots because of the eccentricities of their relative.
6. This is going to be one crazy party. Roll twice on the table. Roll an additional time for each 6 until all options are selected.
Misfortune

Roll
Event
1d6
One of the pilots has become a target for bullying. Given the average pilot’s social skills there could be any number of reasons for this, but it is not only
targeted, it is persistent and escalating. None of the other students are ratting out who is behind it.
Roll 1d6 to determine how the bullying starts. Until the situation is resolved add a new option to the bullying each week. If you have run out of options,
feel free to think of more childhood cruelty.
1. Their textbooks, desk, or chalkboard are covered with insults.
1 2. Their belongings go missing.
3. They are suddenly shunned. Nobody will speak to or look at them.
4. Embarrassing photos of them appear on social media.
5. They fall victim to simple traps involving glue or filthy water. If this is the first option selected, they have no chance to detect it, otherwise it
requires a Notice Test to avoid.
6. Salacious, damaging rumors being to circulate around the school.
The pilots learn that someone at Nerv, possibly themselves, has been the victim of an intruder. Their home has been completely torn up, stuff is missing
or destroyed, and Section-2 seems to have no idea how it happened. Every week until the situation is resolved, there will be another break in and more
will be ruined.
Roll 1d6 to determine the culprit
2 1-2. Local thieves. They’re extremely talented at burglary, but they are basically harmless. They will simply move on in 1d6-3 (min. 1) weeks.
3-4. It’s actually Nerv. This is a training exercise gone too far. They will stop once the pilots execute a plan of action or give in and request to
move.
5-6. A deranged fan of at least one pilot is looking for “souvenirs”. They are very dangerous, and if they ever have an opportunity alone with a
pilot, they will even try to take the clothes off their back.
The entire city loses power. While some important facilities have backup generators, they won’t last long. This complete blackout situation hampers
daily life in a considerable way—Nerv operations will be significantly harder with no power, as even their triple-layered fail-safes do not work. While
many suspect sabotage, for now all the pilots can do is deal with the lack of light, refrigerated food, air conditioning, and many forms of public
transportation.
First, roll 1d6 to determine how many days the power stays out.
3 Next, roll 1d6 to determine another complication
1-2. It’s not just the power that’s out, the water’s all gummed up. While the city has opened up many showers and baths to the public, they’re still
public. You aren’t embarrassed are you?
3-4. In the middle of all this, a truly massive heat or cold wave hits. Record temperatures make life harder for everyone stuck in the dark.
5-6. With electronic surveillance down, Section-2 relocates the pilots to a tiny, secure room that they can more easily watch them in. Hope the
pilots can deal with living in a closet by candlelight.
Budget cuts from the UN finally reach Nerv. For the next month, everyone’s basically working for free. Hopefully the pilots have been saving their
paychecks...wait, what do you mean pilots don’t get paid? In addition to the regular hardships of going a full month without any money at all, the next
Angel Battle will have 3 less Nerv Resources available.
Roll 1d6 to see just how broke Nerv is
1. A little broke. The pilots are probably not going to get any allowance for a bit, but aren’t too affected otherwise.
4
2. Somewhat broke. The pilots won’t be eating out for a couple weeks, but it’s not all that bad.
3. Broke. The pilots daily budget has been slashed. Forget about any sort of entertainment.
4. Very broke. Meat is off the table until further notice and the air conditioner is only to run at half power.
5. Extremely broke. The air conditioner is banned and the water heater has been shut off.
6. Destitute. Lights off, cold water, vegetables only. No exceptions.
There’s a cold going around, and at least one of the pilots comes down with it. Roll on the Pilots chart to see who comes down with the disease, which
will last for a week. Any pilots currently living with that pilot can be excused from most duties to nurse them if they’re okay with being teased later.
Roll a 1d6 to see how the illness affects them.
1-2. Their illness strongly affects the pilot’s vision. Perhaps their eyes swell shut, they’re constantly tearing up, or the disease actually affects their
5
eyesight. In any case, it inflicts a -10 penalty to the Awareness Skill Group and the pilot will be prone to making many errors in daily life.
3-4. The illness is the usual sort of malaise and weakness. The pilot has 1 level of Fatigue that persists until the illness passes.
5-6. The illness has bizarre, nonsensical symptoms such as confusion, amnesia, the pilot turning weird colors, or any other number of strange
anime-only effects.
A weak schoolmate or other NPC the pilots know has been kidnapped by a group of 1d10 Thugs (see GM’s book). Since the target is not a pilot,
Section-2 considers it not their problem, and who knows how long it will take for the police to handle this. Whether they plan to duke it out with the
gangsters or somehow sneak their friend to safety is up to the pilots, but they must act quickly.
Roll 1d6 to check the exact scenario.
1. While the Thugs will eventually get bored of tormenting their victim, the NPC will be plenty bruised and battered by the end if not rescued.
2. The Thugs are doing this to harass the pilots. They will send notes and letters to the pilots, letting them know just how they’re mistreating
their victim.
6
3. It’s just business. The targeted NPC has some value to the Thugs, and they plan to make money off them somehow. They will not release
their victim—they must be rescued.
4. The Thugs have a vendetta against the NPC themselves. They will not release the victim under any circumstances, and the torture they will
inflict is life-threatening.
5. The Thugs are under orders from another group trying to capture the pilots. The victim will not be harmed, but the Thugs will be waiting to
capture the would-be rescuers.
6. It’s a sham. The victim arranged the whole thing for their own reasons. They may or may not appreciate the pilots interfering.

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