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Maria_Peacecraft

PostPosted: Fri Dec 15, 2006 6:54 am


THE RULES:

(1) Follow the GUILDS rules
(2) Follow the TOS of GAIA online
(3) No SPAM
(4) No Flame

Background storyline:

This is an alternate universe gundam as it took several years after the endless waltz and in a different spin and twists.

Humanity never could learn their valuable experiences as the sad bloody history of man slowly starts to re-enact once more as many of the old rivalry and old grudges slowly builds up once more.

A new generation that have forgotten the sadness and the sorrow caused by wars. As history is already buried under new dilemmas and problem.

The problem slowly arises as the booming of the population during the peaceful era and the slow terraforming of planets have caused many riots and civil unrests.

Controls over the distant colonies diminish as each of the governors of the colonies has been corrupted by the lusts for money and power.

Crime spreads like wildfire in many of the un-patrolled space lines as the criminal syndicates managed to get their hands on many of the old relics that are scattered in space prior of the warring periods.

As mankind fears, anxiety and paranoia have made them slowly unearthed the relics of the long dark past. Tries to reanimate the instruments of destruction (Mobile suit and Heavy Battleship class) to help them create a false sense of security once more.

The earth, the space colonies, and the outposts’ terraformed planets. Each have their own priority as they had to feed their own people , quell their own riots and most of all they are strived to keep themselves secured as each knows that there is not enough resources to go around.



More detailed explanation:

Okays, now I am going to explain a bit about this role-play realm.

Character Creation:

In this role-play realm the characters that inhabit it will be a couple of years after Gundam wing endless waltz period then it took a bend curved turn toward this nightmarish version of mine.

So the original characters in gundam wing will be much older.

Fresh character drawn from your imagination and you breathe life to your character adding your own creativity in creating the character.

Off course the perks/ flaws and the stats points will allocated at a certain amount for you to choose from.

(Raw points for you to fill out your character sheets , you choose your own perks and flaws for your character from the perk/flaws that have been specified to get a bit more organized to make it easier )

as I am going to post about the character sheets so that everybody have the same base.

(I am still experimenting here and there about the numbers not completely there a 100% but it is really close so be patient)

And more importantly is so that the character will be balanced and nobody could be super-human as each has give and take, if you're brilliant strategist that means you have to have a lack of talents somewhere

I promise I will post the character sheet blanks for you to fill up as soon as possible.

All characters will start from the bottom as the worked their way up earning promotions (In the military higher rank means better equipment that also translates as better chance of survival), earning money to modify their Mobile suit (Mercenary only)

Character Classes Explanation:

There will be character classes in this role-play to limit your character capabilities and developed that sense of symbiosis with the other players.

As you could fight gun blazing in your mobile suit but you're unable to fix Mobile suits, Intel officer could infiltrate and possible save many lives as they pin point the exact locations of the enemy but off course that person is unable to fight all of their enemies single handedly. They need back up from the others.

A battleship could deliver a powerful blow toward enemy strong fortifications but without the MS support they are nothing but sitting ducks.

The character classes are:

Pilots/Soldiers (As they have to get the basic training first before they become a MS pilot, so they have a basic knowledge of fighting as a soldier there are two types of pilot MS PILOTS AND WS PILOTS.)

MARINES/SHOCK TROOPERS ( As this trained skilled people are diverse at variety degrees of warfare , space warfare , space boarding actions They earn more training then pilots but they can't all fly MS, there is sub classes in the marines/shock troopers : MEDIC , SNIPERS , HEAVY WEAPONS , MORTAR , ANTI-MS BATTERY , COMMS , RIFFLEMAN )


OFFICERS

(The Officers that are stationed on the battleship will be divided into COMM OFFICER, TACTICAL OFFICER, NAV OFFICER, ENGINERING OFFICER, and the last CAPTAIN)

INTEL OFFICER

(This special character classes signifies their unique importance as they are loyalty toward a faction is never doubted. Their role is very important to acquire information before a military operation is conducted. They have additional training in all covert operations)

AMBASSADOR/DIPLOMAT/NEGOTIATOR (you know the person that talks and negotiate stuff):

(I made this special class so that if anyone would like to experience what Relena's experienced as she tries hard to make peace within the troubled universe. This character class will be given an assignment by their respective factions and tries their best to avoid bloodsheds and also tries their best to negotiate things with the conflicting parties)

TECHS:

The person that is responsible of fixing other people's mess and always put under stress. So if you choose this class then prepare to get under paid, nearing 24/7 standby, work thanklessly as those Pilots dented your babies that you worked so hard to maintained.


FACTIONS :

There is going to be factions within this role-play realm. As each person have to choose who they are going to serve. As the story will slowly unveil plot by plot and the rest I can't say no more as it could be a spoiler.

I am going to make brand new factions as the old forces is abolished and merged.

UNIFIED DEFENSE FORCE:

As this is going to be the defense force that is responsible for the unified earth and colony forces.

COLONY GARISON:

A detachment of armed forces under the command of the UNIFIED DEFENSE FORCE but was recruited from the colonies and stationed in the colonies far from the earth influence to serve as their first and sometimes last line of defense against all things the threatens the peace.

MERCENARIES:

A group of militant and skilled personnel that have been put under leash of the UNIFIED DEFENSE FORCE and was granted a license to operate and do a bit of 'bounty' operation to help the task of 'peace keeping' . Off course the Mercenaries accepts anyone that could supply the money.


RED FANG:

A group of people that have grown detest for the Unified government policies and their slow reaction toward the farthest colonies as they slowly tapped into the UNIFIED DEFENSE FORCE resources and slowly building their own forces.


EQUIPMENTS AND TECHNOLOGIES”

The MS technologies is about the same as during the GUNDAM WING era but the GUNDAM capabilities will be reduced cause the GUNDAM MS is way too powerful for any pilots to wield as it also means that it lacks fun for the other one that didn't get their hands on the MS.

Beside at this alternate twist in the universe almost all of the original GUNDAM are lost as they each faction tries hard to recover the technologies.

So it is standard type of MS for the pilots. The mercenaries also have a standard MS.

Both the factions pilots and mercenaries have to go through missions assigned to them to earn them promotions or money (if mercenaries).

Mercenaries have to save up their money for ammo, repairs and upgrades. As they had to exploit any money making opportunities.

Upgrades will be available slowly as it was slowly introduced in the game.

I am also working on the MS-sheet so that each could have a modified version of their MS (Intended for the mercenaries)

The factions usually use standard military types MS or WS and according to their missions profile and their rank the modifications are made. Weapons load out as well is dictated by circumstances, mission and ranks.

More of the technical stuff will follow as I will post more clearly I just wanted to get these ideas off my head, hehehe

THE BATTLES:

Well I Think I am going to create for each factions a separate campaign threads and I don't think it is a good idea to have a Player Vs Player type as I know in the past that THIS IS USSUALLY THE ONES THAT CAUSED THE MESS. People will go to OOC , and bla bla bla and starts fighting. Yeah sorry for the rant cause I remember the past of rp ing and people does fight like that.

So the fight is with the NPC characters that I created within a storyline as each of decision will decide what they will come up next. Each action has their own consequences.

Will you be the traitor that disobeys a direct order to nuke a colony? Or will you be the hero that follows order to the letter without question?

THE ROLEPLAY:

As I need to remind all as we the person behind the character could go take a peek at the other threads and read the other people post but still your character only knows what that character have seen or experiences.
As characters thoughts could be posted on the thread but the other person that is on that thread is unable to know that.

This is used to post thoughts for character

Member List:

- Maria Peacecraft
- Archdemon Kaiden
- Aona
- XiKeiyaZi
- x_el_chingon

Banned list :

- none

LAST NOTES:

Well as good as it may sound I need More Crew on this, and I also could use a help on the matters of the technical on MS and Battleship that is used in the role-play.

My hope is that I could put this role-play as soon as possible. But I can't do it without the help of the good people here in the guilds.

So please Join up and help me get this running.

Thank you and I hope that you enjoy the role-play realm that I am trying to create.

CREDITS Where Credits are due:

- God
- My parents
- Lady Une For the invite and giving me a shot at this.
- Biohazzard my dutch friend for the help on the chara sheets
- Guinch my french panda friend for the help on the warship stations.
- Daniel Geraint Henwood a british gentleman for his contribution on the battleship stats.
- Archdemon kaiden for the first one that attempted.
- The rest of the members for giving it a good try.
PostPosted: Fri Dec 15, 2006 6:26 pm


Before sitting down to actually role-play, players will have to
imagine then create their own characters to play.
The characters can be almost any type of person that fits the
background of the campaign that is being played. . Whether or not
that person is a news reporter, genius engineer, Military captain
or a popular fighter pilot.
The process outlined in the following pages assumes the creation of
characters that are somewhat above the average people in the general
populous due to the rather

the characters which you create are going to be the conduit trough
which you, the players interact with the game world.
They will be the heroes of the story that will be told trough playing
the game.
The characters can be pure or flawed and their motivations may
differ, but it doesn’t matter as long as they are interesting to
control and watch.
And remember all characters can grow further trough experience adding
new abilities and contacts as they progress in their lives.

An important thing to remember is that there is no right or wrong way
to do things, as long as the point-spending rules are respected.
The player is in complete charge of the design decisions - no one is
forced to purchase a certain Skill, unless they are required to for
a campaign they wish to play.
For example, if you want your character to be part of a Mobile
Suit squadron you obviously will need a piloting skill so that
your character can actually fly one!
Not sure which skill to chose for your character’s occupation?
No worries! We provide starter kit character sheets which list the
basic necessary skill for each popular occupation there is in the
campaign.



The character sheet

as mentioned before, important information about characters
portrayed either by the players or even those by the game masters is
recorded on character sheets.
These record each character’s abilities, possessions and vital
statistics.
Such as, Name, height, weight, character history or background,
what skills the character posses, his or her attributes etc.
Trust me; you wouldn’t want to start playing your character by
simply memorizing his stats!

The Gundam : Nightmare provides a blank character sheet template which you
can use
to write down the statistic you will create for your character in an
easy to read layout.
Additionally, character sheet templates for the various popular
occupations a character can chose to have in the world of "Gundam Wing: Nightmare" provided.
These occupational templates already have the required skills
listed so you’re not left out in the dark thinking you might miss
something in order to successfully perform your desired occupation.
Off course, the more exotic and less common character types and
occupations can always be custom created by you, the player.
As previously mentioned; you aren’t restricted in what type of
character you decide to create.
As long as he or she fits in the gaming universe.

A good step to perform before actually starting to read ahead to
create the necessary statistics is simply sat down and imagine your
character.
Is it a he or a she? (You need not play a character of your own
gender)
Is he tall and muscular or lean and intellectual?
What’s his occupation going to be?

If you are new and inexperienced in creating a character for
role-playing and have a hard time imagining him or her, try asking
yourself the following questions, it may help!


* What is the character’s gender

* what is the character’s physical appearance

* Does the character have a distinctive physical trait?

* Describe the psyhocological traits of the character

* Does the character have any good habits?

* Does the character have any bad habits?

* How old is the character?

* Where is the character from?

* What was the character’s family like?

* What relationship did the character have with his family?

* Does the character have any current personal relationships?

* What is the character’s occupation?

* What is the character’s lifestyle like?

* Why does the character do what he does?

* If a military type, what is the character’s rank?

* Which organization(s) does the character belong to?

* What are the character’s personal goals?

* Does the character have any secrets?

* Who are the character’s friends and rivals?

* What are the character’s name and / or nickname?

Character attributes: What and how?

The basic abilities, knowledge and weaknesses of a character are
defined by their attributes.
These largely represent the characteristics a character was born with
or acquired in their formative years.
These range from physical attributes, such as agility and fitness,
to mental proficiencies such as willpower and knowledge.
The ten basic attributes represent a character’s natural
proficiencies and potential.
A character with high fitness will tend to be a better athlete; one
with high influence will gravitate to leadership positions and so on.

