SEED FactorSEED 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
NewtypesAlthough 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 NewtypesThere 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 (
melee rounds, the Newtype Danger Sense is activated by the first Newtype attacked in the next round.