This element in character creation is heavily affected by what we will come to describe as our Campaign Setting. More on that later. But bearing in mind that some factions exist in one era and not in others, affiliations and backgrounds can vary wildly, and therefore for now, we’ll only discuss a few personality characteristics, inspirations, and background options available to player characters and how they might affect gameplay.
Physical characteristics and details are certainly important, but again, as we don’t have wildly varying races, most characters will be male or female, 14-40 years old, between 5 and 7 feet tall, and between 110 and 300 pounds.
I’m not suggesting these details don’t matter, but they have no mechanical impact on gameplay, they are intended more for roleplaying flavor and they can certainly inform some of the gameplay options outlined below, but to suggest someone has some gameplay advantage because of their age undermines some of the core themes of Gundam. After all, most Gundam pilots are kids.
These mannerisms and details help flesh out a character and give them story driven mechanical advantages. For instance, an engineering student may have a bonus to repair skill checks when compared to a farmer. These details provide fun role playing options as well as unique advantages in social or skill challenge encounters as opposed to combat.
At least two traits make a good character great. Some detail about their life, hobbies, and mannerisms that give an ability or skill check boost. A great example would be Kamille Bidan’s accolades in the homo-avis and junior mobile competitions and how that may grant him advantage on repair skill checks.
Also known as “MUH IDEALS!” One guiding principle or value that governs all of this character’s actions. For a Zeon soldier this may be “spacenoid independence.” Or a more tangible example is Riddhe Marcenas’ belief that “Newtypes are the root of all conflict.”
Nowhere is it written that this has to be an objectively good moral, as long as the character believes it is good, right, or just. For instance, Gineas Sahalin may have an ideal such as “the strong must have dominion over the weak.” That’s a subjective truth that he would and did defend to his death.
Not to be confused with ideals, a bond ties your character to the world, and are the number one deterrent for murder-hoboism. A bond is most easily described as a person, place, or thing that your character couldn’t live without or fears losing. A great example is Char Aznable’s love for Lalah Sune, as she was the last vestige of hope Char had for a life outside of war, and losing her drove him to true villainy.
Quite possibly the most important character detail of all, a good flaw is what really brings a character to life. Who wants to live in a world full of Mary Sue’s and Gary Stu’s? What is your character really bad at? Is it a skill or perhaps something more abstract like a compulsion to lie or steal whenever the opportunity arises?
The important thing here is to act on that flaw whenever possible as it creates drama. If the flaw incurs a penalty to a skill check, be sure to note it. Or if it is a situational flaw, carry out the behaviour even if it is a suboptimal thing to do. These flaws can also inform the character’s main inspiration, quest, or story arc, as with Al in Gundam 0080, his belief that war is cool drove him into compliciency with Zeon soldiers.
A character’s background informs their history and their place in the world. Are you a hardened Federation soldier? A teenager living on Side 7? The heir of Zeon in disguise? The following examples give you some options to choose from that provide real mechanical benefits to your character based on their experiences, but this is no exhaustive list. As a GM I love when players offer up a custom backstory and we work together to determine what the gameplay benefits that background may have.
First a player must choose whether their character was born on earth or in the colonies, as this could drastically affect a character’s disposition. Beyond that, a character’s life experience could vary wildly based on the nature of their birth or chosen profession.
Hardened not by battle, but by a life hard-lived, Brutes are tough, hardy and often find work as mercenaries, bouncers, and bodyguards.
Bonus Skill Proficiencies: Athletics, Intimidation.
Bonus Feature: Tough – Once per long rest if you are reduced to 0 hit points in combat, you do not fall unconscious and are reduced to 1 hit point instead. If the damage you suffer would result in instant death (more than your total HP below 0), you are reduced to 0 hit points and are only unconscious instead.
Suggested Characteristics
1d8 | Personality Trait |
1 | My friends know they can rely on me, no matter what. |
2 | I work hard so that I can play hard when the work is done. |
3 | I enjoy making friends over a bottle of booze. |
4 | I stretch the truth for the sake of a good story. |
5 | To me, a tavern brawl is a nice way to get to know a new city. |
6 | I never pass up a friendly wager. |
7 | I have a foul mouth and fouler mind. |
8 | I like a job well done, especially if I can convince someone else to do it. |
1d6 | Ideal |
1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. |
2 | Fairness. We all do the work, so we all share in the rewards. |
3 | Freedom. Space is freedom — the freedom to go anywhere and do anything. |
4 | Mastery. I’m a predator, and the others are my prey. |
5 | People. I’m committed to my crewmates, not to ideals. |
6 | Aspiration. Someday I’ll own my own ship and chart my own destiny. |
1d6 | Bond |
1 | I’m loyal to my captain first, everything else second. |
2 | The ship is most important — crewmates and captains come and go. |
3 | I’ll always remember my first ship. |
4 | I have a paramour in the colonies that I can’t forget. |
5 | I was cheated out of my fair share of the profits, and I want to get my due. |
6 | A ruthless gang killed my captain and crew. Vengeance will be mine. |
1d6 | Flaw |
1 | I follow orders, even if I think they’re wrong. |
2 | I’ll say anything to avoid having to do extra work. |
3 | Once someone questions my courage, I never back down no matter how dangerous the situation. |
4 | Once I start drinking, it’s hard for me to stop. |
5 | I can’t help but pocket loose coins and other trinkets I come across. |
6 | My pride will probably lead to my destruction. |
Whether a priestess on Moon Moon or a minister on Earth, humanity’s need for the faithful is never in short supply. Members of the faith often gain special access and privileges that could prove useful for a wandering crew.