Attributes can be improved trough hard work, but it is very tough
and time-consuming.
They can be lowered but usually this is the result of awful wounds or
advanced age that will likely retire the character from an active
adventuring life.
Attributes, unlike skills and other abilities, thus vary little
throughout much of a campaign



Attributes continued: Descriptions


The following texts describe the ten basic Attributes and their use in
the game.
Along with each description, a table giving a real world equivalent
for different ratings is listed.
Attribute levels are based on an average human person in their young
adulthood, some creatures or aliens may have much more widely
dispersed attribute ranges.

The human average range is -3 to +3, with build being the sole
exception.




Agility (AGI)


Agility is the character’s hand-eye coordination, nimbleness and
reflexes.
This attribute is best suited to action-oriented characters such as
pilots , bodyguards and
pickpockets all of which are likely to have high agility ratings



AGI Rating Equivalent
3 Olympic gymnast
2 Agile
1 Well-coordinated
0 Average person
-1 Awkward
-2 Clumsy
-3 Suffers from a crippling disease


Appearance (APP)


Appearance rates the physical attractiveness of the character .
This can modify how people react to him: many heroic characters have
a high appearance
rating in order to impress those they come in contact with.

Note that appearance applies solely between members of the same race



APP Rating Equivalent
3 World-Class models
2 Beautiful
1 Attractive , Cute
0 Average person
-1 Plain
-2 Homely
-3 Physically revolting


Build (BLD)


Build is a rating of the character’s size and body frame .
It does not represent the character’s physical might - that’s what
the strength secondary attribute is for - but the actual body size
and mass.
This is most apparent in the archetypal couch potato who is very
large (high build) , but can barely lift the remote to change the
channel



BLD Rating Equivalent
5 180-249,9 Kg
4 140-179,9 Kg
3 115-139,9 Kg
2 95-114,9 Kg
1 80-94,9 Kg
0 70-79,9 Kg
-1 60-69,9 Kg
-2 50-59,9 Kg
-3 40-49,9 Kg
-4 25-39,9 Kg
-5 10-24,9 Kg


Creativity (CRE)


Creativity is a measure of the character’s ability to use his mind in
innovative ways .
It is also a measure of the character’s ability to think on his feet.
This attribute is useful for most characters who are likely to be
thrust into unfamiliar situations and for leaders who have to make
many decisions while on the run




CRE Rating Equivalent
3 Great artists and tacticians
2 Bright
1 Witty
0 Average person
-1 Slow
-2 Dumb
-3 Mentally disabled


Fitness (FIT)


Fitness rates the character’s general flexibility, cardiovascular
endurance, resistance to effort and overall muscle tone.
While build measures raw size, fitness measures how well maintained
the character’s body is.
Illness can temporarily reduce this attribute , as can other
hardships ( such as a substandard air supply and starvation )




FIT Rating Equivalent
3 Olympic athlete
2 Professional athlete
1 Collage jock
0 Average person
-1 Out of shape
-2 Shrimp
-3 Gets winded after a few steps


Influence (INF)


Influence measures the character’s charm , wit and per suaveness .
A huge influence rating is a must for any charismatic leader .it is
also useful for those who desire to spend lots of time in corporate
or social settings , or characters who need to get past security in
more subtle ways




INF Rating Equivalent
3 Charismatic leader or pro con artist
2 Believable
1 Likable
0 Average person
-1 Timid
-2 Annoying
-3 Either obnoxious or socially inept


Knowledge (KNO)


Knowledge is the character’s ability to learn and recall information
and also takes into account the number of years of education the
character has successfully completed .
Scientists hand "brainiest" characters typically have high knowledge
ratings



KNO Rating Equivalent
3 Eminent scholar
2 Well-educated
1 Knowledgeable
0 Average person
-1 doesn’t read much
-2 Poor education
-3 Learning disability, or just dense


Perception (PER)


Perception is a measure of the character’s attentiveness to detail
and overall alertness.
It is crucial for action heroes, since the enemy who cannot be seen
cannot be dealt with.
Perception is especially important for scouts and investigators who
need to pay attention to obscure details and find things hidden from
view



PER Rating Equivalent
3 Amazingly sharp senses
2 Quick
1 Fast
0 Average person
-1 Slow
-2 Absent-minded
-3 Unaware of his surroundings


Psyche (PSY)


Psyche is an abstract measure of the character’s karma, happiness,
sensitivity and love of life.

It also reflects the empathy of the character and how "in tune” he
is with his or her own emotions and those of others, as well as his
or her innate luck.
Psyche is an abstract concept which is best reflected by extremes;
someone with a low psyche seems to have a black cloud over his head
all the time and people will intuitively avoid him.
A person with a high psyche is empathic towards the feelings of
others and tends to be easily trusted.



PSY Rating Equivalent
3 Unusually spry and sane
2 Very happy
1 Happy
0 Average person
-1 Unhappy
-2 Troubled
-3 Unstable


Willpower (WIL)


Willpower is a rating of the character’s self-discipline ,
determination and pain threshold .
Unlike psyche, willpower does not imply a love of life; it does
however reflect the character’s ability to deny death using sheer
strength of will.
Headstrong and arrogant characters are good candidates for a high
WIL, as are shock troopers who want to be able to take a bullet.

WIL Rating Equivalent

3 Can endure weeks of torture without cracking
2 Strong willed
1 Willful
0 Average person
-1 Easily swayed
-2 Weak resolve
-3 Cannot stay on a diet longer then five minutes


Picking attributes


Now that you know which attributes you can assign to your character
and what they mean it’s time to start creating your character .
Players purchase attributes to flesh out the rough mental image of
their character.

A pool of 30 character points (Cps) are now available to purchase
attributes.

The cost in Cps of an attribute rating is listed in the attribute
costs table.
Purchasing very low stats “gives back “some Cps.
A rating must be purchased in all ten attributes.
None are truly more important then the others and all have their
usefulness.
If any Cps is left over, each point becomes one emergency die (
more on those later) or a skill point at the player’s choice.

Please have your character sheet template ready to note the purchased
attributes and skills that you desire.
Whilst not needed, a calculator might be handy to speed things up.



Attribute rating Character Point cost
3 16
2 9
1 4
0 1
-1 0
-2 +1 *
-3 +4 *

* These values are added to available Cps instead of being
subtracted


Skill levels


Players should now choose skills for their characters with their
stock of Skill Points .

Pools of 50 skill points (Sps) are now available to purchase skills
and character
perks & flaws.

The skill costs tables below list the skill point costs for both
level and complexity.
Starting skill levels and Cpx are generally low, but can be improved
trough experience.




Skill level Cost
1 1
2 4
3 9
4 16
5 25
6 36
7 49
8 64
9 81
10 100
Specialization (each) 5

Skill Level Comparisons: Know what you buy!
SKILL LVL ABILITY DESCRIPTION
0 Untrained Little or no skill
1 Rookie Basic training
2 Qualified Minimum level for self proficiency
3 Professional
4 Veteran Seasoned professional
5 Elite
6 + Legendary The very best of the best


Skill complexity


Complexity was first explained earlier and represents the breadth of
knowledge .
All skills begin with a free complexity of 1.
Additional levels of Cpx can be purchased at a cost in skill points,
for this refers to the skill complexity cost table.
A higher complexity allows the character to use higher technology or
more versatile tools with his skill and also provides him with
additional breadth of knowledge that will make completing a task
easier.
Complexity is noted as a second number behind your skill level on
your character sheet

unless specifically noted in their description, all attributes and
skill tests equipment and weapons are complexity 1 when purchased!



Skill complexity Cost
1 Free
2 4
3 9
4 16
5 25

Skill Complexity Comparisons: Know what you buy!
SKILL CPX* TRAINING DESCRIPTION
1 Basic Self-taught or basic training
2 Trained Full Training
3 Advanced courses
4 Expert Wide field of knowledge
5 Legendary Renowned expert


Skill specialization


A character may obtain a skill specialization at a cost of 5 skill
points .
This gives the character a +1 modifier to his skill test totals under
certain conditions.
For example, a soldier could have a small arms specialization in "
rifles” and thus add one to every roll made while using a rifle.
A scientist could have a physical sciences speculation in nuclear
physicals and gain the +1 whenever a relevant test is called for.
The skills section later in this chapter includes suggested
specializations, but the game master and players can add ore should
they wish.

A character may purchase multiple different specializations in the
same skill, but no more then one specialization (i.e. +1 bonus,
maximum) can be applied on a single die roll.
Players may be tempted to focus their characters at excelling in a
few skills by purchasing specializations and high levels in three or
four skills.
Quite often, the advantages of this are more then offset by the
inflexibility of the character, which will surface whenever the
game master thrusts him into unfamiliar situations.

On record sheets specializations are usually noted either as a
footnote to the skill entry or right after it, in parenthesis.


Skill list


In order to make future character creation easier, only the skills '
names are listed in the table listed below.
Whilst the skills listed are written down very descriptive and their
applicable usage to your character easy to understand you may still
find the full description of each skill and their specific usage in
higher levels in the reference section find at the end of the
character creation tutorial .

Some skills are noted with a (specific) after their name.
These skills cover a wide field of related abilities that rely on
the same basic knowledge.
When buying one such skill, a specific field of expertise must be
specified, but the character can also use the skill for situations
that fall under the general header, albeit with a penalty.
It is possible to buy multiple instances of a skill to cover multiple
fields if desired to negate negative effects of a penalty.

We take an easy to use example such as a scientist.
A scientist with multiple doctorates could have natural sciences
(physical) and natural sciences (earth), to avoid taking a penalty
and boost them to high levels.



Hey, where’s skill “X "?


A number of skills were folded together in this revision
many of them, such as acrobatics and first aid are now expressed as
an additional complexity of another skill.
If converting from an old character, take the folded skill’s level
and apply it as a free bonus to the Cpx of the new skill.
Skills that are not used often in a typical action game, such as the
various arts - and science related skills, were likewise merged
together to free up points and allow well-rounded characters that are
useful outside the lab or workshop.




[Animal handling] [Archery] [Athletics]
[Business] [Combat sense] [Craft (specific)]
[Defense] [Demolition /traps] [Disguise]
[Etiquette (specific)] [Forgery (specific)] [Gambling]
[Gunnery (specific)] [Hand-to-hand] [Heavy weapons]
[Information warfare] [Interrogation] [Investigation]
[Language (specific)] [Leadership] [Medicine]
[Melee (specific)] [Natural sciences] [Navigation (specific)]
[Negotiation] [Notice ] [Personal vehicle]
[Performance] [art] [Pilot (specific)] [Riding]
[Seduction] [Sleight-of-hand] [Small arms]
[Social (specific)] [Stealth] [Streetwise]
[Survival] [Teaching] [Technical sciences]
[Tinker] [Throwing] [Trivia / lore (specific)]
[Visual art (specific)] [Zero-G]

Maria_Peacecraft


Maria_Peacecraft

PostPosted: Fri Dec 15, 2006 6:31 pm


Secondary Attributes


Secondary attributes are labeled that way because they are not
selected like the basic attributes, but are derived on the later and
in some cases, skill levels; which is exactly why we will be
discussing secondary attributes now.
They represent facets of the character’s physical and metal
abilities.
Unlike the basic attributes, the secondary attributes can and do
vary over the course of the game to reflect additional skills
gained, or injuries suffered.

The character’s secondary traits, wound thresholds and system shock
are calculated using the formula’s listed in the table below.
Although the formulas appear involved, most of them are simply an
averaging of two or three attributes.
Some traits have minimum values, meaning this is the lowest value
they can have regardless of attributes and skills.

The following texts describe the five secondary attributes and their
use in the game.
Along with each description, a table giving a real world equivalent
for different ratings is listed.
Attribute levels are based on an average human person in their young
adulthood; some creatures or aliens will have more widely dispersed
secondary attributes ranges.




Attribute Formula
Strength (STR) BLD+FIT /2 ,round towards 0
Health (HEA) FIT+PSY+WIL /3 , round towards 0
Stamina (STA) 5xBLD+HEA+25, minimum 1
Unarmed damage (UD) 3+STR+BLD+Hand2Hand skill level
Armed damage (AD) 3+STR_BLD+Melee skill level
Flesh wound threshold Stamina/2, round up
Deep wound threshold Stamina
Instant death threshold Stamina x2
System shock 5+HEA , minimum 1


Strength (STR)


Strength is a measure of a character’s raw physical power and brute
strength ; it is a zero-average rating .
Strength is the average of build and fitness, rounded towards zero.
Cross-indexing with the build mass table shows the maximum weight
that can be dead lifted and carried a few paces – the lowest weight
value in the corresponding entry is used.

