A Fellowship of Friends and Poor Decisions
(??? POV)
If there was one thing that still gave you surprises in this day in age, it was the fact Shinji left behind something so dedicatedly beautiful.
It was something impressive indeed that he unknowingly made a fully operational and functioning idea that managed to give meaning to his brief existence.
And like all things Shinji ever did, he did it by complete accident while working for his Boss Sarif, while doing errands.
I mean, that is how he got his adopted daughter, by blind chance and happenstance.
But this is not that story we explained earlier in another time.
It was something else entirely.
But we aren't exactly here to explain every little detail. Only the after effects of what he caused.
You have 15 CP
Military and Combat Ability: Shinji does not enjoy the Acts of Violence, but he's not an idiot as to avoid them entirely.
Stolen Military Stockpile(-1 CP): You got some equipment from the National Guard Armories in Michigan,hopefully it will be enough to get things rolling. (Can be taken multiple times, Can be burned to win a tactical engagement)
Gifted Military Equipment (-1 CP):It appears that a nation has a vested interest in keeping you alive and giving you the tools to do it.You are indebted to them so when the time comes you are going to pay that debt.(You got equipment from an unknown third party, it will work as long as the connection remains, they will ask for favors to be done to keep it going.)
Full Scale Logistics Unit(-3 CP):War is won by logistics that is reality, especially in the newer and worse age that is slowly being born. (Logistics will not be an issue in the grand scheme of things.)
Hunters of the Deep (-1 CP):You have something Weird, in the Chaos of Japan being broken, some portions of the JSDF and US Navy just up and joined you seeing an opportunity to not fight Kiju monsters that are immune to conventional weapons. (Gain a Small Navel taskforce of US Navy and JSSDF blue water ships, including a Ship called Over the Rainbow.)
Impact War Soldiers (-5 CP):These are the Survivors of the Impact and the Wars that followed. They are the Best of the Best, you know it, they know it and it was hard to get them to follow up and join, but you did. (Start with 1 5/5 military regiment of LOYAL Impact War Vets, they will kick ass and win, if supplied properly.)
Paramilitary Training Regime(-1 CP):You have an improved Paramilitary training regime, and it will make men grow into men. (People trained by you won't spawn with 1/5 experience, they'll have 2/5 experience instead)
Aerial Hunters(-1 CP):Yeah he just walked into Yokota Airbase and asked if they wanted to leave Japan for greener pastures, they took it and well, they got up and joined you on the run south.(One Airbase of US military Aircraft is on the payroll.)
Gatherer of Doomed Causes (+5 CP):The men you gathered are not soldiers, they are thugs, killers, and worse loyal only to the promise of Power and influence that this would bring, they are not loyal and may steal shit, and everything may be for nothing, if you don't keep them in line. (An Army of 5 2/5 soldiers of EXTREMELY questionable loyalty work for you. They may revolt against you if not careful.)
Incompitent Logistics Unit (+3 CP):Your logistics is Shit, and you won't be able to force project effectively. (Your force Projection is very limited, however intelligence gathering is not off the table.)
No Navy(+2 CP):You don't got a Navy, at all. (You don't even have a Navy)
No Airforce(+2 CP): Same with the Airforce, its not good. (You have no Aircraft of War)
Diplomatic Traits:In spite or perhaps because of his inability to really connect to people properly, Shinji still made a connection to people.
NSF Connections(-1 CP):Back in the Good old Days, Shinji and David Sarif ran augs and Guns to the NSF for fun and profit.This had a knock on effect of Shinji having friends with Terrorists, and Revolutionaries. (Shinji has friends in the NSF from the good old days, they can help out...maybe)
WILLE Connections(-2 CP): Shinji's Grandfather was Shiro Rokubungi, the man who founded the organization.That made some of the older guys dig into it and realize who you are. They want to help. (A bunch of the Older WILLE guys want to help you. Raeder...and some guy named Lucky)
A Seraphim of Hope (-5 CP): The Rokubungi Name has a complicated history in the world, but the long term effects of your grandfather's actions in certain places , it gives a certain reputation, a very positive one at that. (You still have influence and good will to use, not much anyway, but enough to get something resembling civility Diplo actions are 10% lowe.)