Bonus Skill Proficiencies: Performance, History.
Bonus Feature: Keep the Faith – Grants advantage on saving throws against charm and fear effects.
Suggested Characteristics
1d8 | Personality Trait |
1 | I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example. |
2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |
3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. |
4 | Nothing can shake my optimistic attitude. |
5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |
6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |
7 | I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me. |
8 | I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world. |
1d6 | Ideal |
1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. |
2 | Charity. I always try to help those in need, no matter what the personal cost. |
3 | Change. We must help bring about the changes the gods are constantly working in the world. |
4 | Power. I hope to one day rise to the top of my faith’s religious hierarchy. |
5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. |
6 | Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. |
1d6 | Bond |
1 | I would die to recover an ancient relic of my faith that was lost long ago. |
2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |
3 | I owe my life to the priest who took me in when my parents died. |
4 | Everything I do is for the common people. |
5 | I will do anything to protect the temple where I served. |
6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |
1d6 | Flaw |
1 | I judge others harshly, and myself even more severely. |
2 | I put too much trust in those who wield power within my temple’s hierarchy. |
3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |
4 | I am inflexible in my thinking. |
5 | I am suspicious of strangers and expect the worst of them. |
6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
The oldest profession in the world may refer to simple prostitutes or expensive escorts for high society types, paid companions make excellent information gatherers and blackmail assets.
Bonus Skill Proficiencies: Insight, Deception.
Bonus Feature: Sweet Talk – As a Bonus Action, you may attempt to Charm an individual of your choosing for up to 1 minute. If the character is actively hostile toward you, this check is made with disadvantage.
Suggested Characteristics
1d8 | Personality Trait |
1 | I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist. |
2 | I’m a snob who looks down on those who can’t appreciate fine art. |
3 | I always want to know how things work and what makes people tick. |
4 | I’m full of witty aphorisms and have a proverb for every occasion. |
5 | I’m rude to people who lack my commitment to hard work and fair play. |
6 | I like to talk at length about my profession. |
7 | I don’t part with my money easily and will haggle tirelessly to get the best deal possible. |
8 | I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me. |
1d6 | Ideal |
1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. |
2 | Generosity. My talents were given to me so that I could use them to benefit the world. |
3 | Freedom. Everyone should be free to pursue his or her own livelihood. |
4 | Greed. I’m only in it for the money. |
5 | People. I’m committed to the people I care about, not to ideals. |
6 | Aspiration. I work hard to be the best there is at my craft. |
1d6 | Bond |
1 | The brothel where I learned my trade is the most important place in the world to me. |
2 | I am seeking someone worthy of sharing my gift with. |
3 | I owe my guild a great debt for forging me into the person I am today. |
4 | I pursue wealth to secure someone’s love. |
5 | One day I will return to my guild and prove that I am the greatest of them all. |
6 | I will get revenge on the ones that destroyed my place of business and ruined my livelihood. |
1d6 | Flaw |
1 | I’ll do anything to get my hands on something rare or priceless. |
2 | I’m quick to assume that someone is trying to cheat me. |
3 | No one must ever learn that I once stole money from guild coffers. |
4 | I’m never satisfied with what I have—I always want more. |
5 | I would kill to acquire a noble title. |
6 | I’m horribly jealous of anyone who can outshine me. Everywhere I go, I’m surrounded by rivals. |
From common pickpockets to the planners of major heists, thieves are gifted at all manners of separating wealth from its owners. This makes them particularly skilled at procuring new gear and other assets for the party.
Bonus Skill Proficiencies: Deception, Acrobatics.
Bonus Feature: Fast Hands – You may use a Bonus Action to make a Sleight of Hand check to take or place an object without notice, attempt to open a non-digital lock, or use an object.
Suggested Characteristics
1d8 | Personality Trait |
1 | I always have a plan for what to do when things go wrong. |
2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. |
4 | I would rather make a new friend than a new enemy. |
5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
6 | I don’t pay attention to the risks in a situation. Never tell me the odds. |
7 | The best way to get me to do something is to tell me I can’t do it. |
8 | I blow up at the slightest insult. |
1d6 | Ideal |
1 | Honor. I don’t hurt anyone I don’t have to. |
2 | Freedom. Chains are meant to be broken, as are those who would forge them. |
3 | Charity. I steal from the privileged so that I can help people in need. |
4 | Greed. I will do whatever it takes to become wealthy. |
5 | People. I’m loyal to my friends, not to any ideals, and everyone else can breathe G3 gas for all I care. |
6 | Redemption. There’s a spark of good in everyone. |
1d6 | Bond |
1 | I’m trying to pay off an old debt I owe to a generous benefactor. |
2 | My ill-gotten gains go to support my family. |
3 | Something important was taken from me, and I aim to steal it back. |
4 | I will become the greatest warrior that ever lived. |
5 | I’m guilty of a terrible crime. I hope I can redeem myself for it |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
1d6 | Flaw |
1 | When I see an enemy, I can’t think about anything but how to ambush them. |
2 | When faced with a choice between money and my friends, I usually choose the money. |
3 | If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. |
4 | I have a “tell” that reveals when I’m lying. |
5 | I turn tail and run when things look bad. |
6 | An innocent person is in prison (or dead) for a crime that I committed. I’m okay with that. |
Whether the daughter of a Vice Minister or the son of a ship captain, these youths are not accustomed to work. They play politique well and leverage their connections to get things done for themselves and their party.
