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Gundam Blackbird Play Test

A hack of Lady Blackbird using the OYW setting of the Universal Century Gundam universe.

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badwrongfun
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0% found this document useful (0 votes)
76 views17 pages

Gundam Blackbird Play Test

A hack of Lady Blackbird using the OYW setting of the Universal Century Gundam universe.

Uploaded by

badwrongfun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Gundam Blackbird

Lieutenant Ivan Kovich and his MS Test Team, the Blue


Lightnings, have been charged with field testing a new federation
Mobil Suit: the Gundam Blackbird.
Designed by Francesco
DArcadia
However, while moving the Gundam Blackbird with Medea
transport planes to no mans land, the Blue Lightning Test Team
Based upon Lady Blackbird by have been ambushed by Zeon forces. Cut from their main forces,
John Harper. the Team has been forced to crash land and scramble for their
Proofread by Daniele Di Rubbo. mobile suits. Kovich is sure about this: someone at Command level
sold them to Zeon.
Version 0.9 Playtest version While the Blue Lightnings are hiding in the jungle the Zeon MS
teams, led by Captain Robert Baumer, are searching for them and
Hosted by
its only a matter of time before they are going to be caught.
Minovsky particles spread on the area make it impossible to
contact the Command by radio and Kovich fears that the same one
who betrayed them would signal their position to the enemy: the
Blue Lightnings have to make it to their base on their own. Their
destination is surveillance Outpost 47, the nearest allied place,
several tens of miles far to south from their current location.
Lieutenant Ivan Kovich wants to lead their Team out of this
situation but doesn't know his long lost brother is actually leading
the Zeon MS team.
Ensign Charlene DuMont, being a convicted soldier, wants to
desert the federal army as soon as possible, but feels bad at
leaving Kovich in trouble.
Gundam is a registered trademark of Ensign Miles Cray is in secretly in love with DuMont and totally
sotsu agency co., ltd t.m. & 2006 faithful to the Team.
Used here without permission for non- WILL THEY MANAGE TO RETURN TO BASE OR WILL THEY BE
commercial purpose
CAPTURED?
WHAT ABOUT THE BLACKBIRD PROTOTYPE?
This document is licensed under a CAN THEY SURVIVE IN SPITE OF WAR?
Creative Commons Attribution Non
Commercial Share Alike 3.0 license.
http://creativecommons.org/licenses/by
nc-sa/3.0/us/

1
The One Year War
Its the year 0079 of the Universal Century. Humanity has colonized space near the Earth and most of
the population lives in giant orbiting colonies. One of the colonies, Side 3, renamed itself Principality of
Zeon and declared independence from the Earth Federation. They started a war against the Earth
Federation fielding giant humanoid piloted robots called Mobile Suits. They proved a superior weapon
against the traditionally equipped Federal forces. During the first week of war, casualties ranged in the
millions, effectively reducing by half the total human population. After this turn of events, Zeon and
Federation met in Antarctica and agreed a treaty banning nuclear, biological and chemical weapons of
mass destruction. The war dragged on and Federation started his own secret program to develop its
own mobile suits, Project V. Now its September and the war has lasted ten months without any real
winner.

Mobile suits (MSs)


Mobile suits (MSs for short) are giant humanoid vehicles. They are direct descendants to the mobile
pods EVA used for building colonies in space, only more complex. The MS is fitted with thrusters all
over the body and can take advantage of its limbs to better give direction to thrusters. This makes the
MS much more effective at maneuvering and speed change in space. On Earth an MS is much more
limited and usually able only to walk and run, but is still better armored and agile than conventional
vehicles. A typical MS is roughly 18 meters in height and weights roughly 70 tons.
MSs are powered by Minovsky compact fusion reactors, but still use conventional fuel for their thrusters
and, with few exceptions, are not able to power beam cannons, so they tend to rely on projectile
weapons or non guided missiles.

Many of the fine controls (such as getting a grip with an hand or moving correctly legs to walk) are
handled automatically by the MS itself, while the pilot focus on aim, weapon control, speed and
direction. MS sensor suites rely almost exclusively on computer enhanced vision and external audio
pickup as the Minovsky particles make all other type of sensors useless. The pilot cockpit is located
deep in the MS torso, making it impossible for most models to feature an emergency ejection system.
This led to heavy pilot casualties, during the war, to the point that MS are more available than capable
pilots.