Thus a character with+2 strength can heft around 95 kG and stagger
for a few steps before running into difficulty.
A mass equal to half the deadlift capacity can be held above the head
and a mass double the deadlift capacity can be dragged along.



STR Rating Equivalent
3 Weightlifter
2 Professional wrestler
1 Collage jock
0 Average person
-1 Out of shape
-2 Shrimp
-3 Weakling

Tip: Strength


Characters may attempt to push their strength beyond its normal
limits.
This lasts only for the duration of the STR test.
Strength can be pushed by up to +2 for characters with STR 0 or
higher and by +1 for characters with STR below 0.

Characters risk physical injury when doing this; make a health
attribute test vs. a threshold of 4 for an additional +1 strength, or
a threshold of 6 for +2.
Failing this roll results in a light wound for the character (Torn
ligaments, strains, back pain, etc); Fumbling it will result in
a deep wound (slipped disk, ripped muscle, etc.)

Characters may push their strength as often as they like, but each
additional push per day (before a full night of sleep) incurs
additional risk of injury; add +2 (Cumulative) to the base
threshold.





Health (HEA)


Health rates a character’s resistance to illness, toxins and
physiological shock; it is a zero-average rating.
Health is the average of Fitness, Psyche and willpower, rounded to
the nearest whole number.
People who never seem to get sick and those who can drink large
quantities of alcoholic beverages have a high HEA rating.



HEA Rating Equivalent
3 Never gets a cold
2 Great health
1 Good health
0 Average person
-1 Weak health
-2 Poor health
-3 Perpetually ill


Stamina (STA)


Stamina is a rating of how much sheer physical punishment a
character’s body can tolerate .
Unlike many other attributes, stamina is not a zero average rating;
it is equal to five times the total of build and health, plus 25.
No character may have a stamina lower then 1 (if lower round up to
one)
while a high stamina will decrease the chances of injury; it is
still quite easy for a character to be wounded by gunfire or other
deadly weapons.
Stamina will be used to work out the wound thresholds, which determine
when and if a character gets hurt.




STA Rating Equivalent
10 Frail old grandmother , child
15 Young teenager
20 Weak adult
25 Average individual
30 Fitness enthusiast
40 Professional athlete
50 Professional boxer


Unarmed damage (UD)


Unarmed damage is the damage multiplier of any unarmed (hand-to-hand
skill) attacks performed by the character .
It is not a zero-average rating;
unarmed damage is equal to three plus the total of hand-to-hand skill
level, strength and build.

The minimum unarmed damage rating is 1.
This damage is on the personal scale , not the vehicle scale.
The damage multiplier is a reflection of both how much force a
character can put behind a punch and how well the character can place
a blow .


UD Rating Equivalent
1 Small child
3 Average adult
5 Brawler
8 Martial artist


Armed damage (UD)

Armed damage is the base damage multiplier of any of the character’s
armed attacks
( Melee skill ) It is not a zero-average rating ; armed damage is
equal to three plus the total of melee skill level .
Strength and build.
The minimum armed damage rating is 1.
The multiplier of a melee weapon is equal to the character’s armed
damage rating and the weapons own base DM
this damage is on the personal scale, not the vehicle scale - they
have their own UD ratings and are listed on their sheets.

AD Rating Equivalent
1 Small child
3 Average adult
5 Street thug
8 skilled swordsman

Notes: Damage multipliers

most game rules include provision on injuries and damage and
Gundam Wing : Nightmare is no different in that aspect.
In order to speed up game play and avoid multiple dice rolls for
hitting, damaging and guarding against damage, all this is done in
one fell swoop.

The margin of success of a hit is multiplied by the damage multiplier
of the attack to yield the total damage; armor and other protections
will be factored into the stamina ratings, which are used to
determine wounds.
Speed of resolution, always!
PostPosted: Fri Dec 15, 2006 6:39 pm


Concept of perks and flaws


In order to keep the dice rolling and the bookkeeping to a minimum,
the system uses a

fairly small range of numbers to describe the basic capabilities and
skills of the

individual
this can lead to characters that are fairly similar, especially if
they are in the same

general line of work.
To help create unique characters with their own capabilities,
character perks and flaws are

used to provide additional details.
First and foremost, this step is completely optional but is
recommended if you feel like

creating a unique individual.

Each perk costs a certain amount of Skill Points (SPs) and each
flag "gives back" a certain

number of SPs .
These are the same Skill Points that are e given to purchase skills,
so a character with

more flaws then perks can gain additional skills or skill levels,
whilst a character with

perks will start with fewer skills.
Perks and flaws can be acquired later on during the game as well

Keep in mind that players who wish to play with a race different then
human , have mandatory

perks and flaws related to their the unique abilities of the race he
or she chooses .
These mandatory perks and flaws are listed as a note on your
character sheet and should be

applied, since these mandatory perks and flaws are 4 in total you
don’t have the liberty to

choose your own set of additional perks and flaws.

There is a maximum number of perks and flaws you are able to select
for your character

during initial generation in order to prevent excess usages.
You may only assign a maximum of 2 perks and 2 flaws to your
character.
Additionally there is another criterion that needs to be met when you
chose to incorporate

perks and flaws and that is that whatever you chose has to fit within
the character concept

, in other words; his or her background history.

In order to make future character creation easier, only the perks
and flaws names and their

respective costs are listed in the table below.
Full descriptions can be found in the reference section.



PERKS COST

Acute senses (specific) 1
Hearing 1
Sight 1
Smell / taste 2 each
Ambidextrous 1
Animal Companion 1-8 depending on usefulness
Animal kinship 1
Authority 3
Common sense 4
Connections
-Allies
-Contacts 1 , with the modifiers below
Between 3 and 7 per ally depending on quality
Between 1 and 5 per contact depending on quality
Fake identity 3 per fake identity
Famous Between 1 (local actor) and 7 ( world famous)
Financial Debts of honor Point cost
20.000 Solar key favor 1
50.000 Solar Multiple favors 2
75.000 Solar Major boon 3
1.5Million Solar Multiple boons 4
5 Credits + Life boon 5
Immunity (specific) 1
Influence 2-6 depending on scope & power
Intuition 4
Light sleeper 5
Connectivity 3
Lucky 10
Machine-touch 5
Perfect pitch 5
Photographic memory 2 per rating , up to +3
Property 1 to 9 , depending on property
Quick learner 2
Radiation resistance 2
Rank Military Civilian
Enlisted/Member 2 0-2
Junior NCO/Veteran member 4 2-4
Senior NCO/Assistant-director 8 6-8
Senior Officer/Director 12 10-12
Sense of direction 2 for 2D , 5 for 3D
Sense of time 2
Strong immune system 3
Social stigma -1 to -3 depending on severity
Subordinate 1 per subordinate , 5 Caps or SPs
Thick-Skinned 5
Wealthy 3 points per rating (1 pt , if non-renewable)


FLAWS COST

Addiction or dependence -3
Age -4 (young) -2 (old)
Amnesiac -4
Animal antipathy -5
Bad luck -5
Beliefs -1 to -3 depending on nature of belief
Bloodlust -4
Code of honor -1 to -4 depending on depth of code
Criminal background -1 to -2 depending on severity
Debt Same as perk , but - instead of +
Dedicated -1 to -3 depending on demands and duties
Destitute -2
Flashbacks -2
Goal -3
Heavy sleeper -2
Infamous -1 to -4 depending on severity
Insomniac -1
Lame -6 if permanent , -2 if removable
Liar -1 , -5 if myth maniac
Mechanical inaptitude -5
Motion sickness -1 per rating
Nemesis -1 per nemesis `10 CPs or SPs
Obligation -1 to -3 , depending on severity and frequency
One-armed -2 , -5 if permanent
Paranoid -3
Phobia -2 for mild phobia , -4 for severe phobia
Poor senses ( specific )
Hearing -1
Sight -1
Smell/Taste -1
Blind/Deaf -1
-2 each to -8 if permanent
Quirk -1 per quirk (max -2)
Radiation vulnerability -2
Secret -2 to -3 depending on gravity
Sick -1 to -7 depending on gravity
Slow healing -4
Slow learner -2
Split personality -7
Thin-skinned -4
Wanted -1 to -5 depending on severity
Weak Immune system -3

FINISHED !

Congratulations! You have completed the character generation
process.
Now that you’re done, rename the character sheet template to your
characters name so it can

be easily distinguished and post it here so that the Game Mistress ((Me)) Can checked your chara sheet for final inspection

If there is a problem or difficulties then don't be affraid to ask me about it.

Maria_Peacecraft


Maria_Peacecraft

PostPosted: Fri Dec 15, 2006 6:49 pm


This section covers the available perks in greater detail and can be
used if you feel unsure about using a certain perk without knowing
its exact meaning and purpose in the game.
This reference sheet will list cost details and descriptions.


Accelerated healing
Thanks to some natural vigor; the character heals faster then other
people.
The GM uses the normal healing rules, but the character needs only
three-quarters of the required time.
Accelerated healing has no downside.

Acute senses (specific)
Hearing: The character has excellent hearing and tends to notice
faint or high-pitched sounds more readily then other people.

He or she gets a +1 modifier for Notice checks based on hearing.
The downside is that sudden loud noises like say, a nearby explosion
can momentarily deafen a character.

Sight: The character has sharp eyes and tends to notice faraway or
small items more readily then other people.
He or she gets a +1 modifier for Notice checks based on vision.
The downside is that sudden bright lights such as for example,
stepping out of a dim area into direct sunlight can momentarily blind
a character.

Smell / Taste: The character has a sharp nose or palate and can
readily identify odors and tastes.
He or she gets a +1 modifier for Notice checks based on smell or
taste.


Ambidextrous
the character can use either hand for tasks requiring manual
dexterity without the "Using off hand" penalty some weapons or
equipment might imply.
Though he may not attack twice per action.
Ambidextrous has no downside.

Animal companion
the character has a faithful pet, or companion.
This animal is both well trained and emotionally bonded to the
character, meaning it will stay by his side other ten perhaps the
occasional romp trough the neighborhood.
The downside of an animal companion is responsibility: pets must be
fed, walked and housed.
Cost depends on the animal’s size.
1 for a small pet like a ferret, 2 for a medium one like a dog, 4
for a large one like a bear and intelligence... 1 if untrainable , 2
if capable of obeying basic commands , 4 if trained and
intelligent .

Animal kinship
the character has a "touch" with animals.
Domesticated animals will respond well to training and instructions,
granting the character a +1 to all animal handling or riding skill
tests.
Wild animals are less likely to attack the character and may respond
to some basic commands once the character makes a basic connection
with the beast.

Specific details are off course always left to the GM


Authority
the character represents the authorities.
He could be a policeman, a secret agent, a military police agent,
etc.
The effect of this perk depends largely on the circumstances for
example; policemen have no extra authority outside of their
jurisdiction.
The potential downside to authority is responsibility : the character
will likely be subject to a code of conduct , have to report for duty
or follow orders

Common sense
The character always considers the outcomes of his actions first .

The game master gives the player a warning when the character is about
to do something foolish, even if there is no indication of danger.
Sort of like a little helpful voice.
The GM does not have to give any details, common sense has no
downside.


Connections
the character has one or more useful connections.
These can be close allies who would be willing to help the character
no matter what, or more casual acquaintances that are especially
useful.
This perk does not cover casual, personal relationships such as a
lover and friends unless they are particularly useful or dedicated.

Allies are connections who are willing and able to help the
character, even in dire circumstances, without asking for much in
return... usually at least not immedeatly.

Contacts are connections that will not necessarily go out of their
way to help the character without promise of recompense.
They generally provide useful information or equipment, but will not
come to the rescue at their own risk.

The potential downside of connections is reciprocity.
Contacts will expect either to be paid in cash or by being owed
favors.
Allies are less demanding, but are likely to call for help when they
need it.
Turning down an allies call for help is a sure way to lose that
ally.

