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Fandom The Batteries CS Instructions

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MocaPoka

Everyone shall be friends...
Roleplay Availability
Roleplay Type(s)
The Batteries Character Sheet

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Name & Age/Birth-date (Start of story will be 2036):

Gender & Race/Nationality:

Height & Weight:

Physical Description:

Personal/Family History:

Personality/Psychological Profile:

The Wish that makes Your Soul Gem shine:

Assets & Drawbacks:
The Wish

At the heart of every Magical Girl is a Contract, and at the heart of a contract is a Wish. Character creation starts by selecting the wish your character made in order to become a Magical Girl. Your wish determines what abilities and magic you have access to within the game. These may be changed and discussed with the GM if you feel another combination or idea works better for your character. However a reason for this change must be given. A simple "its cooler" will not be accepted. The effects of magic and weapons in combat will be broken down at a later date.

Your powers mainly manifest in the MADO, however some magic does exude from you causing side effects and mutations. These are called Passive Effects, note these passive effects cannot affect other Magical Girls. Additionally your wish influences the type of magic that your MADO specializes in and the weapon it summons. You only have one magic and one weapon. Some weapons can be two copies of the same weapons. These are listed in the plural. (Example Sword= 1 sword, Swords= 2 swords; unless the “There are Many Others Like it...” Asset is taken.

List of Wish Categories

Wish to Reverse / Prevent Death

Passive: Your eyes have an unnatural color or iris shape. Normal civilians often struggle looking into your eyes...they just seem...too unnatural.

Magic: Light, Darkness, Time, Water
Weapons: Scythe, Magic Staff, Bow, Shields

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Wish for Fame / Notoriety

Passive: Eyes are always instinctively drawn towards you. It's very annoying in class for everyone just trying to pay attention to the lessons. It's like a near invisible aura of awareness is cloaking you. There but not there. Subtly tugging on everyone's sixth sense. Normal civilians get headaches from trying not to stare at you for too long... if only they could stop. You're left with the constant feeling of being watched, even in the comfort of your room.

Magic: Illusion, Summoning, Fire, Light
Weapons: Zanbato, Long Sword, Halberd, Grenades

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Wish for Material Wealth or Gain

Passive: You have a small golden or silver ring on one of your index fingers. A ring that seems to whisper... what your not sure. Normal civilian's always notice the ring when you are alone with one. It whispers to them; saying that they should ask to try it on... keep it... protect it... love it. It's too bad the ring can never leave your finger. If only they knew that, perhaps they would be less likely to try and separate it from you.

Magic: Earth, Gravity, Illusion, Ribbon
Weapons: Greataxe, War-pike, Great sword, Cutlasses

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Wish to Heal Someone

Passive: You have a faint halo floating above your head... yes an actual halo. It's invisible in bright light and hard to see even in the dark, but its there... glowing ever so faintly and annoyingly. You've lost count of how many times people have asked “Are you an Angel?" That's almost a bad word after all the attacks now. You've started to notice the distance people give you after asking that.

Magic: Water, Barrier, Healing, Nature
Weapons: Morning Star, Magic Wand, Shield, Rapiers

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Wish for Love

Passive: Your voice is so enchanting and beautiful... a siren that begs to be followed. A song bird that needs to be caged. A musical goddess with notes to hear... and words to ignore. Most normal people cant help but listen to you, but could care less what you are actually saying to them.

Magic: Nature, Light, Illusion, Summoning
Weapons: Rapier, Tomahawk, Bow, Whips

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Wish for Knowledge

Passive: Sometimes while sitting in class you will look at someone... and just know something about them. Its rare and always random. A favorite food, a secret crush, an embarrassing hobby... a dark truth that they would kill others for knowing. Whenever this ability strikes you, it also strikes the other magically weak individual. They know you know something about them... you read their mind... stole a part of them. You are the worst kind of thief, invader, defiler...even never seeing their mind again, you know how much they would trade to be rid of you.

