THE FLANAGAN INSTITUTE
Written by Alexander Ingham
© 2007 Alexander Ingham
Disclaimer: Gundam and all things associated with
it and its products are properties of Bandai. Dungeons and Dragons
, Star Wars RPG are property of Wizards of the Coast/Hasbro.
Introduction
This expansion to the rules I have placed on my web site deals with the growing powers and abilities of the Newtypes in Mobile Suit Gundam, as well as special Mobile Suits built for them.
I. Prestige Character Classes
Prestige classes add 100 credits to the primary classes wage for each adventure.
Newtype Mobile Suit Ace
The Newtype Mobile Suit Ace is someone who has learned to harness their abilities to their full ponential and can almost see his enemies moves before they are made. They know exactly how to use their Mobile Weapons to their utmost deadly efficiency.
Requirements:
Base Attack Bonus: 6+
Feats: Latent Newtype potential,
Mobile Suit Piloting (Basic and Advanced).
Skills: 6+ ranks in Newtype
Telepathy; 4+ ranks in Newtype Evasion.
Special: The character must
have spent atleast 3 months in space to be eligible.
Hit Dice: 1D8
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Familiarity +2 |
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Newtype Training |
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Familiarity +4 |
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Skill Emphasis |
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Newtype Power |
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Class Skills
Skill points at each level are 6+
Int modifier
Newtype Evasion | Dex |
Newtype Reactions | Dex |
Newtype Sense | Int |
Newtype Speed | Dex |
Newtype Telepathy | Int |
Pilot | Dex |
Computer Use | Int |
Repair | Int |
Spot | Wis |
Class Features
Familiarity: At 1st level the Newtype Ace gains a +2 competence bonus on all pilot and repair skills, as well as when making attack with the MS's weapons. This increases to +4 at 3rd level. The pilot must also designate which Mobile Suit he is familiar with, and must have piloted said type of mobile suit for at least one month. The Ace may only be familiar with one type of mobile suit at a time.
Newtype Training: At 2nd level the Newtype Ace is considered to be a trained Newtype and receives the Newtype training feat.
Skill Emphasis: At 4th level the Newtype Ace must designate one class skill and make it the focus of his emphasis. This gives a competence bonus of +3 to all checks made by the selected skill.
Newtype Power: At 5th
level the Newtype Ace gains a startling new power. Sometimes this manafests
itself as a kind of shield, other times as a kind of psychic attack. This
ability may only be used once per combat. To use this ability the Newtype
must make a Newtype Telepathy check at DC30. If the check is successful
then the Newtype has unlocked his potential and may make one of the following
full round actions: 1) The Newtype may use his powers to shield himself
from incoming attacks, this gives the Newtype a Defense bonus of +10 and
a reflex bonus of +6. 2) The Newtype may make a direct mental assault on
one enemy target. If the target is a non-newtype then the targetted character
must make a Will save of DC20 to avoid being hit. If the check fails, then
the target takes 3d6 direct damage to the pilot/soldier, and whatever machine
they were piloting (if any) cease to function for 2d4 rounds. If the target
is a Newtype, they must make a DC15 Will save. If the save fails, then
they receive 2d6 direct damage and their machine (if they are in one) ceases
to function for 1d4 rounds.
II. New Skills
Newtype Speed (untrained & trained; Dex)
Newtypes can push their mobile suits beyond their capacity, making them terrifying sights to behold on the battlefield.
Benefit- A newtype may attempt to push his/her Mobile Suit beyond its normal capacity by making a DC15 skill check. If the check is successful for an untrained Newtype then increase the Mobile Suit's ground movement speed by 25 meters increase its jump jet distance by 25 meters high and 100 meters across, and increase its defense bonus by +1. If the check is successful for a trained Newtype, then increase the Mobile Suit's ground movement speed by 50 meters, increase its jump jet distance by 50 meters high and 100 meters across, and increase its defense bonus by +2. The effects last for 1D4 rounds. However, everytime the skill is used the newtype must make a Pilot Check with DC5 (+5 for every time he uses the skill after the first) at the end of the movement phase. If the pilot check is failed, then the Mobile Suit's servos could not handle the stress and the newtype may not use the skill again until the suit is repaired. Also, if the check is failed, then reduce the mobile suits reflex by -3.