Bonus Skill Proficiencies: Persuasion, Insight.
Bonus Feature: Socialite – When not in disguise, you are immediately recognized everywhere you go. Friendly characters will aid you in any non combat scenario as well as granting you advantage on Personality skill checks made against them, while hostile characters will attack on sight and you have disadvantage on all Personality skill checks made against them.
Suggested Characteristics
1d8 | Personality Trait |
1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. |
2 | Average people love me for my kindness and generosity. |
3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. |
4 | I take great pains to always look my best and follow the latest fashions. |
5 | I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. |
6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. |
7 | My favor, once lost, is lost forever. |
8 | If you do me an injury, I will crush you, ruin your name, and destroy your home. |
1d6 | Ideal |
1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. |
2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. |
3 | Independence. I must prove that I can handle myself without the coddling of my family. |
4 | Power. If I can attain more power, no one will tell me what to do. |
5 | Family. Blood runs thicker than water. |
6 | Noble Obligation. It is my duty to protect and care for the people beneath me. |
1d6 | Bond |
1 | I will face any challenge to win the approval of my family. |
2 | My family’s alliance with another noble family must be sustained at all costs. |
3 | Nothing is more important than the other members of my family. |
4 | I am in love with the heir of a family that my family despises. |
5 | My loyalty to my sovereign is unwavering. |
6 | Average people must see me as a hero of the people. |
1d6 | Flaw |
1 | I secretly believe that everyone is beneath me. |
2 | I hide a truly scandalous secret that could ruin my family forever. |
3 | I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. |
4 | I have an insatiable desire for carnal pleasures. |
5 | In fact, the world does revolve around me. |
6 | By my words and actions, I often bring shame to my family. |
Singers, characters, dancers, and more. Never underestimate the influence and inspiration an idol can offer.
Bonus Skill Proficiencies: Persuasion, Performance.
Bonus Feature: Showtime- You live for the spotlight and to delight those around you. You can put on an impromptu show to keep those nearby focused on you. Gaining advantage on Performance skill checks to keep their attention.
Suggested Characteristics
1d8 | Personality Trait |
1 | I know a story relevant to almost every situation. |
2 | Whenever I come to a new place, I collect local rumors and spread gossip. |
3 | I’m a hopeless romantic, always searching for that “special someone.” |
4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. |
5 | I love a good insult, even one directed at me. |
6 | I get bitter if I’m not the center of attention. |
7 | I’ll settle for nothing less than perfection. |
8 | I change my mood or my mind as quickly as I change key in a song. |
1d6 | Ideal |
1 | Beauty. When I perform, I make the world better than it was. |
2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. |
3 | Creativity. The world is in need of new ideas and bold action. |
4 | Greed. I’m only in it for the money and fame. |
5 | People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. |
6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. |
1d6 | Bond |
1 | My instrument is my most treasured possession, and it reminds me of someone I love. |
2 | Someone stole my precious instrument, and someday I’ll get it back. |
3 | I want to be famous, whatever it takes. |
4 | I idolize a hero of the old tales and measure my deeds against that person’s. |
5 | I will do anything to prove myself superior to my hated rival. |
6 | I would do anything for the other members of my old troupe. |
1d6 | Flaw |
1 | I’ll do anything to win fame and renown. |
2 | I’m a sucker for a pretty face. |
3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. |
4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. |
5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. |
6 | Despite my best efforts, I am unreliable to my friends. |
The title of merchant can apply to both small town shop stalls as well as multi-billion gilla corporations. The resources and supply chains available to either are always beneficial.
Bonus Skill Proficiencies: Persuasion, Insight.
Bonus Feature: Haggle – When buying or selling from any shop or merchant that is not hostile toward you, you receive a 15% discount and earn 10% more on sold goods.
Suggested Characteristics
1d8 | Personality Trait |
1 | I didn’t have the cutthroat attitude necessary to succeed. I won’t make that mistake again. |
2 | Even my competitors said I was affable and talented. Those traits should serve me well. |
3 | To prosper, you have to be in control. |
4 | The customer is always right. |
5 | I was cutting corners and breaking deals to maximize profit. That’s why I failed. |
6 | When I get an idea, I am single-minded in its execution — even if it’s a terrible idea. |
7 | If I can be everyone’s friend, I’ll always have support. |
8 | My heart wasn’t in being a merchant, so I failed. I’m not all that keen on adventuring either, but I need the money. |
1d6 | Ideal |
1 | Survival. Where there’s life, there’s hope. If I remain alive and flexible, I can succeed. |
2 | Generosity. People helped me when I was down. Now that I’m back on my feet, I’ll pay it forward. |
3 | Excitement. Caution got me nowhere in my previous business. I’m not going to let it hold me back now. |
4 | Wealth. With enough gilla, I can buy comfort, power, and knowledge. Nothing will stand between me and money. |
5 | Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. |
6 | Redemption. Too many people consider me a failure. So I need to prove them wrong. |
1d6 | Bond |
1 | My family means everything to me. I failed them before, and I must not do so again. |
2 | My church provides a connection to my god, so I must ensure that it is protected and funded. |
3 | My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family. |
4 | If I take care of my possessions, they’ll take care of me. People come and go, but a weapon or a wand is something you can always rely on. |
5 | Although my business failed, the people of my community were kind to me. I’ll do everything in my power to protect them. |
6 | I owe a dangerous person a lot of money. As long as they’re happy, they let my debt rest unpaid. |
1d6 | Flaw |
1 | Why spend 100 gilla here when we can get the same goods for 50 at the next port? |
2 | I must have the best of everything. Like, right now. |
3 | You haven’t heard of me? I’m sure that’s because of your ignorance and low breeding. |
4 | I failed, but I’m awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck. |
5 | I find that most people are trustworthy. Hey, where’s my credit card? |
6 | Nothing gets between me and danger except my fellow adventurers. So I’ll be sure to put them there. |
Anyone who says money can’t buy happiness just didn’t have enough to give it a proper try. Whether by inheritance or hard work the upper class lives in luxury and has privileges that others do not.
