Combat Guide

You might want to save this page as text; that way you can write your character on top of it whenever you want; you can also copy/paste the form to the email to the Gamemaster. If you want some pointers, check the Cast page to see other player's filled forms.

An interactive form will be available... someday ^_^.


Evangelion RP guide ver 2.0

Written by Al-X Melchor (netlupus@hotmail.com).
V1.00 by Andy Kent (akent@pdq.net) with apologies to Epsilon, for pirating a modified version of the GRIT Combat Guide.

E-mail this form to Al-X Melchor, for archival purposes.

This information represents how a character performs in combat situations; be it a street brawl, aboard an EVA or in the middle of a shootout; what appears here has little bearing on everyday role-playing, though some Attributes are a direct mirror of a character's personality, and should derive from there. Fill the form below, you only need to include the text that looks like this, you can delete the explanations and the ratings you're not using, but be sure to include the titles ^_^. Use the HTML blank form, which has both the character sheet and the combat information.

Note: I tried being acommodating, understanding and reasonable, but as of the turn of the millenium, martial arts are banned; if you can't think of a character without martial arts training, you're better off joining another kind of game. The only character types allowed to practice martial arts are those associated with police, army or espionage related occupations. Teenagers can join a martial arts club, but their skill can't go beyond Level 2, and they don't have real combat experience. Sheesh!

<snip here>


Evangelion RP Combat Form v2.0
E-mail this form to netlupus@hotmail.com, for approval and archiving.

ATTRIBUTES

These are the intrinsic characteristics of a person; the inner reserves he or she can tap into and describe how well she does. They're ranked from 1 to 5, each number representing a level of development in each Attribute, be it from natural talent or training:

(1) Poor: The character hasn't taken care of this aspect of him/herself.
(2) Average: The character shares this level with most of humanity.
(3) Fair: This attribute has received attention and is above-average, but nothing truly outstanding.
(4) Good: Some exercising, training or natural talent has raised this attribute to an exemplary level.
(5) Excellent: The limit of human capabilities; the pinnacle of human power.

(6) Superhuman: Beyond normal human limits; people like this are a once-in-a-generation event.

These are very broad categories, designed more for descriptive purposes than for exact classifications. You might have two scores for the same Attribute, meaning that the character is better or worse at a specific action governed by the Attribute than the overall score.

All Attributes at 4 (Good) and 5 (Excellent) must have a good reason for being that way, and teenagers cannot have Attributes higher than 4; remember, they're still developing. Will is an exception to both of these rules. Level 6 (Superhuman) must have an extremely good role-playing justification; assume that my first answer will be "no way" and I'm not easily convinced.

Zero denotes a score that doesn't support action; it represents a serious disability like paralysis, epilepsy, missing limbs, a wasting disease; etc. Each Attribute has its own interpretation of level zero, but initial Will and Ego can't ever be that low, unless the character is a vegetable or a machine.

Assigning the numbers should be simple. Take your character concept. Look at the category, and get some kind of idea of what your character is capable of in that category. THEN, look at the listings, and pick the closest one. Half points are fine, but try not to go gonzo with them, neh? It's much easier to round up or down.

These should NOT modify how you play your character... rather, they should reflect your character's capabilities, so that other writers can effectively use your character in their scenes.

Some of you may be tempted to pick abilities in such a way as to allow you to "thump" other characters, or to prevent any harm to your own... doesn't work, fellas. The current GM (me) frowns on super-characters and has an evil mind; even if the character passes through the screening process, life won't be easy. Even somebody with maximum Strength and Endurance will still go down to bullets, though it might take a couple extra, and they might take longer to collapse...

Speed

How fast does the character move? Run? Hit?

(0) Immobile: Strapped to a wheelchair.

(1) Poor: Slow; you have trouble outrunning turtles.
(2) Average: You can catch up with the garbage bus.
(3) Fair: You were among the first in P.E. class.
(4) Good: You're fast; people have a hard time following your movements.
(5) Excellent: You move with blinding speed. Jet Li.

(6) Superhuman: People call you "Speedy González" with good reason.

Dexterity

This defines fine manipulation, grace and coordination.

(0) Incapable: You suffer chronic arthritis, osteoporosis, frequent withdrawal syndrome, etc.

(1) Poor: Clumsy; you tie your own fingers when tying your shoelaces.
(2) Average: You can play baseball without trouble.
(3) Fair: Nobody could hit you in a game of dodge ball.
(4) Good: You can play Chopin's Minute Waltz without stumbling over the keys.
(5) Excellent: You jump through a sprinkler without getting wet. Jackie Chan.

(6) Superhuman: You can play Chopin's Minute Waltz... in 30 seconds.

Strength

(0) Unable: You're a paraplegic or a disembodied brain.

(1) Poor: Weak; a fly survives your swatting.
(2) Average: You can carry a box full of paper.
(3) Fair: You often win at arm wrestling.
(4) Good: You could make a living in the moving business.
(5) Excellent: You bend bars with little effort.

(6) Superhuman: You lift and throw cars.

Endurance

This is the character's physical well-being and health as well as their resistance to injury.

