| Main |
| Character Creation
|
| Fights
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| Leveling Up
|
| Equipment
|
| Factions
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| Game Info
|
|
| Uniques |
| These are things that make the characters even more different,this
shows special abilities that the chracter knows or is.Roll 1d100
to determine your Unique. |
|
Roll
|
Name
|
Description
|
| 1-2 |
Elite Soldier |
You're a ace pilot. +5 to FA,+2d6 to AWS,-1d4
to INT, and +1d6*150 to damage when not using a weapon (kick/punch,
rams, etc) |
| 3-4 |
Beam Specialist |
You've been trained with Beam guns & Sabres
your whole life. +2 to strike (+1 with every 3 levels) with
Beam weapons. Start with a (2nd) beam sabre, a scythe, battle
axe, naginata, glaive, trident, or twin trident, and you can
use it regardless of tech level |
| 5-6 |
Incredible Rage |
You have a short fuse. +2 to strike and dodge,
+2d_ on damage when mad if its a melee weapon |
| 7-8 |
Humanoid |
You're part human,but stronger. You MAY look
a little different. +2d6 to FA, +2 AWS,+2 TECH, +2 INT |
| 9-10 |
Bruiser |
You're physically strong, but dumb as a brick.
-4 INT, +5 FA, +3 AWS, +750 to damage when not using a weapon
(kick/punch, rams, etc), +450 when using a melee weapon |
| 11-12 |
Weakling |
You were always a sickly child. -5 FA, and +4
TECH,INT,AWS, +$250,000 at start |
| 13-14 |
Natural Born Pilot |
You have an unique skill with a MS. +4 to strike
and dodge in a MS. |
| 15-16 |
Natural Athlete |
You were born physicaly stronger and faster then
other people. +4 to FA & AWS |
| 15-16 |
Natural Scholar |
You were born mentally superior then other people.
+4 to INT and Tech |
| 19-20 |
Naturally Charming |
You have an ability to charm people. +4 to AWS,
+20% to charm/impress skill |
| 21-22 |
Clone |
You are a clone of someone,and was made to be
superior then an average person. +3 to all stats and +10%
to all your skills |
| 23-24 |
Military Genius |
You have a keen mind towards leading squads and
planning battle plans. +5 to INT, +5 AWS, +10% Navigation,
will lead any group by default. |
| 25-26 |
Melee Master |
You were trained extensivly in the ways of melee
combat. +4 to strike & dodge in melee, -2 strike and dodge
on ranged weapons and missles. Dandou-gan is not a fighting
style option. +1 to the strike & dodge bonuses every 4
levels |
| 27-28 |
Tactics Master |
Your amazing at planning out battles. When theres
a plan that needs to be made, your the one for the job. Start
with 'Battle Plan' technique (see Fighting Style Add-ons),
+3 INT, +3 AWS |
| 29-30 |
Speed Freak |
Speed is your thing. +5 FA, +5 to speed MS stat
(score), +50 mpa |
| 31-32 |
Calm |
You cannot get angered very easily. It takes
nothing short of the death of a close friend, some family,
or a loved one to make you pissed. +15% to charm/impress skill,
+3 FA, +3 INT |
| 33-34 |
Retarded |
Your mentally handicapped. Could be a birth defect
or a accident from your childhood. Include in your history,
and your character may have a lisp when talking. -5 INT, -2
AWS, +5 FA, +$250,000 at start |
| 35-36 |
Nature Freak |
Your in tune with nature. You spend all the
free time you can at zoos or forests if possible. +5 AWS,
+5 INT, -2 Tech |
| 37-38 |
Caffeine Loaded |
Your constantly on a sugar high. Your jumpy,
buzzed, and some how always have a can of your favorite soda.
