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 Cosmic Era Human Genetic Enhancements Rules

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Cosmic Era Human Genetic Enhancements Rules Empty
PostSubject: Cosmic Era Human Genetic Enhancements Rules   Cosmic Era Human Genetic Enhancements Rules EmptyMon 12 May 2008, 2:09 pm

Human Enhancements

Coordinators

Coordinators are genetically enhanced human beings that can have a number of enhanced traits including faster learning, and stronger and faster bodies that are virtually immune to diseases.

The First Coordinator
In Cosmic Era 15, the highly respected man named George Glenn announced the shocking news that he was the first Coordinator, being born following a genetic manipulation procedure, resulting in a human "engineered" to be better. He disclosed the entire process to create a Coordinator to the public.

The genetic modifications that create a Coordinator had to be performed in the earliest stages of embryonic development. The Coordinator embryo was then reinserted back into its mother for gestation. These genetic enhancements are then passed on to the Coordinator's children without the need for more enhancements. When Natural parents have their children turned into Coordinators, the children are described as first-generation Coordinators, whose own children will then be second-generation Coordinator, and so forth.

Those who were born naturally - that is, without this procedure - are known as "Naturals".

Coordinators and Naturals
For many years, after George Glenn's revelation, Coordinators remained illegal. When the ban was repealed, in the 30's, the Coordinator boom started and lasted until the 50's. Following the rapid and widespread diffusion of Coordinators, major social unrest followed, throwing the world into chaos. Many Naturals started to oppose the Coordinators out of jealousy for their abilities, stating that they were created unnaturally. Anti-Coordinator pressure groups, such as Blue Cosmos, began labeling Coordinators as inhuman and declaring they had to be wiped out "for a blue and pure world".

As the major political blocs began building the space colonies, known as PLANTs, these gradually became a new home for Coordinators. The Naturals intended to make the Earth their exclusive domain, although it was not uncommon to find Coordinators and Naturals living peacefully together in nations such as the Orb Union.

By the mid-50's CE, the situation had deteriorated to the point that Blue Cosmos people were in positions of power across the Atlantic Federation, and Coordinators had largely retreated to either neutral states like the Orb Union or into space in PLANT, where they were more than welcome.

A derogative term among Naturals for Coordinators is "Patchworker", a reference to their "patchwork" DNA.

Issues
As of CE 71, Coordinators are becoming increasingly sterile when without genetic input from Naturals. Though ZAFT scientists are busy working on a solution, there is no known cure as of the present date.

Another potential flaw to Coordinators is that there is a discrepancy between how a Coordinator fetus is intended to develop and how the child really turns out. In many cases unwanted genetic traits would appear in the baby, arguably due to the inability of the mother's womb to pose as an adequate environment to support the genetic modifications.

In the early 50's CE, a renowned scientist, Professor Ulen Hibiki, proposed the usage of an artificial womb to circumvent the natural womb's shortcomings. Many "prototypes" failed, including Canard Pars, the only known to have survived, before the last and only successful Ultimate Coordinator, Hibiki's son Kira Yamato, was born in May 18, CE 55. Kira has grown up completely unaware of his origins until later in the Bloody Valentine War.

True purpose
According to the "GG Unit", an artificial intelligence said to be derived from the memory engrams of George Glenn's brain, Coordinators have strayed from their intended purpose: to "coordinate" the next step of humanity's evolution, as the name indicates. George Glenn never intended for Coordinators to view themselves as a superior race, but in Glenn's eyes, anyone who works for the betterment of mankind is a true Coordinator, regardless of whether his genes have been enhanced or not. Unfortunately, this enlightened view is not shared by the majority on either side of the Natural/Coordinator conflict.

Rules Regarding Coordinator Characters
A coordinator character can be quite powerful physically or mentally, but physiological quirks that manifests in unwanted random genetic traits round up an interesting type of character to play.

Attribute Score Roll Bonuses
When rolling for the attribute scores of Coordinator characters, the following bonus rolls are added to the base rolls (3d6) for each attribute.

IQ + 1d6
PS + 1d4
PP + 1d4
PE + 1d6
PB + 1d4
SPD + 1d4

These bonuses are in addition to the bonus 1d6 roll for “exceptional” attribute score rolls (16, 17, 18) from the base 3d6 roll.




Determining the Coordinator Type
Make a percentile roll (1d100) to determine the Coordinator Type. Check the results on the table below.