(0) Vulnerable: You suffer from a disease like AIDS, hemophilia, pneumonia, asthma, total allergy syndrome or the like.

(1) Poor: Sickly; you huff and puff after walking up stairs
(2) Average: You can get through a day on your feet
(3) Fair: You go for a run every day before AND after work
(4) Good: You can finish a triathlon.
(5) Excellent: You need a visa for your walking trips.

(6) Superhuman: You could cross Siberia on foot with just a canteen of vodka.

Cunning

Cunning is the character's ability to defeat an opponent with the mind, rather than pure physical force. It involves strategy, perception, wits, initiative and good ol' trickery.

(0) Imbecile: You make all the possible mistakes.

(1) Poor: You take all the feints and fall into all the traps.
(2) Average: You take cover when the shooting starts.
(3) Fair: You can make believable feints.
(4) Good: You can down stronger foes by exploiting their weaknesses.
(5) Excellent: The moment you opponent takes a step, he's right where you want him.

(6) Superhuman: The only thing that can make you fail is bad luck.

Will

Determination and self-centeredness, often mistaken with stubbornness. It's the ability to persevere against all odds.

(0) Drone: You're a walking, obedient lettuce.

(1) Poor: Pushover; gives money to TV preachers
(2) Average: You can stand a hard day's work without hitting anybody.
(3) Fair: You can ignore direct insults.
(4) Good: You maintain your wits when everybody else panics.
(5) Excellent: No amount of torture will make you talk.

(6) Superhuman: You can defeat an Angel mind probe.

Ego

This has NOTHING to do with the character's opinion of himself! Instead, it is a measure of the character's ability to maintain and retain their sense of identity; something that may weigh heavily in an Eva setting.

(0) Non-existent: An A.I. possesses more self-awareness than you.

(1) Poor: Confused; you depend totally on others to know who you are.
(2) Average: You know who you are, or at least you think so.
(3) Fair: You've identified all the parts that make up your being.
(4) Good: You're in touch with those parts and draw from them at will.
(5) Excellent: You don't need your body to ascertain your identity.

(6) Superhuman: You've conquered all the Jungian archetypes, nothing will faze your sense of self.

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SKILLS

Okay, here's what your character is GOOD at, as far as fighting is concerned. For convenience, group the various combat skills under large headings (not two-handed claymore, but "sword") and assign them a ranking as per the following scale...

(1) Novice: You just started learning; you make common mistakes but sometimes you can count on Beginner's Luck.
(2) Apprentice: You know a bit, but there's a lot more things that you don't.
(3) Practitioner: You're a professional in the field.
(4) Expert: You know a lot of extra tricks and exploit them with good results.
(5) Master: You know everything there is to know about the skill, and are ready to invent your own school.

Defining Skills

These are -suggestions- not hard rules, feel free to discard if it conflicts with your character concept but keep in mind that they are meant to help not hinder... and be ready to include justification.

1) Only combat oriented skills should be included. Skill such as cooking, information gathering and etc. are NOT considered combat skills. They go in the character guide.

2) Martial arts styles are listed separately, but you must give a very good reason as to why your character practices more than one.

3) Any skill the character has -just- discovered (within a few week/a month or two) should -rarely- be above the Apprentice level and should really start at the Novice level, this is important for the "just starting" characters.

4) Evangelion pilots should list their relative skills inside the Eva. Potential pilots should list this as Novice. "Eva Synchronization" is rated in percentiles (1%-100%); the normal rate for a novice pilot is 15%-20%; only assign a higher rate for special, GM-approved, reasons.

5) Character with multiple skills should have lower overall skill as a result, no "Jack of all trades, master of 'em too" please. Inevitably, characters with multiple skills will have one or two skills in which they are better (usually related) than the others, usually much so.

6) Remember, pilots, that your characters are still children! Therefore, it is highly unlikely that any of the characters will have ANY skill higher than, say, Practitioner, and only one at that. (Again, prodigies are an exception, but resist the temptation to make a martial artist that could swing it in Ranma 1/2... it's off theme, and you'll just get hurt.)

7) Similarly, characters that are NOT pilots should remember that they should probably be well trained in their profession... and for most NERV personnel, that is NOT combat. If your character isn't a secret agent or something, they probably have no business with a combat skill over Practitioner. Even with one, remember that the amount of effort and training required to attain mastery of a fighting skill (not necessarily bare-handed; heck, Eva piloting falls under the same theories) will seriously hamper development of other much-needed fields of study or training.

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Attitude:

How do you react in a combat situation? List likely emotional reactions, likely physical reactions, and sundry. Will your character kill? Or even fight?

Weaknesses:

This section serves as a useful reference as to what your character can't handle. Use it to add flavor, to blunt what would be an unstoppable character, to give everybody a few laughs, whatever. No DJ Croft in this RP, though... so go into detail, please.


Final note: If your character is not one to get in fights or learning how to, fill the Attributes anyway, since they're innate characteristics; just put "Untrained" under Skills and pray the character won't be in a position that he must learn on the fly ^_^

 


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Current design and mainteinance by Al-X Melchor using previous content by Luna Ayanami and Avatar. Without his help this RPG wouldn't even exist ^^