+5AWS, +3 Tech, -5% charm/impress |
| 39-40 |
Taunt |
You can do nothing but taunt at a guy, be it
they are sitting there or doing really bad on rolls. This
has no real use, but its funny for reactions. +3 INT, +3 FA,
+3 AWS |
| 41-42 |
Ritual Charms |
You have a little fetish for keeping little charms,
making marks, etc whenever you win a battle. You think and
believe they bring you luck and maybe strength. (ie: Bob the
pilot has a habit of buying little teletubby dolls, cutting
the heads off, and hanging them in his cockpit.) +4 FA, +4
AWS, -5% navigation |
| 43-44 |
Hacker |
You can hack pretty much anything, even if it
takes a little bit to do so. You can open computer files,
open electronic locks, even hack a MS operation code. You
can even set up your own barriers of defense against others.
+4 INT, +4 Tech, +20% electronics |
| 45-46 |
Champion Fighter |
You are a fighting master. 2 fighting styles.
+5 FA, +2 Tech, +10% navigation, +10% espionage |
| 47-48 |
Party Animal |
Life is one big ass party for you. You joke around,
chugs drinks, etc. You do cannonballs from roofs. You do things
that gets laughs and good-times from friends. +3 INT, +3AWS,
+10% navigation, +15% charm/impress |
| 49-50 |
Natural Leader |
You are descended from a long line of leaders.
+1d6+3 to INT and Tech, +4 MS points to distribute at start,
+1 MS points every 3 levels |
| 51 |
Military Childhood |
You were raised strictly in the military fashion,
and you are either in the OZ or Alliance legions (change if
needed). +10% to all skills, +5 FA, +5 Tech |
| 52 |
Human Zero System |
When fighting, you zone absolutely everything
else out. Friends, team-mates, even pain. +5 to strike and
dodge, +3 INT, +3 AWS, -2 Luck, -3 Tech, -15% charm/impress |
| 53 |
Perfect Soldier |
You were born, raised, and trained to be the
perfect soldier. You have no friends, and you follow orders
to the letter, even if the commander was using slang or was
joking around. +10 FA, +5 Tech, +10 to accuaracy MS stat (score) |
| 54 |
Mechanic |
You're better with any kind of suit then other
people. +5 to AWS, +8 Tech. |
| 55 |
Ronin |
Ronin- Your character was always a lone gun.
Until recently that is. Somewhere along the line you learned
how to pilot it due to a friend or family member that was
once a pilot. You have no legion. At level up they get 5 points
to distribute freely. Bonuses are as such:
| Stats |
Skills |
| Intelligence- 5d6 |
Electronics 55% |
| Technique- 5d6 |
Navigation 55% |
| Fighting Ability- 5d6 |
Piloting 60% |
| Awareness- 7d6 |
Espionage 70% |
| Luck- 5d6 |
Charm/Impress 70% |
|
| 56 |
Stylist |
You may NOT fumble. On a roll of '1' you simply
keep the rolled # you have. +5% Charm/Impress, -5% Navagation,
-2 FA, +2 AWR |
| 57 |
Assassin |
Your trained for personal combat. You know 29
ways to kill a man....with a SPOON. Your combat skills reflect
this, and you have a so called 'eagle eye' for hitting targets.
+5 to strike on a called shot (to the arm, to the leg, etc)
from mid range, +3 FA, +15% espionage |
| 58 |
Aura of Luck |
This is simply the greatest thing. You got a
aura around you that gives off good vibes to others, and you
have an easier time getting things then others. Free food,
chicks, etc. This unique only gives you two things for special:
19's & 20's are crit hits and counters for you, and +4
to Luck stat |
| 59 |
Aura of Bad Luck |
This is like the Aura of luck, just opposite.
You seem to attract 4 out of 5 enemies and you just have horrible
luck with the dice. 1's and 2's are fumbles, but you get +2
to initiative, +10% navigation, +3 tech, and -4 to Luck |
| 60 |
Quick Reflexes |
Your awareness level and reaction times are very
fast. Your amazing in the combat simulators, and on games
your the top score. +4 to dodge, +5 AWS, +15% piloting |
| 61 |
Paladin |
You are a selfless person you will give your
life for others and will fight anyone who does something against
the law (murder rape etc.). In a MS your like a paladin of
old, +5 to melee strike and dodge. Starts with reinforced
medium armor and normal heavy engines, no cash out of pocket.
