Traits

All characters have 100 SP to divide how they choose in the following.

Ranks: There are many traits which are divided into Ranks, each rank costs the same as the base trait and often increase the over-all effectiveness of the trait.

Genetic Adjustments

Coordinator:
Prerequisites:
None
SP Cost:
0
Effect:
Base Genetic profile, Coordinators are capable of piloting Coordinator only Mobile Suits and are faster learners. As such, Coordinators gain 20% more SP when it is gained. This does not include any special SP gained as a site wide bonus or compensation for a mistake.

Natural:
Prerequisites:
None
SP Cost:
0
Effect:
Base genetic profile, Gain +20% XP whenever XP is gained.

Newtype:
SP Cost:
30
Prerequisites:
RP [One must actively roleplay or otherwise have a decent background to become a Newtype]
Effect:
Allows spatial awareness, and access to Psycommu technology and allows communication between Newtypes. Affords a variable bonus in combat and can be ranked up to Rank 5, depending on the situation. If the desire to fight is high offers 15 XP per rank, but depending on morale and RP, this can drop to as low as 5 XP per rank.

SEED Mode:
SP Cost:
100
Prerequisites:
RP
Effect:
Triggers on battle stress, under the effect of SEED Mode the combatant is more proficient in all fields of battle but gain the status of Fatigued 1 after the fact. Effective XP Bonus of +40

Cyber Newtype:
SP Cost:
30
Prerequisites:
Must be Natural
Effect:
Allows spatial awareness, and access to Psycommu technology and allows communication between Newtypes. However, also causes Mental Instability, but does not remove genetic traits, Naturals still receive XP for instance.

Extended:
SP Cost:
10
Prerequisites:
Must be Natural
Effect:
Grants a bonus to combat performance, usually. Extended flip a coin before every battle. On heads they gain a 5 XP bonus, on tails they suffer Mental Instability.

Extended Mk-II:
SP Cost: 20

Prerequisites:
Must be Natural
Effect:
Grants Effective XP Bonus of +15,  Extended Mk. II have safety words which can be used by their handlers to paralyze them, and often require memory-wipes. An Extended Mk-2 must roll 2d6, if the number is an odd result the Extended Mk. II triggers their mental instability, and are given a day of “Injury” regardless of the outcome of the battle. [Extended Mk-II Will also attack friendly and enemy units while their XP is shifting.]

Ultimate Coordinator:
SP Cost:
N/A
Prerequisites:
RP Only
Effect:
Ultimate Coordinaters gain +10% SP whenever SP is earned, this does not include any special SP gained as a site wide bonus or compensation for a mistake. Ulimate Coordinators are usually highly skilled Mobile Suit Pilots, cannot become Newtypes. +50 Effective XP Bonus

 

Traits

Super Soldier:
SP Cost: 30

Prerequisites:
Must be a Natural
Effect:
Super-Soldiers are experiments which are conditioned to make use of Quantum Brainwaves, they are basically imitation Newtypes, though they cannot use Psycommu Systems. Can be ranked up to Rank 5. Each rank provides a +10 XP Bonus.

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Veteran:
SP Cost: 15
Prerequisites:
None
Effect:
Veteran soldier, you start with 15 more XP.

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Duelist:
SP Cost: 10
Prerequisites:
None
Effect:
Duelists are more effective at fighting in melee combat, each rank of duelist gives an effective XP Bonus of +5 while fighting in melee combat. This bonus does not, in anyway, apply to ranged combat. Can be ranked up to Rank 5.

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Sharpshot:
SP Cost: 10
Prerequisites:
None
Effect:
Sharpshots are granted an effective XP Bonus of +5 Per Rank of Sharpshot while using Ranged Weapons.  Can be ranked up to Rank 5.

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Sniper:
SP Cost: 15
Prerequisites:
None
Effect:
Ultimate masters at extreme-range combat, gives an effective XP bonus of +15 while using a Sniper Rifle.

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Heavy Weapons Master:
SP Cost: 10
Prerequisites:
None
Effect:
Grants an effective XP Bonus of +5 for each rank when using an overly large weapon. Can be ranked up to Rank 5.

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Ace Pilot:
SP Cost: 10
Prerequisites:
None
Effect:
Ace Pilots are masters of piloting  Airplanes and Mobile Armors, granting the Ace Pilot an effective XP bonus of +15 XP while using Airplanes or Mobile Armors

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Ship Specialist:
SP Cost: 10
Prerequisites:
None
Effect:
Grants an effective XP Bonus of +5 per rank when captaining a capital ship. Can be ranked up to Rank 5.

