TEXT: 1 
   
   
   
  Gundam Blackbird 
  Lieutenant Ivan Kovich and his MS Test Team, the “Blue 
  Lightnings”, have been charged with field testing a new federation 
  Mobil Suit: the Gundam Blackbird. 
  However, while moving the Gundam Blackbird with Medea 
  transport planes to no man’s land, the Blue Lightning Test Team 
  have been ambushed by Zeon forces. Cut from their main forces, 
  the Team has been forced to crash land and scramble for their 
  mobile suits. Kovich is sure about this: someone at Command level 
  sold them to Zeon. 
  While the Blue Lightnings are hiding in the jungle the Zeon MS 
  teams, led by Captain Robert Baumer, are searching for them and 
  it’s only a matter of time before they are going to be caught. 
  Minovsky particles spread on the area make it impossible to 
  contact the Command by radio and Kovich fears that the same one 
  who betrayed them would signal their position to the enemy: the 
  Blue Lightnings have to make it to their base on their own. Their 
  destination is surveillance Outpost 47, the nearest allied place, 
  several tens of miles far to south from their current location. 
  Lieutenant Ivan Kovich wants to lead their Team out of this 
  situation but doesn't know his long lost brother is actually leading 
  the Zeon MS team. 
  Ensign Charlene DuMont, being a convicted soldier, wants to 
  desert the federal army as soon as possible, but feels bad at 
  leaving Kovich in trouble. 
  Ensign Miles Cray is in secretly in love with DuMont and totally 
  faithful to the Team. 
  WILL THEY MANAGE TO RETURN TO BASE OR WILL THEY BE 
  CAPTURED?  
  WHAT ABOUT THE BLACKBIRD PROTOTYPE?  
  CAN THEY SURVIVE IN SPITE OF WAR? 
   
   
   
   
   
  Designed by Francesco 
  D’Arcadia 
   
  Based upon Lady Blackbird by 
  John Harper. 
   
  Proofread by Daniele Di Rubbo. 
   
  Version 0.9 Playtest version 
   
  Hosted by 
   
   
   
   
   
   
  Gundam is a registered trademark of 
  sotsu agency co., ltd t.m. & © 2006 
  Used here without permission for non-
  commercial purpose 
   
   
  This document is licensed under a 
  Creative Commons Attribution Non 
  Commercial Share Alike 3.0 license. 
  http://creativecommons.org/licenses/by 
  nc-sa/3.0/us/ 
   
   
  
  2 
   
   
   
  The One Year War 
  It’s the year 0079 of the Universal Century. Humanity has colonized space near the Earth and most of 
  the population lives in giant orbiting colonies. One of the colonies, Side 3, renamed itself Principality of 
  Zeon and declared independence from the Earth Federation. They started a war against the Earth 
  Federation fielding giant humanoid piloted robots called Mobile Suits. They proved a superior weapon 
  against the traditionally equipped Federal forces. During the first week of war, casualties ranged in the 
  millions, effectively reducing by half the total human population. After this turn of events, Zeon and 
  Federation met in Antarctica and agreed a treaty banning nuclear, biological and chemical weapons of 
  mass destruction. The war dragged on and Federation started his own secret program to develop its 
  own mobile suits, “Project V”. Now it’s September and the war has lasted ten months without any real 
  winner. 
  Mobile suits (MSs) 
  Mobile suits (MSs for short) are giant humanoid vehicles. They are direct descendants to the mobile 
  pods EVA used for building colonies in space, only more complex. The MS is fitted with thrusters all 
  over the body and can take advantage of its limbs to better give direction to thrusters. This makes the 
  MS much more effective at maneuvering and speed change in space. On Earth an MS is much more 
  limited and usually able only to walk and run, but is still better armored and agile than conventional 
  vehicles. A typical MS is roughly 18 meters in height and weights roughly 70 tons. 
  MSs are powered by Minovsky compact fusion reactors, but still use conventional fuel for their thrusters 
  and, with few exceptions, are not able to power beam cannons, so they tend to rely on projectile 
  weapons or non guided missiles. 
   
   
  Many of the fine controls (such as getting a grip with an hand or moving correctly legs to walk) are 
  handled automatically by the MS itself, while the pilot focus on aim, weapon control, speed and 
  direction. MS sensor suites rely almost exclusively on computer enhanced vision and external audio 
  pickup as the Minovsky particles make all other type of sensors useless. The pilot cockpit is located 
  deep in the MS torso, making it impossible for most models to feature an emergency ejection system. 
  This led to heavy pilot casualties, during the war, to the point that MS are more available than capable 
  pilots. 
  Minovsky particles 
  Minovsky particles are a recent breakthrough. These particles are generated by a fusion reaction based 
  on the Minovsky fusion reaction and form a particle net, blocking most of the electromagnetic radiation. 
  This effect make it possible to build smaller and compact reactors with less need of heat and radiation, 
  as most are contained by the Minovsky particle field surrounding the reactor core. This reactors can be 
  fitted even on a MS. 
  Minovsky particles, when spread over a battlefield, make radio communications difficult, radar 
  ineffective and even limits line of sight, with a mist-like effect at long range. It also make electrical 
  machinery unable to function unless shielded properly. Civilian hardware stop functioning. Both 
  Federation and Zeon spreads Minovsky particles from their battleships (MS reactors are too small to 
  spread them) to protect themselves from long range artillery thus making war a close range affair; 
  hence the role of MS for close range combat, smaller, but packing the firepower of battleship artillery. 
  