Bonus Skill Proficiencies: Computer Use, Investigation.
Bonus Feature: Connected – When buying from a vendor you can purchase items one rarity level higher.
Suggested Characteristics
1d8 | Personality Trait |
1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. |
2 | Average people love me for my kindness and generosity. |
3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. |
4 | I take great pains to always look my best and follow the latest fashions. |
5 | I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. |
6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. |
7 | My favor, once lost, is lost forever. |
8 | If you do me an injury, I will crush you, ruin your name, and destroy your home. |
1d6 | Ideal |
1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. |
2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. |
3 | Independence. I must prove that I can handle myself without the coddling of my family. |
4 | Power. If I can attain more power, no one will tell me what to do. |
5 | Family. Blood runs thicker than water. |
6 | Noble Obligation. It is my duty to protect and care for the people beneath me. |
1d6 | Bond |
1 | I will face any challenge to win the approval of my family. |
2 | My family’s alliance with another noble family must be sustained at all costs. |
3 | Nothing is more important than the other members of my family. |
4 | I am in love with the heir of a family that my family despises. |
5 | My loyalty to my sovereign is unwavering. |
6 | Average people must see me as a hero of the people. |
1d6 | Flaw |
1 | I secretly believe that everyone is beneath me. |
2 | I hide a truly scandalous secret that could ruin my family forever. |
3 | I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. |
4 | I have an insatiable desire for carnal pleasures. |
5 | In fact, the world does revolve around me. |
6 | By my words and actions, I often bring shame to my family. |
From beat cops, to detectives, to security guards, law enforcement officers are trusted to serve and protect colonists and Earthnoids alike. Skilled at reading people, investigating crime, and working within organizations.
Bonus Skill Proficiencies: Perception, Investigation.
Bonus Feature: Restraining Maneuver – You have advantage in all attempts to grapple when engaged in Personnel combat.
Suggested Characteristics
1d8 | Personality Trait |
1 | I’m always polite and respectful. |
2 | I’m haunted by bad memories. I can’t get the images of violence out of my mind. |
3 | I’ve lost too many friends, and I’m slow to make new ones. |
4 | I’m full of inspiring and cautionary tales from my experience relevant to almost every combat situation. |
5 | I can stare down a mobile armor without flinching. |
6 | I enjoy being strong and like breaking things. |
7 | I have a crude sense of humor. |
8 | I face problems head-on. A simple, direct solution is the best path to success. |
1d6 | Ideal |
1 | Greater Good. Our lot is to lay down our lives in defense of others. |
2 | Responsibility. I do what I must and obey just authority. |
3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. |
4 | Might. In life as in war, the stronger force wins. |
5 | Live and Let Live. Ideals aren’t worth killing over or going to war for. |
6 | Nation. My home, colony, or people are all that matter. |
1d6 | Bond |
1 | I would still lay down my life for my community |
2 | Someone saved my life in the line of duty. To this day, I will never leave a friend behind. |
3 | My honor is my life |
4 | I’ll never forget the perp that got away. |
5 | Those who fight beside me are those worth dying for. |
6 | I fight for those who cannot fight for themselves. |
1d6 | Flaw |
1 | The ace pilot we faced in battle still leaves me quivering with fear. |
2 | I have little respect for anyone who is not a proven warrior. |
3 | I made a terrible mistake that sent an innocent to jail—and I would do anything to keep that mistake secret. |
4 | My hatred of my enemies is blind and unreasoning. |
5 | I obey the law, even if the law causes misery. |
6 | I’d rather eat my mobile suit than admit when I’m wrong. |
Poverty is a serious problem in the Universal Century both in the colonies and on Earth. The street savvy survivors possess toughness and resilience to get things done.
Bonus Skill Proficiencies: Survival, Stealth.
Bonus Feature: Palming – You may conceal an item even when being searched. You may only conceal one item at a time, and may include small weapons, money, trickets, or tools. When entering Personnel combat, if you are concealing a weapon, you may make a single surprise round attack against a target after Initiative is rolled.