Magic: Water, Teleportation, Time, Barrier
Weapons: Magical Wand, Magical Staff, Crossbow, Short Swords

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Wish for Talent or Skill

Passive: Everyone knows you are special. How? Your hair is weird. An unnaturally colorful shade... its almost glowing. You really stick out in a room. Everyone knows your special, and knows that you know your special... what a prick you must be. Shame if your hair got cut, of if some gum "accidentally" got stuck in it.

Magic: Music, Earth, Wind, Celestial
Weapons: Katana, Gauntlets (both hands), Halberd, Flintlock Rifles

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Wish to alter personality

Passive: You have a single star or diamond shaped earring. It's pretty, eye catching, and permanent. When normal humans see it they feel the need to be in whatever mood you are in. Its as if they are enslaved to your emotions... unable to have there own. Theirs are still there, just temperately pushed down by your own. Perhaps they should just accept it and be more like you? Or maybe they should just get rid of you?

Magic: Illusion, Ribbon, Darkness, Wind
Weapons: Morning Star, Whip, Chakram, Katanas

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Wish for a physical change

Passive: You have a gem embedded into your hand. It's creepy and very noticeable. Whenever a normal human touches you they usually grimace and never do it again. Your skin just feels wrong. Like a dead snake's twitching corpse. Or like flesh draped over a plastic manikin.

Magic: Barrier, Earth, Illusion, Wind
Weapons: Tonfa, Gauntlets and sabatons (hands and feet), Zanbato, Spears

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Wish for supernatural abilities

Passive: Everyone know you're not normal. How? You have an animal's ears or tail! Guess kitsune were real after all. Sucks those fox ears didn't improve your hearing. At least you're not that one girl that complains her monkey tail can't even let her hang upside down from a tree.

Magic: Earth, Water, Fire, Air
Weapons: Tessen, Tomahawk, Magical Staff, Daggers

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Wish for something temporary

Passive: You have a gem attached to the bottom of your throat, just above the collar bone. Its disturbing to look at but does have a ethereal beauty to it. For the magically blind it's forgotten about quickly... as are you. Almost every conversation with classmates starts with “Oh! You're... in this class right? Sorry I remember! You're name is... ummm...”

Magic: Wind, Teleportation, Illusion, Time
Weapons: Grenade, Shield, Flintlock Rifle, Flintlock Pistols

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Wish to reverse or prevent an event

Passive: Your eyes are a beautiful amalgamation of forever shifting and swirling colors. People love to stare at first, but soon often feel a horrible sense of dread and madness. Those colors are not meant to in anyone's eyes. Their existence is... wrong.

Magic: Light, Dark, Barrier, Time
Weapons: Scythe, Morning Star, Shield, Great Swords

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Wish to kill / remove a person from existence

Passive: Horns grow from your head. Bone white or bloody red, sharp, and creepy. Lucky it's only two and no one expect the Satanic club kids mess with you anymore... it's too bad everyone else just pretends you're not there.

Magic: Darkness, Fire, Time, Summoning
Weapons: Scythe, Knife, Flintlock Rifle, Kamas and chains

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Attributes
Every character starts with 2 points in each attribute. Five free points are given at the start of character creation that may be added to the character's attributes. This is your character's base stats; add the bonuses and subtract the demerits from Drawbacks and Assets. A character's attributes can go into the negative; automatically failing actions related to the attribute and taking corruption for the amount of negative points in the attribute.

Strength:
Determines how physically strong a being is which influences physical tasks and most melee based weapons.
Effect: (Increase the strength, and damage a character does)

Dexterity:
Determines speed and the ability to finely control the movements of a being's body.
Effects: (Increases the speed, reaction, and ability to perform complex maneuvers of a character)

Heart:
Determines how innately magical a being is, in terms of its ability to cast spells successfully and total magical energy.
Effects: (Increases Magic Pool; every one point in Heart is 10 in the Mana Pool)

Mind:
Determines how strong a being’s mind itself is, both it’s intelligence and how strong it’s force of will itself is. Increase a character's ability to learn and think intellectually.
Effects: (Increases the character's Aura Tirtha Field or AT-Field, every one point in Mind is 5 to the AT-Field.)