Percentile Roll Coordinator Type
1-98 Normal Birth Coordinator
99 Failed Ultimate Prototype
100 Ultimate Coordinator


A Normal Birth Coordinator is a Coordinator naturally conceived in its mother womb and genetically modified as the fetus develops in the womb before birth. Almost all Coordinators are born this way.

An ultimate coordinator failed prototype was a living yet “failed” survivor of Dr. Ulen Hibiki’s Ultimate Coordinator Project. This coordinator type is extremely rare, as there is only one known “failed” survivor on record, the mobile suit pilot Canard Pars. An ultimate coordinator failed prototype is more physically and mentally enhanced than a normal birth coordinator, but may have psychological defects that may affect his mental stability as he matures.

Failed prototypes get certain bonuses listed below

Bonuses for Failed Ultimate Coordinator Prototypes
• + 10% to base SEED Mode Activation Roll
• +2 to IQ
• +2 to PS
• +2 to PP
• +3 to PE
• +1 to SPD
• +10 to base HP
• +2 bonus to saving throws against lethal poisons/non-lethal poisons
• +10% initial bonus to all skills at first level

They also have mental instabilities, and has to roll for this using the following tables

Random Insanity Table

Percentile Roll Insanity
01-19 Affective Disorders (roll on Affective Disorders Table)
20-45 Neurosis (roll on Neurosis Table)
46-65 Phobia (roll on Phobia Table)
66-85 Obsession (roll on Obsession Table)
86-00 Psychosis (roll on Psychosis Table)


There is only one successful product of the Ultimate Coordinator Program, none other then Kira Yamato. He is the only one whom Dr. Hibiki successfully completed his genetic modifications. He is also conceived from his and his wife’s own reproductive cells, thus genetically making Kira his son. Therefore the status of being an ultimate coordinator is unique to Kira, and nobody else.

An ultimate coordinator gains the following bonuses

Bonuses for Ultimate Coordinators
• + 30% to base SEED Mode Activation Roll
• +4 to IQ
• +4 to PS
• +4 to PP
• +6 to PE
• +2 to SPD
• +20 to base HP
• +3 bonus to saving throws against lethal poisons/non-lethal poisons
• +20% initial bonus to all skills at first level


An ultimate coordinator has no penalty to their ME scores.

Note:
Should GMs wish to introduce an ultimate coordinator NPC into his campaign, they should realize that this NPC would most likely is a very powerful character, and very extremely rare. Only one should be game-played in every campaign, aside from Kira Yamato. The character should only be introduced after a long and hard campaign as a major protagonist or nemesis in the end, whose presence influenced from afar the events of the campaign.

Other Rules on Coordinators:
• All coordinators are immune from all diseases.
• They gain +3 HP per level
• They become increasingly sterile as they age (Base 35% at the age of 30 years old +5%/per year of age afterwards)










Naturals

Any human born thru natural sexual reproduction between a male and female human without any genetic manipulation during the early stages of embryonic development is called a natural-born human, or simply a Natural.

Rules on Naturals
Natural characters do not possess enhanced physical and mental capabilities. There are no bonuses or penalties when creating a Natural human character. The exceptions to the rule are Extended Human characters, Naturals with physical and psychological enhancements to produce efficient mobile suit pilots.

Naturals can possess the SEED Factor (see section on SEED Factor) and may become Newtypes (see section on Newtypes).



Extended Human (Biological CPU)


The Extended Humans were the products of an Atlantic Federation development project, aimed to produce pilots for its mobile suits that would fight with the same efficiency as Coordinators from a select pool of qualified and able Naturals. In its earlier stages, the project was codenamed the Biological CPU Program.

First Stage Extended Humans had some biotechnological modification and were mentally conditioned to eliminate their sense of fear and increase aggression in combat; the subjects were mostly regular pilots who were given regular doses of the performance-enhancing drug Gamma Glipheptin. This drug had a negative effect on the pilots' mental stability and caused them to behave in undesirable ways during battle. It also had very brief duration, and as the effect wore off it left the pilots incapacitated with severe withdrawal symptoms. Their loyalty to the Alliance was guaranteed by their addiction to Gamma Glipheptin. The first-stage test subjects were Clotho Buer, Orga Sabnak and Shani Andras, three convicted criminals who were offered a clean slate in exchange for being inducted into the military as experimental subjects. All three were killed in battle during the closing stages of the Bloody Valentine War. These three are affectionately nicknamed "the Druggies" by fans.

