Nova Verno Fabula
SUP
Armor Enhancement I
- SUP Cost: 2
- Prerequisites: None
- Effect: Increases the Armor for all Body Locations by 1 point.
Armor Enhancement II
- SUP Cost: 4
- Prerequisites: Armor Enhancement I
- Effect: Increases the Armor for all body locations by 1 point which stacks with the bonus from Armor Enhancement I.
Armor Enhancement III
- SUP Cost: 6
- Prerequisites: Armor Enhancement II
- Effect: Increases the Armor for all Body Locations by 1 point which stacks with the bonus from Armor Enhancement II.
Autobalancer
- SUP Cost: 1
- Prerequisites: None
- Effect: The Angel’s armor is laced with a dense fluid counterweight system, which allows it to change it’s weight distribution on the fly. The Pilot gains a +1d to all Acrobatics tests made in the Angel.
Entry Plug (Armored)
- SUP Cost: 2
- Prerequisites: Armor Enhancement I
- Effect: This Entry Plug has been reinforced with a stronger armor layer. When rolling damage for an Entry Plug Breach, the damage dealt is halved. Multiple Entry Plug upgrades may not be equipped at the same time.
Entry Plug (HarOS)
- SUP Cost: 6
- Prerequisites: Research Tier 2
- Effect: Standing for Heads-up Artillery Resource, the H.A.R. Operating System (HarOS for short) is a unique form of heads-up display for interfacing with the Angel’s targeting systems. Benefiting from an interactive interface, the system computes and feeds ballistic data in real time using on-board equipment. While the advantages of using this system as a sniper are obvious, the analysis system becomes rather enthusiastic in close range, providing too much information on too many variables to be useful. Pilots using this Entry Plug gain a +1Ed to Ballistics (but no bonus to Weapon Skill) when using the Angel. Multiple Entry Plug upgrades may not be equipped at the same time.
Entry Plug (Improved)
- SUP Cost: 4
- Prerequisites: none
- Effect: An advanced version of the baseline Entry Plug design, the hand controls are more sensitive and the targeting algorithms are more refined. Pilots using this Entry Plug gain a +1d to Weapon Skill and Ballistics Skill when using the Angel. Multiple Entry Plug upgrades may not be equipped at the same time.
Entry Plug (Trace)
- SUP Cost: 6
- Prerequisites: Research Tier 2
- Effect: This revolutionary new plug design replaces the standard seat and hand controls with a spherical chamber with view screens on all sides. The pilot is suspended in the center by pressurized LCL, and their movements correspond to that of the Angel. This system provides ample ease of control of an Angel’s dexterity and footwork, enough to compensate for low Synch Ratio scores at times, but has only basic additional firearms support. Pilots using this Entry Plug gain a +1Ed to Weapon Skill (but no bonus to BS) when using the Angel. Multiple Entry Plug upgrades may not be equipped at the same time.
Heavy Chassis
- SUP Cost: 3
- Prerequisites: Armor Enhancement I
- Effect: The Angel is outfitted with a network of armored structural supports designed to serve as a hardpoint for Heavy-class equipment the Angel would otherwise be incapable of using. This also grants the Angel 1 extra wound on the body. If the Angel takes any critical damage to the body, the structural supports provided by Heavy Chassis are ruined and any upgrades dependent on Heavy Chassis that may be equipped cannot be used until the Angel has been repaired.
N2 Powercell
- SUP Cost: 3
- Prerequisites: Heavy Chassis
- Effect: The Angel is mounted with a small N2 power source that generates an enormous amount of power at a steady, but ultimately limited, rate. The Angel may not plug into an Umbilical Cable for additional power, but has 1 hour of operational time instead of the normal 3 rounds. However, the N2 powercell is volatile. If the Angel is defeated by the
destruction of its body, it always is treated as having taken 10 Energy Critical Damage to the body and the powercell explodes dealing 1d10+3 X damage, Pen 2, with a Breach of +4 in a 3 dm area. Only one Heavy Chassis-dependent Upgrade or Weapon may be equipped at a time.
Wing Loadout (Assault Dock)
- SUP Cost: 2
- Prerequisites: None
- Effect: The Angel has a reinforced clamp built into one wing, designed to twist and move as the Angel moves, ducks, and dives. In this way, the clamp can hold a single one-hanged melee weapon, or a basic ranged weapon, without off-balancing the Angel or encumbering it as it
moves. Each Wing may only have one Loadout at a time.
Wing Loadout (Battery Mk 1)
- SUP Cost: 1
- Prerequisites: None
- Effect: Choose one Wing of the Angel (left or right). An additional battery that allows your Angel to operate longer when separated from its umbilical has been installed. The Angel may operate for 1 additional round when disconnected from a power source. Each Wing may only have one Loadout at a time.