Stats for Game Play

AT-Field:
The magical barrier; physical and mental produced by a MADO. This blocks an Angels attacks and serves as the game's “HP.” Increased with Mind.

Magic Pool:
The raw fuel used to power a Pilot's MADO. Also used to produce magic and special attacks or abilities. Increased with Heart.

Corruption Pool:
The negative emotions of a Pilot that can cause their MADO to go Berserk and can even lead to death. Ever player starts at 0 and can go up to 100.

At 25 Corruption a character is on edge and finds it difficult to fully relax. Their emotions fluctuate loosely, they can go from happy to annoyed quickly but don't lose enough control to revert back to a better emotional state.

At 50 a character is noticeable angry, depressed, withdrawn, or engaging in destructive behavior. They begin to display symptoms similar to bi-polar disorder, changing emotional states at the drop of a hat.

At 75 a character is on the verge of mentally breaking down. Their Witch side is bubbling through the cracks. The character is considered to have lost mental sanity by most other people. They may speak to themselves as if responding to earlier questions or situations. They might also begin to suffer from cognitive dissonance, causing them to relive events from the past few days, or relive entire conversations from months ago.

At 100 the character if outside a MADO has lost the connection to their body. The MADO goes Berserk and begins changing into a Witch. If inside the MADO the character still has control of their body but still loses control of the MADO. The MADO goes Berserk, however the character can sacrifice two Heart and two Mind points to gain control and return to a Corruption of 80.


Corruption

Over the course of the Magical Girl’s lifetime, they will gain Corruption in the form of points due to the traumatic events. These points can be roleplay driven or given at the discretion of the GM. Corruption Points are generally when something plot specific happens that the Incubator (GM) believes would affect the Magical Girl’s psyche.

The exact value of Corruption that is added to a Player’s Corruption Pool is entirely up to the Incubator. These numbers may be the same for the entire group of Magical Girls playing, or may vary on the severity and how specifically it impacts one Magical Girl to another.

Role Player Driven Corruption Points are assigned to Magical Girls via their own Players. This is most often the least used type of Corruption Point assignment as Players will technically be directly hurting themselves for this type of assignment. However, it can add mechanical backing to intense or meaningful developments in Character story or Character personality throughout the progression of the game.

Examples:

Family Troubles: 5 Corruption .

School Troubles: 3 Corruption .

Money Troubles: 3 Corruption .

Corruption / Degradation of Wish: 7 Corruption

Questioning of Motivations: 7 Corruption.

Ineffectiveness / Lack of usefulness: 7 Corruption.

Inner Party Arguments: 8 Corruption

Death of a Party Member: 15 Corruption

Death of a Close Party Member: 20 Corruption

Death/Post Revival: 25 Corruption

Another Player turns into a Witch: 25 Corruption

Discovering Incubator lies / cover ups: 10 Corruption

Players can lower there Corruption by Purifying. This is done by doing enjoyable activities and defeating Angels.

After 50 Corruption, amount of corruption points purified is halved.

At 75 Corruption points, only intervention of the Incubator can purify corruption.

Drawbacks and Assets

At Character Creation, all players are required to select Drawbacks for their characters which represent the flawed nature of every Eva pilot and Magical Girl ever seen entering in the two series. However, in return for Drawbacks, the character gains a form of credit known as ‘Depth.’ The more inconvenient the Drawback, the more Depth is received in return to spend on Assets, which are much like Talents.

What makes Assets special is that they are the few “bonus” a character can have and can only be selected at character creation. At no time afterward may new Assets be gained even if Depth is left unspent. You are required to choose -5 Depth worth of Drawbacks by default. You may spend these points on Assets as normal, but you cannot choose to start with no Depth at all.