Newtype Reactions (untrained & trained; Dex)
Newtypes can almost sense imminent danger on the battlefield, sometimes, it seems as if everything is slowing before their very eyes.
Benefit- A Newtype may attempt to use his Newtype reflexes to focus on his target, and to do this the pilot must make a DC15 skill check. If the check is successful for an untrained Newtype, then he adds +2 to his attack rolls against the target he is focusing on. If the check is successful for a trained Newtype, then the pilot adds +4 to his attack rolls.
III. New Feats
Newtype Training
Requirements-
IV. New Weapons and Equipment
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IVa. Weapon Descriptions
Mobile Suit Bits: Bits
are small remote controlled, wireless weapons that were developed by the
Flanagan Institute during the One Year War, they are controlled by a Newtype
pilot using a psycommu device, and are only usable in space combat. During
combat the bits are controlled like their own seperate units. Bits use
the same initiative as the Newtype controlling them during each round of
combat. Bits move like spacecraft and their maximum speed is attack speed.
Also, Bits may not move further then 2,000 meters from the controlling
mobile armor/mobile suit.
Wire-guided Weaponry: Wire-guided weaponry can be applied to weapons like the fire-linked characteristic. Wire-guided weapons, like the Bit, are controlled by a psycommu system built into the mobile suit/mobile armor. The difference between Wire-guided weaponry is that it cannot move as far from the main body. Wire-guided weapons use the pilot's iniative score for each round of combat, and move like spacecraft and move at attack speed, however, they may not move more then 600 meters away from the controlling ship.
IVb. Mobile Suit Upgrades and Descriptions
Upgrades marked with an asterisk
(*) may only be purchased by Zeon Mobile suits, upgrades marked with two
asterisks (**) may only be purchased by EFF Mobile Suits.
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Psycommu System: Psycommu systems allow Newtypes to control remote weaponry on their mobile suits. To emphasize this ability, any mobile suit equipped with the psycommu may launch remote weaponry and manipulate them like seperate units. Also, while using remote weaponry, the pilot does not have to be able to see his target from his craft, as long as the remote weapon can, and they are within sensor range. Also, starting on the fifth round of use, the pilot using the Psycommu system must make a Will save. The DC begins at DC5, adding 5 every three rounds to reflect the strain extended use places on the Newtype's mind. If the check is failed, the bits/wire-guided weaponry still in use will have their movement speed reduced by one speed category, and suffer a -4 to hit penalty. Only Newtypes with the Newtype Training feat may use the Psycommu system properly, if the Newtype is untrained, then the pilot must make the Will save every turn, starting from the second turn at DC10, adding 5 every three rounds.
Wire-guided Arms: Wire-guided arms replace a normal Mobile Suit's arms. If equipped with Wire-guided arms the Mobile suit may not use hand carried weaponry, as its fingers are weapons themselves, but may use its hands to grapple or climb as normal.
Mobile Suit Bit Launcher: A Mobile Suit Bit Launcher is a large addon to a normal Mobile Suit, as such, it reduces jump jet movement in space combat by 100 meters. The Bit Launcher contains 4 bits.
Magnetic Coating:Federation Mobile Suits may be equipped with a special magnetic coating to reduce friction on servos and joints caused by pushing the Mobile Suit beyond its normal capacity. When applied the magnetic coating will negate the ill-effects of the Newtype Speed skill.