Suggested Characteristics
1d8 | Personality Trait |
1 | I don’t run from tyrants. Tyrants run from me. |
2 | I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. |
3 | I spend money freely and live life to the fullest, knowing that tomorrow I might die. |
4 | I live for the thrill of battle. |
5 | I don’t talk about the colony drop. I’d rather not burden others with my torment. |
6 | I expect danger around every corner. |
7 | I refuse to become a victim, and I will not allow others to be victimized. |
8 | I put no trust in anyone. |
1d6 | Ideal |
1 | I try to help those in need, no matter what the personal cost |
2 | I’ll stop those who would use colonies as weapons or die trying. |
3 | I kill tyrants and bullies to make the world a safer place. |
4 | I have a calling that puts me above the law. |
5 | I like to know my enemy’s capabilities and weaknesses before rushing into battle. |
6 | I’m a monster that destroys other monsters and anything else that gets in my way. |
1d6 | Bond |
1 | I must do everything in my power to protect the family I have left. |
2 | I owe my life to the person who took me in when my parents died. |
3 | My torment drove away the person I love. I strive to win back the love I’ve lost. |
4 | I would do anything, and kill anyone, to stop the “sky from falling” ever again. |
5 | A terrible guilt consumes me. I hope that I can find redemption through my actions. |
6 | I would sacrifice my life and my soul to protect the innocent. |
1d6 | Flaw |
1 | I have certain rituals that I must follow every day. I can never break them. |
2 | I assume the worst in people. |
3 | I feel no compassion for the dead. They’re the lucky ones. |
4 | I have an addiction. |
5 | I am a purveyor of doom and gloom who lives in a world without hope. |
6 | I talk to someone that no one else can see or mistake someone for a dead relative. |
While not necessarily exclusive to just physicians, medical professionals from nurses to field medics play a vital role in wartime. Anyone with experience in patient care is a welcome addition to any crew.
Bonus Skill Proficiencies: Medicine, Survival.
Bonus Feature: Urgent Care – When rolling to stabilize an unconscious character, on a successful Medicine check, the character is not unconscious and restored to 1 hit point. On a failed check, the character is still stabilized but remains unconscious at 0 hit points.
Suggested Characteristics
1d8 | Personality Trait |
1 | All I think about is saving lives, or lives that have been lost. |
2 | I practice in the name of my religion, nation, or military faction. |
3 | I am cold and calculating in my every word and action, even when furious or frightened. |
4 | When the bodies hit the floor, my hands go into automatic. |
5 | I consider Newtypesto be cheating and unaccountable, or an integral future counterpart of a greater medical art. |
6 | I am waging a personal war on death itself. |
7 | I am entranced and inspired by the brilliance and glory of the living body. |
8 | I am actively involved in the medical society and engage in theoretical discourse and debate. |
1d6 | Ideal |
1 | Life. I was put in this world to protect and save life. |
2 | Oath. I swore my oath, and now I must live by its tenets. |
3 | Vigilantism. No man can dictate who shall die, when, or how! |
4 | Profit. Is it really my fault that all who come to me suffering also come bearing compensation? |
5 | Survival. We are all in this together, for better or for worse. |
6 | Right. Everyone deserves to live. |
1d6 | Bond |
1 | I owe everything to my home hometown, for pooling their resources to have me educated. |
2 | I was pushed, or encouraged, into the field by my parents, one of whom may have been a doctor. |
3 | My professor is the most important person in the world to me. |
4 | My patients are my everything- losing one of them is like dying, but it never ends. |
5 | I took up the profession because someone close to me died of something treatable. |
6 | I started my training alone from texts I obtained by my own means. |
1d6 | Flaw |
1 | I took the vow to be a healer without realizing its full implications. |
2 | No one can know that I have broken my promises before. |
3 | I feel contempt for many of my patients. |
4 | I think I am better than other doctors, and other people in general. |
5 | Sometimes I go too far in my search for knowledge. |
6 | I am frightened/sickened by human suffering. |
Whether the helmsman of a battleship or a mobile suit test pilot, the reflexes and intuition required to operate any size craft in space make for a valuable combat asset.
Bonus Skill Proficiencies: Drive, Acrobatics
Bonus Feature: Hawkeye – Gain advantage on all perception skill checks that rely on sight. In Personnel combat, you are never surprised.
Suggested Characteristics
1d8 | Personality Trait |
1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. |
2 | Average people love me for my kindness and generosity. |
3 | I’m always polite and respectful. |
4 | I face problems head-on. A simple, direct solution is the best path to success. |
5 | I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. |
6 | I enjoy being strong and like breaking things. |
7 | My favor, once lost, is lost forever. |
8 | If you do me an injury, I will crush you, ruin your name, and destroy your home. |
1d6 | Ideal |
1 | Greater Good. Our lot is to lay down our lives in defense of others. |
2 | Nation. My home, the Earth, or people are all that matter. |
3 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. |
4 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. |
5 | Honor. I don’t hurt anyone I don’t have to. |
6 | Power. If I can attain more power, no one will tell me what to do. |
1d6 | Bond |
1 | My loyalty to my sovereign is unwavering. |
2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
3 | My honor is my life |
4 | I’ll never forget the crushing defeat my company suffered or the enemies who dealt it. |
5 | Those who fight beside me are those worth dying for. |
6 | Average people must see me as a hero of the people. |
1d6 | Flaw |
1 | I secretly believe that everyone is beneath me. |
2 | I have little respect for anyone who is not a proven warrior. |
3 | I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. |
4 | I have an insatiable desire for carnal pleasures. |
5 | I obey the law, even if the law causes misery. |
6 | I’d rather eat my mobile suit than admit when I’m wrong. |
In wartime, even the lowest level government official from the audit bureau can make a difference. Using their connections in government to leverage change, bureaucrats are an unappreciated contributor to any group.
Bonus Skill Proficiencies: Deception, Performance.
