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Character Creation

    The characters that you play will not be the average soldier. Your characters will have bonuses and abilities that will set them apart from the norm, like the main characters in any Gundam series.

 

Contents

  1. Personal Character Information

    1. Character Info

    2. Service Record

     

  2. Rolling Attribute Stats

    1. Endurance

    2. Strength

    3. Command Ability

    4. Physical Ability

    5. Piloting Skills

    6. Charisma

     

  3. Combat Stats

    1. Initiative

    2. Actions Per Melee (APM)

    3. Strike

    4. Dodge

    5. Leap Dodge

    6. Parry

    7. Roll

     

  4. Character Specialization

 

  1. Newtype Roll

 

  1. Gifts/Talents

 

  1. Choose an O.C.C.

 

  1. Skills

 

  1. Cash & Inventory

 

  1. Character Notes

 

Step 1: Personal Character Information

 

Character Info

 

Personal Character Information is totally up to the player, you decide if your character is male or female, Earthnoid or Spacenoid, the colour of their skin, eyes, hair, etc. The only things you really have to worry about is how that character is going to fit into the game, their Type, and their Date of Birth. For instance, if you are creating a Zeon character, then it wouldn't make sense to make him an Earthnoid, since members of the Principality of Zeon are all Spacenoids. As for their Type, wait until you find out if they're a Newtype or and Oldtype. Their Date of Birth should also coincide with their O.C.C. or the story behind the character's involvement in the game. A character who has enlisted in their faction would at least 18 years old, but in the case of Amuro Ray, the became part of the E.F.F. at 16 because of his experience piloting Gundam.

 

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Service Record

 

Your character's Service Record is pretty self explanatory, just be sure that your everything matches up with what your Game Master has in plan for the game. Be sure to check with the Game Master about the details.

 

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Step 2 : Rolling Attribute Stats

 

Roll 3D6 for each

Endurance (The durability and resistance of your character)
Strength  (How strong your character is)
Intelligence  (How skilful your character is)
Command Ability (Characters ability to command)
Physical Ability (Characters ability to fight and perform physical tasks)
Piloting Skills  (Characters ability to pilot vehicles/mobile units)
Charisma  (Characters ability to persuade, lie, convince, act)

 

Endurance (Save VS Death Bonus)

 

Endurance Score

Save vs Death Bonus

13

+5%

14

+10%

15

+15%

16

+20%

17

+25%

18

+30%

 

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Strength (Hand Damage Bonus)

 

Strength Score

Hand Damage Bonus

9

+1

10

+2

11

+3

12

+4

13

+5

14

+6

15

+7

16

+8

17

+9

18

+10

 

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Intelligence (Skill and Repair Bonus)

 

Intelligence Score

Skill Bonus

Repair Bonus*

9

+1

-

10

+2

-

11

+3

-

12

+4

-

13

+5

-

14

+6

+1

15

+7

+1

16

+8

+1

17

+9

+1

18

+10

+2

 

* PCs and important NPC's only, add bonus to repair value to the mecha being repaired.

 

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Command Ability (Command Bonus)

 

Command Score

Command Bonus

13

+1

14

+2

15

+3

16

+4

17

+5

18

+6

 

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Physical Ability

 

Physical Score

Bonus*

9

+1

10

+2

11

+3

12

+4

13

+5

14

+6

15

+7

16

+8

17

+9

18

+10

 

*Bonus is divided between Strike, Dodge, Parry, and Roll at the player's choice. 

Example. (+6 = 2 Strike, 1 Parry, 2 Dodge, 1 Roll) or (+6 = 6 Strike) or (6+ = 3 parry, 2 dodge, 1 roll)

 

Note: these bonuses are only used for physical combat and personal weapon use. They are not used in vehicles and mobile units.

 

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Piloting Skills 

 

Piloting Score

Piloting Bonus*

9

+1

10

+2

11

+3

12

+4

13

+5

14

+6

15

+7

16

+8

17

+9

18

+10

 

*Bonus is divided between Strike, Dodge, Parry, and Roll at the player's choice. 

Example. (+6 = 2 Strike, 1 Parry, 2 Dodge, 1 Roll) or (+6 = 6 Strike) or (6+ = 3 parry, 2 dodge, 1 roll)

 

Note: these bonuses are only used when piloting vehicles and mobile units. They are not used for physical combat, personnel weapon use and when commanding a vehicle.

 

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Charisma (Charisma Roll bonus)

 

Charisma Score

Charisma Bonus

9

+1

10

+2

11

+3

12

+4

13

+5

14

+6

15

+7

16

+8

17

+9

18

+10

 

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Step 2: Combat Stats

 

Initiative

Base: 0

Mobile Unit Modifiers: Mobile Unit's Initiative Bonus, Applicable Skills, Character Traits, and Gifts/Talents

Personnel Modifiers: Applicable Skills, Character Traits, and Gifts/Talents

 

A character's base Initiative is 0 plus their Mobile Unit's Initiative Bonus and any other applicable bonuses from Skills, Character Traits, or Gifts/Talents. Initiative is not modified for Personnel Combat, unless the character has a Skill, Character Trait, or Gift/Talent that modifies their Initiative.

