Nova Verno Fabula
Assets and Drawbacks
At Character Creation, all players are required to select Drawbacks for their characters which represent the flawed nature of every pilot.
However, in return for each drawback, the character gains a form of credit known as ‘Depth.’ Each character is required to select at least 10 Depth worth of Drawbacks. A character may have as many Drawbacks as they wish, but still gain at most 25 points of Depth. The more inconvenient the Drawback, the more Depth received in return to spend on Assets. At no time afterward may new Assets be gained even if Depth is left unspent. It is important to note that some Assets have corresponding drawbacks that cannot be taken together, such as Fearless and Coward. No Asset or Drawback can be taken multiple times unless specified otherwise.
Assets
Academic
Depth Value: 10
Effect: Before joining Nerv, the character received extensive higher education, to the point of having a PhD.
Academics gain the following:
Higher Education: Gain an additional die in two Knowledge skills of your choice.
Thesis Paper: Gain a Master die in one of those skills.
Special: This Asset may only be taken by characters with a Mind score of 3d or higher.
Charming
Depth Value: 5
Effect: Gain a permanent +1d to Charm based skills involving the opposite gender.
Common Sense
Depth Value: 5
Effect: A sense that is uncommonly found in individuals despite the name. A character with this asset may, no more than once per session, consult with the GM about a specific course of action. The GM is required to explain if and how the idea is inherently flawed but only in the context of information the character can be expected to know.
Cynic
Depth Value: 10
Effect: The character is less easily swayed by emotion and always reads between the lines, looking for the catch. They begin play with 1d in the Scrutiny skill, and furthermore gain a +1d to Perceive to resist the Persuade and Deceive skills.
Driven
Depth Value: 10
Effect: Never give up, never surrender. The character with this trait lives up to those words never backing down in the face of adversity. The character gains a conditional Fate Point that may only be spent in situations to overcome incredible odds or when refusing to back down from a superior enemy. This Fate Point may never be burnt and must be announced as being used specifically as opposed to the character’s normal pool of Fate Points.
Egghead
Depth Value: 5
Effect: Gain +1d, and an Expert die, in any one Mind-based skill.
Special: This Asset may be taken multiple times, but no more than the character’s Mind dice total.
Fast
Depth Value: 5
Effect: There is something to be said about the ability to run away from things very quickly. The character may spend a Fate Point in order to move a distance equal to their Full Move. This may be done at any point during anyone’s turn, but only before or after actions are taken, not during. In addition, the character gets +1 Width for determining how quickly they may run when rolled with Body, but only outside of their Angel.
Fearless
Depth Value: 15
Effect: Legendary courage or simply a special form of insanity? Either way the character gains +1d to all tests to resist fear.
Special: This Asset may not be taken with the “Coward” Drawback.
Innovative
Depth Value: 10
Effect: Creativity and imagination have their own place on the battlefield. The character gains one conditional Fate Point that may only be spent when attempting a creative plan of their own making or when using a skill in an unorthodox way. This conditional fate point may never be burnt, and must be announced as being used specifically as opposed to the characters normal pool of Fate Points.
Mad Skill
Depth Value: 10
Effect: Mental health is fine but sometimes being reasonable isn’t going to help anyone and pushing the limits of the human body or an Angel to the limit doesn’t come naturally with sanity. At any time when the character would gain 1 or more Insanity Points, they may spend a Fate Point. For the next 5 rounds, they may add half their Insanity score as a free bonus on all rolls dependent on a single characteristic chosen when the Fate Point is spent. When the 5 rounds are over, immediately roll on the Trauma table.
Mimic
Depth Value: 5
Effect: Some people collect stamps, others collect voices. Nothing strange about that. You gain an Expert die in Deceive when mimicking voices.
Shrewd
Depth Value: 10
Effect: Brilliant negotiator and master of the social arts, the character gains one conditional Fate Point that may only be spent in critical negotiations of business or diplomatic nature. Spending this conditional fate point for purposes other than “adding 1d of Width” or “adding 1 Height” are highly questionable.
Thrill Seeker
Depth Value: 5
Effect: Undaunted in the face of danger and the unknown, the character pursues them with relish. Whenever the character spends a Fate Point in situations where they are outmatched or performing some dangerous feat of exceptional bravery, roll a d10. One a roll of 9, the Fate Point is not spent. This applies to conditional Fate Points as well.
Special: This Asset may not be taken with the “Coward” Drawback.
Troublemaker
Depth Value: 10
Effect: Raised without proper discipline, the character spent their younger years constantly getting into trouble. And they got good at it. Troublemakers gain the following:
Street Skill: Gain +1d in any two of the following: Stealth, Deceive, Acrobatics, Run or Gamble.
Trouble with Authority: Anyone in a position of apparent authority over the pilot takes a -1d to their Leadership, Persuade or Charm skill tests to coerce them in any way. Intimidate works just fine, though.