Minovsky particles
Minovsky particles are a recent breakthrough. These particles are generated by a fusion reaction based
on the Minovsky fusion reaction and form a particle net, blocking most of the electromagnetic radiation.
This effect make it possible to build smaller and compact reactors with less need of heat and radiation,
as most are contained by the Minovsky particle field surrounding the reactor core. This reactors can be
fitted even on a MS.
Minovsky particles, when spread over a battlefield, make radio communications difficult, radar
ineffective and even limits line of sight, with a mist-like effect at long range. It also make electrical
machinery unable to function unless shielded properly. Civilian hardware stop functioning. Both
Federation and Zeon spreads Minovsky particles from their battleships (MS reactors are too small to
spread them) to protect themselves from long range artillery thus making war a close range affair;
hence the role of MS for close range combat, smaller, but packing the firepower of battleship artillery.

2
Brazilian North Sector 7
This sector is the designed field test zone for the Blackbird Gundam. It is mostly rain forest and is
crossed by the Negro river. The Blue Lightnings Team has crash-landed here. There is a large zone of
broken trees, where the Medea transport touched down, covered in smoke and small fire. Its easy to
spot from afar and the BL wont be able to linger here for long without being attacked by the enemy.
There are some civilian settlements nearby that could provide shelter (or betray them). There are also
some indigenous tribes that are wondering about the metal gods from the sky walking around.
The nearest federal outpost is Observation Post 47, located deep in the rain forest, many miles south
from the Blue Lightnings current location. Observation Post 47 is concealed underground and uses
surveillance cameras and other sensors to scan the surroundings. Kovich does not know its exact
location, except for a general area he heard it is assigned to.

Zeon forces
The Dragon Fangs elite MS team have been tasked by Zeon Command with capturing the Blackbird
Gundam prototype. They have some Dopp fighters scouting the sky, in search of the target and ready
to provide aerial support. They also have a specially equipped Magella attack tank able to sense
seismic vibration from ground caused by MS walking. Even so, its not easy for the Dragon Fangs to
catch their target because of the cover provided by the rain forest.
Their Team consists of variously equipped Zaku IIs J ground combat and a Gouf.
They are led by Captain Robert Baumer. Baumer is an idealistic officer who truly believes in Zeon
independence ideals and sees all federals as incapable corrupt bureaucrats. He has earned his mens
trust and wont sacrifice them in senseless combat. He does not know that Kovich is his brother, as
they had been separated when their parents divorced at a young age.
Karin Botsch is a recent addition to the Dragon Fangs and she is the second in command. She is
secretly keeping an eye on Baumer by order of her superiors as they suspect their orders are not
always followed to the letter.

3
Lieutenant Ivan Kovich
Caring squad leader, trying to get the team survive combat by molding it in a good squad.
Pilots the Blackbird Gundam.

Traits Key of the Commander


Kovich is accustomed to giving orders and having
Athlete them obeyed. Hit your trait when Kovich comes up
Endurance, Boxing, Tough, Run, Brawn, Climbing, with a plan and gives orders to make it happen.
[First aid] Buyoff: Kovich acknowledges someone else as the
leader.
Bold
Brave, Heroic, Rescue, Outnumbered, Falling, Key of Conscience
Explosions, Escapes, [Launching with Grappling hook] Kovich dont like to see anyone suffer, even
enemies. Hit your key when Kovich helps someone
Optimist who is in trouble or when he changes someones life
Honest, Calm, Confidence, Inspire, Positive, for the better. Buyoff: Ignore a request for help.
Tenacious
Key of Dark Past
Mobile Suit Pilot Though no one can put his finger on it, Kovich did
Speed, Death from above, Strike to disable, On my something he deeply regrets. Hit your key when
signal, Navigation, MS Tactics, [Head on charge], Kovich alludes to what he did or use an unexpected
[Blindside hiding] skill related to what happened. Buyoff: Kovich tells
someone the story regarding what happened and
what he regrets.
Tags in [brackets] are qualities you dont have yet. You can buy
them with advances. See the Rules Summary below, under
Keys. Secret of Experience
Having Kovich been through many battles, once per
session you can use tags from more than one trait
when you make a roll.

