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Spiritia Rules for Macross Roleplay

Note: green is Official Setting information, blue is Extended Universe information, and brown is dojinshi information.

Original work by Dave Deitrich
Enhanced work by Mark McAlister and Marc Fletcher
Edited, and collated by Daniel Henwood
Background info provided by the MACROSS ONLINE COMPENDIUM

These rules deal with the more metaphysical aspects of Macross 7 which some fans have a hard time dealing with. Consequently, using these rules in your Macross or other Palladium RPG may alienate some players and interfere with game play. GMs should carefully consider the effects of these rules on their campaigns before using them.

Introduction

Spiritia Points (SPs)

Spiritia Drain

Spiritia Recovery

Accumulating Spiritia
Spiritia Powers and Sound Energy Points (SEP)
Learning Spiritia Powers

Spiritia Powers in Combat

Minor Spiritia Powers

Medium Spiritia Powers

Major Spiritia Powers
Spiritia Level Adjustment Table
Some Ideas on Increasing Spiritia
Spiritia Reaction Table
Related Links (Equipment, OCCs, Protodevilun RCC)

INTRODUCTION

SPIRITIA is a quasi-mystical energy-like substance generated by most living things. Trace amounts of Spiritia exist in all living matter, but the strongest concentrations of this "life energy" are found in the brains of humanoid organisms, including both Zentrādi and human beings. Spiritia levels are closely tied to emotions in humanoids. When a person feels strong positive emotions—such as pride, dedication, and love—the Spiritia they generates is in its strongest and purest form. Likewise when a person is drained of Spiritia, he begins to lose all thoughts and feelings, till eventually the brain shuts down and the person falls into a coma. However, some people have learned to focus their Spiritia energy and project it, giving them extraordinary psychic powers and abilities.
Spiritia was first discovered by the ancient race of humanoids known as the Protoculture hundreds of thousands of years ago during their war with the Inspection Forces and their Protodevilun masters. Spiritia served as a catalyst for the Protodevilun's extra-dimensional energy, and they fed on the Protocultures' life forces to maintain and strengthen their powers. But the Protoculture learned how to use their Spiritia to resist the Protodevilun and break their hold over other enslaved humanoids. Eventually a group of mystics called the Anima Spiritia, who were trained in the use of Spiritia powers, sealed the Protodevilun in special anti-Spiritia containers on an icy world, where they would hopefully sleep for eternity. This effectively destroyed the Protodevilun empire, however, by that time the damage was already done. Over 85% of the galaxy-wide Protoculture civilization had been destroyed, and without a strong central government, the surviving worlds soon collapsed into anarchy and civil war. The knowledge of Spiritia and the Anima Spiritia themselves were forgotten as the Protoculture disappeared from space.
Centuries later, the human race was discovered on Earth by the remains of the Protoculture's Zentrādi Forces, and war soon broke out between the two sides. Humanity quickly discovered that their culture shocked and overpowered the Zentrādi, and this knowledge was used throughout the war, cumulating in the "Lynn Minmei" Operation during the final battle of Space War I. At the time, the Unified Forces assumed that the Zentrādi's reaction was due to their rigid military structure and lack of experience with "pleasurable" sensations. However, much later, certain eccentric scientists such as Dr. Gadget M. Chiba aboard the Macross 7 would theorize that humanity's victory was due to their unconscious use of Spiritia against the Zentrādi forces. Regardless of the reason, the Zentrādi were defeated and integrated into Earth's culture.
Then in 2043, a research group from the Megaroad-13 Emigrant Fleet began exploring the Varōta System, which contained the ancient ice world that the Protodevilun were sealed away on. The research team accidentally released one of the imprisoned Protodevilun, Gepernich, from his slumber. Gepernich immediately mentally enslaved the research team and eventually gained control over the entire population of the Megaroad-13, thus creating the Varōta Forces. The Protodevilun then began seeking other humanoids outside of the Varōta System to capture and consume. The Varōta Forces encountered the Macross 7 and Macross 5 Emigrant Fleets and attacked them, thus starting the Unified Forces/Varōta war of 2045-2046. Not knowing that the Varōta were brainwashed humans, and hoping to duplicate the "culture shock" attacks of Space War I, the Macross 7 military secretly constructed the VF-19 Kai Fire Valkyrie and gave it to Basara Nekki—a young but up-and-coming rock star that had some of the same qualities as Lynn Minmei. While Basara's "cultural" attacks against the Varōta proved largely ineffective at first, he began to exhibit some psychic-like powers in combatting the Varōta's energy-draining tactics. The Varōta and their Protodevilun masters began referring to Basara as an "Anima Spiritia", a term that meant nothing to both him and the Macross 7 intelligence community.
Dr. Chiba eventually discovered that Basara was unconsciously using his Spiritia energy to fight against the Varōta and Protodevilun attacks, and developed a way to use technology to augment and focus Basara's powers. This led to the rebirth of Spiritia research and technology as the Macross 7 command staff created special teams—such as Sound Force and the Jamming Birds—to try and exploit these Spiritia powers against the Varōta. With the development of the Sound Energy System and the Sound Boosters, the Macross 7 was finally able to face the Protodevilun on even terms. Eventually Macross 7 forces made an all-out attack against the Protodevilun on their icy homeworld and (barely) succeeded in defeating the lead Protodeviln. After their leader's defeat, the surviving Protodevilun quickly abandoned their homeworld to search for a "Spiritia paradise" outside of our galaxy. Without leadership, the few surviving Varōta forces fell apart, quickly ending the Unified Forces/Varōta war.
The rediscovery of Spiritia and Spiritia technology has been slow, mostly because the Unified Forces have a hard time accepting the mysticism of the powers and the concept of "singing" against a foe. However, Basara Nekki and Sound Force have proved the validity of the concept, and Spiritia research is slowly spreading across human territory. Eventually Anima Spiritia forces, such as Sound Force and the Jamming Birds, may become a standard part of Unified Forces everywhere.