Bonus Feature: Grease the Wheels – Once per Long Rest, you may roll on the requisition table below to use your connections to acquire valuable goods & services.
1d20 | Result |
1-8 | 1 Emergency Repair Patch or First Aid Kit |
9-14 | A weapon up to 12k gilla |
15-17 | 5 Emergency Repair Patches or First Aid Kits |
18-19 | Resupply (MS/Weapons are repaired/reloaded) |
20 | A single MS or vehicle up to 200k gilla |
Suggested Characteristics
1d8 | Personality Trait |
1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. |
2 | Average people love me for my kindness and generosity. |
3 | I’m always polite and respectful. |
4 | I face problems head-on. A simple, direct solution is the best path to success. |
5 | I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. |
6 | I enjoy being strong and like breaking things. |
7 | My favor, once lost, is lost forever. |
8 | If you do me an injury, I will crush you, ruin your name, and destroy your home. |
1d6 | Ideal |
1 | Greater Good. Our lot is to lay down our lives in defense of others. |
2 | Nation. My home, the Earth, or people are all that matter. |
3 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. |
4 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. |
5 | Honor. I don’t hurt anyone I don’t have to. |
6 | Power. If I can attain more power, no one will tell me what to do. |
1d6 | Bond |
1 | My loyalty to my sovereign is unwavering. |
2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
3 | My honor is my life |
4 | I’ll never forget the crushing defeat my company suffered or the enemies who dealt it. |
5 | Those who fight beside me are those worth dying for. |
6 | Average people must see me as a hero of the people. |
1d6 | Flaw |
1 | I secretly believe that everyone is beneath me. |
2 | I have little respect for anyone who is not a proven warrior. |
3 | I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. |
4 | I have an insatiable desire for carnal pleasures. |
5 | I obey the law, even if the law causes misery. |
6 | I’d rather eat my mobile suit than admit when I’m wrong. |
Clever, studious, and optimistic. Students play a larger role in conflict than they rightfully should, from helping Zeon strike teams to piloting the Unicorn Gundam.
Bonus Feature: Studious – Once per Long Rest, at the beginning of each day, you may choose any one skill that you are not proficient in, until the next time you take a long rest, you gain proficiency in that skill when making checks. You can only change the selected skill after a long rest and you must declare the skill immediately after a long rest.
Suggested Characteristics
1d8 | Personality Trait |
1 | I judge people by their actions, not their words. |
2 | If someone is in trouble, I’m always ready to lend help. |
3 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |
4 | I idolize a particular hero of the OYW, and constantly refer to that person’s deeds and example. |
5 | Nothing can shake my optimistic attitude. |
6 | I blow up at the slightest insult. |
7 | I misuse long words in an attempt to sound smarter. |
8 | I get bored easily. When am I going to get on with my destiny? |
1d6 | Ideal |
1 | Charity. I always try to help those in need, no matter what the personal cost. |
2 | Change. We must help bring about the changes that are constantly working in the world. |
3 | Sincerity. There’s no good in pretending to be something I’m not. |
4 | Responsibility. I do what I must and obey just authority. |
5 | Independence. When people follow orders blindly, they embrace a kind of tyranny. |
6 | Live and Let Live. Ideals aren’t worth killing over or going to war for. |
1d6 | Bond |
1 | I have a family, but I have no idea where they are. One day, I hope to see them again. |
2 | I am in love with an enemy and I would do anything to stop fighting. |
3 | I would lay down my life for my classmates. |
4 | Everything I do is to support my family. |
5 | I protect those who cannot protect themselves. |
6 | I’ve been searching my whole life for the answer to a certain question. |
1d6 | Flaw |
1 | I have a “tell” that reveals when I’m lying. |
2 | I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. |
3 | I obey the law, even if the law causes misery. |
4 | I overlook obvious solutions in favor of complicated ones. |
5 | I speak without really thinking through my words, invariably insulting others. |
6 | I can’t keep a secret to save my life, or anyone else’s. |
Soldiers bear the biggest burden in war, and the One Year War is no different. Modern warriors Tasked with fighting for independence or protecting civilians from horrific colony drops.
Bonus Skill Proficiencies: Drive, Athletics.
Bonus Feature: Hold the Line – When engaged in Personnel combat, you may increase your damage dealt by Personnel firearms by 1 dice step (ie 1d6 instead of 1d4).
Suggested Characteristics
1d8 | Personality Trait |
1 | I’m always polite and respectful. |
2 | I’m haunted by memories of war. I can’t get the images of violence out of my mind. |
3 | I’ve lost too many friends, and I’m slow to make new ones. |
4 | I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. |
5 | I can stare down a mobile armor without flinching. |
6 | I enjoy being strong and like breaking things. |
7 | I have a crude sense of humor. |
8 | I face problems head-on. A simple, direct solution is the best path to success. |
1d6 | Ideal |
1 | Greater Good. Our lot is to lay down our lives in defense of others. |
2 | Responsibility. I do what I must and obey just authority. |
3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. |
4 | Might. In life as in war, the stronger force wins. |
5 | Live and Let Live. Ideals aren’t worth killing over or going to war for. |
6 | Nation. My home, colony, or people are all that matter. |
1d6 | Bond |
1 | I would still lay down my life for the people I served with. |
2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
3 | My honor is my life. |
4 | I’ll never forget the crushing defeat my company suffered or the enemies who dealt it. |
5 | Those who fight beside me are those worth dying for. |
6 | I fight for those who cannot fight for themselves. |
1d6 | Flaw |
1 | The ace pilot we faced in battle still leaves me quivering with fear. |
2 | I have little respect for anyone who is not a proven warrior. |
3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. |
4 | My hatred of my enemies is blind and unreasoning. |
5 | I obey the law, even if the law causes misery. |
6 | I’d rather eat my mobile suit than admit when I’m wrong. |
Spacenoids are different from your average civilian and each one must be an amateur astronaut with basic technical knowledge suited to surviving in space.