Fake identity
the character has more then one identity.
He has a complete, fully -detailed life on the side, with separate
dwelling, job and identification papers.

People attempting to track the cover identity back to the character
will find it very difficult to do.
The potential downside of fake identity is maintenance.
The character needs to spend time and money keeping his alter ego
current, doing such things as making bank transactions, subscribing
to newspapers or even making appearances as that person.


Famous
the character is famous.
He can be a well-known artist, renowned military expert or a
political figure.
In certain situations, famous will work for the character... people
will readily help him or provide access to restricted areas.
Fame’s potential downside is lack of anonymity.
The character may be recognized wherever he goes.
In gaming effects this results in Notice vs. 8 - cost of perk, and may
be watched by the press and other interested parties depending on the
level of fame .
This can make subtlety or stealth very difficult.


Favor
someone important or a powerful group owes the character one or more
favors.
This debt is real and known by both the characters and the indebted
party and is likely to be honored, all things being equal.
The character may call in this debt when convent, although story
elements may limit his opportunity to do so.
The downside of a favor is resentment: if the character is not
careful, the indebted party may feel he is being taken advantage of.

Financial debts of honor Point cost
20,000 dollar Key favor 1
50,000 dollar Multiple favors 2
75,000 dollar Major boon 3
1.5K dollar Multiple boons 4
5K dollar + life boon 5


Immunity
The character is immune to one , and only one, specific drug , poison
or disease that shows up in the game’s setting .
This perk can be acquired: it is possible to build immunity to
toxins or diseases.
Immunity only has a downside if it is a beneficial drug the character
is immune to.

Influence
The character is either a recognized authority or carries significant
prestige in a certain social, political or professional sphere.
Although this is not a guarantee that the character will get his way
all the time, his opinion will be listened to.
In game terms, +1 to INF tests for each 2 points of this perk.
Typical areas of influence include: a city, military, media and
government.
Influence’s downsides notoriety: others in the same field may seek
the character out or target him.

Intuition
The character gets uncanny hunches and bursts of inspiration, and
the game master can allow the player to make CRE rolls whenever he
thinks the character might get one, even if there are no obvious
clues present.
Fumbled CRE rolls for intuition result in extremely poor guesses,
and are intuition’s only downside.

Light sleeper
the character sleeps lightly and awakens at the slightest noise.
He cannot be surprised when sleeping and always gets a normal defense
roll.
Light sleeper has no downside, other then that it may be difficult
to get a good night’s sleep in a noisy environment.

Longevity
The character’s lifespan is longer then that of a normal person’s -
past mid-life, he or she will always look and feel like someone half
his age.
Longevity’s only downside is the envy of others and outliving friends
and loved-ones

Lucky
The character is exceptionally lucky.
Once per session, the player may elect to re roll a fumble.
Alternatively , he or she can choose to switch the modifier of a
single die roll once per session , after the test has been made - for
example , turning a -3 into a +3 .

Machine touch
the character is exceptionally good with machines and has an uncanny
understanding of their workings,
any task to repair machinery and devices is considered to be a
complexity of 1, regardless of the device.

Perfect pitch
the character always knows if something is in tune and gains a +1
bonus to any musical or sound-related task.

Photographic memory
the character has an excellent memory.
Whenever a knowledge roll is made to recall crucial information
previously seen, heard or read, the rating of the perk is added to
the dice roll.
The downside is that traumatic events can also be recalled: a
character with the flashback flaw will have a threshold of 5 instead
of 4.

Property
The character owns a substantial and useful piece of property.
This could include a one-of-a-kind weapon, a nightclub, a ship, or
a mansion.
This perk should only be used for key story props and settings.
The owner of a fabulous mansion should have this perk, but a regular
pilot with crappy wages shouldn’t need it.
The downside of property is upkeep: ships, dwellings and clubs must
be maintained and staffed, and items can be stolen or confiscated.

1 or 2 point objects are small items: a leading-edge-high-powered
computer for a hacker or a tricked-out Equipment POD for MS pilots.
Higher costs are for bigger items : 3 (small vehicle) to 6 (nightclub
etc,) all the way to 9 (large estate)

Quick learner
The character learns quite rapidly and can gain extra benefit from
tutors who try and import their knowledge upon them .
Quick learners subtract one from the number of sessions of tutelage
required to learn a skill from a tutor.
Those teaching a quick learner also get a 1 bonus to their teaching
skill test to reduce the XP cost of a skill increase.
Quick learner has no downside.

Radiation resistance
the character is exceptionally resistant to radiation poisoning.
When making health tests for status, he or she gets a +1 modifier to
the dice roll.

Rank
The character is a recognized member of a powerful military or
civilian organization
this station will give him authority in certain circles as well as
access to resources, contacts and equipment.

Military Rank Indicated membership in an organized military with
authority from a nation.

Civilian Rank indicated membership in an organized and powerful non-
military organization, such as a powerful company, a government
department or an organized crime family.
Civilian rank is categorized according to generic stations and should
be purchased only if membership confers a real benefit.
Note that military rank has a fixed cost, but civilian is provided
with a cost range depending on the power and influence of the group.

The potential downside of rank is responsibility.
Members of the military or other powerful groups have to follow codes
of conduct, abide by regulations and follow orders from superiors.

Rank Military Civilian
Enlisted/Member 2 0-2
Junior NCO/Veteran member 4 2-4
Senior NCO/Assistant-director 8 6-8
Senior Officer/Director 12 10-12


Sense of direction
The character seems to have a compass in his head .
He always knows where he is located and never seems to get lost.

In space, characters with the 3D sense of direction can always
figure their orientation in relation to a spacecraft, station or
nearest celestial body.
Sense of direction has no downside.


Sense of time
the character always knows what time it is and always know how much
time has passed from any one event to another.
This could be especially useful in countering certain types of
torture methods.

Strong immune system
Characters with a strong immune system are especially resistant to
diseases and the effects of drugs.
These characters get a +1 to health tests made against the contagion
and virulence of diseases, as well as the potency of a drug or
toxin.
A strong immune system has no inherent downside other then the fact
that the character will also resist a beneficial drug, such as
analgesics.

Thick skinned
the character has a high pain threshold, allowing him or her to
resist injuries that would put lesser people out of commission.
Thick-skinned characters add five points to their stamina and
recalculate their damage thresholds accordingly.
Thick-skinned has no downside.

Wealthy
the character has money .Lots of it.
Exactly how much depends on the characteristic’s rating.
The rating is multiplied by 10,000 to know how many solars the
character can get within the hour, provided he or she is within
communication range of a financial institution.
Each use of wealth temporarily reduces the rating by one full week,
and further uses will continue to reduce the rating and "reset the
clock" for recuperating wealth.

For example, a character with level 3 wealth draws 30,000 sollar on
Monday, so his wealth is reduced to 2.
The next Thursday he withdraws another 20,000 sollar (his new
maximum)
this means his wealth is considered 1 until the following Thursday,
when it climbs to 2.
It will return to level 3 the Thursday after that.
Optionally, characters can have non-renewable wealth that indicates
a fixed amount of cash that isn’t making money for itself.
The wealth reduction from spending in this case is permanent.

The potential downside of wealth is responsibility.
The wealthy must maintain their fortunes, taking at least some
interest in their holdings.
Tax audits and lawsuits may also be targeted at wealthy characters.
PostPosted: Fri Dec 15, 2006 6:56 pm


SAMPLE CHARACTER SHEET :

KNO 1 CRE 1 PER 1 are required as minimum

_________________________
[-CHARACTER INFORMATION-]
-------------------------

Name : Belial
Last Name : Celestial
Call sign : Voice
Age : 18
Lineage : human
Height: 170 cm
Weight: 70

Physical description : Long red hair , blue eyes , beautiful face

Character background / history : raised in a perfect loving family
got enough attention and doing well in school , sports and education
all well rounded up.


Organization: Govt/military
Rank: SOLDIER

Job: UDF MARINE
Current Posting: Training Facility

Motivation: Making the world a better place to be


______________
[-ATTRIBUTES-]
--------------

AGI: 1 APP: 2
BLD: 0 CRE: 0
FIT: 1 INF: 0
KNO: 1 PER: 1
PSY: 0 WIL: 0


____________________
[-SECONDARY TRAITS-]
--------------------

STR: 0 HEA: 0
STA: 25 UD:5
AD:3


__________
[-SKILLS-]
----------

Name LVL Cpx

Ground warfare 2 2
hand to hand 2 2
Technical sciences (Computer) 2 2
Technical sciences (Communications) 2 2
Etiquette (military) 2 1
Leadership 2 1
Zero-G 1 1
Medicine (First aid) 1 1
Combat sense 1 1
*small arms 2 1
*heavy arms 2 1
*Sniper Riffle 2 1
_________________
[-PERKS / FLAWS-]
-----------------
Intuition (perk) cost 4
Quick Learner (perk) cost 2
Goal (flaw) cost -2


___________
[-WEAPONS-]
-----------

Name ACC DAM RANGE AMMO ROF

PD8 ( Semi Auto pistol ) 0 x15 60 12 1

__________________
[-PERSONAL ITEMS-]
------------------

Space suit + Helmet
Communications Technical Manuals (Hard Copy)
Laptop Computer (with Tech Manuals saved on it)
H&K PD8 Semi-Automatic Pistol
2 Work Uniforms
2 Mess Uniforms
1 Dress Uniform

CSW (Combat Survival Waistcoat) with:
-Rescue Radio/Emergency Locator Beacon (Encrypted)
-Handheld GPS (Global Positioning System)
-Small packet of water (1 pint)
-2 Signal Flares
-Pocket Flashlight
-Compass
-Combat/Survival Knife

First Aid Kit with:
-Healing Salve
-Dressing
-Bandages
-Painkillers
-Needles, Razor blades & wire
-First Aid Booklet
-Flotation Vest (UN Navy pilots)

PID (Personal Interface Card) starting with: 6000 dollar

___________________
[-PHYSICAL STATUS-]
-------------------

Flesh Wound : 13
Deep Wound : 25
Instant Death : 50
system shock : 5

Maria_Peacecraft


Maria_Peacecraft

PostPosted: Fri Dec 15, 2006 6:59 pm


Here is a few stats for the MS , WS , Weapons for the MS , Capital ships stats.

More of the stats will be introduced in the game.




OZ-06MS Leo

* Manufacturer: OZ (Organization of Zodiac)
* User: All
* Unit type: Mass production general purpose mobile suit
* First Deployment: AC 175
* Head Height: 16.2 m
* Weight: empty 7.0 t
* Power plant: Ultra compact fusion reactor
* Equipment and design features: Flight option pack, can be fitted on any ground-based Leo, provides aerial control surfaces and additional thrusters for atmospheric flight
* Armament: 2 x beam saber, stored in recharge racks in optional shield, hand-carried in use; shield, mounted on left shoulder; 105mm rifle, drum-fed, 100 rounds per drum; beam rifle, 20 round charge; "shorty" beam rifle, 20 round charge; bazooka; dober gun, clip-fed.

Stat points for Leo.
Body Points :

Main Body 500 Points
Head 100 Points
2xArms 250. Points(each)
2xLegs 250. Points (each)

*Notes:
- If main body suffers half of the body points the MS will be immobile.
- If body points reached 0 , the ejection seat will automatically activated and thus save the MS pilot from their untimely demise.

Armor Points : 50 (On all parts of the MS)
Engine Slot : Medium.
Electronic slot : 6 (empty)

*Notes :

- All Military MS start off at the point of 5 , due to the fact that their MS is already fitted with standard basic computer.
- If the not fitted or somehow the computer is disabled the MS suffers -1 action point.

Software slot : 5 empty.

*Notes :

- All Military MS start off at the point of 4, due to the fact that their MS is already fitted with standard software.