Second Stage Extended Humans were physically and psychologically altered with brainwashing, heavy mental conditioning, performance-enhancing drugs and extremely harsh combat training. They were more stable than first-stage extended, but required regular re-conditioning, especially when their trigger words were used to force actions from them. They also required regular brain "maintenance" to keep them in a high-performance state, and to erase any memories they might have.

Sting Oakley, Stellar Loussier, and Auel Neider were second-stage Extended humans. All three died in combat. Auel perished at the hands of Shinn Asuka's Impulse Gundam in a naval battle near Crete. Stellar died after the Destroy Gundam was destroyed by Kira Yamato and the Freedom Gundam during the battle over Berlin. Sting was killed by Shinn and the Destiny Gundam during the battle for Heaven's Base.

Extended humans possessed strong enough combat abilities to press even very strong Coordinators such as Kira Yamato, Athrun Zala or Shinn Asuka.

Extended humans could be considered analogous to the Universal Century concept of Artificial or Cyber-Newtypes, who were normal pilots enhanced to have Newtype abilities.

Rules on Extended Humans
Only Natural mobile suit pilots can be extended humans. They must have minimum attribute scores of PP of 15 and PE of 15.

First Stage Extended Humans gain their enhancements by taking doses of the drug Gamma Glipheptin. One dose of the drug gives the character temporarily increases their PP and PE by + 2, giving the scores exceptional status and allowing the characters the use of the bonuses given by the exceptional scores. These additional bonuses can only be used in mobile suit/armor combat.

One dose of Gamma Glipheptin can last for 32 melee rounds of mobile suit combat. A first stage extended can take up to 4 doses before a battle to extend the duration of the drug’s effects to 144 melee rounds.

However, first stage extended suffers from major mental instabilities due to the dependence to the drug.

When the extended’s mobile suit takes more than 100 MD of damage in one attack, there is a 45% chance that the extended may go into a state of rage and go on a full out attack against his attacker. This effect lasts for 1d6 melee rounds, with a +3 to strike but –6 to dodge and parry. The bonuses from exceptional PP are disregarded when in this state.

Once the drug wears off, the extended enter a phase where they feel the side effects of Gamma Glipheptin. An extended should take another dose before the drug loses its effect or the extended will feel the side effect in the next round. The side effects will last for 1-21 days without immediate treatment.

• 1 to 7 days: -35% to all skills, -8 to strike/parry/dodge/roll, violently ill; nausea, vomiting, cramps, etc. Requires regular observation and medical facilities.
• 8 to 14 days: -20% to all skills, -4 to strike/parry/dodge/roll, very weak, shaky, nauseous
• 15 to 21 days: -10% to all skills, -2 to strike/parry/dodge/roll


Second-stage extended are not dependent on the drug, but requires 2d6 hours of “brainwashing” to optimize his bodily and mental functions. An optimized 2nd stage extended gains the same +2 bonus to PP and PE as first-stage extended (see above), and this bonus can be used in non-mobile suit, hand-to-hand combat. These effects last for 24 hours, after which the extended must undergo the brainwashing to maintain both optimization and stability.

Second-stage extended are more mentally stable than first stage extended, but still suffers from some mental problems. They don’t suffer the state of rage when their mobile suits are attacked and they don’t suffer withdrawal syndromes of the Gamma Glipheptin drug. However they begin to suffer from mental disorders when 24 hours of optimization wears out. Players must roll from the random insanity tables for the mental disorder their character is suffering (see Random Insanity Table) during character creation. This insanity is permanent to the character.

Furthermore, second-stage extended has a trigger word that when spoken in front of and heard by a second-stage extended, his mental disorder is triggered automatically in the extended. The extended suffers from this state until he undergoes the brainwashing treatment, but with an addition 1d6 hours of brainwashing. Only to the GM and the player what the trigger word is.
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PostSubject: Re: Cosmic Era Human Genetic Enhancements Rules   Cosmic Era Human Genetic Enhancements Rules EmptyMon 12 May 2008, 2:09 pm

SEED Factor

SEED Factor stands for Superior Evolutionary Element Destined Factor, a controversial and as yet unproven theory about the continuation of human evolution. Both Coordinators and Naturals can possess "the SEED", and those who do are thought by some to be the next stage of human development. This bears some similarity to the Newtype theory of the Universal Century, but the abilities of those with SEED factor appear to be unrelated to Newtype potential. While acceptance of SEED theory is limited, Orb engineer Erica Simmons and prominent religious leader and peace activist Reverend Malchio are known adherents of the theory.