Bonus Skill Proficiencies: Repair, Computer Use.
Bonus Feature: Life in Zero-G – When involved in grapples in Personnel combat, you have advantage on all saving throws when made in space, onboard a ship, or on a colony.
Suggested Characteristics
1d8 | Personality Trait |
1 | I am easily amazed by natural phenomena on Earth. |
2 | I get bored easily. When am I going to get on with my destiny? |
3 | I exaggerate and flourish when walking about in zero-G. |
4 | I rarely see any Earth or other colonies as much of a challenge. |
5 | I often tell stories about local figures in my home community. |
6 | I do not respect the authority or danger of people outside my home colony. |
7 | I am overly cautious. Waste not, want not. |
8 | I hoard food and equipment for the day when there is none. |
1d6 | Ideal |
1 | Proven Techniques. Once a successful way of doing things has been found, we should keep to it until it endangers us. |
2 | New Ways. We must constantly seek new and innovative ways of doing things if we are to survive. |
3 | Community. We all must work together if we are to survive. We should protect the weak so that they may become strong. |
4 | Hard Choices. The weak pull us down, and must be cut loose if the rest of us are going to survive. |
5 | Determination. Nothing will stop us from accomplishing our goals. We must never give up. |
6 | Compromise. Only in working together and sharing our strengths can Earth and the colonies coexist. |
1d6 | Bond |
1 | I will get revenge on those who threaten my colony. |
2 | I will find a way for us all to survive the current war. |
3 | I will protect those closest to me. |
4 | I seek a new home for my brethren. |
5 | I will keep my colony out of the conflict at any cost. |
6 | I have been ostracized by my colony, but I will find a way to regain their respect. |
1d6 | Flaw |
1 | I am extremely suspicious of people I don’t already know. |
2 | I never let anyone I care about go off alone. Ever. |
3 | I take my time in a new environment, scouting out the entire area. |
4 | I take revenge for every offense. |
5 | I secretly enjoy dangerous situations. |
6 | I seek consensus from the entire group before taking action. |
In an age of technological marvels, mechanics and engineers are prized among parties for their ability to repair and construct tools and machinery.
Bonus Skill Proficiencies: Repair, Computer Use.
Bonus Feature: Patchworks – When rolling to stabilize a disabled mobile suit or vehicle, on a successful Repair check, the vehicle is not destroyed and restored to 1 armor point. On a failed check, the vehicle is still stabilized but remains immobile at 0 armor points.
Suggested Characteristics
1d8 | Personality Trait |
1 | When I see a scrap of metal or wood, I can’t help but pocket it. |
2 | I don’t talk a lot, because I become engrossed in my thoughts |
3 | I can’t help myself around complex objects, I just want to find out how they work. |
4 | Most of the words I say sound like complete gibberish to those who know nothing about science. |
5 | I’m constantly sketching or taking notes about my surroundings. |
6 | Everything, no matter how small or insignificant, must be cataloged. |
7 | I prefer to make precise calculations before taking action. |
8 | When excited I tend to start speaking faster, and tend to get a bit jittery. |
1d6 | Ideal |
1 | Organization. Everything has its place and everything should be in its place. |
2 | People. All of my inventions are made to help people who can’t help themselves. |
3 | Freedom. I invent what I want, whether my inventions are legal or not. |
4 | Greed. Everything I make I sell, I don’t care who it hurts. |
5 | Community. I invent to help myself, my friends, and my family, and other people can do the same if they want inventions. |
6 | Safety. I build so that harm may not come to myself and those I care about. |
1d6 | Bond |
1 | I once made a child very happy with an invention, I wish to do so again. |
2 | My inventions are like family to me, so I protect them as best I can. |
3 | I seek to blend technology with Newtype talent, and create perfect harmony. |
4 | My old workshop is now in ruins due to an accident, I will never make that mistake again. |
5 | Anytime someone is hesitant or scared of my inventions I try to make them feel comfortable around them. |
6 | All the profits I make from selling my inventions go to my old masters back home. |
1d6 | Flaw |
1 | I enjoy my more dangerous inventions a little too much. |
2 | Gilla is the only thing that motivates me. |
3 | The best inventions are the ones that harm others. |
4 | I always over analyze any and all situations. |
5 | Explosions are adorable. |
6 | One of my inventions horribly mangled someone influential, and they hunt me to this day. |
While some commit crime to live, others take pleasure in hurting others and gaining wealth from it. It’s not pretty, but it bestows a set of skills that increase a group’s survivability.
Bonus Skill Proficiencies: Sleight of Hand, Intimidation.
Bonus Feature: Henchmen – You may have up to your proficiency bonus in henchmen in your employ. They will not engage in mobile suit combat, but they will aid in personnel combat as long as at least half of your party is conscious and fighting. Henchmen cost 10 gilla per day to remain employed. If you do not have the gilla to pay for a henchman, you cannot utilize their service anymore.
