Shadows Of Evangelion


Your character begins play with five Aspects, two of which are mandatory: your High Concept (pg 38), and your Trouble Aspect (pg 40). The remaining three Aspects are up to you but here are some solid suggestions: A connection or some shared history with another Pilot (see The Phase Trio (pg 44)); Your character's ambitions or goals; Where your character hails from, or where they grew up; What philosophies guide their actions; A particularly meaningful bauble; The organization or person that trained them, or made them who they are as a person.


Skill List

  • Athletics
  • Contacts
  • Crafts
  • Empathy
  • Deceive
  • Drive
  • Fight
  • Investigate
  • Lore
  • Notice
  • Physique
  • Provoke
  • Rapport
  • Requisition
  • Shoot
  • Sneak
  • Synch (Armour from Camelot Trigger)
  • Will


The Jinxtrap Clause: Pilots cannot start with Fight, Provoke, or Shooting above +2. They can purchase internal systems for their Eva with higher bonuses for the above skills however, reflecting extreme competence at the helm of an Evangelion.



The Requisition skill represents your character's pull with NERV and their willingness to trust you with experimental technologies. Requisition is useful for pilots and operational directors alike, primarily to create Advantages on both a personal and Evangelion scale. Requisition is used to repair Evangelion units as well.

Overcome: Use Requisition to overcome obstacles relating to funding or sponsorship. For example, you might roll Requisition in order to obtain the funding required to power through a legal challenge stopping the deployment of Evangelion units. Any problem that could be overcome through excessive amounts of money is the province of Requisition.

Create an Advantage: Use Requisition to acquire useful gear, equipment, or personnel from NERV. Pilots will find this most useful in order to obtain experimental devices or single-use items for their Evangelion units. Operational Directors can use Requisition to commandeer a volley from an orbital weapon or artillery company, demand a tighter security detail on the pilots, and much more.

Attack: Requisition is not used in combat.

Defend: Requisition is not used in combat.

Requisition Stunts

Standing Army. You begin every Evangelion-scale battle with a ConForce rating equal to your Requisition level. You may assign your ConForce to whichever Evangelion unit or zone you wish.
Steady Reinforcements. You may assign a Fair (+2) ConForce to an Evangelion unit or zone once per round as an action


Sneak does everything that the Burglary and Stealth skill from Fate Core do, in one handy-dandy skill.


The Synch skill represents your character's ability to synchronize their brain patterns with an Evangelion unit's and pilot it. Possessing the Synch skill is very rare and seems to only occur among teenagers. The remainder of the populace has Synch at +0, which is not enough to pilot an Evangelion. Synch is useful for pilots that want to get in touch their Evangelion and push it to its limits… and perhaps beyond.

Overcome: Synch is used to overcome obstacles and aspects applied directly to the Evangelion; to overcome obstacles in the field and attached to zones use Athletics instead.

Create an Advantage: Synch is perfect for executing awe- and fear-inspiring battle maneuvers.

Attack: Synch is rarely used for direct attacks, though stunts and Systems can change that.

Defend: The pilot can use Synch to defend against Fight and Shoot attacks. You may also use Fight to defend against Fight attacks when piloting Eva.

Special: The Synch skill gives you additional Synch stress or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for Synch consequences.

Synch Stunts

AT Shatter. When Neutralizing a hostile AT field, inflict two further things on the thing. I don't know how AT Fields work yet.

Evangelion Units

Evangelion units are bio-mechanical wonders that defy conventional understanding of biology and physics. Their creation is a closely held secret, even among NERV employees, but those in R&D and Logistics that work on them know the Evangelions are a mix of human DNA, angel DNA, and robotic components. When the campaign begins, no one outside of NERV or its shadowy backers are aware of the existence of Evangelion units nor what their purpose is.

Evangelion units have their own physical stress and consequence slots. See Getting Hurt for more details.

Evangelion units have a fragile, persistent Aspect AT Field (P).

Evangelion units each have 5 slots: Head, Core, Torso, Arms, and Legs. Each of these slots is occupied by either an internal or external system.