In addition, you may choose to take additional depth worth of Drawbacks to gain more points to spend on Assets. You must have, no less than -15 and no more than 0 Depth worth of Drawbacks at the end of character creation (You need to be between -15 and 0 Depth after you've added up everything.) You may select no more than five Drawbacks and five Assets. No Asset or Drawback may be taken multiple times.


Drawbacks

Awkward
Depth Value: -5
Effect: Your that... weird kid. The pilot always does something weird or grungy when in new or difficult social situations. Take +1 Corruption for every social situation that ends in embarrassment for you.

Clumsy
Depth Value: -5
Effect: The pilot is always bumbling into, knocking over, and tripping on; anything, everything and sometimes even nothing at all. -1 to dexterity.

Compulsive Behavior
Depth Value: -5
Effect: The Pilot suffers from the psychological need to repeat some specific act, often to combat some anxiety or depression. This act must be somewhat time consuming and a detour from normal everyday routines. Examples include listening to the same song over and over again on an old fashion tape recorder, or talking to a doll in the middle of the night.

Condescending
Depth Value: -5
Effect: You have a tendency to come off as a total prick to people that can’t follow along with your intellectual conversations. This is especially true when directed against someone with a Mind Score lower than your own. -1 Heart.

Coward
Depth Value: -5
Effect: The character shies away from danger and avoids harm. -1 Strength. Being confronted with direct combat will result in +1 corruption if they are chastised by command for it.

Damaged Goods
Depth value: -20
Effect: The pilot has already suffered a traumatic and bloody tragedy that has left them deeply scarred. Begin play with 25 Corruption. Your Corruption can never purify below 25.

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Duty of Care
Depth Value: -25
Effect: The Pilot has someone they treasure above all others. They will do everything in their power to care for this individual and will never willingly put anything one or thing above this treasured person. When this person is in life threatening danger or seriously distressed the Pilot takes +5 to their Corruption pool. If their cared for person is killed they take +30 Corruption. Permission must be given from the GM to take this Drawback.

Hotheaded
Depth Value: -5
Effect: You tend not to take into account your actions and loss your temper often. This results in a lot of hurt feelings and busted lips from those around you. Lose -1 to Mind.

Love Me
Depth Value: -15
Effect: The pilot’s sense of self-worth is overly influenced by the opinions of others. They seek approval whenever possible, and if a person ever openly scorns the pilot, they gain +2 Corruption.

Every Magical Girl for Herself
Depth value: -10
Effect: The character suffers from an incredible lack of trust in... well everyone and everything, human, Magical girl, or alien...which is not entirely undeserved. -2 Heart

Fanatical
Depth Value: -10
Effect: Choose an organization (cannot be Zauber), cause, or moral code. The character will follow the tenants of that code (or orders handed down by important officials of that organization) even if it means danger or death. Breaking from this tradition willingly causes +2 Corruption.

Gossip
Depth Value: -5
You have a tendency to run your mouth behind others back, and this rarely wins you any friends, asides from the other kids who enjoy doing talking behind others backs. -1 Heart. -1 Corruption every time you spread rumors. The other consequences of these actions, however....

Gullible
Depth Value: -10
Effect: The pilot is very trusting and is especially vulnerable to the ulterior motives of others. -2 Mind

Hesitant
Depth Value: -5
Effect: You are a follower... not a leader. You can never make up your mind and decide on what to do. Especially in high pressure situations. -1 Heart

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High Strung
Depth Value: -10
Effect: You have always been a little tightly wound, prone to dramatic breakdowns whenever the situation gets out of control. You gain +2 Corruption points for normal everyday events that are stressful and out of your control, in addition to the normal amount.