SEED mode represents the ability for an individual with the SEED factor to enter into a state of enhanced awareness and peak physical ability. While in this state, the person (usually a mobile suit pilot, but not necessarily) demonstrates heightened reflexes and extremely quick information processing. This ability is usually triggered by extreme situations or from recalling significant traumas, often arising out of a need to protect someone else in a critical situation.

It is demonstrated visually by cutting to the image of a jewel-like seed, its color matching the color of the subject’s eyes, dropping from the above and exploding in a shower of light just above the eyes. The physical characteristics are the shrinking of the pupil and growth of the iris. When in SEED mode, a person exceeds his or her normal physical and mental limits. ZAFT pilot Andrew Waltfeld once compared this to the berserkers of Norse legend, but this seems to be inaccurate. In SEED mode, a person actually has an increased, not decreased, level of control.

There in fact is two ways that SEED mode can be activated. When a character suddenly resolves to protect their allies or to strike down their enemies, SEED mode is shown as a falling seed that bounces once and explodes. However, if a character has entered battle with a particular resolve, they may trigger SEED mode at will, and it is instead represented as a spinning seed that explodes in a vertical nova. Kira Yamato and Cagalli Yula Attha originally entered SEED mode via the first method. Athrun Zala and Shinn Asuka always used the second method to enter SEED mode, and Kira also attained this ability after he made his decision about what he really needed to fight for and against after being beaten by Athrun. Also, in the Second Battle of Jachin Due, Lacus Clyne may have entered SEED mode after a long philosophical soliloquy about the nature of warfare and death.

SEED mode can only be entered when a character commits him self fully to a battle for some strong reason. For this reason, Athrun Zala and Cagalli Yula Attha have both been unable to demonstrate their SEED abilities in earlier parts of Gundam SEED Destiny, due to Athrun's doubts about whether ZAFT is really justified to fight this war, and Cagalli's reservations about whether her interventionism is the best way to protect Orb from the war. Kira Yamato, however, has been able to activate his SEED mode at will all throughout Destiny, because he is motivated to protect his friends and indeed the entire world from aggressive powers.


SEED Mode Rules:

SEED Mode is an enhanced mental and physical condition for the character that provides added bonuses to related attributes. But SEED Mode does not manifest in all characters, only a select few with the right minimum attribute requirements, stated below.

Minimum Attribute Value Requirement:
ME 16

A character with the SEED Factor can now use SEED Mode. The strength of SEED Factor is equal to a character’s SEED Factor Level. As a character grows stronger, his SEED Factor Level increases, until he reaches SEED Factor Level 7, the peak level. A character can increase his levels every time he increases his OCC level by 2.


For Example:
Jared is a level 1 Mobile Suit Pilot with SEED Factor Level 1. When he becomes a 3rd level Mobile Suit Pilot his SEED Level becomes 2. When he becomes a 14th level Mobile Suit Pilot his SEED Level reaches the 7th level, which is the highest he can go as a seed.

However, some characters have a very exceptional SEED Factor compatibility that they can start at a slightly higher SEED Factor Level, up to Level 3. To know his level he must do the SEED Factor Starting Level Percentile Roll. Only a new, beginning character who meets the minimum scores can now roll 1d100+ME to determine if he has the SEED Factor to allow him to enter SEED Mode, and what starting level his/her SEED Factor is.

SEED Factor Starting Level Determination Roll = 1d100+ME

Percentile Roll = 1d100 + ME SEED Factor Level
17 – 90 No SEED Factor
91-95 SEED Level 1
96-99 SEED Level 2
100 SEED Level 3


The SEED Factor Level determines the percentage of success for a character to activate SEED Mode. This increases as the character raises his SEED Factor Level plus the bonus of a high ME. The equation for determining entry into SEED Mode is:

SEED Mode Activation Roll = Base 25% + ME + 5%/SEED Factor Level

A character can roll for SEED Mode Activation ONCE per round, using up ALL attacks that round, and up to THREE attempts per battle. He cannot attempt to enter SEED Mode after the third attempt until the start of the next battle, where he will have another three attempts. Also, during an attempt, he cannot do any action, whether to strike, dodge or roll with impact. If he is piloting a mobile suit he could attempt leap dodges if he has the appropriate ability, however.

