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Ability #1 |
If the Newtype is of lower Newtype level than their soul mate for every day that they have any contact with their soul mate they gain 1 Newtype level (reset Newtype experience back down to 0) This continues until both are at the same Newtype level. No roll required.
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Ability #2 |
When your Newtype soul mate is anywhere on the same battlefield your Newtype level is considered to be 1 higher than it actually is. (No roll required)
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Ability #3 |
You are able to communicate on a psychic plane with your Newtype soul mate if they are nearby. (No roll required)
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Ability #4 |
Should your Newtype soul mate die when you are nearby you will gain 1 Newtype level. (No roll required)
Sense Newtype Rival
The
ability to sense if one of your Newtype rivals is anywhere on the battlefield.
This will tell you who it is and exactly where he/she is. No roll required.
Lesser Newtype Mind Bond
The
ability to communicate to others telepathically during high tense situations and
sense their surroundings. Must not be engaged in battle, as this requires most
of the characters concentration, unless you are communicating with another Newtype.
If you are, you can even manifest yourselves on a psychic plane. No roll
required.
Newtype Critical
When
fighting in a vehicle/mecha on a roll of a natural 20 the section hit of the
target is destroyed, unless a successful save VS Newtype roll is made.
Example:
Amuro
vs Dozle - Amuro goes first and attacks Dozle’s Big Zam with his Gundam’s
beam sabre. He decides to make a called hit to the Big Zam’s main body, and
then roll’s to strike. He rolls a natural 20 meaning his Newtype Critical
power kicks in and Dozle must now attempt to roll a save. Amuro rolls and with
bonuses gets a 15. Dozle rolls and gets a 9 and fails to beat Amuro’s 15. The
main body of the Big Zam is reduced to 0, destroying the mobile armour.)
Newtype Initiative
When
piloting a vehicle/mecha all those that do not have this ability must make a
successful save VS Newtype roll. Those that fail the roll will always have a
lower initiative roll than this Newtype.
Example:
Amuro
VS Char and a Zaku II pilot - Because Amuro and Char both have Newtype
initiative the Zaku II pilot must make a save vs Newtype roll. Amuro and Char
roll for ability strength. Amuro, with bonuses, gets an 18 and Char, with
bonuses gets a 13. The Zaku II pilot then rolls his save and gets a 15. Since he
does not have any bonuses it is 15 meaning he beat Char’s 13, but failed to
beat Amuro’s 18. Standard initiative rolls are now made and Amuro gets a total
of 16, Char gets a total of 14 and the Zaku II pilot gets a total of 19! Since
he did not beat Amuro’s Newtype Initiative he can’t go before Amuro. So the
turn order is Amuro, Zaku II pilot, Char.)
Sense Newtype
The
ability to sense when a Newtype that is LVL 8 or higher is nearby. Roll for
ability strength and the nearby Newtype must roll a save VS Newtype (unless they
want to be detected then it’s automatically successful). This will only tell
you if there is one nearby, it will not say who it is and what their Newtype
level is. You are able to identify the person if it’s someone you already
know.
Note: other abilities will be available later in the Universal Century
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