GasMaskie
"Wait and Hope"
Stats
Stats exist to determine the limits and strengths of a character and to provide a sense of progression outside of character development. After all, it wouldn't be a proper Gundam story without upgrades and equipment changes, right? There are two sets of stats for characters: Pilot Stats and Phantasmal Armor Stats. While there are a few stats they share between them, Pilot Stats refer to the physical qualities of the character on-foot and out of a cockpit while Phantasmal Armor Stats refer to qualities of the giant armor. Naturally, the higher the stat, the better and ordinarily, stats can't hit 0.
Pilot StatsStrength (STR): A measure of a pilot's physical strength.
Speed (SPD): A measure of a pilot's speed on-foot.
Endurance (END): A measure of how much a pilot can endure physically.
Perception (PER): A measure of a pilot's reaction times and other, certain qualities.
Phantasmal Armor StatsWeight Limit (WL): The total amount of equipment that a Phantasmal Armor can carry and safely manuever with. Every point that goes over the limit results in a -2 penalty to Mobility.
Mana Points (MP): The total amount of magical energy left free for the use of System and Tactical Magic. Every System Magic installed will decrease the total Mana Points pool by its cost; i.e. installing Telelink and Mana Sense System Magic with a Golem Core results in an MP of 11/11. Tactical Magic will use up the remainder of a Phantasmal Armor's MP, subtracting its cost from the modified MP upon each cast. MP replenishes upon the end of a mission or a resupply mid-mission.
Power (POW): A measure of the Phantasmal Armor's physical strength - the higher it is, the stronger its hits are in melee combat. This stat also affects bows.
Potency (POT): A stat that determines how potent a Phantasmal Armor's use of Tactical Magic is. Higher potency results in stronger Tactical Magic, modifying its damage, projectile speed, or area of effect depending on what is applicable to the Tactical Magic being used.
Mobility (MOB): The manueverability and overall speed of a Phantasmal Armor. Higher mobility makes evasive actions more effective.
Durability (DUR): A measure of a Phantasmal Armor's physical defenses - how well it can shrug off blows in melee combat and non-magical projectiles.
Resistance (RES): A measure of a Phantasmal Armor's magical defenses - how well it resists the effects of Tactical Magic used against it. Note that enhanced weaponry takes into account both Durability and Resistance.
Character Sheet
The character sheet you'll be filling out for both your pilot and their Phantasmal Armor. I'm not a particular stickler for fancy BB coding for this sort of thing, but if you'd like to pretty up your sheet, then by all means go ahead. Characters will start out with 10 Pilot Stat points and 10 Phatantasmal Armor Stat points to place in any stat besides Weight Limit and Mana Points. The starting Weight Limit is 10, while Mana Points are determined by the Core installed. Any bonuses from equipment or Frames should be denoted with a (+ x) next to the base total (5 (+3)). In addition, characters will start out with 10 Supply Points (SP). SP is used to acquire equipment and is issued out after each mission, with bonuses and penalties depending on how a mission went.
PilotName: The name that your character goes by, whether it's their birth name or a pseudonym they've picked up.
Age: The character's age. A minimum age of 16, while there have been younger Gundam pilots, they weren't mercenaries.
Gender: Self-explanatory.
Height/Weight: See above.
Appearance/Description: A face-claim and an optional write-up of anything notable about their physical appearance. No real life FCs, this isn't G-Saviour or The War for Earth.
Personality: How a character typically acts, maybe even some of their likes and dislikes. If a character has a facade, you don't need to list their hidden or true personality traits if you prefer.
Backstory: A brief, paragraph or so detailing your character's history and how they became a mercenary pilot for hire.
Equipment: Weapons, tools, or other noteworthy items that your character has with them on the battlefield.
Extra: Theme songs or other miscellaneous information that might come to mind.
Pilot Stats:
Strength:
Speed:
Endurance:
Perception:
Pilot Skill(s): A special skill or quality that modifies the performance of their piloting or their Phantasmal Armor. Something like, increasing Strength and Power when near an ally. Keep it reasonable and balanced - more skills will be issued out based on events in the RP.
Tactical Magic Known: While Tactical Magic is installed via inscribed crystals like System Magic, its usage is also limited by a Pilot's knowledge and understanding of the spell. New Pilots will only know one Tactical Magic for now, with opportunities to grow later on.