Uncanny Luck
Depth Value: 5
Effect: A few lucky wins on scratchcards, a small payout from a local lottery, finding twenty bucks on the street; the character has a record of having chance go their way. The character gains +1d in the ‘Gamble’ skill and once per session may choose to modify any single, already rolled skill test by rolling 1d and adding their use to their roll (maximum 10 dice).
Unremarkable
Depth Value: 5
Effect: Everyone is special, unfortunately or fortunately for the character, they are especially good at being forgotten. People must test the Insight skill at -1d to remember your actions specifically, unless they were especially remarkable.
Unshippable
Depth Value: 5
Chastity in this modern age requires either a strong will or incredible naiveté, enough to make the most direct forms of emotional manipulation fall flat. Choosing this asset grants immunity to the effects of the Charming asset.
Special: If the character willingly enters into a romantic relationship, this Asset is lost, only in relation to that individual.
Drawbacks
Big Ego
Depth Value: 10
Effect: There’s feeling good about oneself and then there’s believing, and needing to prove, that one is the best of the best. In any situation when someone shows themselves to be more skilled than the pilot with this drawback, the pilot must make an Ordinary (dif. 3) Insight test or decide to prove their worth to those fools and show them how it is REALLY done. At the next available opportunity, the pilot must choose to attempt some action that imposes at least a net -2d penalty to its roll after all other effects have been applied. This action must be at least somewhat flashy, attention getting, or a blatant attempt to show off their skills. If the Insight test is passed, they instead take a -1d penalty to Empathy, Insight, and Perceive for one hour as they force themselves to swallow their pride, which makes them irritable and distracted.
Compulsive Behavior
Depth Value: 5
Effect: The character suffers from the psychological need to repeat some specific act, often to offset some anxiety or depression. This act need not be dangerous or especially time consuming, but must be a significant detour from a normal routine. Examples include extremely thorough cleaning of the hands, or approaching and counting the number of outlets in every room they enter. In every session, until this action can be completed, the character takes a -1d penalty to all tests. Should the compulsive behaviour be conditional (such as holding open doors for crowds) failure to do so when presented the opportunity triggers the -2d penalty for one hour.
Coward
Depth Value: 10
Effect: The character shies away from danger and avoids harm. He takes a -2d penalty to all rolls to resist fear.
Special: This Drawback may not be taken with the “Fearless” Asset.
Damaged Goods
Depth Value: 5
Effect: The character has suffered some sort of massive trauma in the past and never fully recovered. They begin play with 1 Insanity Points.
Dark Secret
Depth value: 10
Effect: There is a part of the character’s past that must never be revealed. Be it something they did or simply saw, should it come to light it would ruin them. What this secret happens to be is a matter for the player and the GM to decide. Anyone who learns the character’s
dark secret (hereafter referred to as the confidant) must immediately choose and apply one of the following reactions to their character:
- Anger: The confidant will not willingly speak with the character with Dark Secret for 1d5
sessions. If forced to speak face to face, any Fellowship based rolls made by the character
against the confidant automatically fail, and the confidant is treated as having the Short Fuse drawback in the character’s presence. If they already have Short Fuse, they automatically fail rolls to resist its effects. - Denial: The confidant gains a major Delusion Disorder (see DH’s Insanity rules), with the
delusion being that the character with Dark Secret is perfectly normal. If nature of the Dark
Secret ever comes up in conversation, the confidant will forcefully change the topic. If their delusion is ever openly disproven for them, they must roll on the trauma chart and
afterwards there is a 50% chance that the delusion is maintained. Otherwise, the effect ends. - Evasion: The confidant will not willingly come closer than a few feet from the character with Dark Secret, and is visibly uncomfortable in that character’s presence. This effect lasts for 1d10+2 sessions.
- Fear: The confidant immediately rolls on the shock table (ignoring any form of fear resistance or immunity), and treats the character with Dark Secret as having Fear (1) for 1d5 weeks.
- Disgust: The confidant will never use aid another or any other joint action (such as Double
Team or Synchronize Group) with the character with Dark Secret. In addition, they must Test
WP to perform any action whose sole purpose is to save the life of that character. - Jaded: The confidant avoids being forced to react, but immediately gains 15 Insanity points
as the truth slowly festers in their mind. And because they picked the most boring option, these Insanity Points cannot be reduced or negated. - Acceptance: In rare situations, by GM approval only, the confidant may decide that their
emotional attachment to the character is such that they are willing to ignore their shortfalls and stand with them. However, they are then treated the same as the character by all other confidants.
Once a reaction is chosen, it may not be changed. Depending on the nature of the secret,
additional penalties and punishments may apply.
Dependent
Depth Value: 5
Effect: The pilot’s sense of self-worth is overly influenced by the opinions of others. They must choose one person and, if their opinion of the pilot is ever negative, the pilot takes a – 1d to all rolls for 1d5 hours and must choose a new person to become dependent on.