Hoarder
Depth Value: -5
Effect: In a post-Invasion world, resources are often scarce. Either because their caretakers never provided it, or because their family never had much to go around, the pilot is used to having only as much as they could gather and keep to themselves. Even now, these old habits have a firm hold on them, and they have a tendency to collect and store things “just in case.” In addition, sharing is against their nature. -1 Heart

Honest Soul
Depth Value: -5
Effect: The character is simply too honest to pull the wool over the eyes of others, either by will and by choice or by simply being a terrible liar who has no aptitude for deception. -1 Mind


Impetuous
Depth Value: -10
Your character prefers action, and not in a good way. The Pilot's fighting style is "run at it and hit with something", in any and every situation. In combat the Pilot gives little to know thought on strategy; someone better try to convince them not to run towards the giant alien shooting lasers.

Know Your Place
Depth Value: -10
Effect: Fear is a good way to control a young child, and it's what was used to control you. Whenever an authority figure gives the Magical girl a command, the character must take +5 Corruption or follow it without question.

Letdown
Depth Value: -15
Effect: You are well aware that people don’t think you are going to be as good as the other pilots, and you hate to prove them right. Whenever your MADO is defeated, or you are otherwise removed from an Angel fight gain +3 Corruption from the shame. Additionally; Strength and Dexterity lower -1 when this Drawback is taken.

Lonely
Depth Value: -15
Effect: The pilot doesn’t handle being by themselves very well. When alone for more than one hour the pilot takes 5 Corruption. Being alone in a space would only count if they were not in contact with other people at the time; as such this does not apply to being in the entry plug during a battle where the constant contact with Nerv’s support staff and other pilots provides plenty of emotional reinforcement. Additionally; Mind lowers -2 when this Drawback is taken.

Male
Depth: -15
Effect: The female physiology is better at producing the magic to fuel a Soul Gem. You were not born with this physiology, but still managed to catch the eye of the Incubator. There is an exception to every rule and you are one of them... for better or worst. Every point in Heart is lowered to +7 in the magic pool instead of the standard +10. However gain +1 to Strength.
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Meek
Depth Value: -5
Effect: The character cannot present themselves with conviction or confidence, either to an individual or a crowd. This could be the result of an obvious impairment such as a stutter or simply low self-esteem. Strength lowers -1.


Memento
Depth Value: -10
Effect: The character has, in their possession, one small item that they consider irreplaceable and of immense value. This item cannot be a weapon or other restricted item. If taken or lost, the character suffers 5 Corruption and losses -1 to Heart and Mind permanently.

Narcissist
Depth Value: -15
Effect: You feel very, very, confident about who you are; and about how great, amazing and perfect you are. Whenever this is in question ot proven wrong by anyone, you are insulted and take +3 Corruption.

Pacifist
Depth Value: -5
Effect: The character is not a soldier. The taking of another human’s life is abominable to them. In order to take any action that they know would harm another person, they must suffer +5 Corruption. Strength lowers -1 when this Drawback is taken.

Phobia
Depth Value: -10
Effect: The character has an irrational fear of some specific thing, causing them to shake uncontrollably. When exposed to the thing that they fear, the character immediately gains +5 Corruption. Dexterity lowers -1 when this Drawback is taken.

Prejudice
Depth Value: -10
Effect: Your character considers one demographic to be subhuman, and will not willingly tolerate their presence. Should you be forced to, take +2 Corruption. Heart lowers -1 when this Drawback is taken.

Repellent
Depth Value: -5
Effect: Your character is simply put, ugly as sin. 75% of the human population is gone, but you're still struggling to land that first date.

Sadistic
Depth: -15
Effect: The Pilot likes causing others pain way more than they should. It's even hard for them to resist doing so when presented with any opportunity. This includes humans and Angels. Seeing the wincing turn to flowing tears on the other girl's face during that handshake was worth the avoidance she gives you now. So was the yelling from the Operations Officers when you spent three minutes tearing the Angel to little pieces without damaging its core.