+5 strike and dodge, +5 FA, +10% charm/impress |
| 62 |
Divine Favor |
For some reason, you have incredible luck when
it comes to life and death situations. Its almost like you
were born with a gift from above. +2 strike and dodge, 10%
chance to dodge any attack that could kill you |
| 63 |
Gambler |
You take a lot of risks, some pay off, some
dont, but your latest one paid off before you joined up. You
get +$250,000 to your starting cash, and a 5% of auto kill
on a crit. However, there is also the 1, 2, 3 rule, meaning
on a 1, 2, 3 roll on your to strike you not only fumble, but
your opponet counters automatically! 50/50 chance of Luck,
1-50: +3 to Luck, 51-100, -3 to Luck |
| 64 |
Test Pilot |
You control a new style mobile suit that uses
a new system of control. Your still in a leo (for example),
but it has a new control system for the pilot. Using a zero-g
bubble inside the suit, whatever you do the suit does. Monkey
see, monkey do. The systems full name is The Real-Time Holographic
Body Movement Control System (RTHBMCS). There are no wires
attached to you, its all done via brainwaves, ie the zero
system, only this just uses yours to control the suit, not
control you. This will shut down after intense combat due
to system stress (6+ rounds is intense combat for infomation).
+3 to all suit stats, +1 to strike and dodge, +10% navigation |
| 65 |
Cyborg |
You are a robot. Well more of half man, half
robot. You are programmed to fight and nothing else. You will
not run, and giving up is not in your vocabulary, nor is kindness
or mercy. You were created by OZ, so you must be in the OZ
faction, if you are in a different faction you must change
factions. If you already have OZ as a faction, you get +1
to all of your pilot stats and an additional +5 FA. You may
pick ANY fighting style and it is programmed into you, even
if you don't meet the requirements! +$2,000,000 starting money
from OZ. But all remaining money after you are finished creating
your character is reduced to $0, as the left over is given
back to OZ. Set Charm/Impress skill to 10%, +10% Piloting,
+10% Navagation, -10% Espionage. |
| 66 |
Heero Yuy Complex |
You are from the L1 colony. To you there is no
one greater then either of the Heero Yuy's, the gundam pilot
or the pacifist. In normal life (non combat) you are very
much the diplomat. In combat though there is no one more sucidal
then you (Example: You will throw your space leo in front
of a Vayate blast to save a comrad's life). You will put your
life on the line no matter what the cost is and will follow
the pilots path in battle. Bonuses in combat and to your MS
+6 strike and +4 dodge, +2 to all MS stats. In battle there
is a 10% chance of going suicidal and then charging the opposing
force and go to either self-destruct or melee combat this
can be stopped by getting hit by a crit or countering an attack. |
| 67 |
Sniper |
Your a eagle eye when it comes to the long shot.
You can hit pretty much anything when your in long range (351-800m).
This is pretty much your only skill, but it is deadly when
used properly. This gives you +10 to strike only with single
fire weapons from long range. +4 Tech, +4 FA, +15% epionage |
| 68 |
Mobile Armor Pilot |
ue to reasons of good pilot/family member in
military/serious brown-nosing, you have been selected to pilot
one of the dangerous Mobile Armors. You automatically start
with a level 1 Mobile Armor package, and you lose half of
the $500,000 bonus at creation. |
| 69 |
Blocker |
Like in football, your a secondary position
that defends and supports the leader. For this, you have been
selected at some point in time to house a planet defensor
set-up as a diversionary or just plain defensive tactics for
your commander. You hold at lest 12 and at most 20 planet
defensors (1d9+11). Your payload will get incresed to hold
the planet defensors only if needed. These will follow you
from suit to suit. +__ payload (only if needed), +5 MS armor
stat, +3 FA, +3 INT, +4 Tech |
| 70 |
Royal Family |
You are the prince or princess of a kingdom,
and a mobile suit pilot. You may have run away to become a
pilot, or your parents actually let you. Either way, you have
an air of prestige and snootiness around you. You look down
on others, but you really look up due to the amount of freedom
they posess in their lives, unlike you who is practically
chained into being an heir. The snootiness comes from this,
and it may also made you run away. +6 INT, +5 AWS, +5% Charm/Impress,
+$500,000 at start |
| 71 |
Desperate Measures |
When you reach 1/4 on your armor total, you seem
to increase your abilities. Its noted among your commanders
and commrades sometimes. It appears that when you get past
a point, your adrennaline rushes, upping your battle potential.