Secret of Leadership
Once per session, you can give someone else a
chance to re-roll a failed roll, by having Kovich give
them orders, advice, or setting a good example.

Injured Dead Cornered Angry Lost Shaken Captured

4
Ensign Charlene Charlie Du Mont
Convicted MS Pilot, she actually cares for Kovich but wants to desert Federal Army as soon
as possible. Pilots the Ground Combat GM.

Traits Key of the Hot-Head


Charlie is an hot-head. Hit your key when Charlie
acts hasty or impetuous, doing something that is
Convict risky or reckless without thinking the consequences.
Bitter, Cold stare, Desperate, Fight dirty, Improvise, Buyoff: Charlie stays cool and acts on judgement.
Tough, [Escape Artist]
Key of the Fraternity
MS Pilot Kovich has been helpful and honestly caring to
Lightning reflexes, Long thruster-Assisted jump, Burst Charlie since her joining the team, up to the the point
firing, Swift melee strikes, Hiding, Parrying with shield, she unconsciously feels a bond of brotherhood with
[field repairs], [Evasive action] him. Hit your key when Charlie is influenced by him
or when she shows how deep her bond is. Buyoff:
Survivor in spite of war Charlie severs this bond.
Endure, Run, Scrounge, Keen, Cunning, First aid,
[Crafty]
Key of Lost Freedom
Charlie has been forced to be a Test pilot by Federal
Forces and take part into the war effort. This is part
Woman of the sentence for her robberies when she was a
Pretty, Slapping, Throwing things very hard, war survivor. Now she longs for freedom and leaving
Deception, Distract, Act innocently, [Beautiful dress], the war behind. Hit your key when Charlie allude to
[Sexy] her longing for freedom or take steps to achieve it.
Buyoff: Charlie gives up deserting the Federal Army
and stays with her team.

Tags in [brackets] are qualities you dont have yet. You can buy
them with advances. See the Rules Summary below, under The Secret of Reflexes
Keys.
Once per session, you can re-roll a failure when
Charlie is doing anything involving grace, dexterity,
or quick reflexes. This includes Mobile Suit
maneuvers and reaction time.

The Secret of Determination


Charlie is a stubborn woman and not one to give up
on challenges. If your pool is full (and was before
you rolled) you may re-roll once.

Injured Dead Cornered Angry Lost Shaken Captured

5
Ensign Miles Cray
Faithful team member, secretly in love with Charlene. Pilots a Ground Combat GM Sniper.

Traits Key of Hidden Longing


Miles is completely enthralled by Charlene but he
doesnt want her to know it. Hit your key when Miles
Kind makes a decision based on this secret affection or
Listen, Calm, Negotiate, Gentle, Smile, Caring, [Sense when he somehow shows it indirectly. Buyoff: Miles
of humour] gives up on his secret desire or makes it public.

MS Pilot Key of Team Spirit


Camouflage, Bullseye, Take cover, Support fire, Miles has sworn himself to the success of his Team.
Flanking, Evasive action, [One shot one kill] Hit your key whenever you make a decision
influenced by the team. Buyoff: Sever the
Reclusive relationship with your teammates.
Shy, Quiet, Hide, Independent, Misunderstood,
Insecure, [Hide feelings], [Flee], [Leave me alone!]
Key of the Naif
Miles is especially naive. Hit your key whenever
Sniper Miles is taken advantage of. Buyoff: Miles gets the
better of someone.
Long shot, Ambush, Rifles, Sharp eye, Steady hand,
Patient, [Trick shot], [Traps]
The Secret of Teamwork
When Miles is assisting an ally, you may give more
Tags in [brackets] are qualities you dont have yet. You can buy than one pool die.
them with advances. See the Rules Summary below, under
Keys. The Secret of the Lucky Break
Once per session Miles can succeed at something
decidedly unlikely and you can keep your pool dice
when he does (so go ahead and use em all).

Injured Dead Cornered Angry Lost Shaken Captured

6
RGM-79[G] GM Sniper
Befitting its name, the GM Sniper is a RGM-79[G] GM Ground Type modified for long range combat. In order to make use of
space, two extra ammunition packs for the machinegun were placed on the side skirt armor. The GM Snipers aren't seen
with the various hand-carried standard weapons that a GM Ground Type has, and is replaced with a single Long Range
Beam Rifle. The rifle is meant for long range combat, but its power is too much for the GM Snipers generator alone, so the
gun is connected to a larger, more powerful generator by thick wires. This means that the GM Sniper is a sitting duck if
enemy forces get in too close.