Softhearted
Depth Value: -15
Effect: Some are little prepared for the carnage and destruction left behind after a battle and the images of the horror never leave them. In the aftermath of each battle, the pilot gains +2 Corruption if the Collateral was Mild, +4 Corruption if the Collateral was Moderate, +6 Corruption if the Collateral was Heavy or +8 Corruption if the Collateral was Devastating.

I Must Not Runaway
Depth Value: -5
The Pilot refuses to runaway and can only disengage after receiving an order from the Operations Officer and taking +3 Corruption.

There is Only War
Depth Value: -5
Effect: The Magical Girl was not born and raised as an innocent child; but trained and forged as a child soldier. This character is forced to perceive most subjects or situations in a military context, such as suspecting that simple bad luck may be enemy action, or that the person before you is probably a spy. Everyday normal activates of their peer group often confuse them. -1 to Heart.

Uneducated
Depth Value: -5
Effect: Growing up in the conditions you did, it is no surprise that your education is lacking. Begin play with lacking the ability to read or do basic mathematics (multiplication and division, fractions, etc.) -1 Mind.


Assets

Bookworm
Depth Value: +15
Effect: Before joining Zauber, the character was sneaking books far above her age’s reading level from the local library. Through this dedicated extracurricular studying they have a basic understanding of a variety of topics, some basic, some advanced. The Magical Girl gains a +1 to Mind and Purifies -2 Corruption for every two hours of uninterrupted reading.

Break In
Depth Value: +5
Effect: So maybe it’s not exactly “legal”, but there is a lot you can learn from desperate criminals while living on the street. The Magical Girl can pick the locks of any non-military or equally secured facility. +1 Dex.

Captivating
Depth Value: +5
Effect: You know what you got and so does everyone else. A face that can even make an non-humanoid Angel jealous, and a figure that makes the older married scientists at Zauber pretty uncomfortable when you get into a plug-suit... who designed those things anyway? You should thank them.

Creative
Depth Value: +10
Effect: You show a natural talent for putting together new and unique pieces. Some useful, others not. When finished with an artistic piece that takes at least four hours of work you Purify -2 Corruption. +1 Heart.

Cute
Depth Value: +5
Effect: This character is the reason why Pilots have the nickname Magical Girls. Absolutely adorable. The personnel at Zauber love having you around! The therapy they are going to need when they send you to your death is something they try not to think about.

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Disillusioned
Depth Value: +20
Effect: Your time as a Magical Girl has shown you some horrors, and you have decided to cast off any illusions about what you are or the nature of the work you do. Upon reaching 50 Corruption points your Purification is not half; upon reaching 75 you can still purify as normal.

Driven
Depth Value: +15
Effect: You character refuses to surrender, even in the face of adversity. You are still able to Purify when a character reaches 75 in Corruption. Strength +1.

Empathetic
Depth Value: +20
You have very high emotional intelligence; you have the ability to read people and always have a hint or a feeling of what they’re thinking. In the event you comfort a Magical Girl after an event where they have gained Corruption, you and her Purify -5 Corruption points. Heart +1.

Extrovert
Depth Value: +5
Effect: The Magical Girl is a social butterfly. A fun social event Purifies your character by -2.

Level Headed
Depth Value: +10
Effect: The character possesses the mental fortitude to stay functional even under extreme mental stress. Functioning as if at level 25 Corruption at 50 Corruption, and functioning as if at level 50 Corruption at 75. Level 25 and 100 Corruption are unaffected. These only account for the behavioral changes in the Corruption levels. Not the affects on Corruption points.

Grim Optimism
Depth Value: +20
Effect: Even in the face of the worst situations, you try to take the burden on yourself and lighten the mood with a joke. Anytime you and your allies take Corruption points from the same event, you may attempt to crack a joke. If the Incubator (GM) feels your joke was good and relevant you and the group do not take any Corruption.