  3 
   
   
   
  Brazilian North Sector 7 
  This sector is the designed field test zone for the Blackbird Gundam. It is mostly rain forest and is 
  crossed by the Negro river. The Blue Lightnings Team has crash-landed here. There is a large zone of 
  broken trees, where the Medea transport touched down, covered in smoke and small fire. It’s easy to 
  spot from afar and the BL won’t be able to linger here for long without being attacked by the enemy. 
  There are some civilian settlements nearby that could provide shelter (or betray them). There are also 
  some indigenous tribes that are wondering about the “metal gods from the sky” walking around. 
  The nearest federal outpost is Observation Post 47, located deep in the rain forest, many miles south 
  from the Blue Lightnings current location. Observation Post 47 is concealed underground and uses 
  surveillance cameras and other sensors to scan the surroundings. Kovich does not know its exact 
  location, except for a general area he heard it is assigned to. 
  Zeon forces 
  The “Dragon Fangs” elite MS team have been tasked by Zeon Command with capturing the Blackbird 
  Gundam prototype. They have some Dopp fighters scouting the sky, in search of the target and ready 
  to provide aerial support. They also have a specially equipped Magella attack tank able to sense 
  seismic vibration from ground caused by MS walking. Even so, it’s not easy for the Dragon Fangs to 
  catch their target because of the cover provided by the rain forest. 
  Their Team consists of variously equipped Zaku IIs J ground combat and a Gouf. 
  They are led by Captain Robert Baumer. Baumer is an idealistic officer who truly believes in Zeon 
  independence ideals and sees all federals as incapable corrupt bureaucrats. He has earned his men’s 
  trust and won’t sacrifice them in senseless combat. He does not know that Kovich is his brother, as 
  they had been separated when their parents divorced at a young age. 
  Karin Botsch is a recent addition to the Dragon Fangs and she is the second in command. She is 
  secretly keeping an eye on Baumer by order of her superiors as they suspect their orders are not 
  always followed to the letter. 
   
   
   
   
   
  
  4 
   
   
   
  Lieutenant Ivan Kovich 
  Caring squad leader, trying to get the team survive combat by molding it in a good squad. 
  Pilots the Blackbird Gundam. 
  Traits 
  Athlete 
  Endurance, Boxing, Tough, Run, Brawn, Climbing, 
  [First aid] 
   
  Bold 
  Brave, 
  Heroic, 
  Rescue, 
  Outnumbered, 
  Falling, 
  Explosions, Escapes, [Launching with Grappling hook] 
   
  Optimist 
  Honest, 
  Calm, 
  Confidence, 
  Inspire, 
  Positive, 
  Tenacious 
   
  Mobile Suit Pilot 
  Speed, Death from above, Strike to disable, On my 
  signal, Navigation, MS Tactics, [Head on charge], 
  [Blindside hiding] 
   
   
  Tags in [brackets] are qualities you don’t have yet. You can buy 
  them with advances. See the Rules Summary below, under 
  Keys. 
  Key of the Commander 
  Kovich is accustomed to giving orders and having 
  them obeyed. Hit your trait when Kovich comes up 
  with a plan and gives orders to make it happen. 
  Buyoff: Kovich acknowledges someone else as the 
  leader. 
   
  Key of Conscience 
  Kovich don’t like to see anyone suffer, even 
  enemies. Hit your key when Kovich helps someone 
  who is in trouble or when he changes someone’s life 
  for the better. Buyoff: Ignore a request for help. 
   
  Key of Dark Past 
  Though no one can put his finger on it, Kovich did 
  something he deeply regrets. Hit your key when 
  Kovich alludes to what he did or use an unexpected 
  skill related to what happened. Buyoff: Kovich tells 
  someone the story regarding what happened and 
  what he regrets. 
   
  Secret of Experience 
  Having Kovich been through many battles, once per 
  session you can use tags from more than one trait 
  when you make a roll. 
   
  Secret of Leadership 
  Once per session, you can give someone else a 
  chance to re-roll a failed roll, by having Kovich give 
  them orders, advice, or setting a good example. 
   