 

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Actions Per Melee (APM)

Base: 4

Mobile Unit Modifiers: Mobile Unit's APM Bonus, Applicable Skills, Character Traits, and Gifts/Talents

Personnel Modifiers: Applicable Skills, Character Traits, and Gifts/Talents

 

A character's base APM is 4 plus their Mobile Unit's APM Bonus and any other applicable bonuses from Skills, Character Traits, or Gifts/Talents. APM is not modified for Personnel Combat, unless the character has a Skill, Character Trait, or Gift/Talent that modifies their APM.

 

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Strike

Base: 0

Mobile Unit Modifiers: Mobile Unit's Strike Bonus, Applied Piloting Skill Bonus Points, Applicable Skills, Character Traits, and Gifts/Talents

Personnel Modifiers: Applied Physical Ability Bonus Points, Applicable Skills, Character Traits, and Gifts/Talents

 

A character's base Strike is 0 plus their Mobile Unit's Strike Bonus and the bonus points put towards Strike from their Piloting Skill Bonus. In Personnel Combat, the Strike bonus is 0 plus the points put towards Strike from their Physical Ability Bonus.

 

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Dodge

Base: 0

Mobile Unit Modifiers: Mobile Unit's Dodge Bonus, Applied Piloting Skill Bonus Points, Applicable Skills, Character Traits, and Gifts/Talents

Personnel Modifiers: Applied Physical Ability Bonus Points, Applicable Skills, Character Traits, and Gifts/Talents

 

A character's base Dodge is 0 plus their Mobile Unit's Strike Bonus and the bonus points put towards Dodge from their Piloting Skill Bonus. In Personnel Combat, the Dodge bonus is 0 plus the points put towards Dodge from their Physical Ability Bonus.

 

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Leap Dodge

Base: 0

Mobile Unit Modifiers: Mobile Unit's Leap Dodge Bonus, Applicable Skills, Character Traits, and Gifts/Talents

Personnel Modifiers: Applicable Skills, Character Traits, and Gifts/Talents

 

A character's base Leap Dodge is 0 plus their Mobile Unit's Leap Dodge Bonus. Leap Dodge is not modified for Personnel Combat, unless the character has a Skill, Character Trait, or Gift/Talent that modifies their Leap Dodge.

 

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Parry

Base: 0

Mobile Unit Modifiers: Mobile Unit's Parry Bonus, Applied Piloting Skill Bonus Points, Applicable Skills, Character Traits, and Gifts/Talents

Personnel Modifiers: Applied Physical Ability Bonus Points, Applicable Skills, Character Traits, and Gifts/Talents

 

A character's base Parry is 0 plus their Mobile Unit's Parry Bonus and the bonus points put towards Parry from their Piloting Skill Bonus. In Personnel Combat, the Parry bonus is 0 plus the points put towards Parry from their Physical Ability Bonus.

 

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Roll

Base: 0

Mobile Unit Modifiers: Mobile Unit's Roll Bonus, Applied Piloting Skill Bonus Points, Applicable Skills, Character Traits, and Gifts/Talents

Personnel Modifiers: Applied Physical Ability Bonus Points, Applicable Skills, Character Traits, and Gifts/Talents

 

A character's base Roll is 0 plus their Mobile Unit's Roll Bonus and the bonus points put towards Roll from their Piloting Skill Bonus. In Personnel Combat, the Roll bonus is 0 plus the points put towards Roll from their Physical Ability Bonus.

 

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Step 3: HP & Save VS. Death

 

HP - Endurance Score +1D6, an additional 1D6 is added at every character level.
Save VS Death - 10% (PCs and important NPC's only)

 

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Step 4: Character Specialization (Optional)

 

Personnel Combat Specialization: Choose a Specialization from the Personnel Specialization Page

Vehicle & Mobile Unit Combat Specialization: Choose a Specialization from the Vehicle & Mobile Unit Specialization Page

 

Step 5: Newtype Roll

PCs and important NPC's only

 

Roll on the Newtype Table to determine if character is a Newtype or Oldtype.

 

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Step 6: Gifts/Talents

PCs and important NPC's only. Minor Newtypes and Old types only.

 

Roll on the Gifted Table to determine talents.

 

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Step 7: Choose an O.C.C.

 

Select an OCC from the OCC Page.

 

Earth Federation O.C.C.

Principality of Zeon/Axis O.C.C.

Titan O.C.C.

Anaheim Electronics O.C.C. - Coming Soon!

Civilian O.C.C.

 

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Step 8: Skills

 

Copy the Skills from your chosen O.C.C. and Select skills from Skill Table, 1 for each point you have in Skill Bonus.

 

Step 9: Cash & Inventory

 

As an option, you can look up the Standard Equipment by O.C.C. for your O.C.C. or you can chose your equipment on your own.

 

Every character starts out with 5D100 Credits, divisible between their Cash Card or in hard currency, more details on the Cash and Currency Page.

 

Step 10: Character Notes

 

This section is set aside so you can write down notes about your character, like a brief history, known relatives, etc.

 

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All Mobile Suit Gundam™ and all related materials are copyright Sunrise Entertainment.
Rifts™ RPG system copyright Palladium Games.
This RPG is Free, and under no circumstance shall profit be made by ANYONE through the distribution of this game.
Contact Gundam RPG - guyver_guardian@yahoo.com