Military Nut
Depth Value: +10
Effect: You are obsessed with wars, war games, and the machines of wars. Your knowledge of modern weaponry is so great in fact, your voice and opinions are respected when planning for missions involving the military. Not to mention you even PT on the weekends. +1 Strength and Mind.

Mr. Wizard
Depth Value: +5
Effect: Your intelligence has more practical applications than just logic puzzles and remembering obscure facts. That same logical aptitude has made you a natural at computer programming, engineering, mathematics or some other highly intellectual topic. +1 Mind.

Nerd
Depth Value: +10
Effect: While many might debate whether this is really an asset, your obsessive interests have granted you a particular set of skills. Gain +2 Purity when engaged in your "hobby" for atleast two hours. +1 Mind.

Magical Girl Prodigy
Depth Value: +10
Effect: Your natural talents for magic are impressive even to the Incubators. You gain one additional magic.

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Pure of Heart
Depth Value: +5
Effect: You are a kind soul and gentle soul. Despite everything you believe in the good of people; human, magical girl, or Incubator. It is very difficult for you to gain Corruption from a purely social interaction. Gain +1 Heart.

Ravenous
Depth Value: +5
Effect: You are always eating, no matter what or where you have at least one portable food item on you at all times. As long as you have a snack you are generally in a good mood and have no effects when at Corruption 25. However when you run out of snacks, anythings game... someone better find you some Pocky. These does not affect Corruption passed level 50.

Soldier
Depth Value: +15
Effect: You have some prior experience with combat, and have fought battles outside of a MADO before coming to Zauber. +2 Strength and Dexterity.

Team Leader
Depth Value: +20
Effect: You have received tactical training superior to that of the other pilots, and are considered in all ways to be a Zauber officer. You technically outrank the other pilots, though just barely. However, rank has its privileges. Your starting gear, in addition to the norm, includes a Zauber officer’s uniform and a standard issue sidearm. Gain Plus 1 to Heart and Mind. Your rank and tactical training grant you Command Skills normal reserved for the Operations Officer;
  1. Absolute Order: The Team Leader pulls rank on a Pilot. Once per Angel engagement the Team Leader may give a command to a fellow player that their character must comply with as competently as possible. If the player still refuses they take +5 Corruption and lose -1 Mind for the duration of combat.
  2. Requisition Airstrike: As a full round action, the Team Leader can call in an airstrike on an Angel. This counts as a large area of effect for the purposes of collateral damage. The exact munitions allowed for the Team Leader's employment is at the discretion of the Operations Officer.
This Asset requires special permission to be purchased from the GM. Only one player can have this Asset.

There are Many Others Like it...
Depth Value: +15
Effect: You understand your summoned weapon. It wasn't chance this one is yours. It mirrors your soul and is a reflection of your strength. You are able to summon another copy of your weapon. If you already have two copies of your weapon you can now summon a near unlimited amount, however this does cost more magic. +1 Heart.

Thrill Seeker
Depth Value: +10
Effect: Your character is undaunted in the face of danger and the unknown. You do not take Corruption from near death events. Reguardless of the Corruption level they may be at. +1 Mind.

Threads of Fate
Depth Value: +25
Effect: Your character is unnaturally gifted with magical potential. Even the Incubators don't know why. Your magic pool increases by +15 instead of +10 for every point in Heart. You may enter Witch mode at 60 Corruption and gain control again by losing -1 Mind permanently. Gain +1 Heart. This Asset requires special permission to be purchased from the GM. Only one player can have this Asset.

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Sponsor
Depth Value:
+15
Effect: The pilot is in a unique position where they and their MADO are backed by a party outside of Zauber. While this does mean that Zauber does not have to pay for them or its repairs, it also means that Zauber has less control over how those resources are spent. The player decides what upgrades can go into their MADO's slots. At the start game-play they begin with their preferred MADO type and may spend 6 FA on their MADO immediately. This Asset requires special permission to be purchased from the GM. Only one player can have this Asset.
 
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