Newtype abilities are either awakened at game start, or purchased via a Feat later in game. They are most similar to Dragonmarks from the Eberron Campaign Setting. They are powerful boons for a player to have. Not only does the Newtype Awakening grant Proficiency in the use of Psycommu Mobile Suits and Weapons, but also bestows special abilities on the character.
As a prerequisite to awaken as a Newtype, you must have a Psyche score of at least 13 or greater.
Not all Newtypes are the same. When you take the Newtype Feat or are granted it’s abilities at the beginning of your game, select one of the
Combat Newtypes fit the Murasame Lab definition of Newtypes. They possess supernatural reflexes and minor abilities to control remote psycommu weapons.
Example: Amuro Ray, Char Aznable
As Combat Newtype, you gain a +1 increase to your Physique & Reactions Score.
When making an Athletics or Demolition Skill Check, roll 1d4 and add the result to your roll.
As a Newtype you gain access to the following abilities.
Name | Effect | Frequency |
Sense Hostility | You may roll Insight skill checks with Advantage. | At Will |
Detect Newtypes | As a standard action, you may sense the presence of any Newtype or Cyber-Newtype up to 50 dam (100 dam in MS). You are not able to identify targets or perceive an exact location, only a general direction. | Proficiency Bonus/Long Rest |
Axis Aura | As a standard action, you extend your power to your allies within 10dam (30dam in MS), granting an Advantage on Saving Throws and Attack rolls for 1 minute. | 1/Long Rest |
Empaths are a subset of Newtype that possess increased sensitivity and the ability to peer into others’ minds.
Example: Kamille Bidan, Lalah Sune
As an Empath, you gain a +2 increase to your Cunning Score.
When making an Insight or Persuasion Skill Check, roll 1d4 and add the result to your roll.
As a Newtype you gain access to the following abilities.
Name | Effect | Frequency |
Telepathy | As a bonus action, you may psychically communicate a message to a target within 10 dam (80 dam in MS). The target cannot reply but it is not restricted by line of sight. | At Will |
Locate | As a standard action, you may psychically try to find a person you are familiar with within 200 dam. If the target does not wish to be found they may attempt to resist with a Psyche Saving Throw with a DC of 10 + your Psyche Modifier. | Proficiency Bonus/Long Rest |
Detect Thoughts | For 1 minute you can read the thoughts of any target you can see as a standard action. You may read surface thoughts but if you attempt to probe deeper the target can make a Psyche Saving Throw to resist your reading with a DC of 10 + your Psyche Modifier. | 1/Long Rest |
Support Newtypes do not use their gifts for war or develop their talents in psychic communication, but rather possess an esoteric ability to strengthen and inspire their allies.
Example: Sayla Mass, Mirai Yashima
As a Support Newtype, you gain a +1 increase to your Psyche & Intellect Score.
When making an Insight or Investigation Skill Check, roll 1d4 and add the result to your roll.
As a Newtype you gain access to the following abilities.
Name | Effect | Frequency |
Inspire | You touch one willing target as a standard action. The target can roll 1d4 and add the number rolled to one skill or ability check of its choice. It can roll the die before or after making the check. | At Will |
Fortify | As a standard action select three targets within 5 dam (30 dam in MS). For one minute whenever a target makes an attack or saving throw they made add 1d4 to the result. | Proficiency Bonus/Long Rest |
Calming Presence | You attempt to suppress strong emotions in a group of people as a standard action. Each target within a 10 dam sphere (50 dam in MS) must succeed on a Psyche Saving Throw with a DC of 10 + your Psyche Modifier. On a failed save, any Charm or Frighten effects immediate end and the target becomes indifferent to anyone they are hostile toward for 1 minute. The effect ends if the target or an ally of the target is harmed. | 1/Long Rest |
Cyber Newtypes are artificial aberrations created to combat the rise of true Newtypes.
Example: Four Murasume, Rosamia Badam
As a Cyber Newtype, you gain a +2 increase to your Psyche Score.
When making an Intimidation or Perception Skill Check, roll 1d6 and add the result to your roll.
As a Cyber Newtype you gain access to the following abilities.
Name | Effect | Frequency |
Psychic Reading | As a standard action you peer into the mind of an enemy, granting you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target. | At Will |
Psychic Pressure | As a standard action, select a number of targets within 10dam (80 dam in MS) equal to your proficiency bonus. Each target must make a Psyche Saving throw with a DC of 10 + your Psyche Modifier or become Sickened, imposing Disadvantage on attack rolls and saves for one minute. Targets may repeat this save at the end of each of their turns to end the effect early. | Proficiency Bonus/Long Rest |
Psychic Crush | As a standard action, select a single target within 10dam (80 dam in MS). Make a Ranged Newtype Attack against the target. On a successful hit, the target must make a Psyche Saving Throw with a DC of 10 + your Psyche Mod. On a failed save, the target is Stunned for 1 minute | 1/Long Rest |