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Newtype Powers

UC 0079

 

How to roll ability strength 

Roll d20 then add your Newtype level.

 

How to roll save VS Newtype

Roll d20 then add your Newtype level (if any), and any other applicable 

bonuses.

 

Powers

 

Sense Newtype Soul mate

 

The ability to sense if your Newtype soul mate is in front of you. No roll required. (Love at first sight)

Soul Mate Bonding

 
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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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