Supply Point Total: The current amount of Supply Points a character has after creation.
Phantasmal ArmorDesignation:
Appearance/Description: If you're using an image for the Phantasmal Armor, keep it in-theme as something that could exist within a fantasy setting - stuff from Broken Blade, Escaflowne, or Vanguard Bandits are good examples. Otherwise, a written description will suffice.
Core:
Frame:
Armor:
Arsenal Loadout: Weaponry equipped to the Phantasmal Armor. Starting Phantasmal Armors will only be able to carry two weapons without additional loadout slots attached.
System Magic: The System Magic installed on the Phantasmal Armor.
Tactical Magic: Tactical Magic that the Phantasmal Armor is capable of using. Certain circumstances may make this deviate from the Tactical Knowledge a pilot knows.
Optional Equipment: Any optional equipment installed on the Phantasmal Armor.
Phantasmal Armor Stats:
Mana Points:
Weight Limit:
Power:
Potency:
Mobility:
Durability:
Resistance:
Stats exist to determine the limits and strengths of a character and to provide a sense of progression outside of character development. After all, it wouldn't be a proper Gundam story without upgrades and equipment changes, right? There are two sets of stats for characters: Pilot Stats and Phantasmal Armor Stats. While there are a few stats they share between them, Pilot Stats refer to the physical qualities of the character on-foot and out of a cockpit while Phantasmal Armor Stats refer to qualities of the giant armor. Naturally, the higher the stat, the better and ordinarily, stats can't hit 0.
Pilot StatsStrength (STR): A measure of a pilot's physical strength.
Speed (SPD): A measure of a pilot's speed on-foot.
Endurance (END): A measure of how much a pilot can endure physically.
Perception (PER): A measure of a pilot's reaction times and other, certain qualities.
Phantasmal Armor StatsWeight Limit (WL): The total amount of equipment that a Phantasmal Armor can carry and safely manuever with. Every point that goes over the limit results in a -2 penalty to Mobility.
Mana Points (MP): The total amount of magical energy left free for the use of System and Tactical Magic. Every System Magic installed will decrease the total Mana Points pool by its cost; i.e. installing Telelink and Mana Sense System Magic with a Golem Core results in an MP of 11/11. Tactical Magic will use up the remainder of a Phantasmal Armor's MP, subtracting its cost from the modified MP upon each cast. MP replenishes upon the end of a mission or a resupply mid-mission.
Power (POW): A measure of the Phantasmal Armor's physical strength - the higher it is, the stronger its hits are in melee combat. This stat also affects bows.
Potency (POT): A stat that determines how potent a Phantasmal Armor's use of Tactical Magic is. Higher potency results in stronger Tactical Magic, modifying its damage, projectile speed, or area of effect depending on what is applicable to the Tactical Magic being used.
Mobility (MOB): The manueverability and overall speed of a Phantasmal Armor. Higher mobility makes evasive actions more effective.
Durability (DUR): A measure of a Phantasmal Armor's physical defenses - how well it can shrug off blows in melee combat and non-magical projectiles.
Resistance (RES): A measure of a Phantasmal Armor's magical defenses - how well it resists the effects of Tactical Magic used against it. Note that enhanced weaponry takes into account both Durability and Resistance.
Character Sheet
The character sheet you'll be filling out for both your pilot and their Phantasmal Armor. I'm not a particular stickler for fancy BB coding for this sort of thing, but if you'd like to pretty up your sheet, then by all means go ahead. Characters will start out with 10 Pilot Stat points and 10 Phatantasmal Armor Stat points to place in any stat besides Weight Limit and Mana Points. The starting Weight Limit is 10, while Mana Points are determined by the Core installed. Any bonuses from equipment or Frames should be denoted with a (+ x) next to the base total (5 (+3)). In addition, characters will start out with 10 Supply Points (SP). SP is used to acquire equipment and is issued out after each mission, with bonuses and penalties depending on how a mission went.
PilotName: The name that your character goes by, whether it's their birth name or a pseudonym they've picked up.
Age: The character's age. A minimum age of 16, while there have been younger Gundam pilots, they weren't mercenaries.