Head Height 18.0 meters


Max Weight 66.0 tons
Standard Weight 53.8 tons
Power-plant Minovsky Ultracompact Fusion Reactor
Power Ouput 1150 kW
Sensor Range 6000 meters
Accommodation Pilot only, in standard cockpit in torso
Armor Luna Titanium Alloy
Max Acceleration 0.74 G
Propulsion Rocket thrusters: 49000 kg total
Armaments 2 x Beam Saber, Long-range Beam
Rifle

Secret of Long Beam Sniping


When the GM Sniper takes aim and stand still, it can charge its Long-range Beam Rifle and fire it with devastating
accuracy. You gain two bonus dice for the roll if the GM Sniper pilot does not use traits or tags involving movement or
maneuvers.

Secret of the GM Ground Type


The GM Ground Type is a design thought for small team deployment. You get a pool of two. You can give one or two
dice from this pool to a roll of a character your pilot supports. This extra pool is external to your characters pool and it
refreshes on each session start.

Out of ammo Torn limb Need Thruster Fuel Slowed Constrained Disabled

7
RGM-79[G] GM Ground Type
The RGM-79[G] GM Ground Type was rushed through development based on early data from Project V. The RGM-79[G]
uses 80% of the same parts of its more powerful cousin the RX-79[G] Gundam Ground Type. It also shared the durable
lunar titanium alloy armor, its ability to use beam rifles and most of the Gundam Ground Type weaponry. While sharing all
the hand held weaponry with his predecessor, this unit is optimized for ranged assault.

Head Height 18.0 meters


Max Weight 66.0 tons
Standard Weight 53.8 tons
Power-plant Minovsky Ultracompact Fusion Reactor
Power Ouput 1150 kW
Sensor Range 6000 meters
Accommodation Pilot only, in standard cockpit in torso
Armor Luna Titanium Alloy
Max Acceleration 0.74 G
Propulsion Rocket thrusters: 49000 kg total
Armaments 2 x Beam Saber, NFGMG-
Type.37/100mm Machine Gun, Small Shield

Secret of Ranged Assault


The GM Ground Type is especially effective at fast ranged assault, shield and gun equipped. You gain a bonus die to
your rolls when the GM Ground Combat is attacking a target at range. Once per session you can also change a Torn
limb, Disabled or Constrained condition to Shield destroyed as the GM Ground Type uses the shield to deflect
enemy strikes.

Secret of the GM Ground Type


The GM Ground Type is a design thought for small team deployment. You get a pool of two. You can give one or two
dice from this pool to a roll of a character your pilot supports. This extra pool is external to your characters pool and it
refreshes on each session start.

Out of ammo Torn limb Need Thruster Fuel Slowed Constrained Disabled
Shield destroyed

8
RX-78XB Gundam Blackbird
Being a variant of the RX-78 Series, the RX-78XB Gundam Blackbird is an high performance Mobile Suit especially created
for ground based close combat. It is lighter than the original RX-78 model mostly because it does away with the core block
system and reduces armor plating, limiting its use but placing it in a more effective way. This makes this unit fast while
maintaining its strength. It can even jump higher than any Mobile Suit ever build using its thrusters.
The Gundam Blackbird prototype has been painted black with red trims. Its slimmer than the original RX-78 design and
more utilitarian in its design (modular hardpoints and grips).
This Prototype, being a data harvesting unit, still equips the expensive Learning Computer that enables it to help and correct
the pilot action: it adapts to the pilots input and learns from him and the enemies actions on the battlefield. This feature will
be removed from the production model.
If its successful at field testing a limited production will be run at the Federation headquarter Jaburo to be sent to take part
in the upcoming operation Odessa.

Head Height 18.3 meters


Max Weight 39.8 tons
Standard Weight 53.8 tons
Power-plant Minovsky Ultracompact Fusion Reactor
Power Ouput 1440 kW
Sensor Range 6000 meters
Accommodation Pilot only, in standard cockpit in torso
Armor Luna Titanium Alloy
Max Acceleration 0.93 G
Propulsion Rocket thrusters: 70500 kg total
Armaments 2 x Beam Saber, 2 x 60mm
Vulcan Gun, NFGMG-Type.37/100mm Machine Gun.