  ▢  Injured       ▢  Dead      ▢  Cornered      ▢  Angry      ▢  Lost      ▢  Shaken      ▢  Captured 
   
   
   
   
   
  
  5 
   
   
   
  Ensign Charlene “Charlie” Du Mont 
  Convicted MS Pilot, she actually cares for Kovich but wants to desert Federal Army as soon 
  as possible. Pilots the Ground Combat GM. 
  Traits 
   
  Convict 
  Bitter, Cold stare, Desperate, Fight dirty, Improvise, 
  Tough, [Escape Artist] 
   
  MS Pilot 
  Lightning reflexes, Long thruster-Assisted jump, Burst 
  firing, Swift melee strikes, Hiding, Parrying with shield, 
  [field repairs], [Evasive action] 
   
  Survivor in spite of war 
  Endure, Run, Scrounge, Keen, Cunning, First aid, 
  [Crafty] 
   
  Woman 
  Pretty, 
  Slapping, 
  Throwing 
  things 
  very 
  hard, 
  Deception, Distract, Act innocently, [Beautiful dress], 
  [Sexy] 
   
   
   
  Tags in [brackets] are qualities you don’t have yet. You can buy 
  them with advances. See the Rules Summary below, under 
  Keys. 
  Key of the Hot-Head 
  Charlie is an hot-head. Hit your key when Charlie 
  acts hasty or impetuous, doing something that is 
  risky or reckless without thinking the consequences. 
  Buyoff: Charlie stays cool and acts on judgement. 
   
  Key of the Fraternity 
  Kovich has been helpful and honestly caring to 
  Charlie since her joining the team, up to the the point 
  she unconsciously feels a bond of brotherhood with 
  him. Hit your key when Charlie is influenced by him 
  or when she shows how deep her bond is. Buyoff: 
  Charlie severs this bond. 
   
  Key of Lost Freedom 
  Charlie has been forced to be a Test pilot by Federal 
  Forces and take part into the war effort. This is part 
  of the sentence for her robberies when she was a 
  war survivor. Now she longs for freedom and leaving 
  the war behind. Hit your key when Charlie allude to 
  her longing for freedom or take steps to achieve it. 
  Buyoff: Charlie gives up deserting the Federal Army 
  and stays with her team. 
   
   
  The Secret of Reflexes 
  Once per session, you can re-roll a failure when 
  Charlie is doing anything involving grace, dexterity, 
  or quick reflexes. This includes Mobile Suit 
  maneuvers and reaction time. 
   
  The Secret of Determination 
  Charlie is a stubborn woman and not one to give up 
  on challenges. If your pool is full (and was before 
  you rolled) you may re-roll once. 
   
   
  ▢  Injured       ▢  Dead      ▢  Cornered      ▢  Angry      ▢  Lost      ▢  Shaken      ▢  Captured 
   
   
   
  
  6 
   
   
   
  Ensign Miles Cray 
  Faithful team member, secretly in love with Charlene. Pilots a Ground Combat GM Sniper. 
  Traits 
   
  Kind 
  Listen, Calm, Negotiate, Gentle, Smile, Caring, [Sense 
  of humour] 
   
  MS Pilot 
  Camouflage, Bullseye, Take cover, Support fire, 
  Flanking, Evasive action, [One shot one kill] 
   
  Reclusive 
  Shy, 
  Quiet, 
  Hide, 
  Independent, 
  Misunderstood, 
  Insecure, [Hide feelings], [Flee], [“Leave me alone!”] 
   
  Sniper 
  Long shot, Ambush, Rifles, Sharp eye, Steady hand, 
  Patient, [Trick shot], [Traps] 
   
   
   
  Tags in [brackets] are qualities you don’t have yet. You can buy 
  them with advances. See the Rules Summary below, under 
  Keys. 
  Key of Hidden Longing 
  Miles is completely enthralled by Charlene but he 
  doesn’t want her to know it. Hit your key when Miles 
  makes a decision based on this secret affection or 
  when he somehow shows it indirectly. Buyoff: Miles 
  gives up on his secret desire or makes it public. 
   
  Key of Team Spirit 
  Miles has sworn himself to the success of his Team. 
  Hit your key whenever you make a decision 
  influenced 
  by 
  the 
  team. 
  Buyoff: 
  Sever 
  the 
  relationship with your teammates. 
   
  Key of the Naif 
  Miles is especially naive. Hit your key whenever 
  Miles is taken advantage of. Buyoff: Miles gets the 
  better of someone. 
   
   
  The Secret of Teamwork 
  When Miles is assisting an ally, you may give more 
  than one pool die. 
   
  The Secret of the Lucky Break 
  Once per session Miles can succeed at something 
  decidedly unlikely and you can keep your pool dice 
  when he does (so go ahead and use ’em all). 
   
