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Mobile Suit Gundam: Fleeting Liberty
\pagebreak # Mobile Suit Gundam: Fleeting Liberty ___ The world of {title} shows a grim future where war has reduced the Earth to a submerged ruin of its former glory. It is a post-apocalyptic setting where the survivors have salvaged the tools and weapons of the old world to build a new future for themselves. In {title}, conflict is resolved through mechanical humanoid weapons called Mobile Suits. It is the year 0025 of the {calendar}. The planet's sea levels have risen astronomically since the **Final Impact** - an act of war that saw the spacenoids drop several space colonies all over Earth. Survivors have since begun to rebuild society from the remnants of the old world, forming several Salvage Factions for protection and survival. ## Newtype ___ Newtypes were once only a thought experiment, theorized to be the next step in human evolution. Since humanity's expansion into outer space, there have been individuals who are born with incredible spatial perception and limited psychic ability. ### Humanity's Evolution ___ When humanity began to expand into outer space, individuals began to exhibit heightened awareness and even a form of psychic ability. Dubbed 'newtypes' by pre-Impact scientists and philosophers, this phenomenon was said to be the next step in humanity's growth, as the need for such senses and the capacity to better understand each other is crucial for the human race to move deeper into space. ### Heightened Senses ___ Observed newtype abilities are varied and have not been completely mapped out, with many studies lost or kept in the isolated space colonies after the war. A common thread, however, is a heightened understanding of the world. Many newtypes exhibit abilities that seem to tap into a deeper layer of reality, such as hyper-awareness or incredible empathy, being able to sense things across vast distances or perceive things that are otherwise imperceptible. ### Newtype Traits ___ Your newtype character has the following traits from their enhanced senses. ***Ability Score Increase.*** One ability score of your choice increases by 1. ***Age.*** Newtypes reach adulthood in their late teens and live a little over a century. ***Alignment.*** Newtypes tend toward no particular alignment. The best and the worst are found among them. ***Size.*** Newtypes vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write English and one extra language of your choice. ***Newtype Awakening.*** Some newtype abilities involve rolling a Newtype die. Starting at 1st level, this is a d4. It becomes a d6 when you reach 7th level, a d8 when you reach 13th level, and finally a d10 when you reach 19th level. ***Heightened Awareness.*** When you are targeted by an attack or are forced to make a Dexterity saving throw, you can use your reaction to roll one Newtype die and add the result to your AC or Dexterity saving throw against that attack or effect. You can choose to use this after the attack or Dexterity saving throw has been rolled, but before the result is revealed. Alternatively, you can use your reaction to roll one Newtype die and add the result to one attack that you make. ***Emphatic Link.*** You have proficiency in the Insight skill. When you make an ability check with this skill, you can roll one Newtype die and add the number rolled to the ability check. You can also sense the presence of other newtypes within 30 feet of you (300 feet while in a mobile suit) and you can telepathically communicate with other willing newtypes within this range. You can do so even if you do not share a language. If you are familiar with a newtype, you can identify their presence and location within that range. Barring familiarity, you would know if you've felt a newtype's presence before. ***Subrace.*** Choose one of the following subraces, representing the kind of newtype abilities you gain: spiritual or spatial. ### Spatial Newtype ___ Spatial newtypes perceive their surroundings at a much more heightened level compared to the naturals. They can react in record time, often pushing their mobile suits to the breaking point. ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Spatial Sixth Sense.*** You have proficiency in the Perception skill. When you make an ability check with this skill, you can roll one Newtype die and add the number rolled to the ability check. In addition, you can't be surprised while you are conscious and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. ***Newtype Flash.