This has even saved you when you were fighting a school bully
maybe. +4 strike and dodge, +3 init (only when your at 1/4
total main armor) |
| 72 |
Enhanced Human |
You have been altered using drugs, replacement
limbs, etc. Your enhanced in any of these 3 fields:
| Roll |
Bonus (+10) |
| 1-34 |
Intelligence |
| 35-69 |
Fighitng Ability |
| 70-100 |
Awareness |
|
| 73 |
Advanced Pilot |
+15% to all skills, since you have logged more
hours in the training sims then most other pilots. |
| 74 |
Burning Anger |
Your past is filled with bad encounters with
a particular legion/squad/person, and vengence has consumed
your being. You have developed to hate the legion of the horrors
and when you face them, you go balistic, and fight until you,
or they, are destroyed. +500 damage in melee, 19's & 20's
critical, +4 strike & +2 dodge, +2 init when battling
the legion of your hatred |
| 75 |
Martial Artist |
You've been taught since you were little in
a form of martial arts, and you are a blackbelt in it. You've
been known to use some moves on those who piss you off. 1d6+2
FA & Luck, and 1d4+1 to the MS speed stat. Automatically
gain the fighting style Prejut Kilat Silat. |
| 76 |
Caring |
Will never kill someone, even if it is the enemy.
+5 AWS, +15% charm/impress |
| 77 |
Mentor |
You have trained with somone who was very close
to you, and they taught you almost everything. +4 FA, and
you start with 1 Tech (normal % roll) and Move (requirments
not needed) |
| 78 |
War Loving |
You live for the excitement and the rush of being
part of a war, be it as a pilot or as a spectator. +3 to strike
and dodge |
| 79 |
Hyperactive |
Your always jittery and must keep moving. They
get +4 to dodge, however, if they stop moving for 2 actions
in a row, they get a -1 to dodge for the rest of the battle,
and for each consecutive action, its another point off. +2
FA, +3 AWS, +10% piloting |
| 80 |
Animalistic Fighter |
When you fight, you take no prisoners and have
no self regard. All your attacks have a added +1 to strike
and +500 to damage, however, you have -2 to dodge and take
+500 damage when hit. |
| 81 |
Flight Freak |
Your atractted to birds. You yearn to fly, and
when you entered the league, a colleague helped you out a
little, and hooked you up. You start with a jet mode option
and flight wings, along with +75 mpa when in jet. |
| 82 |
Active Pilot |
You pilot your mobile suits with much passion,
and this translates into litterally pushing foward the joysticks
trying to make the suit move its arm. You have been known
to break a couple sticks. Engineers have overcome this problem
by rigging your mobile suits up with a special system that
allows a direct connection to the mobile suit's limbs. These
only take effect though when you move them past a certain
limit, as to not force the pilot to do it every time they
pilot the suit. FA bonus counts as +2 for every 5 points instead
of +1 for ever 5 points. |
| 83 |
NewType |
You are the next step of human evolution. Molded
by life in space, your parents have passed onto you the ability
to read short distances into the future, and communicate telepatically
over great expanses, as this is the nature of the evolution.
+1 strike and dodge (+1 every 2 levels, starting at level
3). At level 15 your current suit will become too slow for
your reflexes. You automatically get magnetic coating for
your suit at level 15, but if you already have it, you receive
a fin funnel with a weapon of $1,000,000 or less already installed. |
| 84 |
Psychic NewType |
You are the next step of human evolution. Molded
by life in space, your parents have passed onto you the ability
to read short distances into the future, and communicate telepatically
over great expanses, as this is the nature of the evolution.