  ▢  Injured       ▢  Dead      ▢  Cornered      ▢  Angry      ▢  Lost      ▢  Shaken      ▢  Captured 
   
   
   
  
  7 
   
   
   
  RGM-79[G] GM Sniper 
  Befitting its name, the GM Sniper is a RGM-79[G] GM Ground Type modified for long range combat. In order to make use of 
  space, two extra ammunition packs for the machinegun were placed on the side skirt armor. The GM Snipers aren't seen 
  with the various hand-carried standard weapons that a GM Ground Type has, and is replaced with a single Long Range 
  Beam Rifle. The rifle is meant for long range combat, but its power is too much for the GM Sniper’s generator alone, so the 
  gun is connected to a larger, more powerful generator by thick wires. This means that the GM Sniper is a sitting duck if 
  enemy forces get in too close.  
  Head Height           18.0 meters 
  Max Weight           66.0 tons 
  Standard Weight     53.8 tons 
  Power-plant             Minovsky Ultracompact Fusion Reactor 
  Power Ouput           1150 kW 
  Sensor Range          6000 meters 
  Accommodation      Pilot only, in standard cockpit in torso 
  Armor      
        Luna Titanium Alloy 
  Max Acceleration     0.74 G 
  Propulsion      
        Rocket thrusters: 49000 kg total 
  Armaments  
         2 x Beam Saber, Long-range Beam 
  Rifle 
   
  Secret of Long Beam Sniping 
  When the GM Sniper takes aim and stand still, it can charge its Long-range Beam Rifle and fire it with devastating 
  accuracy. You gain two bonus dice for the roll if the GM Sniper pilot does not use traits or tags involving movement or 
  maneuvers. 
   
  Secret of the GM Ground Type 
  The GM Ground Type is a design thought for small team deployment. You get a pool of two. You can give one or two 
  dice from this pool to a roll of a character your pilot supports. This extra pool is external to your character’s pool and it 
  refreshes on each session start. 
  ▢ Out of ammo  ▢ Torn limb  ▢ Need Thruster Fuel  ▢ Slowed ▢ Constrained  ▢ Disabled 
   
  
  8 
   
   
   
  RGM-79[G] GM Ground Type 
  The RGM-79[G] GM Ground Type was rushed through development based on early data from Project V. The RGM-79[G] 
  uses 80% of the same parts of its more powerful cousin the RX-79[G] Gundam Ground Type. It also shared the durable 
  lunar titanium alloy armor, its ability to use beam rifles and most of the Gundam Ground Type weaponry. While sharing all 
  the hand held weaponry with his predecessor, this unit is optimized for ranged assault. 
  Head Height           18.0 meters 
  Max Weight           66.0 tons 
  Standard Weight     53.8 tons 
  Power-plant             Minovsky Ultracompact Fusion Reactor 
  Power Ouput           1150 kW 
  Sensor Range          6000 meters 
  Accommodation      Pilot only, in standard cockpit in torso 
  Armor      
        Luna Titanium Alloy 
  Max Acceleration     0.74 G 
  Propulsion      
        Rocket thrusters: 49000 kg total 
  Armaments  
        2 
  x 
  Beam 
  Saber, 
  NF•GMG-
  Type.37/100mm Machine Gun, Small Shield 
   
  Secret of Ranged Assault 
  The GM Ground Type is especially effective at fast ranged assault, shield and gun equipped. You gain a bonus die to 
  your rolls when the GM Ground Combat is attacking a target at range. Once per session you can also change a “Torn 
  limb”, “Disabled” or “Constrained” condition to “Shield destroyed” as the GM Ground Type uses the shield to deflect 
  enemy strikes. 
   
  Secret of the GM Ground Type 
  The GM Ground Type is a design thought for small team deployment. You get a pool of two. You can give one or two 
  dice from this pool to a roll of a character your pilot supports. This extra pool is external to your character’s pool and it 
  refreshes on each session start. 
  ▢ Out of ammo  ▢ Torn limb  ▢ Need Thruster Fuel  ▢ Slowed ▢ Constrained  ▢ Disabled 
  ▢ Shield destroyed 
  
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  RX-78XB Gundam Blackbird 
  Being a variant of the RX-78 Series, the RX-78XB Gundam Blackbird is an high performance Mobile Suit especially created 
  for ground based close combat. It is lighter than the original RX-78 model mostly because it does away with the core block 
  system and reduces armor plating, limiting its use but placing it in a more effective way. This makes this unit fast while 
  maintaining its strength. It can even jump higher than any Mobile Suit ever build using its thrusters. 
  The Gundam Blackbird prototype has been painted black with red trims. It’s slimmer than the original RX-78 design and 
  more utilitarian in its design (modular hardpoints and grips). 
  This Prototype, being a data harvesting unit, still equips the expensive Learning Computer that enables it to help and correct 
  the pilot action: it adapts to the pilot’s input and learns from him and the enemies’ actions on the battlefield. This feature will 
  be removed from the production model. 
  If it’s successful at field testing a limited production will be run at the Federation headquarter “Jaburo” to be sent to take part 
  in the upcoming operation “Odessa”. 
  Head Height           18.3 meters 
  Max Weight           39.8 tons 
  Standard Weight     53.8 tons 
  Power-plant             Minovsky Ultracompact Fusion Reactor 
  Power Ouput           1440 kW 
  Sensor Range          6000 meters 
  Accommodation      Pilot only, in standard cockpit in torso 
  Armor      
        Luna Titanium Alloy 
  Max Acceleration     0.93 G 
  Propulsion      
        Rocket thrusters: 70500 kg total 
  Armaments  
        2 x Beam Saber, 2 x 60mm 
  Vulcan Gun, NF·GMG-Type.37/100mm Machine Gun. 
   