Max Weight : 12 Unit.
Max Energy : 10
Action Points : 5



OZ-06MS Leo Space Type

* Manufacturer: OZ (Organization of Zodiac)
* User: All
* Unit type: Mass production general purpose mobile suit
* First Deployment: Late AC 175
* Head Height: 16.2 m
* Weight: empty 7.0 t
* Powerplant: Ultracompact fusion reactor
* Equipment and design features: Space flight booster pack, contains multiple thrusters and attitude control verniers
* Armament: 2 x beam saber, stored in recharge racks in optional shield, hand-carried in use; shield, mounted on left shoulder; beam rifle, 20 round charge; "shorty" beam rifle, 20 round charge; large bazooka; dober gun, clip-fed

Stat for Leo Space type.

Body Points : Main Body 500 Points
Head 100 Points
2xArms 250. Points(each)
2xLegs 250. Points (each)
*Notes:
- If main body suffers half of the body points the MS will be immobile.
- If body points reached 0 , the ejection seat will automatically activated and thus save the MS pilot from their untimely demise.

Armor Points : 50 (On all parts of the MS)
Engine Slot : Medium.
Electronic slot : 6 (empty)

*Notes :

- All Military MS start off at the point of 5 , due to the fact that their MS is already fitted with standard basic computer.
- If the not fitted or somehow the computer is disabled the MS suffers -1 action point.

Software slot : 5 empty.

*Notes :

- All Military MS start off at the point of 4, due to the fact that their MS is already fitted with standard software.

Max Weight : 12 Unit.
Max Energy : 10
Action Points : 7
*Notes :
Action points up to 7 points due to the fact that the Leo space type is prebuilt with the thrusters. The extra 2 points only could be used for movement.


"
OZ-OOMS TALLGEESE
Manufacturer: OZ
User: Officers UNIFIED DEFENSE FORCE,Colony Garison.
Unit type: Prototype mobile suit
First Deployment: AC 175
Head Height: 17.4 m
Weight: Empty 8.8 metric tonnes
Powerplant: Ultracompact fusion reactor
Equipment and design features: Powerful vernier thrusters similar to a Flight option pack used on ground-based Leo, provides aerial control surfaces and additional thrusters for atmospheric flight and space flight. Self-destruct mechanism
Armament: Dober gun, clip-fed, mounted on right shoulder; 2 x Beam saber, stored in recharge racks in shield, hand-carried in use. Shield can be optionally mounted on left shoulder


Body Points :

Main Body 1000 Points
Head 300 Points
2xArms 350. Points(each)
2xLegs 350. Points (each)

*Notes:
- If main body suffers half of the body points the MS will be immobile.
- If body points reached 0 , the ejection seat will automatically activated and thus save the MS pilot from their untimely demise.

Armor Points : 150 (On all parts of the MS)
Engine Slot : Large.
Electronic slot : 10 (empty)

*Notes :

- All Military MS start off at the point of 9 , due to the fact that their MS is already fitted with standard basic computer.
- If the not fitted or somehow the computer is disabled the MS suffers -1 action point.

Software slot : 8 empty.

*Notes :

- All Military MS start off at the point of 7, due to the fact that their MS is already fitted with standard software.

Max Weight : 12 Unit.
Max Energy : 10
Action Points : 8

OZ-07AMS Aries

Model number: OZ-07AMS
Code name: Aries
Unit type: mobile suit
Manufacturer: OZ (Organization of Zodiac)
Operator(s): ALL
First deployment: unknown
Accommodation: pilot only, in standard cockpit in torso
Dimensions: head height 16.9 meters
Weight: empty 8.0 metric tons; max gross weight unknown
Construction: titanium alloy
Power plant: ultra compact fusion reactor, power output rating unknown
Equipment and design features: sensors, range unknown; 4 x wing hard point
Fixed armaments: none
Optional hand armaments: chain rifle, clip-fed, can be stored on wing hard point; 4-tube missile pod, can be stored on wing hard point

Stat points for Aries.
Body Points :

Main Body 400 Points
Head 75 Points
2xArms 200. Points(each)
2xLegs 200. Points (each)

*Notes:
- If main body suffers half of the body points the MS will be immobile.
- If body points reached 0 , the ejection seat will automatically activated and thus save the MS pilot from their untimely demise.

Armor Points : 50 (On all parts of the MS)
Engine Slot : Medium.
Electronic slot : 6
Software slot : 5
Max Weight : 12 Unit.
Max Energy : 10
Action Points : 5

Taurus MS.
Model number: OZ-12SMS (OZ)
Unit type: transformable mobile suit/mobile doll
Users : All
Accommodation: pilot only.
Dimensions: head height 16.8 meters
Weight: empty 7.9 metric tons; max gross weight unknown
Construction: titanium alloy
Power plant: ultra compact fusion reactor, power output rating unknown
Equipment and design features: sensors, range unknown; optional mobile doll AI control system
Optional hand armaments: beam rifle; beam cannon.

Stat points for Taurus.
Body Points :

Main Body 800 Points
Head 200 Points
2xArms 150. Points(each)
2xLegs 150. Points (each)

*Notes:
- If main body suffers half of the body points the MS will be immobile.
- If body points reached 0 , the ejection seat will automatically activated and thus save the MS pilot from their untimely demise.

Armor Points : 75 (On all parts of the MS)
Engine Slot : Medium.
Electronic slot : 8
*Notes :

- All Military MS start off at the point of 7 , due to the fact that their MS is already fitted with standard basic computer.
- If the not fitted or somehow the computer is disabled the MS suffers -1 action point.

Software slot : 7
*Notes :

- All Military MS start off at the point of 6 , due to the fact that their MS is already fitted with standard software.

Max Weight : 12 Unit.
Max Energy : 20
Action Points : 6

MS weaponry :

1. 105mm riffle.
The 105mm riffle provides an ample of means of defending as it was sufficiently meets the demands of the modest armed groups as it was low cost and easy maintenance. The weapons can also be use in outer space or inside a colony as this weapon is versatile in its usage.

Rounds : 100 per clip
Firing mode : Semi burst ( 3 ammo each time the trigger is pulled ),Full burst (20 ammo each time the trigger is pulled )
Range : Medium , and close
Damage : Depends on type of ammo.
Mod : There are modification avaiable for this type of weapon.

1. Magazine extension.

The weapon could have an extra ammo up to 300 ammo. each mod add an extra 100.

2. Coolant and bullet control.
The weapon have been tweaked so that it won't ever jam and the coolant makes the weapon barrel able to withstand the constant rapid firing.


Ammo types :

1. Normal rounds: Standard normal rounds which every factions could purchase it with ease. The Rounds depleted enemy armor points first before damaging the target's body points. Againts a gundanium armored target it this type of round is virtually useless.

2. Armor Piercing: This type of ammo ignore the armor value of the target and went straight to the target body points. And even it threaten the life of the pilot. Againts agundanium armored opponents this type of ammo can damage the target but the armored opponent's armor is reduced first.

3. Depleted Uranium: This type of rounds is vastly forbidden on the UDF side and the colony didn't manufacture these aw full dread full things. This type of ammo is manufactured by the Red Fang factions. This type of ammo is truly dreaded as it ignores gundanium armored protected target and it damage straight to the body points with an added effect of poisoining the enemy pilot with high dose of radiation.

Large beam riffle
This bulky weapon had to be held by two hands of the MS as it was very large in size even for an MS as it was primarily intended to be used in outer space. The weapon itself was designed to destroy slow moving target as it needed a large amount of energy the batteries installed within the gun only makes it possible for the weapon to be fired 20 times before depleting the batteries.

Rounds : 20
Range : Long
Firing mode : 1. Single shot ( expends 1 rounds per shot )
2. Overcharged mode
( Charged up the weapons which takes up to 15 minutes as this action costs all of the ammo points making the weapon deliver much heavier damage then the standard ones. if 15 ammo the damage is elevated Vs Large targets = Heavy , Vs Ms sized = deadly , Vs Gundanium protected targets = Medium . If 30 or more ammo the damage is elevated to : Vs Large Targets = Lethal , Vs Ms Sized Targets and smaller = Cripsy ? Vs Gundanium protected target = Lethal )

Damage : Vs Large targets = medium
Vs MS sized targets and smaller = Lethal
Vs Gundanium protected targets = light.

Modification :
1. Batteries improvement
The weapon have been modified so that it could take on a larger sized batteries and thus be have a larger amount of ammunition. The weapon now could fire about 50 times.
2. Power cable.
The weapon is hooked up to an alternate power source and thus tapping it's power directly from the energy source which result in an infinite ammunition. if the cable is disconnected then the weapon's ammo goes back to it's original of 20 or if it got modified batteries it got 50.
3. Cooling system.
The weapon is hooked with an advanced liquid nitrogen cooling system and thus making the weapon impervious to the dreaded overheat problems. With this modification this weapon could be used within the colony or planets without having to worry of overheating.

Shorty Beam riffle.
As the constant demand of much smaller sized beam assault riffle arises this weapon is introduced. As the weapon could be held with just one hand. The rugged and small size makes it less bulkier and again as the weapon is intended for outer space uses the weapon is useless in planetary or colony as it suffers overheat.

Rounds : 20
Firing mode : 1. Single ( expends 1 rounds per fire)
2. Burst (expends 5 rounds per fire)
Range : Medium
Damage : Vs Large targets = small
Vs Ms Sized targets or smaller = Medium
Vs Gundanium Protected target = small
Mod :
1. Batteries improvement
The weapon have been tweaked so it could take a larger sized batteries.Ammo count is up to 50 rounds.
2.Scope
makes the weapon is able to fire up to much longer range.
The weapon firing range is upgraded to long.
3.Power cable.
The weapon is able to be hooked up to an alternate power source as long as the power source hold up and the cable is connected the weapon could fire infinitely.
4.Cooling systems.
The weapon is attached to a liquid nitrogen cooling system and thus makes it possible for the weapon to cool down at much rapid pace. Which makes this weapon is useable within the colony and planets.

Saber Beam.
A personal up close weapon that is proven to be very deadly in the hand of an expert As it is able to carve and slices up an MS in half.
Range : Melee (Very Close )
Damage : Lethal.

Bazooka.
A weapon that is designed to take down a larger targets with just a few shots. As the weapons is simply an enlarged version of hand held grunt portable bazooka.

Range : Long
Damage : Depends on the ammo
Rounds : 1

Ammo types :

1.High Explosive.
Damage Vs Large Targets = Medium
Damage Vs Ms targets or smaller = lethal.
Damage Vs Gundanium armored targets = medium.

2.DPIM ( Dual Penetrating Incendary Munitions )
Damage Vs Large Targets = Heavy (Ignores armor and if hull breached causes fire as it got phosporous chemical warhead )

Damage Vs Ms Targets or smaller = Lethal ( if suffers a direct hit the warhead punched through the armor and sent in it's lethal payload of phosporus chemicals and thus BBQ'ed the pilot inside the MS/Ws if they haven't destroyed first during impact )

Damage Vs Gundanium Armored targets = medium special ( if target suffers direct hit the first blast cleans off the gundanium alloy bonus protection for that area that it hits so the target gundanium bonus does not apply for that particular part.)

3. EM Detonators.
Upon detonations light up an EMP near the area of detonation and damages all electronics in the area.

Dober Gun.

There is a demand for a version of the bazooka with much smaller size while still packing that same punch also with an additional magazines.

Range : Long
Rounds : 5
Firing type : Single
Damage : Vs Large Target = Small
Vs Ms or smaller = Heavy
Vs Gundanium protected target = Small

Additional equipments:

Mine launcher :

Weight : 7
Energy consumption : 1
A portable mine launcher is strapped on the MS's back.

The Mines types are much the same as the ones that is used for the mine layer.

Mine layer capacity :5

WS Stats :

Ws in general :

Sometime in battle needed a swift reaction is needed and thus the WS was created to serve that purpose.

Despite the being fragile and rickety when compared to an MS , The WS still being used up to now as their speed , low cost and maintenance makes it a good choice for any factions.

There are various types of Ws as Ws is developed throughout time to meet the demands of the new ever changing battlefield.


Ws Fighter
--------------

Ws Type : light fighter
Class : lightning class
Dimension : Small
Body Points : Main Body 200
Wing 100 (each )
cockpit 50
Engine size : Small
Electronic slot : 4
Energy : 10
Weapon slot : 8
Armanent : Depends on ordnance.