*** As a bonus action on your turn, you enter a heightened state of spatial awareness. Roll your newtype die once. You gain a bonus to your AC equal to the number rolled until the start of your next turn. During this time, you add your newtype die to your attack rolls and Dexterity saving throws. You can use this trait a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. Starting at 5th level, your foresight grants you supernatural reflexes. As an action, you can cast the *haste* spell without using any components. The range of the spell is multiplied by 10 if you are in a mobile suit. Wisdom is your spellcasting ability for this spell. You can cast this spell once, and you regain the ability to do so if you willingly suffer one level of exhaustion or when you finish a long rest. All levels of exhaustion added by repeated use of this trait vanish when you do so. \pagebreakNum ### Spiritual Newtype ___ Spiritual newtypes are able to channel their emotions into an observable form of energy. These newtypes have a strong presence, tapping into an unseen and unknown layer of reality that allows people to understand each other. Whatever reality this may be seems to transcend the world of the living, as they are supposedly able to see and communicate with the dead. ***Ability Score Increase.*** Your Charisma score increases by 2. ***Spiritual Sixth Sense.*** You can see the spirits of those who have died within the last minute and communicate telepathically with them if you are within 30 feet of them (300 feet while in a mobile suit). When you reach 3rd level, you can cast the spell *detect thoughts* once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spell *speak with dead* once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells and you don't need any components in order to cast them. ***Newtype Pressure.*** You have proficiency in the Persuasion and Intimidation skills. When you make an ability check with these skills, you can roll one Newtype die and add the number rolled to the ability check. Starting at 5th level, you can funnel your emotional presence as an unseen force with this trait. As an action, you can cast the *fear* or *slow* spell without using any components. The range and area of the spell is multiplied by 10 if you are in a mobile suit. Charisma is your spellcasting ability for this spell. You can cast this spell once, and you regain the ability to do so if you willingly suffer one level of exhaustion or when you finish a long rest. All levels of exhaustion added by repeated use of this trait vanish when you do so. ## Coordinator ___ Coordinators are humans who underwent genetic engineering in utero. Originally meant as a means to better traverse the stars through increased physical and mental capabilities through medical means, they have since faded to obscurity in the Post-Impact world. ### Artificial Evolution ___ While the newtype theory was gaining traction, some scientific organizations opted to follow a different evolutionary path for humanity. Using the latest genetic engineering techniques and medical technology at the time, they were able to artificially enhance entire generations of human beings. ### A History of Discrimination ___ Unlike the marginalized few of the newtypes, coordinators were put through a focused lens of discrimination by the naturals. Some called it jealousy, others called them deviant impurities, but all the same, coordinators were discriminated against for their genetic superiority. \columnbreak ### A Dying Breed ___ Much of the technology in Earth and perhaps most of the space colonies have been lost to the Final Impact. As such, very few, if any, new coordinators are born in the {calendar} due to the lack of expertise or technology. The coordinators who remained on Earth are likely the ones who survived the {war}. ### Coordinator Traits ___ Coordinators are genetically engineered to be better than normal humans, granting the following traits. ***Ability Score Increase.*** Your Constitution score increases by 2 and one other ability score of your choice increases by 1. ***Age.*** Coordinators reach adulthood in their late teens and can theoretically live for about 150 to 200 years. However, this has never been proven. ***Alignment.*** Coordinators tend toward no particular alignment. The best and the worst are found among them. ***Size.*** Coordinators vary widely in height and build depending on how they were designed in utero, from barely 5 feet to well over 7 feet tall. Regardless of your position in that range, your size is Medium. ***Speed.*** Your base walking speed is 35 feet. ***Languages.*** You can speak, read, and write English, French, and two extra languages of your choice. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Enhanced Physiology.*** You are immune to disease and have advantage on saving throws against poison. You also have resistance against poison damage. In addition, you can forego resting without suffering exhaustion for a number of days equal to your Constitution modifier. ***Subrace.*** Coordinators are designed from a variety of preferences by their parents. Choose one of the following subraces: designer baby, prodigy, or super soldier. ### Designer Baby ___ Designer baby coordinators are the ones whose parents focused on physical appearances and charismatic appeal. They often become politicians or celebrities in coordinator space, as people tend to gravitate towards their somewhat natural charisma. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Pleasing to the Eyes.*** You have proficiency in the skills that use Charisma. If you roll below a 10 on an ability check that uses Charisma, you can reroll the die and must use the new roll. You cannot use this trait if you are unseen. ***Disarming Demeanor.*** You know the *friends* cantrip. When you reach 3rd level, you can cast the *calm emotions* or *charm person* spell once with this trait, and you regain the ability to do so when you finish a short or long rest. You can cast these spells without any material, somatic, or verbal components. Charisma is your spellcasting ability for these spells. \pagebreakNum ### Prodigy ___ Prodigies are designed for mental acuity, focusing on heightening their natural capacity to learn and comprehend. They would often become scientists or strategists of their communities, putting their incredible minds to further societal advancement. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Fast Learner.*** You have proficiency in one artisan skill of your choice and two skills of your choice that use Intelligence. When you are training for a language, skill, tool, or weapon proficiency, you become proficient at half of the normal number of days and at half the cost. ***Concentrated Focus.*** You know the *guidance* cantrip and you can cast it as a bonus action. Intelligence is your spellcasting ability for this spell and you don't need any components in order to cast it. ***Learned Resistance.*** When you fail a saving throw against an effect, you have advantage to any succeeding saving throws made to save against it or end its effects early. This advantage lasts for the next 8 hours. ***Speed Reader.*** It only takes 6 seconds for you to read and comprehend an entire page's worth of text. ### Super Soldier ___ Super soldiers were made for battle and filled in the ranks of the coordinator military back in the pre-Impact days. While they were treated as regular citizens outside of combat operations, their minds and bodies were finely tuned to excel in warfare, making peace a boring affair for them. ***Ability Score Increase.*** Your choice between Strength or Dexterity score increases by 1. ***Athletic Form.*** You proficiency in one skill of your choice between the Acrobatics or Athletics skill, and you pick between having a climbing speed of 30 feet or a swimming speed of 30 feet. You double your proficiency bonus whenever you make any ability checks that uses that skill. ***Fine Muscle Control.*** You can cast the *hunter's mark* and the *expeditious retreat* spells. You can cast either of these spells in this way a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest. You can cast these spells without any components. Wisdom is your spellcasting ability for these spells. These spells manifest as physical precision of movement and control. ## Natural ___ Naturals are the custodians of the old world and likely the ones to succeed in the new one. Ethnicities aside, they are the most populous race among humanity. Several of them, however, eye the other races with resentful envy, as they try to keep up with the branching paths of evolution. \columnbreak ### The Old Guard ___ The naturals as a collective hold this sense of pride, sometimes entitlement, over the advancements of human civilization. Before newtypes and coordinators, they were the ones who set the stage for an era of space exploration. They do, however, hold the distinction of waging the most wars against their own kind, even before the discrimination against newtypes and coordinators. ### Souls of the Earth ___ Many naturals have gone out into space, colloquially called 'spacenoids' by most. However, many of them are drawn to the Earth, as if their souls were held down by gravity. Many wars, both on land and in space, were waged for the ownership of space's blue jewel. ### Natural Traits ___ Your natural character has the following traits. ***Ability Score Increase.*** One ability score of your choice increases by l. ***Age.*** Naturals reach adulthood in their late teens and live less than a century. ***Alignment.*** Naturals tend toward no particular alignment. The best and the worst are found among them. ***Size.*** Naturals vary widely in height and build, from barely 5 feet to well over 7 feet tall. Regardless of your position in that range, your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write English and one extra language of your choice. **Subrace.** Naturals have adapted to humanity's evolution in different ways. Choose one of the following subraces: focused, enhanced, or cyber newtype. ### Focused ___ Focused naturals never went through any form of enhancement and chose to earn their place in the world through intense work and ironclad determination. ***Ability Score Increase.*** Two other ability scores of your choice increase by 1. ***Oldtype Determination.