Secret of the Blackbird Prototype


The Gundam Blackbird is a powerful close combat Mobile Suit. You add one die to rolls when the Gundam Blackbird
engages the enemy in close combat, use speedy jumps or run.

Secret of the Gundam type aka Its the white one!


The Gundam is the most successful in the Federation line of Mobile Suits. Tough and Quick, its becoming a legend in
the battlefields. Once for session you can replace the Disabled or Torn limb conditions with Out of ammo or Need
Thruster Fuel if it comes up.

Out of ammo Torn limb Need Thruster Fuel Slowed Constrained Disabled

9
Running the game
The game
This is a roleplaying game scenario. Here are the basics for those not knowing whats a roleplaying
game.
You, and a few of your friends, read this document, and get together to play the game it describes.
Youll need a bunch of six sided dice too.
One of your friends takes on the role of the Game Master (GM from now on), who takes care of
bringing the world to life, animating the obstacles and opponents and allies found there.
The rest of you (the Players from now on), each choose a protagonist character from the previous list
(Kovich, Charlie or Miles) and play the part of that character as a protagonist in the story emerging from
the game. Both players and GM push the story forward by suggesting scenes, building on the history of
the protagonists, as they strive ever closer to their goals.

Protagonists
All the three protagonists (Kovich, Charlie and Miles) are defined by Traits, Keys and Secrets.
Traits are the protagonists trademarks, such as abilities, talents, professional skills, recurring
catchphrases, special equipment and so on. Each Trait also provides a list of Tags that further define
the Trait. Take a look to them to get a feel of the protagonist.
Keys are links and springboards to the themes of the protagonist. The player is rewarded for bringing
them in play during scenes. Take a look at them to understand what are the story seeds of the
protagonist.
Secrets are exceptional abilities the protagonist has got and can use to achieve his goals.

Rules
Rolling the dice
When your protagonist tries to overcome an obstacle, you roll dice. Start with one die. Add a die if you
have a trait that can help you. If that trait has any tags that apply, add another die for each tag. Finally,
add any number of dice from your personal pool of dice (your pool starts with 7 dice).
Roll all the dice youve gathered. Each die that shows 4 or higher is a hit. You need hits equal to the
difficulty level (usually 3) to for your protagonist to pass the obstacle.
Levels: 2 easy3 difficult4 challenging5 extreme
If your protagonist passes, discard all the dice you rolled (including any pool dice you used). Dont
worry, you can get your pool dice back.
If your protagonist doesnt pass, you dont yet achieve your goal. But, you get to keep the pool dice you
rolled and add another die to your pool. The GM will escalate the situation in some way and you might
be able to try again.

Conditions
When events warrant or especially when you fail a roll, the GM may impose a Condition on your
protagonist: Injured, Dead, Cornered, Angry, Lost, Shaken or Captured. When you take a Condition,

10
mark its box and say how it comes about. [Note: The dead condition just means presumed dead
unless you, as the protagonists Player, say otherwise.]
Mobile Suits may get Conditions too: Out of ammo, Torn limb, Need Thruster Fuel, Slowed,
Constrained, Disabled or Shield destroyed.

Helping
If your protagonist is in a position to help another protagonist, you can give him a die from your pool.
Say what your protagonist does to help. If the roll fails, you get your pool die back. If it succeeds, your
die is lost.

Keys
When you hit a Key for your protagonist, you can do one of two things:
Take an experience point (XP)
Add a die to your pool (up to a max of 10)
If your protagonist goes into danger because of his key, you get 2 XP or 2 pool dice (or 1 XP and 1 pool
die). When you have accumulated 5 XP, you earn an advance. You can spend an advance on one of
the following:
Add a new Trait (based on something you learned during play or on some past experience that
has come to light) Note: when you buy a new trait, you dont start with any tags. You need to
buy them with advances.
Add a tag to an existing trait
Add a new Key (you can never have the same key twice)
Learn a Secret (if you have the means to)
You can hold on to advances if you want, and spend them at any time, even in the middle of a battle!
Each key also has a buyoff. If the buyoff condition occurs, you have the option of removing
the Key and earning two advances.
For hard limits use these on character growth:
Maximum Tags on one trait: 12
Maximum Keys per character: 5
Maximum Secrets per character: 4
See New Traits, Keys and Secrets at the end of the document for a list of possible advances.