Gender: Self-explanatory.
Height/Weight: See above.
Appearance/Description: A face-claim and an optional write-up of anything notable about their physical appearance. No real life FCs, this isn't G-Saviour or The War for Earth.
Personality: How a character typically acts, maybe even some of their likes and dislikes. If a character has a facade, you don't need to list their hidden or true personality traits if you prefer.
Backstory: A brief, paragraph or so detailing your character's history and how they became a mercenary pilot for hire.
Equipment: Weapons, tools, or other noteworthy items that your character has with them on the battlefield.
Extra: Theme songs or other miscellaneous information that might come to mind.
Pilot Stats:
Strength:
Speed:
Endurance:
Perception:
Pilot Skill(s): A special skill or quality that modifies the performance of their piloting or their Phantasmal Armor. Something like, increasing Strength and Power when near an ally. Keep it reasonable and balanced - more skills will be issued out based on events in the RP.
Tactical Magic Known: While Tactical Magic is installed via inscribed crystals like System Magic, its usage is also limited by a Pilot's knowledge and understanding of the spell. New Pilots will only know one Tactical Magic for now, with opportunities to grow later on.
Supply Point Total: The current amount of Supply Points a character has after creation.
Phantasmal ArmorDesignation:
Appearance/Description: If you're using an image for the Phantasmal Armor, keep it in-theme as something that could exist within a fantasy setting - stuff from Broken Blade, Escaflowne, or Vanguard Bandits are good examples. Otherwise, a written description will suffice.
Core:
Frame:
Armor:
Arsenal Loadout: Weaponry equipped to the Phantasmal Armor. Starting Phantasmal Armors will only be able to carry two weapons without additional loadout slots attached.
System Magic: The System Magic installed on the Phantasmal Armor.
Tactical Magic: Tactical Magic that the Phantasmal Armor is capable of using. Certain circumstances may make this deviate from the Tactical Knowledge a pilot knows.
Optional Equipment: Any optional equipment installed on the Phantasmal Armor.
Phantasmal Armor Stats:
Mana Points:
Weight Limit:
Power:
Potency:
Mobility:
Durability:
Resistance:
Armor
Light: Lightweight armor, often made from lighter composite metals or simply more scant in certain areas. (+1 DUR, +3 MOB, Cost: 1 WL)
Medium: Balanced armor that doesn't hamper mobility and offers decent protection. (+2 DUR, +2 MOB, Cost: 2 WL)
Heavy: Thick armor that covers nearly every inch of the Phantasmal Armor, offering superior defense at the cost of weighing it down. (+5 DUR, Cost: 3 WL)
Cores:
Golem: The most common core, and one notable for sometimes being found through excavation rather than the slaying of a Phantasmal Beast Golem. Most Phantasmal Armors utilize this simple Core for lack of better options. (15 MP)
Frame Types:
Kingdom: Lacillan Frames are specialized for better magical energy flow, allowing for slightly more efficient Tactical Magic. (-1 MP for Tactical Magic costs, cannot go below 1.)
Confederacy: Zeldran frames can handle heavier loadouts than other frames. This can also be seen with overall strength and melee prowess. (+1 POW)
Alliance: The Merchant Alliance's frames are versatile and generally perform well under all conditions, though they don't excel at one particular field.
