Delta Dust Chargen

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Character Generation

Characters have a set of attributes representing key elements of themselves. Each has a distinct but broad effect. They are as follows, with the following six being Core Attributes.

Physique: This is the raw physical prowess of your character while she is on her own two feet, governing everything from strength, agility, endurance and athleticism. It also covers general physical fortitude and G-resistance. Every rank of Physique provides +1 to Kinetic Defense.
Wits: This is your character's ability to react well to rapidly-changing situations and not be caught with your jaw on the floor when something unexpected occurs. Every rank of Physique provides +1 to Energy Defense and Melee Attack.
Intellect: This is your character's mental acuity and memory, both short and long term. Every rank of Intellect provides +1 to Electronic Attack and Command.
Clarity: Your character's ability to act with wisdom and deliberation; the uncanny ability to make the correct choice and not fumble over your own fingers. Every rank of Clarity provides +1 to Electronic Defense.
Perception: How finely-tuned your character's senses are, as well, it covers fine detail work and hand-eye coordination (yes, this means you play videogames with Perception). Every rank of Perception provides +1 to Melee Defense and Gunnery.
Charisma: This is your character's ability both to sway people to your side and to pick up on subtle social clues. Every rank of Charisma provides +1 to Command.

Several additional attributes also represent more exceptional or unusual elements of a character, these are the Extended Attributes.

Aleph: This is your character's ability to detect, interpret and apply 'Aleph waves', quantum brain energies. Most humans have this at 0. Aleph does not count for mandatory minimum requirements or the like; only rules which specifically reference Aleph apply.
Pluck: Just how well you thrive against adversity. While listed with Attributes, Pluck is special and does not count for mandatory minimum requirements or the like; only rules which specifically reference Pluck apply. Note that unlike the other Attributes, Pluck costs five times (5x) normal per level.

In addition, characters may also have Skills. Skills are much more specific than attributes, and cover certain situations only. Note that Skills are not necessary for a character - an office worker does not need to have the Office Management skill to be considered competent at this job. General ability to perform gainful employment, hobbies or function in society is a function of Attributes - Skills represent particularly hightened ability.

Notable skills:

  • Pilot: Every rank of Pilot provides +1 to Kinetic and Energy defenses, along with any roll involving piloting a vehicle.
  • Gunnery: Every rank of Gunnery provides +1 on offense when using non-guided weapons.
  • Melee: Every rank of Melee provides +1 to both Melee offense and defense in both person and in melee-capable vehicles.
  • Electronic Warfare: Every rank of Electronic Warfare provides +1 to all offensive and defensive rolls involving guided weapons, sensors and the like.
  • Gunplay: Every rank of Gunplay provides a +1 to all relevant rolls when fighting in person, with the exclusion of melee weapons - from handguns to rocket launchers.
  • Leadership: Every rank of Leadership provides +1 to all Command rolls.
  • Zero-G:
  • Mechanic:
  • Fieldcraft:
  • Terrorism:

Each character has a budget of 75 Character Points (CP) to spend.

All Attributes and Skills

Level 1 - 1 CP
Level 2 - 3 CP
Level 3 - 6 CP
Level 4 - 10 CP
Level 5 - 15 CP
Level 6 - 21 CP
Level 7 - 28 CP
Level 8 - 36 CP
Level 9 - 45 CP
Level 10 - 55 CP

In short, the base cost to improve a stat costs (current level + 1).


Traits are particularly exagerated aspects of your character.

Backstory Traits

Backstory Traits are those that represent important elements of your character's history before the OVA. While it is possible to acquire them in-game, this a function of story events. The value in (brackets) is their CP cost during character generation.

Veteran (8)

While most protagonists tend to be relatively new at this whole ‘heroing’ thing (though not, let it be known, does this mean it is solely the domain of the young – see James Links) there are some who have had their time in the spotlight in the previous anime. These characters are better pilots, generally higher ranked and simply more skilled, having had an entire season or more of combat under their belt (or the backstory equivalent, if you’re Roy Fokker). They get +1 rank in Piloting and Gunnery or Command. Unfortunately, all Veterans suffer a -1 penalty to their effective Aleph Potential.