  Secret of the Blackbird Prototype 
  The Gundam Blackbird is a powerful close combat Mobile Suit. You add one die to rolls when the Gundam Blackbird 
  engages the enemy in close combat, use speedy jumps or run. 
   
  Secret of the Gundam type aka “It’s the white one!” 
  The Gundam is the most successful in the Federation line of Mobile Suits. Tough and Quick, it’s becoming a legend in 
  the battlefields. Once for session you can replace the “Disabled” or “Torn limb” conditions with “Out of ammo” or “Need 
  Thruster Fuel” if it comes up. 
  ▢ Out of ammo  ▢ Torn limb  ▢ Need Thruster Fuel  ▢ Slowed ▢ Constrained  ▢ Disabled 
   
   
   
  
  10 
   
   
   
  Running the game 
  The game 
  This is a roleplaying game scenario. Here are the basics for those not knowing what’s a roleplaying 
  game. 
  You, and a few of your friends, read this document, and get together to play the game it describes. 
  You’ll need a bunch of six sided dice too. 
  One of your friends takes on the role of the Game Master (GM from now on), who takes care of 
  bringing the world to life, animating the obstacles and opponents and allies found there. 
  The rest of you (the Players from now on), each choose a protagonist character from the previous list 
  (Kovich, Charlie or Miles) and play the part of that character as a protagonist in the story emerging from 
  the game. Both players and GM push the story forward by suggesting scenes, building on the history of 
  the protagonists, as they strive ever closer to their goals. 
  Protagonists 
  All the three protagonists (Kovich, Charlie and Miles) are defined by Traits, Keys and Secrets. 
  Traits are the protagonist’s trademarks, such as abilities, talents, professional skills, recurring 
  catchphrases, special equipment and so on. Each Trait also provides a list of Tags that further define 
  the Trait. Take a look to them to get a feel of the protagonist. 
  Keys are links and springboards to the themes of the protagonist. The player is rewarded for bringing 
  them in play during scenes. Take a look at them to understand what are the story seeds of the 
  protagonist. 
  Secrets are exceptional abilities the protagonist has got and can use to achieve his goals. 
  Rules 
  Rolling the dice 
  When your protagonist tries to overcome an obstacle, you roll dice. Start with one die. Add a die if you 
  have a trait that can help you. If that trait has any tags that apply, add another die for each tag. Finally, 
  add any number of dice from your personal pool of dice (your pool starts with 7 dice). 
  Roll all the dice you’ve gathered. Each die that shows 4 or higher is a hit. You need hits equal to the 
  difficulty level (usually 3) to for your protagonist to pass the obstacle. 
  Levels: 2 easy—3 difficult—4 challenging—5 extreme 
  If your protagonist passes, discard all the dice you rolled (including any pool dice you used). Don’t 
  worry, you can get your pool dice back. 
  If your protagonist doesn’t pass, you don’t yet achieve your goal. But, you get to keep the pool dice you 
  rolled and add another die to your pool. The GM will escalate the situation in some way and you might 
  be able to try again. 
  Conditions 
  When events warrant or especially when you fail a roll, the GM may impose a Condition on your 
  protagonist: Injured, Dead, Cornered, Angry, Lost, Shaken or Captured. When you take a Condition, 
  