Repairing systems is a Requisition roll, with a difficulty equal to the number of shut-down systems. If the Requisition roll ties, one of the systems is tagged with the Aspect Unreliable for the next battle.

Internal Systems

Internal systems are packages of skill ratings that can be used instead of the Pilot's skill rating. The bonuses on skill ratings in a single Internal system must add up to +4, but any number of skills can be included.

  • Tyazhmash Industries' APFSDS Anti-Materiel Railgun (Great (+4) Shoot)
  • Full Spectrum AT Detection Array (Good (+3) Notice, Average (+1) Will)
  • High Tension Synthetic Ligaments (Fair (+2) Athletics, Fair (+2) Physique)
  • See Camelot Trigger for further suggestions

External Systems

External systems work like stunts, such as giving you a +2 bonus for a skill in a narrow circumstance, the ability to swap out one skill for another, or the power to otherwise break the rules for the cost of a Fate point.

  • Accelerated Territory (Use Synch instead of Athletics in a contest involving speed)
  • Piranha Missile Cluster (+2 to Shoot against targets with at least one shut-down system)
  • BLUE Signal Filter (+2 to Notice when detecting Angelic targets)
  • Ablative Armour Plates (+2 to Athletics against explosions and explosive attacks)
  • Progressive Knife (+2 to Fight against targets with an active AT Field)


Getting Hurt

Pilots and Evangelion units have separate physical stress tracks. Evangelions have 2-point, 4-point, and 6-point stress boxes as well as the standard mild, moderate, and severe consequence slots. When the Evangelion's 2-point stress box is filled the pilot chooses a system (see below) to shut down, losing any bonus or ability from it. When the 4-point stress box is filled the attacker chooses a system to shut down. Finally when the 6-point stress box is filled the pilot and the attacker each choose one system (two total) to shut down.

Repairing systems is a Requisition roll, with a difficulty equal to the number of shut-down systems. If the Requisition roll ties, one of the systems is tagged with the Aspect Unreliable for the next battle. Removing consequences is the same as for regular characters, taking time and rolls as per Fate Core.

Due to the nature of piloting an Evangelion, when the unit takes damage the pilot feels as if the same thing is occurring to their own body. Pilots with high Synch feel this much more acutely than those with low Synch. While no physical harm comes to the pilot, psychological damage is a very real possibility. See the section below for more details.

Going Mad

Human minds are not made for brushing against alien intelligences, or feeling the sensation of crippling pain time and time again. Something has to give. Pilots that are highly synced with their Evangelion are more at risk than those with Average or Fair Synch.

The downside to allowing a pilot to move an Evangelion as effortlessly as their own is that the pilot feels every blow as if their own body was being attacked. If a pilot with Good (+3) Synch suffers damage to their Evangelion unit, the pilot takes a 1-shift mental hit. If a pilot with Great (+4) Synch suffers damage to their Evangelion unit, the pilot takes a 2-shift mental hit.

Angels with the proper skills may also launch mental attacks against pilots.

Getting Angry

The Evangelion itself exists in a state of dreaming, its consciousness suppressed by a mixture of surgery, medication, and the imposition of the pilot's will. Most pilots, especially highly synced ones, can feel fleeting, alien thoughts and emotions from the slumbering creature. However in extreme cases, usually under pain or duress, the Evangelion can awaken and reacts to such stimulus with furious vengeance.

An awakened Evangelion gains the sticky, persistent Aspect Berserk (P).

An Evangelion unit can go berserk:

  • For the cost of a Fate point if its pilot is knocked unconscious or otherwise rendered unable to operate their Evangelion.
  • If the pilot is able to succeed on a "Create an Advantage" Synch test they gain one free invocation of Berserk (P).
  • If the pilot is able to succeed with style on a "Create an Advantage" Synch test they gain two free invocations of Berserk (P).

An Evangelion unit will cease being berserk:

  • If it is destroyed.
  • If all its enemies are destroyed and the GM does not compel the berserk Evangelion to turn on its allies.
  • If the pilot is able to overcome a Great (+4) obstacle.