Duty of Care
Depth Value: 15
Effect: Sometimes, surviving is its own punishment. There is someone, possibly a relative or friend, who has no one else to care for them, and is incapable of caring for themselves. Either as a result of obligation or compassion, the pilot’s attachment to this ward is a defining aspect of their person. This ward, the reason for their helplessness, and the pilot’s connection should be defined through discussion with the GM. If the pilot ever believes this person to be in danger (be it direct or indirect) they must pass a difficult (dif. 5) Stability test or rush to their aid. If they have confirmed that their ward is in immediate danger, they automatically fail the Stability test, though in their frenzy to help their charge they gain a +2d to all tests directly related to aiding the ward. Should the person ever be harmed, the pilot takes 1 point of Insanity and a level of fatigue for an hour afterwards due to depression. If the ward ever dies or is taken away from the pilot permanently, the pilot immediately gains 2d10 +10 Insanity Points. In addition caring for this person takes up much of the pilot’s time. During the Time Management stage, all options take one extra month for the pilot to gain the listed effect. Special: This Drawback requires special permission from the GM, and any GM unwilling to give the player time to interact with their ward in-character is recommended to not allow its use.
Fanatical
Depth Value: 10
Effect: Choose an organization, 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. Failure to attempt to do so (but not attempting to and failing)
permanently burns a fate point.
Foe
Depth Value: 5
Effect: Someone, for real or imagined reasons, hates the pilot and seeks to ruin him. This person may be a superior officer, news reporter, or even a humble yet resourceful member of the janitorial staff. The foe should be a constant interference in the pilot’s life, either as a nagging nuisance or legitimate threat. The GM and player should discuss who this person is and why the situation exists.
Hoarder
Depth Value: 5
Effect: In a post-Impact 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 and, unless someone uses Persuade, Leadership, or Intimidate to coerce them, the character must test Empathy or refuse to let something leave their possession, no matter how much someone else might want or need it.
Ineptitude
Depth Value: 5
Effect: Choose one skill. The pilot automatically fails that skill and may never gain bonuses to it.
Lonely
Depth Value: 5
Effect: The pilot doesn’t handle being by themselves very well. They take a -1d to all tests made when they are isolated with no other people around. 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, as the constant contact with Nerv’s support staff and other pilots provides plenty of emotional reinforcement.
Phobia
Depth Value: 5
Effect: Your character has an irrational fear of some specific thing. When confronted by their phobia, they take a -2d to Mind skills and automatically fail any rolled Fear test for as long as they in its presence or otherwise confronted by it.
Special: This Drawback may not be taken with the “Fearless” Asset.
Physically Challenged
Depth Value: 15
Effect: The character has trouble moving due to some physical injury, deformity, or neurological condition. The character may only crawl without the use of assisting equipment (such as crutches or a wheelchair). With such assisting equipment, their speed is half normal. This does not affect their Angel. In addition, the stress this places on their body has them roll all Endurance skills at a -1d penalty, though their character’s actual Endurance remains unchanged.
Poor Vision
Depth Value: 5
Effect: The character’s eyesight is impaired, halving their perception for sight-based skills and halving the range of any ranged weapon they wield. The exact cause of this impairment can range wildly, from partial blindness to an actual missing eye. However, no matter the reason, it is crucial that this cannot be corrected. Saying that the character has poor eyesight, but then wears corrective lenses to negate it, would not be a valid use of this Drawback.
Prejudice
Depth Value: 5
Effect: The character considers one demographic to be subhuman, and will not willingly tolerate their presence. Should they be forced to, all skills involving them take a -2d penalty as the pilot barely contains their disgust.
Repellent
Depth Value: 5
Effect: The character is, simply put, ugly as sin. They may only use half their Charm score when interacting with the opposite sex. This does not affect their ability to take the Asset “Charming.”
Second Fiddle
Depth Value: 15
Effect: The pilot naturally assumes a subservient role to another, more dominant, personality. Choose one other player character or suitable NPC. The pilot will never intentionally show them up, and has a tendency to follow them around and do what they say. Should the pilot ever roll higher than the chosen person for Initiative, they are wracked by indecision and instead go immediately after them in the turn order. Any Command-based skill that they roll with the pilot as the target automatically succeeds, and the pilot takes a -1d to all rolls for 1 hour whenever they are scorned by the person they are subservient to. Should this person die, appear to have died, or somehow become their mortal enemy, the pilot gains 1d10+5 insanity points and rolls on the Mental Trauma chart as if they had 2 degrees of failure. Unlike the Dependent Drawback, once chosen the person who the character is subservient to is permanent. The choosing of this dominant person may be delayed until after character creation at the GM’s discretion, but it must be chosen by the beginning of the second session of play.
Short Fuse
Depth Value: 5
Effect: The character has a hard time controlling himself when he gets angry. When confronted or otherwise stressed and agitated, they must pass an Insight test or fly into a rage either yelling at the source of their anger or trashing the surrounding environment. Punching someone in the face might also be appropriate, if ill advised.
Suicidal
Depth Value: 5
Effect: The character has no survival instinct, and will not retreat from combat of their own will. If the character is asked to, or would have a motivation to retreat from a fight that isn’t their own wellbeing, they may test Stability to act normally.
Wimp
Depth Value: 5
Effect: The pilot’s Body score is treated as half its actual value (rounded down) for all effects.