Hot-Blooded! (0)

God certainly must protect fools and lovers, because you're a fool that loves a good challenge and you haven't died yet. Your entire life is a litany of guts, determination and sheerest foolhardiness. At the start of any turn you can channel your inner heat and by spending 1 Pluck, get a +2 to all rolls and defenses for the turn. Furthermore, the first time a friendly unit is shot down, you get +1 to all rolls and defenses for the rest of the battle. However, you can be psychologically vulnerable and be easy prey for enemy deception and tricks. You're also unable to understand that your subordinates might not be able to keep up with you or that your commanding officer has a plan more subtle than 'Charge and win!'; consequently you only get (and provide) half the bonus from any Command effect.

Paragon Interrupt (5)

Your past includes some notable incident of heroism in the line of duty. Perhaps you held the line around the perimeter of the refugee camps on Rwanda Minor, or saved the Loum Colony from crashing. No matter the specifics (which should be detailed in your bio) you are seen as an exemplar of proper behavior. This gives you a charisma bonus of +1 to +3 in most situations, especially where being a hero would be relevant and even your enemies will give you a certain amount of respect. The downside is that you are bound the expectations of your history; there are few things more despicable than a fallen paladin. Note that this does not imply a code of honor - a code of honor is internal to the character, whereas Paragon Interrupt is the expectations of others. It is entirely possible to be an atrocious monster and yet still have Paragon Interrupt - so long as you manage to keep people from drawing a connection between one and the other.

Photosynthetic (2)

Your physiology has been modified to include a layer of photosynthetic cells in your skin; while this doesn't mean you can subsist solely off sunlight and water, it does give you a pleasant feeling energy during the day. During daytime, you get +1 to all your rolls and defenses. During night, you get -1.

Rival (+5)

In the past you’ve cultivated a rivalry with another skilled pilot, often the inevitable side-effects of not managing to finish the job in the previous season. They will often bedevil you and while they can cause serious setbacks, they also mean that you can have episodes centered upon you and only you. Plus, spoiling their undoubtedly villainous plots is sweet sweet victory.

Cyber Newtype

You’re a government experiment in pilot uniform. You got the benefits of being able to control funnels, dodge incoming blasts you shouldn’t really be dodging, but you also got the downside of ranging from ~moe pill~ addition, being eccentric to batshit crazy and also technically being government property. You automatically get the Aleph Skills Newtype Flash and one other combat related ability at no Aleph point cost. For the purposes of power level, you have an Aleph rating of 4.

Earned Traits

Earned Traits are those that can be acquired during the course of the OVA - as a character matures, they may develop new abilities or quirks. All Earned Traits may also be bought during character generation, in which case they are already-established elements of the character.

No Such Thing As Overkill (5)

You love big guns, though you'll also gleefully accept lots of guns. If you are in a vehicle with more than one weapon system, you can opt to do an 'Alpha Strike', firing all your weapons at once. You may engage multiple targets as well, with -1 to all attack rolls for every target after the first engaged. While doing an Alpha Strike you may not move, as you're too busy firing away, and you take a 25% reduction to all defenses. As well, you ignore melee weapons as useless and always have a -1 to Melee rolls and defenses.

Blademaster (5)

The way of the (beam) sword is the one you follow, and you have become particularly skilled in deflecting enemy melee attacks by doing a continuous parry and dodge. This gives you the ability to increase your defense in melee by sacrificing your opportunity to attack. SPECIFICS TBD Additionally, if properly equipped with energy melee weapons or similar, you can even potentially defend against ranged attacks with your melee weapons.

Made Of Iron (10)

Your character shields are so strong they extend to your mecha, like some sort of slasher film bad guy. And like them, whatever you're flying just seems to soak impossible hits as it cra-a-a-a-awls across the screen. Maybe you know how to angle your torso block just right so the shots deflect, or perhaps you're just supernally lucky. No matter how you do it, anything you're flying increases the thresholds for all non-glancing hits by +2, however, your vehicle also suffers a -1 penalty to Speed and Thrust the moment you get behind the controls.