Refresh
You can refresh your pool back to 7 dice by having your protagonist have a refreshment scene with
another character (player owned o GM owned).
You may also remove a condition or regain the use of a Secret, depending on the details of the scene.
A refreshment scene is a good time to ask questions (in character) so the other player can show off
aspects of his or her protagonistWhy did you choose this life? What do you think of the war?
Why did you enlist in the army? etc. Refreshment scenes can be flashbacks, too.

Gear
Some gear is assumed: lockpicks, medical bag. Some gear is factual stuff in the narrative. "The general
gives Kovich the key card." And some gear can be Tags, for example as in: Soldier: marksman, bolt-
11
action rifle. When you lose your bolt-action rifle, you don't cross it off - rather you take the negative
condition "disarmed." When you lose your lockpicks, take the Condition, "Lost lockpicks" - picking locks
is more difficult now or even impossible. When you lose everything, "Unequipped."

Mobile suits
Mobile Suits are special machines and they add some Secrets to those already available to the
character. The mobile suits Secrets are available as long as the protagonist is piloting it; once he
boards off he loses them.
Mobile Suits also have Conditions that are treated exactly as protagonist Conditions. The Protagonist
suffers from the mobile suits marked Conditions as long as he pilots it.

Tips &Tricks for the GM

Listen, Question, Dont Plan


When youre the GM, dont try to plan what will happen. Instead, ask questionslots and lots and make
them pointed toward the things youre interested in.
Ask questions like:
Does anything break when you do this crazy maneuver?
The fire probably spreads out of control, doesnt it?
That sounds like a bold plan. Whats the first step?
Do the two of you end up somewhere quiet together? Does something happen between you?
Keep that going at a steady pace and the game flies along pretty well. Part of the job of the GM is
listening to what the players say, catching it, turning it around and looking at it, and seeing if theres
anything else to be done with it.
The GMs jobs: listen and reincorporate, play your other characters (allies and opponents) with gusto,
create interesting obstacles, and impose conditions as events warrant (especially when rolls fail).

Frame the Scenes


Every time you, as the GM, say something like So you walk into the room and see an enemy soldier
pointing a pistol at you or So now youve gotten to the border of the river you are framing a scene. Its
about establishing the transition for the next scene where interesting game action is going to happen.
Essentially you describe the stage the scene is occurring in. Even if youve never played a role playing
game, youll instinctively frame a scene.
Think of the game the way a film editor might. As the editor, you know well where scenes start, and
where they end, and when you make the decision to move on to the next scene, youre framing it.
When it feels like all that a scene needed to accomplish has been done, you end it, and start framing
the next one.
There are some practical tricks to frame a scene:
Frame the scene before something that is the focus of the scene itself happens.
Dont describe what protagonists are exactly doing, that is the players job. Ask questions about
it to each of them instead. The answers will tell much of their characters and what they want and
will probably give you further ideas.
Dont tell the players what their protagonists are feeling, thats another job for the players.
Describe instead what they are seeing and ask what their protagonists feel. As above the
answers will tell more of their protagonists and will probably spur new ideas.
12
Encourage the players to feel free suggesting the framing of a scene when they think a particular scene
would be a natural and interesting consequence. Welcome those suggestions and let them frame the
scene explaining what their protagonists are doing and why. Ask questions and youll find ideas flowing
to you.

Say yes, Look For Obstacles


By default, protagonists can accomplish anything covered by their traits. Its no fun to ask for a roll
when theres no cool obstacle in the way. Just say yes to the action, listen, and ask questions as usual.
But also, be on the look out for the opportunity to create obstacles as the action develops. Obstacles
can be people (enemy soldiers, bandits, native people), weather, animals (rain forest is plenty of wild
and dangerous animals), situations (fires, falling, being shot at, chases, escapes) or anything else you
can imagine.
Because youre asking leading questions and listening closely, theyll be all over the place, so it wont
be too hard to spot them.
If a character tries something not covered by their traits, thats an obstacle right there: lack of
experience and training. Lots of fun things can go wrong when you dont know what youre doing! Also,
players will sometimes try things theyre bad at so they can fail and add dice to their pool. Its a fine
move for them and it gives you the chance to create more trouble, so everyone wins.