Wing Loadout (Battery Mk 2)
- SUP Cost: 1
- Prerequisites: Research Tier 2, Wing Loadout (Battery Mk 1)
- Effect: Choose one Battery Mk 1 already purchased and upgrade it to a Mk 2. The Angel may now operate for 2 rounds longer than normal when disconnected from a power source. Each Wing may only have one Loadout at a time.
Wing Loadout (Battery Mk 3)
- SUP Cost: 1
- Prerequisites: Wing Loadout (Battery Mk 2)
- Effect: Choose one Battery Mk 2 already purchased and upgrade it to a Mk 3. The Angel may now operate for 3 rounds longer than normal when disconnected from a power source. Each Wing may only have one Loadout at a time.
Wing Loadout (Integrated Weapon)
- SUP Cost: 6
- Effect: Choose one compact ranged weapon that the pilot may purchase. The WUP required to purchase this weapon are permanently sacrificed in order to be built into the Angel’s shoulder ‘Wing’ as an integrated weapon. Reduce the WUP pool available to the pilot accordingly. The weapon’s stats remain the same, except that its range is decreased by 1/3 and its ammo capacity is increased by 50%. While not requiring the use of the Angel’s hands, it requires a similar amount of concentration to fire, thus requiring the same action as if it was being used in the Angel’s hands. Each Wing may only have one Loadout at a time.
Wing Loadout (Spike Launcher)
- SUP Cost: 1
- Prerequisites: Research Tier 2
- Effect: Choose one Wing of the Angel. A row of small missile launchers has been installed there. The missiles may be fired at any target within 20 dam, dealing Width+1 Killing damage as a single attack with a penetration of 2. Any missile that strikes an area unprotected by armor (before Penetration is applied) deals an extra 4 damage. This weapon may only be used once per battle, and is fired as a reaction action. This weapon may not be upgraded with WUP. Each Wing may only have one Loadout at a time.
Wing Loadout (Smoke Launcher)
- SUP Cost: 1
- Prerequisites: None
- Effect: As the weapon upgrade, which may be used as a half action. Each Wing may only have one Loadout at a time.
Wing Loadout (Storage)
- SUP Cost: 1
- Prerequisites: None
- Effect: Choose one Wing of the Angel (left or right). A specialized container that may store and be deployed with one Knife, Pistol or clip of ammo for the pilot to use is installed. Each Wing may only have one Loadout at a time.
- Special: All Angel begin play with one instance of this upgrade, and a Progressive Knife to store there. Extra ammo is always free, but any pistol stored here must be paid for separately.
Ablative Absorbers
- SUP Cost: 9
- Prerequisites: Ablative Technology, Heavy Chassis
- Effect: The Angel is outfitted with a complex but fragile system of shock absorbers, high energy capacitors and ablative structural supports. This system may absorb and negate the damage from any one area effect or instance of falling damage, no matter how much damage that attack would have done. It always absorbs the first possible attack that overcomes the Eva’s Armor, and afterward is rendered useless until it can be repaired and vital parts replaced. Only one Heavy Chassis-dependent Upgrade or Weapon may be equipped at a time.
Ablative Carapace
- SUP Cost: 12
- Prerequisites: Ablative Technology
- Effect: The Angel is outfitted with an ablative shell of advanced armored plates around the body. This shell may absorb and negate the damage from any one non-area of effect attack to the body, no matter how much damage that attack would have done. It always absorbs the first possible attack (any attack that hits the body, is neither dodged or parried, and would deal damage after armor would have been taken into account), and afterward is rendered useless until it can be repaired and vital parts replaced.
Ablative Shield
- SUP Cost: 8
- Prerequisites: Ablative Technology
- Effect: The Angel is granted an advanced shell of ablative armor, grafted onto one arm. This shield may absorb and negate the damage from any one attack to the arm on which it is attached, no matter how much damage that attack would have done. It always absorbs the first possible attack (any attack that hits that specific arm, is neither dodged nor parried, and would deal damage after armor has been taken into account), and afterward is rendered useless until it can be repaired and vital parts replaced. This does not take up a hand, and is a part of the arm itself.
Ablative Heavy Shield
- SUP Cost: 15
- Prerequisites: Ablative Technology
- Effect: The Angel acquires a massive protective shield. Large enough for the entire Angel to crouch behind, it is far too massive for any Angel to parry with (and does not count as being on an arm for the purpose of the Sacrifice talent). However, the Shield is designed to act as mobile cover against ranged attacks. As a half action, the Pilot may set the shield to face a specific direction and crouch down behind it. Thus set, any ranged attack from that direction that requires a Ballistic Skill roll to hit instead hits the shield. Ranged attacks that do not require a Ballistic Skill roll, or which have the Blast quality or some other form of area attack, ignore the shield entirely. In addition, melee attacks from the specified direction made by an enemy of a size equal to or smaller than the Angel similarly hit the shield instead, though they may easily move to a more advantageous position. The Ablative Shield is very thick, and has multiple ablative layers. Any attack with a Penetration of 3 or less is negated as normal but does not expend the shield on a hit. An attack that hits the shield with a Penetration of 4 or more is still negated, but destroys the shield. It takes two hands to hold this massive shield.