Ws Bomber
--------------

Ws Type : Heavy bomber
Class : Typhoon class
Dimension : Medium.
Body Points : Main Body 300
Wing 150
Cockpit 75
Engine Size : Small
Electronic slot : 6
Energy : 10
Weapon slot :10
Armanent : Depends on the ordnance.

Users : All



Space Ship Stats :


Carrier type

Ship Type : Carrier
Class : Enterprise
Users : Unified Defense Force , Red Fang.
Dimension : Large.
Body Points by locations :

Main Body 5000
Command Tower 1000
Catapult system 500
Sensor Array (on top of Command Tower) 350
Main Engines/Power Plants (2) 1000 each
Secondary Engines (4) 750 each
Anti-MS Beam Cannons(4) 500 each
Anti-MS Missile launchers (6) 250 each

Weapon system :

1. Anti-MS Beam Cannons : a nifty suprise for those hotshots MS pilots.
- Primary Purpose : The Anti-MS beam weapon system was specifically designed to counter with the fast moving MS. But the system could fire upon any other targets..
Range : Medium.
Damage : Lethal. (( You got hit on your MS and you're toast ! ))
Rate of fire : Very Fast.

2. Anti-MS Missile launchers : A long range solution toward pesky enemy MS.
- Primary Purpose : the Anti-MS missile launchers weapon system was built so that the enemy swarming MS could be neutralize far from distance.
Range : Long
Damage : Lethal.(( You better dodge like Neo when this baby starts to home in on you ! ))
Rate of fire : 5 Minutes per salvo.
Reload : 5 Minutes.

complement :

10x Mobile suits.
10x Ws.
2x Shuttle.
2x Cargo shuttle.


Battleship type

Ship Type : Battleship
Class : Tempest
Users : Unified Defense Force , Red Fang.
Dimension : Large.
Body Points by locations :

Main Body 10.000
Command Tower 1.000
Sensor Array (on top of Command Tower) 350
Main Engines/Power Plants (2) 1000 each
Secondary Engines (4) 750 each
Heavy Anti-ship Cannon (10) 400 each
Anti-MS Beam Cannon (2) 500 each


Weapon system :
1. Heavy Anti-ship Cannon : It is big mean and it is aimed at the other enemy's spaceship.
- Primary purpose of this Cannons is to take out enemy's spaceships. It was designed for anti warship and thus it is UNABLE to be used against MS or WS. Because the weapons is far to slow to ever tracked down those MS/WS. You can try to fire this thing at MS but they just dodge it away.
Range : Long
Damage : Heavy
Rate of Fire : 5 minutes.
Reloading : 5 minutes
10-20 minutes if the cannon get jammed.

2. Anti-MS Beam Cannons : a nifty suprise for those hotshots MS pilots.
- Primary Purpose : The Anti-MS beam weapon system was specifically designed to counter with the fast moving MS. But the system could fire upon any other targets..
Range : Medium.
Damage : Lethal. (( You got hit on your MS and you're toast ! ))
Rate of fire : Very Fast.

complement :


2x Shuttle.
2x Cargo shuttle


Cruiser type

Ship Type : Cruiser
Class : Vengeance
Users : Unified Defense Force , Red Fang.
Dimension : Large.
Body Points by locations : Main Body 7500
Command Tower 1000
Sensor Array (on top of Command Tower) 350
Main Engines/Power Plants (2) 1000 each
Secondary Engines (4) 750 each
Heavy Anti-ship Missile Launcher (5) 300 each
Medium Anti-ship Cannon (2) 200 each
Anti-MS Beam Cannons (6) 250 each
Anti-MS Missile launchers (6) 250 each

Weapon system :

1. Heavy Anti-ship Missile Launchers :

This dread full punch of the slightly punier warship strike fear within a convoy. As this one sole ship could cause havoc toward a pack of heavy battleships.

- Primary Function : As the weapon intended to for slow moving target the weapon is useless against a MS or WS.
Range : Long.
Damage : Lethal
Rate of Fire : 15 minutes per salvo

2. Medium Anti-ship cannon :

This usually is reserved for last resort as this medium guns didn't pack a enough severe punch to disable a battleship.

-Primary Function : The weapon is used to serve as an Anti-Ship weapon and thus CANNOT be used againts WS/MS.
Range : Medium
Damage : Medium
Rate of fire : 5 Minutes
10-30 minutes if Jammed.

3. Anti-MS Beam Cannons : a niffty suprise for those hotshots MS pilots.
- Primary Purpose : The Anti-MS beam weapon system was specifically designed to counter with the fast moving MS. But the system could fire upon any other targets..
Range : Medium.
Damage : Lethal. (( You got hit on your MS and you're toast ! ))
Rate of fire : Very Fast.

4. Anti-MS Missile launchers : A long range solution toward pesky enemy MS.
- Primary Purpose : the Anti-MS missile launchers weapon system was built so that the enemy swarming MS could be neutralize far from distance.
Range : Long
Damage : Lethal.(( You better dodge like Neo when this baby starts to home in on you ! ))
Rate of fire : 5 Minutes per salvo.
Reload : 5 Minutes.

complement :

2x Shuttle.
2x Cargo shuttle


Super battleship type

Ship Type : Super battleship
Class : Pride
Users : Unified Defense Force , Red Fang.
Dimension : Extra Large.

Body Points by locations :

Main Body 30.000
Command Tower 5.000
Sensor Array (on top of Command Tower) 550
Main Engines/Power Plants (2) 2.000 each
Secondary Engines (4) 750 each
Heavy Anti-ship Cannon (20) 500 each
Anti-MS Beam Cannons(4) 500 each


Weapon system :

1. Heavy Anti-ship Cannon : It is big mean and it is aimed at the other enemy's spaceship.
- Primary purpose of this Cannons is to take out enemy's spaceships. It was designed for anti warship and thus it is UNABLE to be used againts MS or WS. Because the weapons is far to slow to ever tracked down those MS/WS. You can try to fire this thing at MS but they just dodge it away.
Range : Long
Damage : Heavy
Rate of Fire : 5 minutes.
Reloading : 5 minutes
10-20 minutes if the cannon get jammed.

2. Anti-MS Beam Cannons : a niffty suprise for those hotshots MS pilots.
- Primary Purpose : The Anti-MS beam weapon system was specifically designed to counter with the fast moving MS. But the system could fire upon any other targets..
Range : Medium.
Damage : Lethal. (( You got hit on your MS and you're toast ! ))
Rate of fire : Very Fast.


complement :

2x Shuttle.
2x Cargo shuttle

SuperCarrier type

Ship Type : SuperCarrier ( duh ! )
Class : Variant.
Users : Unified Defense Force , Red Fang.
Dimension : Large.
Body Points by locations :

Main Body 15.000
Command Tower 2.000
Catapult system(2) 500
Sensor Array (on top of Command Tower) 350
Main Engines/Power Plants ( 4 ) 1000 each
Secondary Engines ( 8 ) 750 each
Anti-MS Beam Cannons( 8 ) 500 each
Anti-MS Missile launchers (12) 250 each

Weapon system :

1. Anti-MS Beam Cannons : a niffty suprise for those hotshots MS pilots.
- Primary Purpose : The Anti-MS beam weapon system was specifically designed to counter with the fast moving MS. But the system could fire upon any other targets..
Range : Medium.
Damage : Lethal. (( You got hit on your MS and you're toast ! ))
Rate of fire : Very Fast.

2. Anti-MS Missile launchers : A long range solution toward pesky enemy MS.
- Primary Purpose : the Anti-MS missile launchers weapon system was built so that the enemy swarming MS could be neutralize far from distance.
Range : Long
Damage : Lethal.(( You better dodge like Neo when this baby starts to home in on you ! ))
Rate of fire : 5 Minutes per salvo.
Reload : 5 Minutes.

complement :

20x Mobile suits.
20x Ws.
8x Shuttle.
8x Cargo shuttle.

MineLayer/Remover type

Ship Type : Minelayer/Remover type ( duh ! )
Class : Standard.
Users : Unified Defense Force , Red Fang.
Dimension : Medium.

Body Points by locations :

Main Body 5.000
Command Tower 1.000
Sensor Array (on top of Command Tower) 550
Main Engines/Power Plants (3) 1.000 each
Secondary Engines (2) 350 each
Rapid Anti-Ship Mine deployment system ( 4 ) 200 each
Rapid Anti-MS/WS Mine deployment system (4 ) 200 each.

Weapon system :

1. Rapid Anti-Ship Mine Deployment System : Quickly Deploys sets of Space mines that is designed to damage large vessels. The mine detonates if it detects a large Mass moving close with the enemy IFF codes. The mines didn't detonate on civilian and other IFF that is not design to detonate.

Range : Close.
Fire Power : Depends on the Mine.
Damage type : Depends on the Mine.

2. Rapid Anti-MS/WS Mine Deployment System : Quickly Deploys sets of Space mines that is designed to damaged MS/Ws. The mine have a very fast thruster as it moves within distance of MS/WS before it detonates.

Range : Close.
Fire Power : Depends on the Mine.
Damage type : Depends on the Mine.

Types of Mines:

1. HE types : This Mine explode within distance inflicting damage.
Damage : Small.(Explosive)

2. Nuclear types : This Nasty Mines trully is a warship killer. And it work well with MS/WS.
Damage : Lethal.
*Notes :
Even if somehow the target survives it suffers from Radiation and Electromagnetic Pulse as it renders all Electronics useless.

3. EMP types : This is trully the pirate's fave types as it was designed to leave a healthy salvage for them to plunder.
Damage : Heavy (Shutdown electronics systems)

4. Turrets types : This is for help fortifying a base or just out to make a nasty suprise toward unsuspecting fleet or MS squadron.
Damage : Small beam damages.
Range : Medium.

Tanker type

Ship Type : Tanker ( duh ! )
Class : Standar.
Users : Unified Defense Force , Red Fang.
Dimension : Medium.

Body Points by locations :

Main Body 2.000
Command Tower 500
Sensor Array (on top of Command Tower) 550
Main Engines/Power Plants (3) 300 each
Secondary Engines (2) 250 each

Transport type

Ship Type : Transport ( duh ! )
Class : Variant type.
Users : Unified Defense Force , Red Fang.
Dimension : Medium .

Body Points by locations :

Main Body 8.000
Command Tower 1.000
Sensor Array (on top of Command Tower) 550
Main Engines/Power Plants (2) 1.000 each
Secondary Engines (2) 550 each
Anti-MS Beam Cannons(2) 200 each

Weapon system :

1. Anti-MS Beam Cannons : a niffty suprise for those hotshots MS pilots.
- Primary Purpose : The Anti-MS beam weapon system was specifically designed to counter with the fast moving MS. But the system could fire upon any other targets..
Range : Medium.
Damage : Lethal. (( You got hit on your MS and you're toast ! ))
Rate of fire : Very Fast.


complement ( Depends on what type of carrier if transport cargo then it got cargo shuttles , if it is transport then it got Assault shuttles , if it is an officer's transport then it got normal shuttles).