Sultanate: Due to the weather conditions and large volume of Phantasmal Beasts in the area, Sultanate Frames are known for their extreme durability. (+1 DUR)
Empire: Similar to Lacillan Frames, the Iogi Empire Frames are designed with magical energy flow in mind. However, this manifests in a superior response-time and speed instead. (+1 MOB)
System Magic:
Telelink: Common System Magic that allows Phantasmal Armors to communicate over great distances, so long as crystal frequencies are attuned. (Cost: 1 MP)
Mana Sense: A System Magic that tracks the residual magical energy left by the use of mana. While active, radiant sources glow in the pilot's vision. (Cost: 3 MP)
Overclock: Forces the Phantasmal Armor to operate far past safety limits for greater performance. May cause overheating or a complete shutdown. (+1 POW/+1 MOB for the post, Phantasmal Armor overheats with a result of 1 from a D3, Cost: 3 MP)
Tactical Magic:
Flare/Blizzard/Storm Bolt: Commonplace Tactical Magic - a quick burst of magic shaped as a projectile and attuned to a particular element. Although weak in power, its low costs make it a convenient option to fall back on. (2 MP )
Flare/Blizzard/Storm Orb: Tactical Magic that manifests as an slow-moving but large sphere of an element. While more devastating than Bolt, its slow speed makes it more suited for tactical approaches. (3 MP)
Seeking Cluster: Fast, non-elemental magical projectiles that home in on enemy targets. While their flight speed exceeds that of Bolt, their overall strength is slightly weaker. Best suited for exploiting vulnerabilities and weak points, or a distraction. (1 MP)
Smokescreen: Causes an enormous pillar of smoke to emerge from a nearby point, engulfing everything in a blinding haze. Wind conditions may cause the Tactical Magic to last shorter than expected. (5 MP)
Weaponry:
Blunt Weaponry: Simple, yet wholly effective weapons against armor. (Costs: 4 SP, 5 WL)
Bladed Weaponry: Precise implements for damaging critical points and joints. (Costs: 4 SP, 3 WL)
Smalled Bladed Weaponry: Things such as daggers or knives. Though their reach and effective range are shorter, these weapons don't use up slots while equipped.(Costs: 2 SP, 2 WL)
Two-Handed Weaponry: Enormous weapons that require both of a Phantasmal Armor's manipulators to wield. (Costs: 7 SP, 7 WL)
Crossbow: Equipped with the standard auto-loading and cartridge ammunition systems. Cartridges hold 6 bolts. (Costs: 5 SP, 3 WL)
Miniature Crossbows: Smaller variants of the typical crossbow, lacking in power but made up in its close-quarters capabilities. (Costs: 3 SP, 2 WL)
Bows: A time-tested and reliable projectile weapon system. Requires both manipulators to use. (Costs: 3 SP, 3 WL)
Staves: Increases both the range and area of effect for Tactical Magic. Sturdy enough to block blades, but lacking in contact points for melee combat. (+3 POT Costs: 7 SP, 3 WL)
Rods: Otherwise known as wands, these smaller tools aid in optimizing Tactical Magic with minor boosts to their range and area of effect. (+2 POT Costs: 3 SP, 2 WL)
Shields: Provides another layer of protection and can sometimes be used as a blunted weapon if necessary. Does not take up a weapon slot, but a Phantasmal Armor is limited to two - one per arm. (+3 DUR Costs: 1 SP, 4 WL)
Optional Equipment:
Wire Hooks: Although typically used to lift up or pull objects during construction and recovery operations, these simple tow cables have become a popular option for Phantasmal Armors with mechanisms designed to fire them out at high speeds. A pilot's imagination is their limiting factor when it comes to these option parts. (+1 MOB, Cost: 5 SP per Wire Hook)
Cloak: A popular and simple garment for Phantasmal Armors, whether as an aesthetic choice or for their more practical uses as minor protection against weather conditions. (+1 DUR, Cost: 4 SP, 1 WL)
Loadout Slots: A simple upgrade that grants two more equipment hardpoints for more weaponry - provided a Phantasmal Armor can handle the weight. (Cost: 5 SP)
Light: Lightweight armor, often made from lighter composite metals or simply more scant in certain areas. (+1 DUR, +3 MOB, Cost: 1 WL)
Medium: Balanced armor that doesn't hamper mobility and offers decent protection. (+2 DUR, +2 MOB, Cost: 2 WL)
Heavy: Thick armor that covers nearly every inch of the Phantasmal Armor, offering superior defense at the cost of weighing it down. (+5 DUR, Cost: 3 WL)
Cores:
Golem: The most common core, and one notable for sometimes being found through excavation rather than the slaying of a Phantasmal Beast Golem. Most Phantasmal Armors utilize this simple Core for lack of better options. (15 MP)
Frame Types:
Kingdom: Lacillan Frames are specialized for better magical energy flow, allowing for slightly more efficient Tactical Magic. (-1 MP for Tactical Magic costs, cannot go below 1.)
Confederacy: Zeldran frames can handle heavier loadouts than other frames. This can also be seen with overall strength and melee prowess. (+1 POW)
Alliance: The Merchant Alliance's frames are versatile and generally perform well under all conditions, though they don't excel at one particular field.