For Example
Jared has a SEED Factor Level of 4 and an ME of 17. He is in a battle and attempts to enter SEED Mode. He needs to roll 62 or lower to enter SEED Mode. On the first round he uses up all of his attacks that round but rolls a 77, and fails to enter SEED Mode. He still has two more chances during the battle to activate SEED Mode.

The exception to the rule is when a character reaches the 7th SEED Factor Level he may activate SEED Mode AT WILL. This is in testament to the high mental capabilities that allows the character to activate the mode easier.






SEED Mode Bonuses

• + 3 attacks/round; plus one (1) more attack at (SEED Factor) level 2, 4, 6 and 7.
• Character cannot be surprised when in SEED Mode
• + 3 initiative
• + 3 strike
• + 4 dodge/parry
• + 4 roll with punch/impact/fall
• +3 leap dodge (only in Mobile Suit/Mobile Armor/Vehicle/Spacecraft Combat, not Hand-To-Hand)
• Critical Strike on unmodified roll of 16 to 20
• + 3 saving throws




Newtypes

Although never officially mentioned in any form considered to be SEED canon, many fans suspect that the director of SEED is trying to hint at certain individuals being what is called a Newtype, a concept borrowed from the Universal Century timeline of Gundam. In SEED, Newtypes have extremely high degrees of spatial awareness, almost a sixth sense. They are also capable of sensing other Newtypes, and when this happens, a white bolt flashes across the screen with an accompanying sound effect, a phenomenon regarded as a "Newtype Flash"
.
In Gundam SEED, Mu La Flaga and Rau Le Creuset were implied to be Newtypes from the very beginning. Flaga used his abilities to pilot a Moebius Zero mobile armor, which has four remotely controlled wired gunbarrels he can use to set up a multi-vector attack. Creuset later became the pilot of the ZGMF-X13A Providence, a mobile suit equipped with the DRAGOON System, which used many beam gunbarrels to attack from many directions simultaneously. Creuset and Flaga were able to sense each other any time they were within proximity of one another. After Flaga's "death", Kira Yamato also seemed to develop slight newtype abilities, and was able to sense Creuset's presence and eventually defeat him.

In Gundam SEED Destiny, Rey Za Burrel had a newtype reaction to Neo Lorrnoke, the two of them forming a short-lived rivalry. Rey has been shown throughout the series to have a strange connection to Creuset, he may be his son, or his clone, or another clone of Al Da Flaga, making him Creuset's "younger brother" in a sense. Lorrnoke was later revealed to be Flaga, who miraculously survived the destruction of the GAT-X105 Strike at the end of Gundam SEED. Rey becomes pilot of the ZGMF-X666S Legend, a mobile suit that greatly resembles the Providence, meanwhile Lorrnoke often piloted the mobile armor TS-MA4F Exass, which bore similarities to the Moebius Zero and later piloted the ORB-01 Akatsuki which can be equipped with DRAGOON.

Kira Yamato, as has previously been mentioned, was able to sense Creuset's presence after Flaga was "killed". In Gundam SEED Destiny, during a battle between ZAFT and a combined EAF-Orb fleet, he has a newtype reaction to Neo Lorrnoke, who was commanding the Earth Alliance forces from on board the carrier John Paul Jones. Later, when the Earth Alliance was attacking Berlin, Kira was again able to sense Lorrnoke, who was piloting a GAT-04 Windam at the time. It is implied that Kira subconsciously knew that Lorrnoke was Flaga, and he disabled his mobile suit so the Archangel could capture him. Later, after "Lorrnoke" denies being Flaga, Kira remains convinced that the two men are one and the same. Soon after that, Kira exhibits a Newtype Flash after launching in the ZGMF-X20A Strike Freedom for the first time and activating the suit's Super DRAGOON weapons. These all suggest the sensory abilities of a newtype.

The Newtypes in Gundam SEED/SEED Destiny/SEED Astray are as follows:

• Rey Za Burrel (Al Da Flaga clone)
• Morgan Chevalier
• Rau Le Creuset (Al Da Flaga clone)
• Al Da Flaga
• Mu La Flaga (aka Neo Lorrnoke)
• Prayer Reverie (Al Da Flaga clone)
• Kira Yamato


Rules on Newtypes
There are very few individuals in the Cosmic Era universe that can be considered Newtypes, probably fewer than those with SEED Factor . To determine if a character has Newtype abilities, he/she rolls percentile die using the table below

Newtype Determination Roll
Roll Result
01-95 No Newtype Abilities
96-00 Newtype

If he/she is a Newtype, determine what kind of Newtype he/she is, again via a percentile roll.

