Nova Verno Fabula
There are several secondary Statistics that your character needs in order to Save the World. They are:
- Synch Ratio; this is used all the time, and reflects your connection to your Angel.
- Willpower; used moderately, to enact Miracles.
- Sanity Score; important, and you want this to be low.
- Anima; just like Sanity, it’s important. It’s what keeps you… together.
- Fate Points; used lots.
Piloting an Angel requires the use of a new characteristic: Synch Ratio. This is the pilot’s ability to synchronize with their Angel, and for obvious reasons is absolutely useless to any person who does not pilot an Angel. Your Synch Ratio is equal to your scores of Sense+Mind, multiplied by 10 to create a percentage. A Sense+Mind score of of 6 would give you a Synch Ration of 60%
Your Synch Ratio may be increased over time, but certain conditions and events such as Synch Disruption can cause your Synch Ratio to change dramatically for short periods of time.
Synchronization Ratio Effects
|Synch Ratio of 20 or less||NonOperational Depth||You are unable to Pilot an Angel. If you are currently inside an Angel, you may take no actions as it shuts down.|
|Synch Ratio of 21-40||Minimum Operational Depth||You can maintain a Synch Ratio capable of moving an Angel, but just barely. You act on the end of initiative, not matter your rolled Width, but gain one less Shock damage transference through your Entry Plug.|
|Synch Ratio of 41-70||Operational Depth||Angel operates normally.|
|Synch Ratio of 71-100||Upper Operational Depth Limit||Your Angel operates in tune with your own abilities. You may instead use your Synch Ratio percentage (divided by 10) in place of any other Stat+Skill. You gain an additional Shock damage transference through your Entry Plug.|
|Synch Ratio of 101-150||Safe Depth Limit||As above, but your Synch Ratio is dangerously high and deals 1d10 points of Anima Barrier damage each round. Should you pass out or die in the Entry Plug, the Angel automatically Berserks.|
|Synch Ratio of 151-200||Absolute Depth Limit||As above, but you take 1d10+5 points of Anima Barrier damage instead. Any Critical Damage suffered by the Angel is dealt in Killing damage to the Pilot. Every round you gain a temporary Fate Point that you may spend however you see fit, but never burn, and if unspent vanishes at the beginning of your next turn.|
|Synch Ratio of 201+||Terminal Depth Limit||As above, but the pilot takes 1d10+10 Anima Barrier erosion per round and gains the ability to make as many actions as desired, with no die penalty. The GM decides what occurs after this point.|
|Synch Ratio of 400+||Great Beyond Depth||The Magi have yet to yield a predictive model for what happens at this point. It is a matter of great debate amongst the science team.|
Synch Ration disruption occurs whenever you gain Killing damage through your Entry Plug, gain Insanity while in your Entry Plug, or your Angel is subject to a Critical Hit.
Begin by rolling 2d10. If either die roll is 0, roll an extra 1d10 and add it to the previous sum. This addition of new die continues for as long as 0s are rolled on the new die. Once all die have been rolled, find their total.
If the total sum is an odd number, the pilot temporarily loses that much from their SR until the end of the battle. If the total sum is an even number, the pilot temporarily gains that much from their SR until the end of the battle.
All instances of Synch Disruption in a battle are cumulative. No matter how many times it might be triggered, Synch Disruption is only ever rolled once per round for any single pilot.
Willpower equals the sum of your Charm and Command stats. The types of dice in those stats doesn’t matter, just the number. With 3d in Charm and 2d in Command, your Base Will is 5. You can increase it at a cost of 3 Points per point of Willpower. To use any Soul Miracle with a Willpower cost, you must have enough Willpower to expend for the dice you intend to roll. You may also use Willpower to add additional or specialized dice to your Miracle’s dice pool, at a cost of 1wp for 1 die, 2wp for an Expert die, and 4wp for a Master die. Spent Willpower is refreshed for each session, or an in-game 24 period.
Each character begins play with an Anima Barrier. Not everyone has the same mental strength and sense of self, and some are more vulnerable than others. Your Anima Barrier is equal to 20 + (Willpower * 5). As they become exposed to hostile Soul Fields and other, more insidious, forms of attack, characters will remove points off of their Anima Barrier. This effectively works just like wounds, except that upon reaching an Anima Barrier of 0 you must alert your GM. They will explain the consequences.
The Anima barrier is a natural part of the psyche, and will heal itself over time given the chance. Every month, the player ‘heals’ 10 points of their Anima Barrier, though this may not exceed their normal total.
Should your entry plug ever be breached by a God’s attack, you would be lucky to survive. Those that do find that direct close range expose to the overwhelming Soul Field (even one neutralized to the point of providing no defense) of an God is harmful to them in ways they can scarcely understand. The Pilot removes a number of points from their Anima Barrier equal to the number of wounds they sustained in the process, and remove 2 points from their Anima Barrier for every point of Critical Damage they took (which is probably a lot).
Should an God ever attempt mental contact with a human or otherwise invade a human’s mind, the human in question must make a Sanity test every round or take 1d10 points off of their Anima Barrier until the mental contact ends. At the end of such mental contact, the trauma of it usually requires the character to roll on the Shock Table, adding a +10 to the roll for every round of mental contact they were forced to endure.
If your Anima Barrier ever hits 0, alert your GM. They will tell you what happens next.
Your sanity gauge is a measurement of your mental stability and health. Fighting the terrible monsters that are called the Gods, and dealing with being the pilot of an Angel, can infringe on your sanity.
You have ten notches in your Sanity Meter. If it fills, you go insane, the effects of which are determined by consulting the GM.
Whenever you are confronted by the horrifying, terrible, violent, or plain unnatural, you must roll Mind+Stability against a Difficulty set by the GM. Upon a failed roll, fill one of your notches in the meter, and roleplay your horror appropriately.
Representing your character as a true hero, your pilot has a number of Fate Points. Most pilots have 2, but some are lucky enough to have 3. These are refreshed at the beginning of every session (or every in-game day, if a session is shorter than a 24 hour period). Depending on what background choice you made, you have either 2 or 3 Fate points.
Fate Points may be used to re-roll a test. They may also be given up permanently (called ‘burning’) to keep your character from dying — it doesn’t guarantee your health though. You may also burn a fate, and instead of surviving, you go out in a Blaze of Glory.