The psychic newtype is a variation of the normal newtype as
they have the ability of ESP. You have the ability to use
your telepathic communication to read minds. Its a 5% chance
(+5% every 3 levels), and you can try to dive into anyone's
mind, friend or foe. This means you can ask them for their
suit's remaining AP, it total weaponry set-up, etc, because
you are in their mind.. As a newtype, you get bonuses like
the normal newtype. +1 strike and dodge (+1 every 3 levels,
due to your speciality in ESP, starting at level 4). At level
15 your current suit will become too slow for your reflexes.
You automatically get magnetic coating for your suit at level
15, but if you already have it, you receive a fin funnel with
a weapon of $1,000,000 or less already installed. |
| 85 |
Contact |
You're VERY unique. You will eventually get a
suit that greatly surpasses the power of most any suit. 1d6+3
to AWS, FA, and INT. +1 to MS stat distribution with each
level (not culmulative [doesn't build up]), and +1 to each
pilot stat with each level up.. |
| 86 |
Gun Specialist |
You've been training with guns basically your
whole life. +2 to strike (+1 with every 3 levels) with guns,
and able to identify any gun. Start with a beam gatling gun,
and you can use it regardless of tech level. Replacement barrels
cost only $100,000 a piece |
| 87 |
Sword Specialist |
You've been training with swords since you were
a kid. +2 to strike (+1 with every 3 levels) with swords and
can identify any sword. Start with a beam sabre (& supercharger)
and you can use it regardless of tech level |
| 88 |
Death Type |
You are enthralled with the idea of killing,
the very thought makes you act crazy. Every 5 levels, you
have a 20% chance of getting +3 to your strike. 1d6+2 FA &
AWS. If you lose, there is a 5% chance of doing a seppuku
(japanese ritual suicide) |
| 89 |
Experience |
While you were younger, you got caught up in
a battle. Being forced to pilot a suit, you picked the controls
up. After the battle, you went on your way, however, when
the league wanted new pilots, you felt a need to be in the
heat of battle again. You begin at level 2, with +10 additional
points to distribute to your MS stats (creation only). |
| 90 |
Fast Talker |
You quick in wit and tongue. When you purchase
new equipment, you know how to lay it on thick, and for that
you talk down the prices on the new stuff. You get a 1/6 discount
on the TOTAL of your purchases |
| 91 |
Graceful |
In combat, your moves and strikes are so smooth
it is almost as if it is coordinated. This allows you to fight
easier and with less effort. +2 to all your fighting style
bonuses (weapon proficiencies and bonuses to dodge on the
style and its techniques) |
| 92 |
Hero |
Your real courageous and you stick up for the
little guys. In a FFA, if someone is being picked on, you
will jump in immedietly to 'save' them. People may find this
annoying...+3 to strike and dodge when your doing a deed of
good like saving the little guy in a FFA, and you cannot fumble
in any fight! |
| 93 |
Mind/Suit Direct Interface |
You mobile suit is equipped with jacks that lead
to the back of your neck, where you have a jack input area,
that allows direct communication between you and your mobile
suit. Due to the fact that you are government employed, and
they supply the suits, all your suits are equipped with the
system. Technically, while your in a mobile suit with this
system, your body becomes the mobile suit, and your real body
is basically in suspended animation in the cockpit. This allows
you to use things up to 15 tech level higher then your current.
+7 strike and +5 dodge |
| 94 |
Cocky |
Your too full of yourself. You think your the
best, and act upon it. This is a downfall. 1's and 2's are
fumbles, and you got a -2 to dodge. However, you got a +2
to strike and a +1000 damage in melee, no matter which melee
weapon (even your fists!). When you deliver critical hits,
you will go on a power trip, and yell into the comm that your
so great... |
| 95 |
Low Self Esteem |
You've been picked on ever since you were 5.