Newtype Kind Percentile Table
Roll Result
01-85 Developing Newtype
86-00 Born Newtype

Developing Newtypes gradually gains Newtype abilities. The character adds both his/her IQ and ME scores together, and divides it into half. The final result is the base percentage of a characters chance of being a Newtype. A bonus of +2% is added per level of the character. The mathematical equation is:

Newtype Chance Percentage = ((IQ + ME) / 2)% + 2% per level

A Developing Newtype, at the start of his/her career or when he/she levels up, can attempt ONE percentile roll to match or less than his/her Newtype Chance Percentage at that level. If he/she succeeds in the roll, he/she gains Newtype status. A character does not need to repeat the roll every time he/she levels up if he/she already succeeded in the roll.

Once a Developing Newtype gains Newtype status, he/she determines how much Newtype Points (NP) he has. This is determined by adding his IQ and ME scores plus 5 per level since he/she started to gain Newtype abilities. Levels of experience before he/she gains Newtype abilities are no counted.

Newtype Points = IQ + ME + 5/level

For Example
Jessica was a 4th level Mobile Armor Pilot when she gained Newtype abilities. She has an IQ of 14 and an ME of 12. Her initial NP total is 26. When she reaches her 5th level of experience, she adds 5 to her NP total, another 5 per other levels she achieves.

Born Newtypes have Newtype abilities at birth, and can automatically use their abilities at experience level 1. There is a fairly high chance (70%) that a Born Newtype’s parents or siblings maybe Born Newtypes themselves. Born Newtypes also rolls for NP the same as Developing Newtypes, but can start at 1st level.

Recovering NP
A Newtype can recover NP by the following methods
• Total relaxation or sleep at a rate of 2 NP per hour of sleep
• The Meditation skill recovers 1 NP per 15 minutes of meditation.

Newtype Abilities
Newtypes gain the following abilities:

1) A bonus of +2 to saving throws versus insanity

2) Spatial Awareness
Range: 5-mile radius / level
NP Usage: 2 NP / melee round
Spatial Awareness is an ability that lets a Newtype control the movement and operation of semi-independent powered objects in space without direct physical piloting or control, only quantum communication.

Spatial awareness is required for the operation of the first generation DRAGOON systems, like the ones mounted on the XMF-000A Dreadnought and the ZGMF-X13A Providence. When using the first-generation DRAGOON system, there is a +2 bonus to strike and dodge rolls.

While it is not required to operate newer generation DRAGOON systems like those mounted on the ZGMF-X20A Strike Freedom, ZGMF-X24S Chaos, ZGMF-X666S Legend and the GFAS-X1 Destroy, spatial awareness still adds an additional +2 bonus to strike and dodge rolls.

For every round a DRAGOON unit is used with spatial awareness, the Newtype uses 2 NP to control the DRAGOON. Once a Newtype’s NP runs out, a Newtype must regenerate at least 2 NP to operate the system for another round.

3) Detect Newtype
Range: 3-mile radius + 1mile / level
Duration: Four (4) melee rounds / level
NP Use: 5
Saving Throw: None
Detect Newtype is a sixth sense ability of a Newtype to sense the presence of another Newtype within the radius of his ability. This ability cannot pinpoint the location of the detected Newtype, but will give the character the impression whether he is near or far from him. It will also give that character a vague idea on how many Newtypes he has detected.

4) Newtype Danger Sense
Range: 3-mile radius
Duration: One (1) melee round (see below)
NP Use: 5
Saving Throw: None
This ability gives a Newtype and precognitive flash of imminent danger to himself and that the threat is a Newtype too. The character will not know what the danger is or where it will come from. All he will know is that the Newtype will attack him during the round he had the precognition.

Newtype Danger Sense is automatically triggered, without the control of the Newtype, when the threat makes his FIRST attack round on the Newtype. The ability gives the Newtype a bonus of +6 to initiative +3 to dodge and parry for that round only. Also the Newtype cannot be ambushed of executed a sneak attack on by the enemy newtype. All succeeding rounds of battle between the Newtype are completed without the ability’s bonuses. If the two Newtypes pause from engaging each other in battle for eight (Cool melee rounds, the Newtype Danger Sense is activated by the first Newtype attacked in the next round.
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