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Leadership:
SP Cost: 20

Prerequisites:
None
Effect:
Grants a  morale bonus to all allies. Can be ranked up to Rank 5.

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Veteran Captain:
SP Cost: 85

Prerequisites:
Ship Captain
Effect:
Grants a +20 XP Bonus to all pilots under your command when fighting with you.

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Rocket Pilot:
SP Cost: 60

Prerequisites:
None
Effect:
Grants an XP Bonus of +25 while using a high-speed Mobile Suit.

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Mechanic:
SP Cost: 60

Prerequisites:
None
Effect:
Reduces One Day off Repair time. Does not stack with other Mechanics.

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Public Figure:
SP Cost: 40

Prerequisites:
Sufficient reasoning required.
Effect:
Start with 50% More Credits and get a 25% bonus on all weekly pay.

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Medic:
SP Cost: 40

Prerequisites:
None
Effect:
Medics can remove 1-day off healing time. Does not stack with other medics.

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Intelligence Officer:
SP Cost: 50

Prerequisites:
None
Effect:
Intelligence Officers are capable of thrawrting ambushes and discovering the identity of stealth attackers. A dice roll is made at the beginning of such battles. If the Intelligence Officer rolls a 1, 3 or 6 he will discover the ambush, thus negating it’s bonuses.

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Durable:
SP Cost: 30

Prerequisites:
None
Effect:
People with the Durable trait are less likely to suffer from fatigue then their counterparts without. Does not apply to SEED Mode.

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Tough:
SP Cost: 30

Prerequisites:
None
Effect:
With the tough trait if the pilot was to receive 1 day of injury, he will instead receive none. Does not apply to Extended Mark II

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Vendetta:
SP Cost: 30

Prerequisites:
None
Effect:
Grants an effective XP bonus of +25 while fighting against a specified target of great hatred. Whenever you see this person on the field of battle, you will abandon your current goals and focus in on that person.

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Mental Instability:
SP Cost: 10

Prerequisites:
None
Effect:
Mental Instability is granted either through Genetics or by Choice it is an ever present part of your character and is encouraged to be roleplayed. In every battle, roll 1d6 andon values of 1-4 you gain a +25 XP bonus. On any other result, you suffer a penalty for that battle.
Natural: You freeze in the middle of combat unable to cope with heat of battle, you neither aid nor hinder the battle, although you are still present, so you may be attacked or ignored.
Coordinator: You fixate on a single random unit and constantly attack, completely forsaking defense.
Newtype: Roll 1d6, on a 1-3 you use your base genetic type’s result, otherwise you suffer a special penalty in it’s place. Newtypes become overwhelmed with the emotions within the battle, causing them to randomly flee the battle as fast as they can. They randomly flee to any nearby friendly region or base.
Super Soldier: Regardless of genetic template, you suffer a -15 XP bonus.
Cyber Newtype and Extended: Roll 1d6, on a 1-3 you use your base genetic type’s result, otherwise you suffer a special penalty in it’s place. Cyber Newtypes and Extended Humans face an issue with their programming or, in the case of Extended Mk I pilots, their drugs causing them to be highly erratic.  This causes them to shift between a +25 and -25 XP Bonus through the battle.

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Defender:
SP Cost: 10

Prerequisites:
None
Effect:
When defending installations the pilot receives a +10 Effective XP Bonus.

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Charge!:
SP Cost: 20

Prerequisites:
None
Effect:
Regardless of the plan, you throw your self directly into the enemy lines. You receive an effective +30 XP bonus, but you ignore all plans.

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Artillery Gunner:
SP Cost: 15

Prerequisites:
None
Effect:
+15 XP Bonus while remaining in the rear-lines using cannons or missile type weapons to attack from long-range.

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Desert Combat:
SP Cost: 15

Prerequisites:
None
Effect:
+15 XP Bonus while fighting in the desert.

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Urban Warrior:
SP Cost: 15

Prerequisites:
None
Effect:
+15 XP Bonus while fighting in an Urban enviornment.

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Mountain Man:
SP Cost: 15

Prerequisites:
None
Effect:
+15 XP Bonus while fighting in an Mountain enviornment.

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Terror from the Deep:
SP Cost: 15

Prerequisites:
None
Effect:
+15 XP Bonus while fighting underwater

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