Sultanate: Due to the weather conditions and large volume of Phantasmal Beasts in the area, Sultanate Frames are known for their extreme durability. (+1 DUR)
Empire: Similar to Lacillan Frames, the Iogi Empire Frames are designed with magical energy flow in mind. However, this manifests in a superior response-time and speed instead. (+1 MOB)
System Magic:
Telelink: Common System Magic that allows Phantasmal Armors to communicate over great distances, so long as crystal frequencies are attuned. (Cost: 1 MP)
Mana Sense: A System Magic that tracks the residual magical energy left by the use of mana. While active, radiant sources glow in the pilot's vision. (Cost: 3 MP)
Overclock: Forces the Phantasmal Armor to operate far past safety limits for greater performance. May cause overheating or a complete shutdown. (+1 POW/+1 MOB for the post, Phantasmal Armor overheats with a result of 1 from a D3, Cost: 3 MP)
Tactical Magic:
Flare/Blizzard/Storm Bolt: Commonplace Tactical Magic - a quick burst of magic shaped as a projectile and attuned to a particular element. Although weak in power, its low costs make it a convenient option to fall back on. (2 MP )
Flare/Blizzard/Storm Orb: Tactical Magic that manifests as an slow-moving but large sphere of an element. While more devastating than Bolt, its slow speed makes it more suited for tactical approaches. (3 MP)
Seeking Cluster: Fast, non-elemental magical projectiles that home in on enemy targets. While their flight speed exceeds that of Bolt, their overall strength is slightly weaker. Best suited for exploiting vulnerabilities and weak points, or a distraction. (1 MP)
Smokescreen: Causes an enormous pillar of smoke to emerge from a nearby point, engulfing everything in a blinding haze. Wind conditions may cause the Tactical Magic to last shorter than expected. (5 MP)
Weaponry:
Blunt Weaponry: Simple, yet wholly effective weapons against armor. (Costs: 4 SP, 5 WL)
Bladed Weaponry: Precise implements for damaging critical points and joints. (Costs: 4 SP, 3 WL)
Smalled Bladed Weaponry: Things such as daggers or knives. Though their reach and effective range are shorter, these weapons don't use up slots while equipped.(Costs: 2 SP, 2 WL)
Two-Handed Weaponry: Enormous weapons that require both of a Phantasmal Armor's manipulators to wield. (Costs: 7 SP, 7 WL)
Crossbow: Equipped with the standard auto-loading and cartridge ammunition systems. Cartridges hold 6 bolts. (Costs: 5 SP, 3 WL)
Miniature Crossbows: Smaller variants of the typical crossbow, lacking in power but made up in its close-quarters capabilities. (Costs: 3 SP, 2 WL)
Bows: A time-tested and reliable projectile weapon system. Requires both manipulators to use. (Costs: 3 SP, 3 WL)
Staves: Increases both the range and area of effect for Tactical Magic. Sturdy enough to block blades, but lacking in contact points for melee combat. (+3 POT Costs: 7 SP, 3 WL)
Rods: Otherwise known as wands, these smaller tools aid in optimizing Tactical Magic with minor boosts to their range and area of effect. (+2 POT Costs: 3 SP, 2 WL)
Shields: Provides another layer of protection and can sometimes be used as a blunted weapon if necessary. Does not take up a weapon slot, but a Phantasmal Armor is limited to two - one per arm. (+3 DUR Costs: 1 SP, 4 WL)
Optional Equipment:
Wire Hooks: Although typically used to lift up or pull objects during construction and recovery operations, these simple tow cables have become a popular option for Phantasmal Armors with mechanisms designed to fire them out at high speeds. A pilot's imagination is their limiting factor when it comes to these option parts. (+1 MOB, Cost: 5 SP per Wire Hook)
Cloak: A popular and simple garment for Phantasmal Armors, whether as an aesthetic choice or for their more practical uses as minor protection against weather conditions. (+1 DUR, Cost: 4 SP, 1 WL)
Loadout Slots: A simple upgrade that grants two more equipment hardpoints for more weaponry - provided a Phantasmal Armor can handle the weight. (Cost: 5 SP)
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