Type Master (10)

You’ve intensive trained, having never been defeated in 2000 simulated engagements. Unfortunately your winning streak comes to an end when you encounter a Gundam. But just wait until you face off against a force of Mobile Dolls . . . You are particularly skilled against a particular type of unit or pilot, such as Mobile Dolls, Super Robots, Mobile Armors, Gundams, Newtypes, White Rose Guards, etc. Due to your almost instinctive understanding of their strengths and weaknesses you get a +2 bonus to all rolls and defenses when fighting them. Note that ‘Conventional Mecha’ or other similarly broad types are not valid choices.

Fan Favorite (5)

You are The Patrick. You might not be omnicompetent and flying the top-end craft like some, but your popularity ensures that you’ll survive all but the most ridiculous situations (or, of course, deliberate self-sacrifice). Note that generally this advantage won’t apply if you’re the best of the best; Kira Yamato never needed to be a Fan Favourite to survive. Fan Favorite adds your Charisma to your mecha's Durability.

Char Custom (5)

This ability adds Charisma to Thrust.

Zealot (5)

This ability adds 50% of Charisma to all Melee rolls. It might also make you a bit of a prick.

Idealist (5)

This ability adds 50% of Charisma to all Melee defenses.

Adventurer (5)

You get a +2 bonus to all rolls and defenses for survival, tracking, fighting, etc when acting outside of a vehicle. Undoutedly comes with many stories of the time you narrowly escaped the Lizard-Gorillas of Ceti Alpha Seven.

Quirks (variable)

Quirks are minor things about that character that are distinctive to them. They may have minor situational effects, but in general they are intended for roleplaying fodder. The number of quirks required for a given number of bonus points is as per attribute ranking - ie, to return 1 point it requires 1 quirk, to return 2 points it requires 3, to return 3 it requires 6 (!), etc.

Pluck Conditions

All characters have one (or more) special conditions under which they recover Pluck. The first is free, every additional Pluck Condition costs 5 Character Points.

Pluck recovers slowly (ie, full recovery at the end of a full story arc, or some major successful milestone), but it can also be recovered by deliberately throwing rolls. The first time in a session that you throw away successful roll (ie, converting it to a failure), you recover 1 Pluck. To recover an additional Pluck, you must throw two additional rolls. To recover three, you must throw three more, etc etc.

Heavy Sleeper

You automatically recover 1 Pluck at the start of each session.

Mama Bear

When a friendly units is shot down, you recover 1 Pluck. If you're present when a bunch of civilians are killed, regain all Pluck.


When you personally shoot down an enemy, you recover 1 Pluck. This can be destroying them outright or forcing them to pull out (only applies if they have lost at least 50% of their Durability).

Second Wind

If you are reduced to 50% or less Durability, you recover all Pluck.


If you personally kill a lot of (innocent) people, regain all Pluck. You sick fuck.

Aleph Abilities

As a character's Aleph potential increases, they can unlock an increasing number of abilities and will have more mental energy to use their powers. Alephs have an aleph point pool and a number of ability slots equal to their power level. Aleph points are fully regenerated every session for the time being.


  • Powers will probably scale with Aleph level more.
  • Rebalance cost of ability slots vs enhanced ability vs Aleph power level.

Ability List

Abilities require expending an aleph point to use unless specified as a passive ability. Some cost more than a single slot. Additional slots can be bought with CP/XP on the usual scale (1, 3, 6, 10 etc). Subject to rebalancing.

Enhanced Ability

Some Alephs have unusually narrow repetoirs but are extremely powerful at what they do. This costs no slots on its own but doubles the slot cost of another ability. Generally speaking, an enhanced ability is doubled in intensity or otherwise scaled up in effectiveness in a logical fashion and ignores any vague qualifiers specified in the effect in your favour.

Newtype Flash

When in immediate mortal danger, even when unaware or only vaguely aware of it, you may suddenly get the instinct to dodge, get out of the way, or otherwise remove yourself from danger instinctively. Once per turn, you may spend 1 aleph to shift the damage class of a hit down by one.

