Gundam Blackbird Play Test
Gundam Blackbird Play Test
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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.
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.
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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.
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Lieutenant Ivan Kovich
Caring squad leader, trying to get the team survive combat by molding it in a good squad.
Pilots the Blackbird Gundam.
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.
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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.
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.
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Ensign Miles Cray
Faithful team member, secretly in love with Charlene. Pilots a Ground Combat GM Sniper.
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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.
Out of ammo Torn limb Need Thruster Fuel Slowed Constrained Disabled
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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.
Out of ammo Torn limb Need Thruster Fuel Slowed Constrained Disabled
Shield destroyed
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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.
Out of ammo Torn limb Need Thruster Fuel Slowed Constrained Disabled
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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,
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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-
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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.
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.
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Obstacles
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).
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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
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
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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
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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.
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.
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