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  mark its box and say how it comes about. [Note: The “dead” condition just means “presumed dead” 
  unless you, as the protagonist’s Player, say otherwise.] 
  Mobile Suits may get Conditions too: Out of ammo, Torn limb, Need Thruster Fuel, Slowed, 
  Constrained, Disabled or Shield destroyed. 
  Helping 
  If your protagonist is in a position to help another protagonist, you can give him a die from your pool. 
  Say what your protagonist does to help. If the roll fails, you get your pool die back. If it succeeds, your 
  die is lost. 
  Keys 
  When you hit a Key for your protagonist, you can do one of two things: 
  ● Take an experience point (XP) 
  ● Add a die to your pool (up to a max of 10) 
  If your protagonist goes into danger because of his key, you get 2 XP or 2 pool dice (or 1 XP and 1 pool 
  die). When you have accumulated 5 XP, you earn an advance. You can spend an advance on one of 
  the following: 
  ● Add a new Trait (based on something you learned during play or on some past experience that 
  has come to light) Note: when you buy a new trait, you don’t start with any tags. You need to 
  buy them with advances. 
  ● Add a tag to an existing trait 
  ● Add a new Key (you can never have the same key twice) 
  ● Learn a Secret (if you have the means to) 
  You can hold on to advances if you want, and spend them at any time, even in the middle of a battle! 
  Each key also has a buyoff. If the buyoff condition occurs, you have the option of removing 
  the Key and earning two advances. 
  For hard limits use these on character growth: 
  ● Maximum Tags on one trait: 12 
  ● Maximum Keys per character: 5 
  ● Maximum Secrets per character: 4 
  See “New Traits, Keys and Secrets” at the end of the document for a list of possible advances. 
  Refresh 
  You can refresh your pool back to 7 dice by having your protagonist have a refreshment scene with 
  another character (player owned o GM owned). 
  You may also remove a condition or regain the use of a Secret, depending on the details of the scene. 
  A refreshment scene is a good time to ask questions (in character) so the other player can show off 
  aspects of his or her protagonist—“Why did you choose this life?”— “What do you think of the war?”—
  “Why did you enlist in the army?” etc. Refreshment scenes can be flashbacks, too. 
  Gear 
  Some gear is assumed: lockpicks, medical bag. Some gear is factual stuff in the narrative. "The general 
  gives Kovich the key card." And some gear can be Tags, for example as in: Soldier: marksman, bolt-
  
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  action rifle. When you lose your bolt-action rifle, you don't cross it off - rather you take the negative 
  condition "disarmed." When you lose your lockpicks, take the Condition, "Lost lockpicks" - picking locks 
  is more difficult now or even impossible. When you lose everything, "Unequipped." 
  Mobile suits 
  Mobile Suits are special machines and they add some Secrets to those already available to the 
  character. The mobile suit’s Secrets are  available as long as the protagonist is piloting it; once he 
  boards off he loses them. 
  Mobile Suits also have Conditions that are treated exactly as protagonist Conditions. The Protagonist 
  suffers from the mobile suit’s marked Conditions as long as he pilots it. 
  Tips &Tricks for the GM 
  Listen, Question, Don’t Plan 
  When you’re the GM, don’t try to plan what will happen. Instead, ask questions—lots and lots and make 
  them pointed toward the things you’re interested in. 
  Ask questions like: 
  ● “Does anything break when you do this crazy maneuver?” 
  ● “The fire probably spreads out of control, doesn’t it?” 
  ● “That sounds like a bold plan. What’s the first step?” 
  ● “Do the two of you end up somewhere quiet together? Does something happen between you?” 
  Keep that going at a steady pace and the game flies along pretty well. Part of the job of the GM is 
  listening to what the players say, catching it, turning it around and looking at it, and seeing if there’s 
  anything else to be done with it. 
  The GM’s jobs: listen and reincorporate, play your other characters (allies and opponents) with gusto, 
  create interesting obstacles, and impose conditions as events warrant (especially when rolls fail). 
  Frame the Scenes 
  Every time you, as the GM, say something like “So you walk into the room and see an enemy soldier 
  pointing a pistol at you” or “So now you’ve gotten to the border of the river” you are framing a scene. It’s 
  about establishing the transition for the next scene where interesting game action is going to happen. 
  Essentially you describe the stage the scene is occurring in. Even if you’ve never played a role playing 
  game, you’ll instinctively frame a scene. 
  Think of the game the way a film editor might. As the editor, you know well where scenes start, and 
  where they end, and when you make the decision to move on to the next scene, you’re framing it. 
  When it feels like all that a scene needed to accomplish has been done, you end it, and start framing 
  the next one. 
  There are some practical tricks to frame a scene: 
  ● Frame the scene before something that is the focus of the scene itself happens. 
  ● Don’t describe what protagonists are exactly doing, that is the players’ job. Ask questions about 
  it to each of them instead. The answers will tell much of their characters and what they want and 
  will probably give you further ideas. 
  ● Don’t tell the players what their protagonists are feeling, that’s another job for the players. 
  Describe instead what they are seeing and ask what their protagonists feel. As above the 
  answers will tell more of their protagonists and will probably spur new ideas. 
  
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  Encourage the players to feel free suggesting the framing of a scene when they think a particular scene 
  would be a natural and interesting consequence. Welcome those suggestions and let them frame the 
  scene explaining what their protagonists are doing and why. Ask questions and you’ll find ideas flowing 
  to you. 
  Say yes, Look For Obstacles 
  By default, protagonists can accomplish anything covered by their traits. It’s no fun to ask for a roll 
  when there’s no cool obstacle in the way. Just say yes to the action, listen, and ask questions as usual. 
  But also, be on the look out for the opportunity to create obstacles as the action develops. Obstacles 
  can be people (enemy soldiers, bandits, native people), weather, animals (rain forest is plenty of wild 
  and dangerous animals), situations (fires, falling, being shot at, chases, escapes) or anything else you 
  can imagine. 
  Because you’re asking leading questions and listening closely, they’ll be all over the place, so it won’t 
  be too hard to spot them. 
  If a character tries something not covered by their traits, that’s an obstacle right there: lack of 
  experience and training. Lots of fun things can go wrong when you don’t know what you’re doing! Also, 
  players will sometimes try things they’re bad at so they can fail and add dice to their pool. It’s a fine 
  move for them and it gives you the chance to create more trouble, so everyone wins. 
  Conditions 
  A Condition constrains what the player should say about their character. It’s a clue to tell the GM and 
  players to pay attention to that thing and use it as material for the developing fiction. 
  For the GM, the Conditions can create opportunities or give permissions. “Your are injured, right? The 
  Zeon soldiers follow the blood trails. They are right behind you.” Sometimes a condition will become an 
  Obstacle in its own right, calling for a roll to deal with it. 
   