10x Assault Shuttle.
8x Shuttle
10x Cargo shuttle
PostPosted: Sun Dec 17, 2006 12:13 am


Gundam Nightmare Alternate Universe
Blank Communications Officer template V 1.0
______________________
[-PLAYER INFORMATION-]
----------------------

Player Name :

____________________________________
[-Bridge Communications Officer-]
------------------------------------

Every Spaceship requires bridge personell to man the sensors and comms boards .
It is the Bridge communications Officer that fulfils these roles.
Bridge Officers can apply as early as 18 to become a Bridge Officer undergoing a three year training course that teaches them everything they need to know about communication Operations and electronic warfare on a Warship
With the exception of undertaking the Warship Captain program, training and working as a Bridge Officer is the fastest way to gaining a Starship Command within the game .
Communications Officers are responsible for communications with the outside world be it allied forces to direct to any other object that needs attention .
His or her tasks does not simply end with that it also includes monitoring and interpretation of sensory information coming from the ship`s wide range of sensor networks and radar installations and last but not least information warfare using ECM and EECM to disrupt enemy operations and ensuring maintaning one`s own information network .
The minimum starting age for a communications Officer after succesfull training is 21

Pre-requisite character attribute Requirements :

KNO 1 CRE 1 PER 1 are required as minimum

_________________________
[-CHARACTER INFORMATION-]
-------------------------

Name :
Last Name :
Callsign :
Age :
Lineage :
Height:
Weight:

Phsyical description :

Character background / history :


Organization:
Rank:
Job :
Current Posting:

Motivation :


______________
[-ATTRIBUTES-]
--------------

AGI: APP:
BLD: CRE:
FIT: INF:
KNO: PER:
PSY: WIL:


____________________
[-SECONDARY TRAITS-]
--------------------

STR: HEA:
STA: UD:
AD:


__________
[-SKILLS-]
----------

Name LVL Cpx

Information warfare 2 2
Language 2 2
- English (Universal)
Technical sciences (Computer) 2 2
Technical sciences (Communications) 2 2
Etiquette (militairy) 2 1
Leadership 2 1
Zero-G 1 1
Medicine (First aid) 1 1
Combat sense 1 1


Note : These starting comms officer occupation skills cost 43 SP .
As you start with 50 Skill points in the character creation process .
You have 7 Skill points freely available to buy skill level ups , New skills or
perks & flaws . Delete this Note after the sheet is complete .

_________________
[-PERKS / FLAWS-]
-----------------


___________
[-WEAPONS-]
-----------

Name ACC DAM RANGE AMMO ROF

PD8 ( Semi Auto pistol ) 0 x15 60 12 1

__________________
[-PERSONAL ITEMS-]
------------------

Space suit + Helmet
Communications Technical Manuals (Hard Copy)
Laptop Computer (with Tech Manuals saved on it)
H&K PD8 Semi-Automatic Pistol
2 Work Uniforms
2 Mess Uniforms
1 Dress Uniform

CSW (Combat Survival Waistcoat) with:
-Rescue Radio/Emergency Locator Beacon (Encrypted)
-Handheld GPS (Global Positioning System)
-Small packet of water (1 pint)
-2 Signal Flares
-Pocket Flashlight
-Compass
-Combat/Survival Knife

First Aid Kit with:
-Healing Salve
-Dressing
-Bandages
-Painkillers
-Needles, Razor blades & wire
-First Aid Booklet
-Flotation Vest

PID (Personal Interface Card) starting with: 6000 Solar

___________________
[-PHYSICAL STATUS-]
-------------------

Flesh Wound :
Deep Wound :
Instant Death :

Maria_Peacecraft


Maria_Peacecraft

PostPosted: Sun Dec 17, 2006 12:21 am


Gundam Nightmare Alternate Universe

Bridge Navigational Officer template V 1.0
______________________
[-PLAYER INFORMATION-]
----------------------

____________________________________
[-Bridge Navigational Officer-]
------------------------------------

Every Spaceship requires bridge personell to man pilot the warship and maintain the integrity of stellar
charts wich change ever so often due to solar activities .
It is the Navigations Officer that fulfils these roles.
Navigations Officers can apply as early as 18 to become a Navigations officer on a large warship undergoing a three year training course that teaches them everything they need to know about navigating a Warship and aiding the various onboard assets with stellar knowledge .
With the exception of undertaking the Warship Captain program, training and working as a Bridge Officer is the fastest way to gaining a Starship Command within the game.
Navigations Officers are primarily responsible piloting the ship even more so during critical moments of combat where the skills of the nav officer could mean life or death during evasion .His or her tasks does not simply end with that it also includes monitoring and interpretation of sensory information coming from the ship`s wide range of sensor networks that pick up stellar activity , the navigations officer will assist onboard squadron commanders in planning their mission nav points by providing any sort of insight he or she can think off to give the flyboys another tactical edge over the enemy .
The minimum starting age for a navigation Officer after succesfull training is 21

Pre-requisite character attribute Requirements :

KNO 1 CRE 1 PER 1 are required as minimum

_________________________
[-CHARACTER INFORMATION-]
-------------------------

Name :
Last Name :
Callsign :
Age :
Lineage :
Height:
Weight:

Phsyical description :

Character background / history :


Organization:
Rank:
Job :
Current Posting:

Motivation :


______________
[-ATTRIBUTES-]
--------------

AGI: APP:
BLD: CRE:
FIT: INF:
KNO: PER:
PSY: WIL:


____________________
[-SECONDARY TRAITS-]
--------------------

STR: HEA:
STA: UD:
AD:


__________
[-SKILLS-]
----------

Name LVL Cpx

Pilot starship 2 2
Technical sciences (Computer) 2 2
Navigation (Space) 2 2
Natural sciences (Astrology) 2 2
Etiquette (militairy) 2 1
Combat sense 1 1
Leadership 1 1
Zero-G 1 1
Medicine (First aid) 1 1


Note : These starting navigation officer occupation skills cost 40 SP .
As you start with 50 Skill points in the character creation process .
You have 10 Skill points freely available to buy skill level ups , New skills or
perks & flaws . Delete this Note after the sheet is complete .

_________________
[-PERKS / FLAWS-]
-----------------


___________
[-WEAPONS-]
-----------

Name ACC DAM RANGE AMMO ROF

PD8 ( Semi Auto pistol ) 0 x15 60 12 1

__________________
[-PERSONAL ITEMS-]
------------------

Space suit + Helmet
Starship Technical Manuals (Hard Copy)
Laptop Computer (with Tech Manuals saved on it)
H&K PD8 Semi-Automatic Pistol
2 Work Uniforms
2 Mess Uniforms
1 Dress Uniform

CSW (Combat Survival Waistcoat) with:
-Rescue Radio/Emergency Locator Beacon (Encrypted)
-Handheld GPS (Global Positioning System)
-Small packet of water (1 pint)
-2 Signal Flares
-Pocket Flashlight
-Compass
-Combat/Survival Knife

First Aid Kit with:
-Healing Salve
-Dressing
-Bandages
-Painkillers
-Needles, Razor blades & wire
-First Aid Booklet
-Flotation Vest

PID (Personal Interface Card) starting with: 6000 Solar

___________________
[-PHYSICAL STATUS-]
-------------------

Flesh Wound :
Deep Wound :
Instant Death :
PostPosted: Sun Dec 17, 2006 12:40 am


Gundam : Nightmare ( Alternate Universe )
Blank tactical Officer template V 1.0
______________________
[-PLAYER INFORMATION-]
----------------------

Player Name :

____________________________________
[-Tactical Officer-]
------------------------------------

Every Spaceship requires bridge personel to control weapon system and counter measure system.
It is the Tactical Officer that fulfils these roles.
Tactical Officers can apply as early as 18 to become a Tactical officer on a large warship undergoing a three year training course that teaches them everything they need to know about controlling the vast array of weapon system and countermeasure on a Warship and aiding the various onboard assets with tactical knowledge .
With the exception of undertaking the Warship Captain program, training and working as a Bridge Officer is the fastest way to gaining a Starship Command within the military.
Tactical Officers are primarily responsible for firing the weapon system on board of a spaceship and launching counter measures in a critical moment.even more so during critical moments of combat where the skills of the tactical officer could mean winning or losing during a thick fire fight
The minimum starting age for Tactical officer is 21 years old.

Pre-requisite character attribute Requirements :

KNO 1 CRE 1 PER 1 are required as minimum

_________________________
[-CHARACTER INFORMATION-]
-------------------------

Name :
Last Name :
Callsign :
Age :
Lineage :
Height:
Weight:

Phsyical description :

Character background / history :


Organization:
Rank:
Job :
Current Posting:

Motivation :


______________
[-ATTRIBUTES-]
--------------

AGI: APP:
BLD: CRE:
FIT: INF:
KNO: PER:
PSY: WIL:


____________________
[-SECONDARY TRAITS-]
--------------------

STR: HEA:
STA: UD:
AD:


__________
[-SKILLS-]
----------

Name LVL Cpx

Combat Sense 2 2
Technical sciences (Computer) 2 2
Gunnery (Warship Weaponry) 2 2
Natural sciences (Math) 2 2
Etiquette (militairy) 2 1
Combat sense 1 1
Leadership 1 1
Zero-G 1 1
Medicine (First aid) 1 1


Note : These starting tactical officer occupation skills cost 40 SP .
As you start with 50 Skill points in the character creation process .
You have 10 Skill points freely available to buy skill level ups , New skills or
perks & flaws . Delete this Note after the sheet is complete .

_________________
[-PERKS / FLAWS-]
-----------------


___________
[-WEAPONS-]
-----------

Name ACC DAM RANGE AMMO ROF

PD8 ( Semi Auto pistol ) 0 x15 60 12 1

__________________
[-PERSONAL ITEMS-]
------------------

Space suit + Helmet
Starship Technical Manuals (Hard Copy)
Laptop Computer (with Tech Manuals saved on it)
H&K PD8 Semi-Automatic Pistol
2 Work Uniforms
2 Mess Uniforms
1 Dress Uniform

CSW (Combat Survival Waistcoat) with:
-Rescue Radio/Emergency Locator Beacon (Encrypted)
-Handheld GPS (Global Positioning System)
-Small packet of water (1 pint)
-2 Signal Flares
-Pocket Flashlight
-Compass
-Combat/Survival Knife

First Aid Kit with:
-Healing Salve
-Dressing
-Bandages
-Painkillers
-Needles, Razor blades & wire
-First Aid Booklet
-Flotation Vest.

PID (Personal Interface Card) starting with: 6000 Solar

___________________
[-PHYSICAL STATUS-]
-------------------

Flesh Wound :
Deep Wound :
Instant Death :

Maria_Peacecraft


Maria_Peacecraft

PostPosted: Sun Dec 17, 2006 3:52 am


Gundam : Nightmare ( Alternate Universe )
Engineering Officer template V 1.0
______________________
[-PLAYER INFORMATION-]
----------------------

Player Name :

____________________________________
[-Engineering Officer-]
------------------------------------

Every Spaceship requires bridge personel to maintain the warship engine and varioius system to make the ship at top peak operating condition.

It is the Engineering Officer that fulfils these roles.
Bridge Officers can apply as early as 18 to become a Bridge Officer undergoing a three year training course that teaches them everything they need to know about engineering and techinical aspect of a Warship
With the exception of undertaking the Warship Captain program, training and working as a Bridge Officer is the fastest way to gaining a Starship Command within the UN Spacy .
Engineering Officers are responsible for Engineering of they warship , the ship's maintance and for the emergency in battle repairs.
The minimum starting age for a Engineering after succesfull training is 21

Pre-requisite character attribute Requirements :

KNO 1 CRE 1 PER 1 are required as minimum

_________________________
[-CHARACTER INFORMATION-]
-------------------------

Name :
Last Name :
Callsign :
Age :
Lineage :
Height:
Weight:

Phsyical description :

Character background / history :


Organization:
Rank:
Job :
Current Posting:

Motivation :


______________
[-ATTRIBUTES-]
--------------

AGI: APP:
BLD: CRE:
FIT: INF:
KNO: PER:
PSY: WIL:


____________________
[-SECONDARY TRAITS-]
--------------------

STR: HEA:
STA: UD:
AD:


__________
[-SKILLS-]
----------

Name LVL Cpx

Natural Sciences ( Physics ) 2 2
Techincal sciences (Electronics) 2 2
Technical sciences (Computer) 2 2
Technical sciences (Mechanics) 2 2
Etiquette (militairy) 2 1
Leadership 2 1
Zero-G 1 1
Medicine (First aid) 1 1
Combat sense 1 1


Note : These starting Engineering officer occupation skills cost 43 SP .
As you start with 50 Skill points in the character creation process .
You have 7 Skill points freely available to buy skill level ups , New skills or
perks & flaws . Delete this Note after the sheet is complete .

