Nova Verno Fabula
Post Battle
After the battle is over, there is still much to do for both the GM and the Players. First, the GM must determine the available funds for repairing the Angels and providing upgrades. Once these funds have been determined, they may be spent on preparing them for the next conflict and building additional support structures around the Base of Operations amongst other things. Take all of the Collateral Damage that was accrued during the battle and add it together. Then, consult the following chart. The less damage caused to the Angels and the area around them, the more Nerv can afford to spend on Research and new construction projects in the form of Surplus.
Surplus Funds & Research
Total Collateral | Damage Effect |
25 or less | Wildly successful battle! Nerv used almost none of its budget to accomplish this stunning victory, and the resulting surplus is staggering. Add 50 Surplus to the Surplus Pool. |
26-50 | Very successful battle. Nerv has plenty of funding left over. Add 35 Surplus to the Surplus Pool. |
51-100 | Successful battle. The Angels did their jobs well. Add 20 Surplus to the Surplus Pool. |
101-150 | Good battle. The Angels managed to hold their ground against the enemy. Add 15 Surplus to the Surplus Pool |
151-200 | Costly Battle. The Angels won, but with little resources to spare. Add 10 surplus to the Surplus Pool. |
201-250 | Very Costly Battle. The Angels performed poorly, and Nerv is struggling to keep all projects running. A mere 5 surplus is added to the Surplus Pool. |
251+ | Overwhelmingly costly battle. The Angels are repaired, but that’s the limit to what the UN can spare after this catastrophe. As it stands, millions worldwide suffer for the Angels to function. No Surplus. |
Angel Repair
The Angel are the single most important component of Nerv, and much of their budget is devoted to their maintenance. After each battle, Nerv is supplied with all the surplus that the UN can afford to give. The first and, arguably, most important use of this surplus is repairing the Angels and making sure that they are fit for their next battle. First and foremost, if an Angel has been defeated the United Nations will take special action to guarantee that Angel is properly restrained and at least the most primary of systems are functional. In game terms, this means that any Defeated Angel will, for no surplus cost, be restored to 0 critical damage, 0 wounds on both the Head and Body locations as the UN scrapes the barrel and bankrupts another third world country. This takes 2 weeks to complete. However, in all other respects the Angels, defeated or otherwise, must make use of the following repair scheme. Any number of Angels may be repaired at the same time, but you must wait for each repair option to complete before beginning another repair on the same Angel.
Angel Repair
Name | Time | Effect | Cost |
Basic Repair | 1 week | Heal all Wounds on a single location.* | 1 |
Advanced Repair | 1 month | Heal all Critical Damage on a single location. | 2 |
Attach Limb | 2 weeks | Restore a single lost limb to 0 Critical Damage, 0 wounds. | 4 |
Modifiers | |||
Rush | n/a | Perform a single Repair in half the time. | +2 |
*Restoring all Wounds to a location that has taken Critical Damage does not heal the Critical Damage that location has suffered, it just means that those wounds must be dealt with as normal before more Critical Damage can be taken.