Conditions
A Condition constrains what the player should say about their character. Its a clue to tell the GM and
players to pay attention to that thing and use it as material for the developing fiction.
For the GM, the Conditions can create opportunities or give permissions. Your are injured, right? The
Zeon soldiers follow the blood trails. They are right behind you. Sometimes a condition will become an
Obstacle in its own right, calling for a roll to deal with it.

13
Obstacles

Against Captain Robert Baumer


Baumer is a veteran pilot from the very beginning of the conflict. He believes in the need for
independence from the Federation but he knows that war is really a brutal and violent affair. He tries to
do the right thing while keeping his team alive as much as he can. In battle he gauges the enemy
weakness to exploit it to the maximum effect. He pilots the MS-07 Gouf.
Obstacles: Dodging the Goufs Heat rod: 5; Hitting Baumers Gouf: 5; Spotting Baumer before he
strikes from hiding: 3;
Escalation: You waste ammo while trying to hit Baumer (Out of Ammo condiion); You are grappled by
the Heat rod and shocked (Constrained Condition); Baumer kicks you hard cutting away a limb (Torn
Limb condition)

Against Lieutenant Karin Botsch


Botsch is a covert agent from the Kycilias secret services. She knows Baumer is not always following
orders and will ensure he does this time. She is ready to kill and sacrifice anyone if needed to
accomplish the mission. She is serious, vicious and brilliant enough to prove a worthy foe to anyone.
She pilots a Zaku II ground type with leg missiles.
Obstacles: avoiding leg missiles salvos: 5; Parrying the Heat hawk: 4; Dodging the Zakus bull charge:
4; Striking Botsch: 4; dodging or parrying Machine Gun bursts: 4
Escalation: You are knocked down by a charge (Slowed Condition); The heat hawk cuts your MS arm
(Torn Limb Condition)

Ambush by Zakus
Lieutenant Bosch ordered to set up an ambush near the river where the Blue Lightnings are going to
pass to cross the river and get towards their destination. Zakus are concealed along the river where
crossing is possible.
Obstacles: Fight back the Zakus when ambushed: 5; Disengage the enemy and fall back: 4; Create a
distraction to get the upper hand: 3
Escalation: Enemy surrounds the Team (Cornered); One the Team is left behind (Captured)

Pursuing Zakus
Captain Baumer leads the pursuing Zeon MSs relentlessly behind the Blue Lightnings. They got
superior numbers and weaponry. Front assault is hardly an option for the BL Team.
Obstacles: Ambush the pursuing enemy: 3; Hiding in the rain forest using environment: 4; Set a trap: 4
Escalation: The Team is spotted by enemy; More pursuers show up; The Team comes to a dead end
(Cornered).

Negotiating with natives


The rain forest is home to native people living outside civilization. They are curious but cautious about
the Metal Gods from the Sky wielding the power of thunder. Their help could be useful and give the
Blue Lightnings the relief they need. Or they could become hostile...
Obstacles: Find the natives: 3; Obtain help from the natives: 4; Strike a deal with them: 3
Escalation: They are angered and attack the pilot; They betray them to the other metal gods; they
capture the team (Captured)

14
Hidden Federal Armoury
Federal Forces have several concealed armoury and refuges scattered over the quadrant in case of
need. The BL knows the general location of one near them and they could be instrumental to replenish
ammo and get supplies. The Armoury is also rigged with traps and need codes to be accessed.
Obstacles: Find the Armoury: 3; Avoid explosive trap: 4, Crack the access code: 5
Escalation: Armoury explodes; The enemy appears; The armoury has been already looted

Raiding the Zeon outpost


Zeon forces set up an observation and supply outpost in the sector. It is unavoidable having to force the
way right into them to reach destination.
Obstacles: Destroy the outpost: 3; Take prisoners: 4; Force crossing and passing the outpost: 5
Escalation: Enemy Reinforcements arrive; Enemy fire is too heavy (torn limb); Too much ammunition
is spent (Out of ammo);

Hazardous terrain
Rain Forest is full of dangerous terrains that Mobille Suits were never meant to cross, but that damn
Zeon scum is right after the Blue Lightnings and there is no time to plan a better course to reach
destination. MS mechanisms gets clogged easily just to say one.
Obstacles: Running through the rain forest: 4; Sudden cliff: 4; Thick vegetation: 4
Escalation: The MS is slowed by the terrain (gets the Slowed Condition); The MS gets blocked by
deep vegetation and mechanisms get clogged (gets the Constrained Condition); The MS falls on a high
and steep terrain and it damages a limb (gets the Torn limb Condition).