Suggested Characteristics
1d8 | Personality Trait |
1 | I always have a plan for what to do when things go wrong. |
2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. |
4 | I would rather make a new friend than a new enemy. |
5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
6 | I don’t pay attention to the risks in a situation. Never tell me the odds. |
7 | The best way to get me to do something is to tell me I can’t do it. |
8 | I blow up at the slightest insult. |
1d6 | Ideal |
1 | Honor. I don’t hurt anyone I don’t have to. |
2 | Freedom. Chains are meant to be broken, as are those who would forge them. |
3 | Charity. I steal from the privileged so that I can help people in need. |
4 | Greed. I will do whatever it takes to become wealthy. |
5 | People. I’m loyal to my friends, not to any ideals, and everyone else can breathe G3 gas for all I care. |
6 | Redemption. There’s a spark of good in everyone. |
1d6 | Bond |
1 | I’m trying to pay off an old debt I owe to a generous benefactor. |
2 | My ill-gotten gains go to support my family. |
3 | Something important was taken from me, and I aim to steal it back. |
4 | I will become the greatest warrior that ever lived. |
5 | I’m guilty of a terrible crime. I hope I can redeem myself for it |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
1d6 | Flaw |
1 | When I see an enemy, I can’t think about anything but how to ambush them. |
2 | When faced with a choice between money and my friends, I usually choose the money. |
3 | If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. |
4 | I have a “tell” that reveals when I’m lying. |
5 | I turn tail and run when things look bad. |
6 | An innocent person is in prison (or dead) for a crime that I committed. I’m okay with that. |
Whether it’s industrial and corporate espionage or clandestine services for the military, agents of subterfuge can always help turn the tides in their side’s favor.
Bonus Skill Proficiencies: Deception, Investigate.
Bonus Feature: Informant – Once per long rest, you may make a DC 16 Investigation skill check. On a success, you may ask the game master for a single piece of intel in the form of a question with a yes or no answer.
Suggested Characteristics
1d8 | Personality Trait |
1 | I always have a plan for what to do when things go wrong. |
2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. |
4 | I would rather make a new friend than a new enemy. |
5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
6 | I don’t pay attention to the risks in a situation. Never tell me the odds. |
7 | The best way to get me to do something is to tell me I can’t do it. |
8 | I blow up at the slightest insult. |
1d6 | Ideal |
1 | Honor. I don’t hurt anyone I don’t have to. |
2 | Freedom. Chains are meant to be broken, as are those who would forge them. |
3 | Charity. I steal from the privileged so that I can help people in need. |
4 | Greed. I will do whatever it takes to become wealthy. |
5 | People. I’m loyal to my friends, not to any ideals, and everyone else can breathe G3 gas for all I care. |
6 | Redemption. There’s a spark of good in everyone. |
1d6 | Bond |
1 | I’m trying to pay off an old debt I owe to a generous benefactor. |
2 | My ill-gotten gains go to support my family. |
3 | Something important was taken from me, and I aim to steal it back. |
4 | I will become the greatest warrior that ever lived. |
5 | I’m guilty of a terrible crime. I hope I can redeem myself for it |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
1d6 | Flaw |
1 | When I see an enemy, I can’t think about anything but how to ambush them. |
2 | When faced with a choice between money and my friends, I usually choose the money. |
3 | If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. |
4 | I have a “tell” that reveals when I’m lying. |
5 | I turn tail and run when things look bad. |
6 | An innocent person is in prison (or dead) for a crime that I committed. I’m okay with that. |
From day laborers to office drones, every civilian has some set of skills that can contribute to the success of a crew.
Bonus Skill Proficiencies: Repair, Perception.
Bonus Feature: Skills of the Trade – Select two more additional tool kit proficiencies.
Suggested Characteristics
1d8 | Personality Trait |
1 | I tend to look on the bright side. |
2 | I get lost in my daydreams often. |
3 | I believe it’s better not to do something than to do it badly. |
4 | I’m full of stories about random people I’ve seen. |
5 | I’m zealously proud of my hometown. |
6 | I resent those with more money than me. |
7 | I’m a misanthrope—if people treated you the way they treated me, you would be too. |
8 | I keep my personal life separate from my work life. |
1d6 | Ideal |
1 | Ambition. I’m going to work my way up until I’m living the life I want. |
2 | Opportunity. My job gives me many criminal opportunities. |
3 | Duty. Someone’s gotta do what I do. |
4 | Justice. When I see someone getting hurt, I have to help. |
5 | Personal Freedom. If I hurry, I have more time to myself. Who cares how badly I did my job? |
6 | Money. I do my job because I need the money. I would jump ship if a better offer came along. |
1d6 | Bond |
1 | My boss has been taking money out of my pay. One day, I’ll get him back. |
2 | I have a workmate who disappeared. |
3 | I have a criminal contact who pays me for any information I pick up. |
4 | The local governor never passes up the chance to sneer at me. |
5 | I’m friends with a clerk who’s trying to get me a better job. |
6 | There’s a person who stops to pity me every time they see me. They are so condescending. |
1d6 | Flaw |
1 | I try to inconvenience those I dislike. |
2 | I’m too passive. I do whatever people tell me. |
3 | I have trouble keeping my anger in check—it’s cost me more than one job. |
4 | I would kill for a better job. |
5 | I perform my duties poorly, if at all. |
6 | I was the one who vandalized the governor’s manor—if they find out, I’m dead. |