Severed Ties(+5 CP):You burned every bridge there is to burn and then some, you basically have no friends left, I mean dear god how did you pull that off that's amazing. (You destroyed every conceivable connection there is to make in the world and have to fix your PR from the ground up, diplomatic actions are 10% Higher.)
Hostile Neighbors (+3 CP):Wait...people still live here...that's insane, and they want to kill you crap, how is that going to work!! (People are squatting on your land and maybe you need to get rid of them through violence or diplomacy.)
Illuminati Attention(+2 CP):You made Bob Page MAD!! YOU MADE HIM ACTUALLY LOOK FOR YOU! THIS IS BAD. (MJ12 want what you stole back, In turn 1-6 , they will try.)
WILLE Attention (+2 CP):You made Kaji pissed off about that whole protecting Misato thing, and endangering his operation, great. (In turn 1-6 WILLE will attempt to deal with your organization with something.)
NERV Attention (+3 CP): Gendo knows...and he wants to smother this idealist crusade in the crib. (In turn 1-6 NERV will try to get rid of you with lethal force, something of that mind)
Ecology: The World is dying and Australia is going to hell, maybe you can get your way to victory and restore what is lost.
Broken Ecology(+1 CP): Yeah its a bit banged up for an area for a home, but bushfire banged up, not too difficult to actually fix. (Ecology set at Battered, the easiest to heal from damages.)
Hostile Wildlife(+3 CP):Australia was not a nice place even before the Impact, the wildlife have grown even more unhinged than usual. (The Native wildlife are frisky for some reason and don't like humans for some reason)
Unnatural Wildlife(+1 CP):Huh some of the Wildlife started to Mutate, oh that looks unnatural, and uncanny, stop looking at it. (Mutated Wildlife are nearby, this might be a problem for everyone involved)
Angelic Wildlife(+5 CP): Oh...oh shit, is that a code pattern blue...is that an angel, no it can't be its too small, but what the hell is it!! (Angel like lifeforms roam nearby, this might be a problem)
Ideas both Helpful and Not(-2 CP):You have many insane ideas on how to save the ecology of Australia, some of them might even work. (People have ideas, some of them might even work)
A Desolate Place(+4 CP):This place is as desolate as a Warzone, and not in the good kind, its going to take some honest work to fix and make livable, but thats not impossible. (Ecology set at Desolate, it can heal in time, with help.)
The Edge of Humanity(+8 CP):Core Material is everywhere, the only thing that grows here is some ungodly stuff and Human life in a certain density of particles renders tech useless. Not augs, but most tech is useless. You don't even begin to know how to fix this? (Ecology Set at Angelic Environment, will be a bitch to get rid of.)
Global Healing, Global Seeing (-4 CP):You have a good idea on the ecology of the rest of the world post Impact, maybe get a good idea on how to fix the problem. (You have equipment that can see the ecological problems and how to deal with them to a degree)
A New Eden (-8 CP): What you found, was nothing short of a Miracle, an untouched human viable stretch of landmass, it was pristite and almost too perfect to be true and YET it was. (Ecology set at Pristine, No L-Barrier, no troubles and no issues. Prime Real estate)
Intelligence

laying the Game of International espionage has never been a easy thing
Compromised(+3 CP):You got sloppy and that leads to things being laid open. (Your intelligence Aperatus is all screwed up and needs to be dealt with before something goes wrong.)
Dead Sea Scroll Fragments (-5 CP): Hmm, so this lets you know about bits of the future, neat.(They can tell you the Future...and what they do, don't over use these.)
A Most Dedicated Opponent(+5 CP): Yeah, someone is trying to kill you and everyone you know and love, and that is going to present problems...very big problems (Your allies and you will need to roll survival rolls against asassination. Until you deal with this mess.)