Electrified Armor
- SUP Cost: 8
- Effect: Though the idea is perhaps laughably crude, Angels are, in fact, powered by electricity, this electricity does, in fact, run throughout their bodies, and their exterior armor is, in fact, made of metal. Putting two and two together, someone came up with the idea of routing the Angel’s power supply to course just under the outer layer of armor plates on its way to where it is needed; electrifying it with millions upon millions of volts. While certainly not enough to kill a God, the electric discharge generated on contact is at least capable of inconveniencing them enough to gain an advantage. Whenever an Angel with the Electrified Armor upgrade is struck with a melee weapon, the attacker must immediately roll Vigor or take -1d to all tests until its next turn. No more than 4 armor upgrades may be equipped at any one time.
Inverse Mode
- SUP Cost: 16
- Effect: It is no small secret to anyone involved in the top levels of the Angel Project that the Angels are inhuman monsters, barely held in check by the extensive system of limiters both incorporated into their armor and embedded in their very flesh. What isn’t known save by a select few, is that some, perhaps even all, Angels come equipped with an invert function to completely release every last one of those limiters, restricted by nothing but a secret access code for use in the direst emergencies. Inverting an Angel’s operating mode not only releases the limiters on its power and the restraints holding it into human shape, but also the pacifiers that keep it mentally dormant, and the safety features that keep the entry plug out of the contamination zone. In short, activating inverse mode is absolutely guaranteed to allow the Angel to berserk, and puts the pilot at unavoidable risk of psychological corruption. Once per battle, an Angel equipped with the Inverse Mode upgrade can activate its secret configuration. Upon doing so, it Berserks automatically, gaining all the benefits of a normal Berserk, as well as doubling its movement speed and increasing its
Willpower by 2, but destroying both wings and their loadouts in the process. The pilot takes 1d5+1 Ego Damage and 1 Insanity every round the Angel remains Berserk and as the plug enters dangerously high depth values and the synchronization with the awakened Angel damages their mental health. Despite this, the Angel is still under the control of both the pilot and the command bridge, and so will not normally attack allies and may still be shut down or have its Synch Ratio altered as normal.
Stealth Field
- SUP Cost: 15
- Effect: In a way, it is ironic that one of the largest and least subtle machines ever built by man, boasts the first successful application of active visual cloaking technology. Due to the physics altering powers of the Anima/Arta Field, what would normally have to be accomplished by a full body coating of reactive compounds or microscopic cameras, can be done with a handful of well placed emitters, designed to subtly interact with the Angel’s A.A. field pattern and warp electromagnetic radiation within it, rendering it partially invisible across the entire ultraviolet to infrared spectrum. While piloting an Angel with the Stealth Field upgrade, the pilot may activate the field as an Action, or deactivate it as a Free Action. While active, the field grants them a +3d bonus to Stealth Tests, and imposes a -3d penalty to Ballistic Skill and Weapon Skill tests made to attack them. On any round in which the pilot attacks, they forfeit the Concealment bonus, and the penalties to attack them are reduced to -1d. The Stealth Field has its downsides however, in that the emitters that render the Angel invisible destructively interfere with its Anima Field, causing it to become almost entirely useless. While the field is active, the Angel cannot enact any Miracles. The field does not hide them from Unnatural Senses, or the use of the Ping Miracle. For obvious reasons, the Angel gains no bonuses to Concealment while still plugged in.
Spending Surplus
Name | Prerequisite | Effect | Surplus Cost |
Letter-Type Equipment | |||
A – Type Equipment | |
Equip an Angel for flight. | 10 |
C – Type Equipment | |
Equip an Angel for deployment underwater. | 10 |
D – Type Equipment | |
Equip an Angel for deployment in hazardous environments. | 15 |
E – Type Equipment | |
Equip an Angel for deployment in space. | 15 |
Construction (Support Structures) | |||
Umbilical Port | Place a new Umbilical Port in the Base of Operations. | 2 | |
Support Cache | Place a new Support Cache in the Base of Operations. | 4 | |
Launch Port | Place a new Launch Port in the Base of Operations. | 10 | |
Embarkation Point | Place a new Embarkation Point in the Base of Operations. | 15 | |
Recessive Buildings | Reduce the risk of Collateral Damage in the Base of Operations. | 20 | |
Variable Terrain | Recessive Buildings | Modify the landscape. | 10 |
Containment Field | Trap the God in a rudimentary energy barrier. | 10 | |
Sonic Resonator | Containment Field | Harm a trapped God with a shearing effect. | 5 |
Flash Chamber | Containment Field | Flood a Containment Field with Positrons | 5 |
Barrier Plate | Place a new Barrier Plate in the Base of Operations. | 2 | |
Entrapment System | Place a new Anti-God immobilization system in the Base of Operations. | 10 | |
Bakelite System | Place a new Bakelite System in the Base of Operations. | 5 |