*** When you pass a death saving throw at the start of your turn or when you start your turn stabilized with 0 hit points, you can choose to regain hit points equal to your level, and then you stand up if you so choose. You can use this feature once and must finish a long rest in order to use it again. ***Lifelong Focus.*** You have proficiency in one skill of your choice. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. ***Feat.*** You gain one feat of your choice. \pagebreakNum ### Cyber Newtype ___ Cyber newtypes are the product of decades worth of research and development, delving into the many supernatural phenomena that the newtypes can tap into. The process itself is a closely-guarded secret, with many cyber newtypes considered to be military assets. Several cyber newtypes often escape the military. Whatever peace they find, however, is marred by flashes of paranoia brought about by their artificial psychic powers. ***Ability Score Increase.*** Your Dexterity and Wisdom scores increase by 1. ***Cyber Enhancements.*** Some cyber newtype abilities involve rolling a Cyber Newtype die. Starting at 1st level, this is a d4. It becomes a d6 when you reach 13th level. ***Partial Sixth Sense.*** You have proficiency in the Perception skill and the Persuasion or Intimidation skill (choose one). Whenever you make an ability check with that chosen skill, you roll one Cyber Newtype die and add the number rolled to the check. ***Cyberlink.*** You can communicate telepathically with other cyber newtypes within 30 feet of you (300 if you are in a mobile weapon), and you can sense the presence of other cyber newtypes and newtypes within that range. ***Quick Reflexes.*** When you are targeted by an attack or are subject to an effect that forces you to make a Dexterity saving throw, you can use your reaction to roll one Cyber Newtype die and add the result to your AC or Dexterity saving throw. Alternatively, you can use your reaction to roll one Cyber Newtype die and add the result to one attack that you make. ***Forced Awakening.*** You know the *bless* spell, and you can cast it on yourself as a bonus action when you cast the spell with this trait. When you reach 5th level, your cybernetic enhancements grant you supernatural reflexes. As an action, you can cast the *haste* spell on yourself. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components, and you roll one Cyber Newtype die to determine the spell's duration, which is a number of rounds equal to the roll plus your proficiency bonus. You can cast the spells once each, and you regain the ability to do so if you willingly suffer one level of exhaustion or when you finish a long rest. All levels of exhaustion added by repeated use of this trait vanish when you do so. \columnbreak ### Enhanced ___ The enhanced are the naturals' answer to the coordinators. Through a combination of chemical enhancers and brainwashing, the enhanced are able to keep up with their genetically superior cousins. While the results are undeniable, the process of turning a natural to an enhanced often has dire side effects, such as intense drug dependency or some form of psychosis. ***Ability Score Increase.*** Your Constitution score increases by 2. ***Enhanced Physiology.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Addled Mind.*** When you choose this race, you suffer one kind of indefinite madness. Roll on the indefinite madness table in page 258 of the Dungeon Master's Guide. You have advantage to saving throws against effects that force you to make an Intelligence, Wisdom, or Charisma saving throw. If you fail the saving throw, you can use your reaction to succeed instead. You can do so once and you roll on the short-term madness table (page 258 of the Dungeon Master's Guide) for any succeeding use after the first, suffering its effects until the end of your next turn. You can use this feature again without suffering any short-term madness after you finish a long rest. ***Wild Style.*** If you use at least half of your movement on your turn, you gain advantage to your attack rolls and Dexterity saving throws until the start of your next turn. You can't use this trait again until you end one of your succeeding turns without using more than half of your movement. \pagebreakNum
Mobile Suit Gundam: Fleeting Liberty
These playable races were inspired by my love for the Gundam metaseries. With so many great stories out there and the flexible system of 5th Edition D&D, it was only a matter of time before I created this labor of love. I would like to thank my life partner for inspiring me to make this and for always entertaining my story-driven whims. I love you.
Mobile Suit Gundam: Fleeting Liberty is a homebrew setting made for 5th Edition Dungeons and Dragons. Setting created by Leron9999 Gundam franchise is owned by Bandai Namco Holdings, Sotsu, and Sunrise
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