An Eye in Every Bar(-2 CP):Yeah, you got a spy network and its awesome. (Start with a spy network in Asia and India.)
Blind to the World (+2 CP):You don't have a spy network and that sucks. (You need to build a network from scratch.)
Excellent Security (-3 CP): You weren't sloppy that's for sure, everything is ready and secure for once. (Enemy detection Rolls gain a -10)
WILLE Sympathizers (+3 CP):Yeah, WILLE still has the loyalty and respect of people, that means they will report movements and such...not something we need to deal with right now. (Kaji stop getting in the Way!! I'm trying to save the world.)
Illuminati Sympathizers (+3 CP):These guys are loyal to money and Page controls the money. That is a massive problem you have to deal with now. (Page got men in your organization , get rid of them before something goes wrong!!)
NERV Sympathizers (+5 CP): Oh god Gendo has men in the Organization, got to fix that before things go wrong. (Gendo Got men in your organization , get rid of them before something goes wrong!!)
Technology: The world needs its Tech to save itself.
A Gift from Shiro (-3 CP):Grandpa left you a gift of Ideas that could help you on this quest. (Shinji's Grandpa left a care package from well wherever he is in the world or afterlife.)
Crossed Wires (+3 CP):Tracer Tong might be the smartest man on Earth, but he's still not as skilled as those who have literal decades on him, and this presents its own challenges. (Tracer has not been trained to be the Head of A Military and Ecological RnD, and will have difficulties adjusting.)
Preserved NERV's (-3 CP):You stole some stuff from NERV and it may help you on your quest. (You stole some stuff from NERV during your flight from Gendo.)
Virus Virus(+5 CP):Your computer system has a bunch of Viruses on it, security measures from the many masters of the world. Its a bitch and a Half to get rid of. (Your entire Computer Network has been infected with a virus, and you have to clean it up)
Magi Magi (-5 CP):You Stole a Magi, from the US NERV branch, and with it comes, many numerous tools and equipment that makes life easier than relying just on people. (You get a Magi system for your organization and can deal with certain logistical problems)
A Fools Venture(+5 CP):Evangelions...are unstoppable, the Pinnacle of War and Human achievement, RnD thinks its impossible to actually fight them and refuse to budge on that, witch sucks it could work if they just tried. (They want an Eva, you need to tell them that Eva's are dumb, EVA's are dumb, and you will have to prove it somehow.)
Anti Eva Weapons (-5 CP):You had a dumb Idea, Dust off that Jet Alone Spechs and see if you could make something viable out of it,its in parts and needs to be put together, but maybe it might work. (You can make the Jet Alone work and Kill the enemy this time, you promise it will actually work.)
AT Fields...More like AT Nonsense (+3 CP):You do not have any clue how AT fields work beyond what the hell Shinji explained and some notes on how they keep us from becoming Orange juice. Thats just great. (People think messing with the barrier that protects your soul is a BAD idea and don't want to touch it. Need to be convinced to actually do it)
Breaking the Fields of Absolute Terror(-3 CP): Huh...so AT Fields can do strange shit, lets keep looking into this might be fun. (You have the AT Field tree unlocked for...uses that can be discovered.)
Broken, All Broken (+10 CP): All forms of Technology are useless here, the L Barrier is too strong to actually be useful in its current form. (The L-Barrier is TOO Strong, you need to optimize certain equipment to actually work. And that is a bitch to work with, Cannot be taken with A New Eden.)
And Last but not least:
Azrael the Redeemer (-35 CP):This is Az, he's a Late Game Super Mech, he is a fully mechanical superweapon that technically can qualify as an Angel in the right, wrong hands. He is also sentient and gives therapy. (Start with something extremely powerful and dangerous war machine at the cost of being in a bad situation )
If you wish to add your own Traits that Make sense,you may do so, but are subject to GM Approval.
[]Write in Spirit Here.
AN: Plan format please, Enjoy.