   
  
  14 
   
   
   
  Obstacles 
  Against Captain Robert Baumer 
  Baumer is a veteran pilot from the very beginning of the conflict. He believes in the need for 
  independence from the Federation but he knows that war is really a brutal and violent affair. He tries to 
  do the right thing while keeping his team alive as much as he can. In battle he gauges the enemy 
  weakness to exploit it to the maximum effect. He pilots the MS-07 Gouf. 
  Obstacles: Dodging the Gouf’s Heat rod: 5; Hitting Baumer’s Gouf: 5; Spotting Baumer before he 
  strikes from hiding: 3; 
  Escalation: You waste ammo while trying to hit Baumer (Out of Ammo condiion); You are grappled by 
  the Heat rod and shocked (Constrained Condition); Baumer kicks you hard cutting away a limb (Torn 
  Limb condition) 
  Against Lieutenant Karin Botsch 
  Botsch is a covert agent from the Kycilia’s secret services. She knows Baumer is not always following 
  orders and will ensure he does this time. She is ready to kill and sacrifice anyone if needed to 
  accomplish the mission. She is serious, vicious and brilliant enough to prove a worthy foe to anyone. 
  She pilots a Zaku II ground type with leg missiles. 
  Obstacles: avoiding leg missiles salvos: 5; Parrying the Heat hawk: 4; Dodging the Zaku’s bull charge: 
  4; Striking Botsch: 4; dodging or parrying Machine Gun bursts: 4 
  Escalation: You are knocked down by a charge (Slowed Condition); The heat hawk cuts your MS arm 
  (Torn Limb Condition) 
  Ambush by Zakus 
  Lieutenant Bosch ordered to set up an ambush near the river where the Blue Lightnings are going to 
  pass to cross the river and get towards their destination. Zakus are concealed along the river where 
  crossing is possible. 
  Obstacles: Fight back the Zakus when ambushed: 5; Disengage the enemy and fall back: 4; Create a 
  distraction to get the upper hand: 3 
  Escalation: Enemy surrounds the Team (Cornered); One the Team is left behind (Captured) 
  Pursuing Zakus 
  Captain Baumer leads the pursuing Zeon MSs relentlessly behind the Blue Lightnings. They got 
  superior numbers and weaponry. Front assault is hardly an option for the BL Team. 
  Obstacles: Ambush the pursuing enemy: 3; Hiding in the rain forest using environment: 4; Set a trap: 4 
  Escalation: The Team is spotted by enemy; More pursuers show up; The Team comes to a dead end 
  (Cornered). 
  Negotiating with natives 
  The rain forest is home to native people living outside civilization. They are curious but cautious about 
  the “Metal Gods from the Sky wielding the power of thunder”. Their help could be useful and give the 
  Blue Lightnings the relief they need. Or they could become hostile... 
  Obstacles: Find the natives: 3; Obtain help from the natives: 4; Strike a deal with them: 3 
  Escalation: They are angered and attack the pilot; They betray them to the other “metal gods”; they 
  capture the team (Captured) 
  
  15 
   
   
   
  Hidden Federal Armoury 
  Federal Forces have several concealed armoury and refuges scattered over the quadrant in case of 
  need. The BL knows the general location of one near them and they could be instrumental to replenish 
  ammo and get supplies. The Armoury is also rigged with traps and need codes to be accessed. 
  Obstacles: Find the Armoury: 3; Avoid explosive trap: 4, Crack the access code: 5 
  Escalation: Armoury explodes; The enemy appears; The armoury has been already looted 
  Raiding the Zeon outpost 
  Zeon forces set up an observation and supply outpost in the sector. It is unavoidable having to force the 
  way right into them to reach destination. 
  Obstacles: Destroy the outpost: 3; Take prisoners: 4; Force crossing and passing the outpost: 5 
  Escalation: Enemy Reinforcements arrive; Enemy fire is too heavy (torn limb); Too much ammunition 
  is spent (Out of ammo); 
  Hazardous terrain 
  Rain Forest is full of dangerous terrains that Mobille Suits were never meant to cross, but that damn 
  Zeon scum is right after the Blue Lightnings and there is no time to plan a better course to reach 
  destination. MS mechanisms gets clogged easily just to say one. 
  Obstacles: Running through the rain forest: 4; Sudden cliff: 4; Thick vegetation: 4 
  Escalation: The MS is slowed by the terrain (gets the Slowed Condition); The MS gets blocked by 
  deep vegetation and mechanisms get clogged (gets the Constrained Condition); The MS falls on a high 
  and steep terrain and it damages a limb (gets the Torn limb Condition). 
   