You've gotten by yes, but now and then you have an episode
where you will kick some major ass. -2 to all pilot stats,
but every 6th fight (1, 2, 3, 4, 5, bingo) you get +7 to strike
and +5 dodge, and +750 damage |
| 96 |
Iron Will |
You have an undying will in battle. You will
fight even if the suit is scrap but can still move, and you
will go hand-to-hand if need be. +2 to strike, and you can
keep fighting even when your 1500 AP BELOW your torso AP (you
keep fighting until your 1500 AP in the hole after your armor
is destroyed) |
| 97 |
Heightened Senses |
Your hearing and sight are a little above average,
and so you have a natural ability to sense new incoming attacks.
This ability gives you +4 to dodge, however, if someone uses
something similar to shield flashers, you will be out for
a extra 2 actions, and have the dodge bonus stripped for the
battle after the attack. |
| 98 |
Living Suit |
Your suit is of a new breed, equipped with a
mobile doll type system, only this
doesn't follow commands, it can make decissions, make intelligent
conversation, and have an opinion when wanted! Its a being
all its own. Your programmed as a co-pilot sorta, but in any
situation, you can take over the suit if needed. Its has a
mind, and you must cooperate in order to get the mission done.
Your suit also has a personality, so roll below. +4 to all
MS stats, +15% navigation, +10% piloting
| Roll |
Description |
| 1-15 |
Happy- the suit is always in a good mood, and tries
to cheer you up if your in a bad mood |
| 16-30 |
Mischievous- its constantly having control issues
with you, so it plays pranks on you and other pilots |
| 31-45 |
Wuss- your suit is afraid of combat and confrontations
(why, its a MS). either way, you have to con it into
a major combat situation (war) |
| 46-60 |
Bold- your suit is bold, it will fly into combat if
it thinks it can win, regardless of what you think |
| 61-75 |
Lazy- your suit doesn't like to do anything, you basically
have to kick its ass before it'll move and get to work |
| 76-90 |
Genius- your suit had too many logic chips put in,
its a total brainiac. it'll
figure out the velocity and angle of the incoming attack
while you panic... |
| 91-100 |
Level 7- your suit is a supped up version, its gots
more balls then brains. it has higher MS bonuses then
normal, and its pretty much a strong man, it cares about
strength, not tactics or how many there are of the enemy.
+7 to all MS stats instead of +4 |
|
| 99 |
Bio-Suit |
Duh. Your suit is a true biological living entity.
It feels pain, and it will discuss this with the pilot. Start
with the following suit stats and you DO NOT get the starting
15 distribution points: 0 speed, 0 accuracy, 5 agility, -5
armor, -2 payload
Now disstribute 55 points ANY way you choose between the five
suit stats, & you don't need a '5' minimum in any stat
like normal.
Roll 1d10 and refer to what unique your suit gets.
| Roll |
Name |
Description |
| 1 |
Flexer |
-5% to all pilot skills and +1 to suit agility every
level |
| 2 |
Muscler |
-5% to all pilot skills and +1 to suit payload every
level |
| 3 |
Runner |
-5% to all pilot skills and +1 to suit speed every
level |
| 4 |
Fighter |
-5% to all pilot skills and +1 to suit accuracy every
level |
| 5 |
Defender |
-5% to all pilot skills and +1 to suit armor every
level |
| 6 |
Perfect |
Every three levels, you get +2 to any ONE suit stat.
+2 to any ONE suit stat at creation. |
| 7 |
Normal |
+5% to ALL pilot stats and +1 to ALL suit stats at
creation only |
| 8 |
Rich |
+$250,000 at start and +5% to pilot charm/impress
skill |
| 9 |
Advanced |
+1 to all pilot stats, +1% to all pilot skills, +1
to all suit stats, +1 strike, +1 dodge |
| 10 |
Super Suit |
+20 points to distribute to your suit at creation. |
Note: Suit agility MUST be higher than suit armor at all
times, UNLESS your suit is a 'defender'.
|
| 100 |
Weird Suit |
Your suit is either abnormally tall or short
for most mobile suits. This gives bonuses, but will also hurt
in other areas.
1-50: Abnormally Tall: +5 payload, +5 armor, -5 speed, -5
agility
51-100: Abnormally Short: -5 armor, -5 payload, +5 speed,
+5 agility |
|
|