EXAM System: The EXAM System is a unique system designed for Mobile Suits. Only four Mobile Suits were designed specifically around the EXAM sytem, so it may not be added to any others. The EXAM system was created by a former Zeon engineer who feared and hated the growing powers of Newtypes, and through his expiraments, managed to harness their power into a sort of living computer, at a monstrous cost. The EXAM system gives the pilot controlling the Mobile Suit access to all Newtype skills as if they were a trained Newtype. However, the pilot must make a Will saving throw of DC 15 each round he is piloting a mobile suit with the Exam system. If he succeeds, then he continues his turn as normal. If he fails this saving throw, he must make a second Will saving throw at DC20. If he fails the first, but succeeds on the second, then he will have to make his subsequent Will saves at DC20, and increasing the DC by 5 every time this repeats. If he fails this saving throw as well, then he will attack the nearest Mobile Suit, friend or foe, and must make a Will save of DC20 every round to regain control.
V. New Vehicles and Mobile Weapons
Mobile Weapons marked with an asterisk (*) are equipped with the Psycommu system, Mobile Weapons marked with two asterisks (**) use the EXAM system.
Earth Federation Forces:
Mobile Weapons:
RX-78NT-1 Gundam "Alex" | |
Craft: Prototype Newtype use mobile suit | Jump Jet Distance: 140 meters high, 400 meters across |
Class: Ground/Space | Defense: 27 (-2 size, +19 armor) |
Strength: 18/30 | Damage Reduction: 15 |
Reflex: +6 | Hit Points: 135 hit points (add 5 to all hit locations) |
Size: Huge | Standard Weapons: Head Vulcan Guns, 2x 90mm Gatling Guns, 2x Beam sabers, 1x Beam rifle. |
Crew: 1 pilot (+8 Expert) | Speed: 75 meters (150 meters max) |
RX-79BD-1 GM Blue Destiny Unit 1** | |
Craft: Prototype EXAM mobile suit | Jump Jet Distance: 100 meters high, 250 meters across |
Class: Ground | Defense: 23/25 (-2 size, +15 armor, +2 shield*) |
Strength: 17/30 | Damage Reduction: 14/15 (+1 with shield) |
Reflex: +5 | Hit Points: 125 Hit points (5 to each arm, 5 to head and leg locations.) |
Size: Huge | Standard Weapons: Head Vulcan Guns, Vulcan Guns (chest mounted), 2x fire-linked 40mm rocket launchers, 1x 120mm Machine gun. |
Crew: 1 pilot (trained +4) | Speed: 65 meters (125 meters max) |
Principality of Zeon:
Mobile Weapons:
MAN-03 Braw Bro* |
Craft: Prototype Newtype use mobile armor |
Class: Space |
Size: Huge |
Crew: 1-3 pilots (+8 Expert) |
Maximum Speed: Attack |
Hit Points: 300 Hit points |
Defense: 28 (-2 size, +20 armor) |
Damage Reduction: 20 |
Weapons: 2x Wire-guided Mega Particle Cannon, 2x Fire-linked Wire-guided Mega Particle Cannons. |
Firing Arcs: Cannons- Front (while the wire-guided feature is not being used) |
MAN-08 Elmeth* |
Craft: Prototype Newtype use mobile armor |
Class: Space |
Size: Huge |
Crew: 1 pilot (+8 Expert) |
Maximum Speed: Attack |
Hit Points: 200 Hit points |
Defense: 24 (-2 size, +16 armor) |
Damage Reduction: 16 |
Weapons: 2x Fire-linked Mega Particle Guns, 12x Mobile Suit Bits |
Firing Arcs: Particle Guns- Front |
MS-08TX(EXAM) Efreet Custom** | |
Craft: Prototype EXAM mobile suit | Jump Jet Distance: 150 meters high, 300 meters across |
Class: Ground | Defense: 23 (-2 size, +15 armor) |
Strength: 17/30 | Damage Reduction: 13 |
Reflex: +5 | Hit Points: 130 hit points (5 to each arm, 5 to legs, and 10 to head locations) |
Size: Huge | Standard Weapons: 2x Mobile Suit Grenade Launchers, 2x Zaku Missle Pods, 2x Heat sabers |
Crew: 1 pilot (+8 expert) | Speed: 70 meters (140 meters max) |