  Dangerous fauna 
  Wild animals are everywhere in the rain forest. Some are harmless and some are really dangerous. 
  They prove really frightening to those who lived almost all of they life on space colonies. Also you can’t 
  stay forever in that small MS cockpit. 
  Obstacles: birds fly en masse on the MS main camera, the MS trips and fall over: 3; A jaguar attacks 
  leaping on a pilot while outside of the MS: 5 
  Escalation: struggling with animals draws even bigger predators; the MS gets damaged while 
  struggling with wild animals (mechanisms clogged, accidental misfire) 
  Traps by bandits 
  Outlaws and bandits living outside the civilization are not unheard of in this part of the world. 
  Sometimes they get greedy and could think to get the best of stranded soldiers and loot them. They are 
  cowards and set traps. 
  Obstacles: ambushed by bandits by luring the pilots outside their MS: 4; Arrange a Deal with bandits: 
  4; escape the bandit’s lair: 5 
  Escalation: You are sold to the enemy; A teammate is Captured 
   
   
  
  16 
   
   
   
  New Traits, Keys and Secrets 
  Traits 
  Handy 
  Insightful, Aware, Practical, Assess, Repair, Drive, Vehicles, Jury-Rig, Patch up, Danger, Explosives 
   
  Impassive 
  Cool-Headed, Inconceivable!, Informed, Logical, Surmise, Think It Through, Unemotional, Unyielding 
   
  Keen 
  Insightful, Aware, Coiled, Liars, Traps, Danger, Sense Motives, Ready, Anticipation, Quick, Perceptive, 
  Observant, Watchful, Common Sense, Understanding, Distrustful, Listen 
   
  Military Science 
  Gunnery, Aim, Maintenance, Digging, Observation, Signals, Supplies, Healer, Construction, Damage 
  Control 
   
  Orator 
  Convincing, Censure, Command, Charisma, Hope, Inspiration, Rebuke 
   
  Perfectionist 
  Critical, Details, Effort, Expertise, Frustration, Hard Work, Irritable, Stress, Studious, Tireless 
   
  Protect 
  Awareness, Threats, Defend, Disarm, Restrain, Carry, Delay, Healer 
   
  Quick 
  Fast Hands, Smart, First To Act, Run 
   
  Reputation 
  Trustworthy, Reliable, Fearless, Reckless, Ruthless, Underhanded, Dangerous, Deadly, Cruel, 
  Unpredictable, Heroic, Honorable, Compassionate 
   
  Scarred 
  Memorable, Frightening, Intimidating 
   
  Soldier 
  Discipline, Rifle, Pistol, Command, Tactics, Fraternity, Strategy, All For One, Bitter, Fierce, Flashbacks, 
  Grim, Grisly Tales, Gritty, March, Scarred, Shooting, Spit and Polish, Tough, Uniform Jacket, Veteran, 
  War Stories 
   
  
  17 
   
   
   
  Keys 
  The Key of the Brokenhearted 
  The protagonist no longer form bonds of love or friendship. Hit your key when your protagonist 
  succumbs to nostalgia or rebuff the affection of others. Buyoff: The protagonist falls in 
  love. 
   
  The Key of the Hero 
  The protagonist does what needs to be done, no matter the cost. he likes to be considered one of the 
  good guys. Hit your key when he acts on behalf of others. Buyoff: the protagonist acts selfishly. 
   
  The Key of the Mission 
  The protagonist has a critical, pressing mission. Hit your key when he takes action to complete the 
  mission. Buyoff: He gives up on his mission. 
   
  The Key of the Reluctant Leader 
  As the highest ranking survivor, the protagonist was obliged to take command. Hit your key when his 
  orders are obeyed and when he risks his life for his men. Buyoff: He leaves his men to die. 
  Secrets 
  The Secret of the Hidden Plan 
  The protagonist plans for every contingency. Once per session, you may declare how he prepared for 
  the situation at hand. This may involve a roll. 
   
  The Secret of Contacts 
  You may declare past relationships of the protagonist with any characters in the adventure by 
  describing them in a short phrase, such as “old rival” or “ex-lover”, but the GM decides the current 
  disposition of each person. 
   
  The Secret of Common Sense 
  Once per session, you may allow someone else a chance to re-roll a failed roll by having your 
  protagonist give them advice. 
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/1) Related to Specific Anime or Cartoon/Gundam/GundamBlackbirdPlaytest.pdf