_________________
[-PERKS / FLAWS-]
-----------------


___________
[-WEAPONS-]
-----------

Name ACC DAM RANGE AMMO ROF

PD8 ( Semi Auto pistol ) 0 x15 60 12 1

__________________
[-PERSONAL ITEMS-]
------------------

Space suit + Helmet
Communications Technical Manuals (Hard Copy)
Laptop Computer (with Tech Manuals saved on it)
H&K PD8 Semi-Automatic Pistol
2 Work Uniforms
2 Mess Uniforms
1 Dress Uniform

CSW (Combat Survival Waistcoat) with:
-Rescue Radio/Emergency Locator Beacon (Encrypted)
-Handheld GPS (Global Positioning System)
-Small packet of water (1 pint)
-2 Signal Flares
-Pocket Flashlight
-Compass
-Combat/Survival Knife

First Aid Kit with:
-Healing Salve
-Dressing
-Bandages
-Painkillers
-Needles, Razor blades & wire
-First Aid Booklet
-Flotation Vest (UN Navy VF pilots)

PID (Personal Interface Card) starting with: 6000 Solar

___________________
[-PHYSICAL STATUS-]
-------------------

Flesh Wound :
Deep Wound :
Instant Death :
PostPosted: Sun Dec 17, 2006 4:14 am


Gundam : Nightmare (Alternate Universe )
Pilot Character template V 1.0
______________________
[-PLAYER INFORMATION-]
----------------------

Player Name :
____________________________________
[-MS Pilot-]
------------------------------------

MS Pilots of the Armed Forces are considered to be the 'creme de la creme'
of the some of the Armed Forces personnel.
It is these hot shots who fly millions of credits worth MS in to combat.
Anyone who has graduated from High School, on any Colony world, may apply to become a Mobile Suit Pilot .
However competition is hot for the positions.
Applicants must be 18 or over and under go 3 years of MS School and training in every element of operating the MS.

The average age freshly graduated pilots is 21 , however those pilots who are smart enough to graduate in 2 years could possibly be as young as 20 .

Pre-requisite character attribute Requirements :

AGI 1 FIT 1 PER 1 are required as minimum

_________________________
[-CHARACTER INFORMATION-]
-------------------------

Name :
Last Name :
Callsign :
Age :
Lineage :
Height:
Weight:

Phsyical description :

Character background / history :


Organization:
Rank:
Job :
Current Posting:

Motivation :


______________
[-ATTRIBUTES-]
--------------

AGI: APP:
BLD: CRE:
FIT: INF:
KNO: PER:
PSY: WIL:


____________________
[-SECONDARY TRAITS-]
--------------------

STR: HEA:
STA: UD:
AD:


__________
[-SKILLS-]
----------

Name LVL Cpx

Pilot (MS) 2 1
Gunnery (Space) 2 1
Navigation (Air) 2 1
Navigation (space) 2 1
Combat sense 2 1
Etiquette (militairy) 2 1
Information warfare 2 1
Technical sciences (Computer) 1 1
Technical sciences (Communications) 1 1
Small arms 1 1
Zero-G 1 1
Medicine (First aid) 1 1
Hand to Hand 1 1
Small-arms 1 1


Note : These starting MS pilot occupation skills cost 35 SP .
As you start with 50 Skill points in the character creation process .
You have 15 freely available to buy skill level ups , New skills or
perks & flaws . Delete this Note after the sheet is complete .

_________________
[-PERKS / FLAWS-]
-----------------


___________
[-WEAPONS-]
-----------

Name ACC DAM RANGE AMMO ROF

PD8 ( Semi Auto pistol ) 0 x15 60 12 1

__________________
[-PERSONAL ITEMS-]
------------------

Armed Forces MS (Normally a LEO
Tactical Life Support Suit (Flight suit) + Helmet
H&K PD8 Semi-Automatic Pistol
ID/Security Badge
2 Work Uniforms
2 Mess Uniforms
1 Dress Uniform

CSW (Combat Survival Waistcoat) with:
-Rescue Radio/Emergency Locator Beacon (Encrypted)
-Handheld GPS (Global Positioning System)
-Small packet of water (1 pint)
-2 Signal Flares
-Pocket Flashlight
-Compass
-Combat/Survival Knife

First Aid Kit with:
-Healing Salve
-Dressing
-Bandages
-Painkillers
-Needles, Razor blades & wire
-First Aid Booklet
-Flotation Vest

PID (Personal Interface Card) starting with: 6000 Solar

___________________
[-PHYSICAL STATUS-]
-------------------

Flesh Wound :
Deep Wound :
Instant Death :

Maria_Peacecraft


Maria_Peacecraft

PostPosted: Sun Dec 17, 2006 4:24 am


Gundam : Nightmare (Alternate Universe )

Marine Character template V 1.0
______________________
[-PLAYER INFORMATION-]
----------------------

Player Name :

____________________________________
[-MARINES-]
------------------------------------

The Space Marine is the grunt of the Armed Forces, these brave men and women
are the armed forces standing Army and defence/security onboard faction's bases and faction's Vessels, and bases.
They are also a normal sight at Faction's Bases, and conduct a section of the Miltary parade and other military tradition.
The minimum starting age for a Space Marine is 16.5 .


Pre-requisite character attribute Requirements :

AGI 0 FIT 1 are required as minimum

_________________________
[-CHARACTER INFORMATION-]
-------------------------

Name :
Last Name :
Callsign :
Age :
Lineage :
Height:
Weight:

Phsyical description :

Character background / history :


Organization:
Rank:
Job :
MOS :
Current Posting:
Emergency Dice :

Motivation :


______________
[-ATTRIBUTES-]
--------------

AGI: APP:
BLD: CRE:
FIT: INF:
KNO: PER:
PSY: WIL:


____________________
[-SECONDARY TRAITS-]
--------------------

STR: HEA:
STA: UD:
AD:


__________
[-SKILLS-]
----------

Name LVL Cpx

Athletics 2 1
Small arms 2 1
Navigation (ground) 2 1
Etiquette (militairy) 2 1
Information warfare 2 1
Survival * 2 2
Small-arms 1 1
Heavy weapons 1 1
Combat sense 1 1
Stealth 1 1
Technical sciences (Computer) 1 1
Technical sciences (Communications)1 1
Medicine (First aid) 1 1
Hand to Hand 1 1


Note : These starting basic marine skills cost 36 SP .
As you start with 50 Skill points in the character creation process .
You have 14 freely available to buy skill level ups , New skills or
perks & flaws .
Additionally the marine can specialise in an area this is referred to as the M.O.S
Millitairy Occupational Specialty , these are also purchased with the same SP expect that the M.O.S you chose to start with
will be at 50 % of the regular cost of skill purchase ( Refer to skill & complexity pricing on the character creation section of the website)
Delete this Note after the sheet is complete .


NOte :Military Occupational Speciality(M.O.S.)
Choose one M.O.S. before choosing OCC Related Skills, this is the area that the Marine has specialised in.
Please copy & Paste the MOS skills to your Skills list and list the chose M.O.S name ontop in the character information section under "MOS"
Delete this Note and all MOS skill descriptions after the sheet is complete .

MS Commando Pilot/Gunner (1 year at the School of Armor)
The lumbering MS are still used by the Marines for their raw firepower.
After completing MS Pilot or Gunner training the Marine goes into a MS Unit holding the rank of Corporal.

MOS Skills

- Pilot : MS 2 1
- Pilot : WS 2 1
- Gunnary (land) : 1 1
- Gunnary (mech) : 1 1

Field Medic (8 months MOS training)
Marines are injured on a frequent basis in combat and without Medical attention will die.
At least one Field Medic is attached to each Platoon.
Although they are not upto the level of Doctors they can usually keep a Marine alive until they can get them to a Field Hospital.

MOS Skills

- Medical 3 2

Combat Engineer (3 months MOS training)
Engineers are trained to both create bridges, and other strategic points, disarm explosives on them and set explosives on them.
Combat Engineers are frequently called into check the way ahead for other Marine Units.

MOS Skills

- Demolitions 2 2

Computer Operations (10 weeks MOS training)
Not everyone is in a frontline role. There are many administrators and office workers in the Marines that keep the wheels rolling.
A few of these however specialise in Computer Espionage for the Marines either remotely or on site.
(Pre-requisites: KNO 1 CRE 1)

MOS Skills

- Technical sciences (Computer) 3 3

Mechanical Engineer (3 months MOS training)
As with the Electrical Engineer, mechanical things break and need fixing.
The Mechanical Engineer can fix anything from a broken engine on a truck to the power generator for the base.

MOS Skills

- Technical sciences ( Electronics ) 2 2
- Technical sciences ( mechanics ) 2 2
- Technical sciences ( Computer ) 2 2
- Natural sciences ( Physical ) 1 1
- Tinker 2 1

Intelligence(8 weeks MOS training)
Good Intelligence means successful missions and the saving of lives.
Intelligence Officers are either Office bound or out in the field.
Either way they are generally ruthless and dedicated to protecting humanity.
(Pre-requisites: KNO 1)

MOS Skills

- Technical sciences (Computer) 1 1
- Investigation 2 1
- Interrogation 2 1
- Notice 2 2

MS Specialist (3 months MOS training)
The P.A. Specialist is a highly specialised individual that may find themselves posted anywhere in the realm of the armed forces, Utilising various MS they would be the first ones to board an enemy stronghold and take the heaviest fire.
Only the bravest and most foolhardy apply for this MOS.

MOS Skills

- Pilot : MS 2 3
- Pilot : WS 2 3
- Gunnery (land) 2 1
- Gunnery (Mecha) 2 1

Marine Sniper (3 months MOS training)
Although a distasteful thought, the Armed Forces does use Snipers for Special Operations. Snipers work either alone or in pairs, one as the spotter and one as the sniper. They will spend hours, days or weeks tracking their target and waiting for the best shot before disappearing into the undergrowth.
Snipers are only ever used against Military targets of the oppostion, and never against civilian or their own personnel.

MOS Skills

- Small-arms 2 2
- Stealth 2 2
- Investigation 1 1

Special Forces(6 months MOS Training)
( Must have completed three years as another MOS before applying for the Special Forces MOS. Subject to GM approval)
Special Force's are one of the most feared units amongst their enemies , the Special Forces units are intelligent, resourcefull and deadly individuals from a wide background.

MOS Skills

- SCUBA 1 1
- Combat Sense 4 4
- Pilot MS 2 2
- Pilot WS 2 2
- Leadership 2 2
- Personal flight device 2 2
- Investigation 1 1
- Interrogation 1 1
- Melee (Knife) 1 1


_________________
[-PERKS / FLAWS-]
-----------------


___________
[-WEAPONS-]
-----------

Name ACC DAM RANGE AMMO ROF

PD8 ( Semi Auto pistol ) 0 x15 60 12 1
M-21 Assault Rifle 0 x28 65 40 1

__________________
[-PERSONAL ITEMS-]
------------------

M-21 Assault Rifle
H&K PD8 Semi-Automatic Pistol
ID/Security Badge
2 Work Uniforms (No2 Uniform)
2 Dress Uniform (No1 Ceremonial Dress Uniform)
2 Mess Uniforms (No1 & No2 Mess Uniforms)
4 Camouflage Uniforms (DPM Uniforms with Kevlar Vest & Kevlar Helmet)
Load-Bearing Vest w/parachute & rucksack attachment points

Field Kit with:
-Rations (Two weeks worth)
-3xCanteen (1x2 litre, 2x1 litre)
-Thermal Blanket
-Waterproof Poncho
-Poncho liner
-3 Signal Flares
-Infrared Distancing Binoculars
-Pocket Flashlight
-Compass
-Combat/Survival Knife
-Ammunition (7 magazines for weapon)

First Aid Kit with:
-Healing Salve
-Dressing
-Tourniquet
-Bandages
-Painkillers
-Stimulants
-First Aid Booklet

Interstellar bank card with 3000 Solar


___________________
[-PHYSICAL STATUS-]
-------------------

Flesh Wound :
Deep Wound :
Instant Death :
PostPosted: Tue Dec 19, 2006 5:16 pm


((this is a bit too confusing, i dont think anyone would join.))

Mando Commando


XKazumaXD
Crew

PostPosted: Wed Dec 20, 2006 5:52 am


Archdemon Kaiden
((this is a bit too confusing, i dont think anyone would join.))


((Oh, on the opposite my dear friend. This would be a promonant elitist RP. Complexity = Diversity. ^__^ When this RP finaly get's started, It'll be a good one. If you can't tell through the work being put into it's development, then perhaps it's just not for you where as it might be for others.))
Reply
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