Trick Shooting

Channel aleph powers into killer instinct causing critical damage with a hit you've made. This can also be used to shoot down x (based on perception?) enemy funnels.

Limit Break

Everyone can go a bit beyond their usual their abilities with an adrenaline rush. This goes way further. When in desperate straits, you can really push yourself way beyond what you ought to be able to manage, to the extent you may well seriously damage your physical body. Stock footage of a seed exploding into a rainbow optional. Spend 1 aleph to gain an immediate full action.

Body Control

You can meditate and fortify your body with your own psychic potential, letting you purge your body of poisons, heal at an accelerated rate and go without air, food or water for extended periods of time. Spend 1 aleph per turn or all your aleph for a scene. If you are injured without an obviously gigantic, plot-related or crippling wound, you can give up aleph regeneration once and just wake up covered in bandages that fixed everything.

Peak Senses

By concentrating, you gain a momentary level of peak human awareness. Once per scene, you may spend 1 aleph point on any roll of Perception you ask for and get a natural 20.

Spatial Awareness

You have tremendously heightened spatial awareness. Pay 1 aleph and halve all penalties from being attacked by multiple enemies or weapons systems. Alternatively, given the requisite physical capacity and weapons systems, you can launch effective all range attacks to apply this penalty onto enemies.

High Level Control

You are exceptionally talented with controlling and receiving feedback from machine interfaces. Doubles the number of funnels you can effectively control (from around 6 per Sazabi or nu-Gundam to the 10+ class) and opens the way for piloting mobile armours.

Suppressed Presence

Passive ability to hide your presence. You can make your quantum brainwaves more difficult to detect, even by other Alephs and having a high Aleph level makes you less noticeable instead of more. This is often a mark of an Aleph who is fundamentally shut-in or afraid.

Aggressive Pressure

You propogate an intense aura of killing intent/will to fight. This manifests as a feeling of pressure felt by other Alephs and may make even make your mono-eye glint more than usual or normal people feel uneasy if it's especially strong.

Empathic Detection

You resonate empathically with other Alephs in a particularly strong manner. You can usually feel one if he or she is nearby, although being around other Alephs regularly may provide some cover from your senses. You may also be able to judge their moods or emotions. Passive ability.

Mind Trick

These are not the droids you're looking for. After you interact with someone and spend 1 aleph, their immediate next 2d10 judgement roll comes up with a result of their Clarity + Aleph (An average human is going to get 1-3). If attempting to use on multiple targets, they stack Clarity. Well designed systems meant to prevent human error (such as nuclear reactor controls) should be considered to grant significant bonus Clarity.

Char's Allure

Minimum Aleph: 4
Requires Empathic Detection
Newtypes tend to be drawn to one another but Alephs respond to you particularly strongly. GM interpretation applies but mechanically, this could be considered a natural 20 for a roll of personal magnetism. Only works on Alephs.


Minimum Aleph: 5
Requires Empathic Detection
You can communicate telepathically with other Alephs, and at higher levels, all humans, and finally, anything that has a mind.

Empathic Manipulation

Minimum Aleph: 5
Requires Empathic Detection
You can manipulate the emotions of those around you, reinforcing the words or actions of you or others. For an additional slot, you can affect greater numbers. You can calm a crowd with a reasonable speech, or inflame them with a rousing diatrabe.


Minimum Aleph: 6
Requires Empathic Manipulation or Telepathy
You can cloud the minds of others, filling them with the cotton-candy confectionaries of their wildest dreams or darkest nightmares.

Inspirational Aura

Minimum Aleph: 6
Requires Empathic Manipulation or Telepathy
Your merest presence kindles the fighting spirit in those around you, giving sheep the courage of lions. Scales up based on Aleph level.

Mental Domination

2 slots
Minimum Aleph: 8
Requires Empathic Manipulation or Telepathy
With just the power of your will you can enforce your thoughts upon others, though this is taxing, tiring, requires physical contact and can result in nasty psychic backlashes.


2 slots
Minimum Aleph: 7
Out and out scrying. This may or may not be a voluntary, controllable thing, but you can sense events with amazing acuity without being anywhere near them.