Dangerous fauna
Wild animals are everywhere in the rain forest. Some are harmless and some are really dangerous.
They prove really frightening to those who lived almost all of they life on space colonies. Also you cant
stay forever in that small MS cockpit.
Obstacles: birds fly en masse on the MS main camera, the MS trips and fall over: 3; A jaguar attacks
leaping on a pilot while outside of the MS: 5
Escalation: struggling with animals draws even bigger predators; the MS gets damaged while
struggling with wild animals (mechanisms clogged, accidental misfire)

Traps by bandits
Outlaws and bandits living outside the civilization are not unheard of in this part of the world.
Sometimes they get greedy and could think to get the best of stranded soldiers and loot them. They are
cowards and set traps.
Obstacles: ambushed by bandits by luring the pilots outside their MS: 4; Arrange a Deal with bandits:
4; escape the bandits lair: 5
Escalation: You are sold to the enemy; A teammate is Captured

15
New Traits, Keys and Secrets

Traits
Handy
Insightful, Aware, Practical, Assess, Repair, Drive, Vehicles, Jury-Rig, Patch up, Danger, Explosives

Impassive
Cool-Headed, Inconceivable!, Informed, Logical, Surmise, Think It Through, Unemotional, Unyielding

Keen
Insightful, Aware, Coiled, Liars, Traps, Danger, Sense Motives, Ready, Anticipation, Quick, Perceptive,
Observant, Watchful, Common Sense, Understanding, Distrustful, Listen

Military Science
Gunnery, Aim, Maintenance, Digging, Observation, Signals, Supplies, Healer, Construction, Damage
Control

Orator
Convincing, Censure, Command, Charisma, Hope, Inspiration, Rebuke

Perfectionist
Critical, Details, Effort, Expertise, Frustration, Hard Work, Irritable, Stress, Studious, Tireless

Protect
Awareness, Threats, Defend, Disarm, Restrain, Carry, Delay, Healer

Quick
Fast Hands, Smart, First To Act, Run

Reputation
Trustworthy, Reliable, Fearless, Reckless, Ruthless, Underhanded, Dangerous, Deadly, Cruel,
Unpredictable, Heroic, Honorable, Compassionate

Scarred
Memorable, Frightening, Intimidating

Soldier
Discipline, Rifle, Pistol, Command, Tactics, Fraternity, Strategy, All For One, Bitter, Fierce, Flashbacks,
Grim, Grisly Tales, Gritty, March, Scarred, Shooting, Spit and Polish, Tough, Uniform Jacket, Veteran,
War Stories

16
Keys
The Key of the Brokenhearted
The protagonist no longer form bonds of love or friendship. Hit your key when your protagonist
succumbs to nostalgia or rebuff the affection of others. Buyoff: The protagonist falls in
love.

The Key of the Hero


The protagonist does what needs to be done, no matter the cost. he likes to be considered one of the
good guys. Hit your key when he acts on behalf of others. Buyoff: the protagonist acts selfishly.

The Key of the Mission


The protagonist has a critical, pressing mission. Hit your key when he takes action to complete the
mission. Buyoff: He gives up on his mission.

The Key of the Reluctant Leader


As the highest ranking survivor, the protagonist was obliged to take command. Hit your key when his
orders are obeyed and when he risks his life for his men. Buyoff: He leaves his men to die.

Secrets
The Secret of the Hidden Plan
The protagonist plans for every contingency. Once per session, you may declare how he prepared for
the situation at hand. This may involve a roll.

The Secret of Contacts


You may declare past relationships of the protagonist with any characters in the adventure by
describing them in a short phrase, such as old rival or ex-lover, but the GM decides the current
disposition of each person.

The Secret of Common Sense


Once per session, you may allow someone else a chance to re-roll a failed roll by having your
protagonist give them advice.

17

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