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SPIRITIA POINTS
  • Base SP: equals M.E.

  • Temporary Modifiers:
  • Strong positive emotions: +3D6 SP
  • Strong negative emotions: +1D6 SP
  • Sadness and despair: -2D6 SP

Every humanoid life form has a certain amount of Spiritia within them. In RPG terms, this level is represented by a character's Spiritia Points (SPs). Every character begins with a number of Spiritia Points equal to his Mental Endurance (ME) attribute. However, this number is higly variable, because emotional states can cause a character's SP to go up or down. When a character is feeling strong positive emotions (happiness, excitement, inspiration) his SP level rises by an additional 3D6 points. Strong negative emotions (fear, anger) also drive up spiritia, but only by 1D6 points. Melancholy self-defeating emotions such as sadness and despair on the other hand lower a character's SP level by 2D6 points. These point boosts/drains are temporary, and once the character has calmed down his spiritia level will return to normal. The GM is the final arbiter as to the emotional state of a character at any given time.
NOTE: GMs, don't feel as if you have to track every character's spiritia level during every minute of the adventure. 99% of the time a character's SP level will be at their base level, which is equal to their ME.
Spiritia points are the basis for Spiritia Powers. Most people burn off their Spirita energy through normal everyday activities. However, certain gifted people can store up Spiritia within their body. Especially talented people, such as Anima Spiritia, can project this energy into a variety of metaphysical powers. Spiritia can also be shared and combined with other people to further strengthen their powers. These powers are documented below in the Spiritia Powers section.

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Spiritia Drain
  • SP below base level: ME check -drained SP, then:
    • skill rolls: - (drained SP x 4%)
    • combat rolls: - drained SP
  • SP drained: further SP drained from ME:
    • become succeptible to brainwashing
  • ME drained: automatic coma

Certain races, such as the Protodevilun, need massive amounts of Spiritia energy to survive. These creatures have developed technology to drain a person's Spiritia against their will and store it for their own use. When a character's Spiritia is drained, his SP decrease and the person begins to fall into a coma. The following effects occur as a character is drained of Spiritia:
As a character's SP drop below their base level the character will begin to feel lethargic and numb. In order to do any action at all, the character must make a ME roll at a penalty equal to the number of SP that have been drained. For example, if 5 SP have been drained so far, then the character must make a ME roll at -5. Even if the person succeeds in his ME roll, all skill rolls are at -20%, and all attributes rolls have an automatic -5 penalty.
Once a character's SP have reached zero further Spiritia draining lowers the character's ME attribute. At this point, the character has fallen into a complete trance and cannot perform any actions at all. Furthermore, as their ME attribute drops the character becomes more succeptible to brainwashing and can be turned into a living drone. If Spiritia draining stops at this point, the character will do whatever the drainer tells him to do until his ME level returns to normal. However, the character will continue to act sluggish—skill rolls are made at -10% and attribute rolls have a -2 penalty. If left alone, the character will eventually break the trance himself (see below), although the Varōta have developed technology that can keep a person in this suggestible state indefinitely.
Once a character's ME has reached zero the person falls into a coma. This is automatic and the character does NOT get a PE roll to resist. At this point, the person has been completely drained of spiritia and no further energy can be taken. However, the character will remain in the coma indefinitely until his Spiritia is healed to the point where his ME is equal to 1.
Spiritia draining is very stressful on the target's system. If a character is drained of more than 3 SP in a single round, he must make a PE roll or fall unconscious from the strain. If the Spiritia drain continues at 3 SP or more for multiple rounds, the target must make PE rolls every subsequent round at a cumulative -1 penalty—for example, after the second round of draining, the character must make a PE roll at -1, after the third round at -2, and so on. Furthermore, if Spiritia is drained from a target at 10 SP or more per round, the person will be physically damaged by the draining. For every round where 10 SP or more are drained from a person, he receives 1D6 points damage directly to their Hit Points. It is possible for a person to die if Spiritia is drained continuously at a high rate.

▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

Spiritia Recovery
  • SP below base level: recover 1D6 SP per day
  • SP drained, and ME below base level: recover 1 ME per day
  • SP and ME drained: need constant medical care!
    • in a coma for 20+6D6 days.

Humanoids have the unique ability to regenerate Spiritia within themselves. Provided a character is given constant care and enough time to recover his Spiritia level will eventually return to normal (though this process may take weeks or months). The rate at which a character regains Spiritia depends on a number of factors.
If a character's SP are below their normal level but above zero the person will regenerate Spiritia at a rate of 1D6 points per day. As long as the person's SP level is above zero, he can also temporarily increase his spiritia by 1D6, 2D6, or 3D6 SP (GM's option) if exposed to strong positive emotions. However, these positive emotion points are temporary, and will drain back down to the person's current Spiritia level once the excitement is over.
EXAMPLE: Mylene (who normally has a base SP level of 12) is attacked by a Vampire and drained of 6 points of Spiritia. Fortunately Gamlin saves her before any more Spiritia is drained, leaving her current base SP level at 6. Later, Basara sings to inspire her, and the GM decides that his singing gives Mylene a temporary +2D6 SP boost. She rolls a total of 9, raising her SP to 15. However, once Basara stops singing, Mylene's SP drops to 6 again. After a good night's rest, Mylene rolls a 4 on the 1D6, and her base SP level goes up to 10. Given one more day of rest, she will probably return to normal.
If a character's SP are drained to zero and their ME is reduced below their standard level (but above zero) the victim will remain in a trance until their ME regenerates to its standard level. During this time, the person will be unable to take any independent action on their own, but can be instructed/ordered to do activities and take care of themself by others. If left alone, the character's ME will regenerate at a rate of 1 point per day. However, Dr. Chiba developed a sound therapy treatment that—when used—increases this rate of recovery to 1D6 ME points per day. Extra points on the last day of recovery go towards increasing SP.
If a character's SP and ME points are both drained to zero the character will remain in a coma for 20+6D6 days. During this time the victim must be cared for constantly, or they will die in a number of hours equal to his PE. Dr. Chiba's sound therapy decreases the number of days in a coma by 6 days for every 1 day the therapy is applied.
EXAMPLE: In the very first battle of the Unified Forces/Varōta war, Lt. Docker (who has an ME and base SP level of 11) is drained of Spiritia to the point where he falls into a coma. He rolls 24 on 6D6, so normally he would be in a coma for 44 days—followed by 11 days of rest to recover his ME, and several more days for his SP level to return to normal. However, after 20 days in a coma, Dr. Chiba perfects his sound therapy and uses it on Docker. 4 days later (44 - 20 = 24, 24 / 6 = 4), Docker has regained consciousness. 3 days of rest returns his ME to normal (he rolls 4, 3 and 5 on 1D6 for the three days; on the last day the 1 extra point increases his SP level to 1) and can return to work. His SP level is still dangerously low, however. It will a few more days of rest before Docker is back to his exhuberant self.
The above rules assume that no Spiritia healing is used on the characters during their recuperative period. The effects of Spiritia healing powers are outlined below in the Spiritia Powers section.

▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

Accumulating Spiritia
  • Base SP level: equals M.E.
  • Accumulation: +1D2 to 1D6 SP to base SP per day
  • • max. ME value accumulated per month
  • Permament loss: -1D2 SP per day when not practicing*
  • Negative emotions: SP losses are permament*
  • • max. ME value lost per month, down to base ME level.

As mentioned above, a character's base SP level is equal to his ME attribute. Most normal people whose SP level rises above this baseline will naturally "burn off" the excess Spiritia energy through everyday emotions. However, some people have an unconscious ability to accumulate extraordinary levels of Spiritia within themselves, and store that energy until needed. These people were called Anima Spiritia by the ancient Protoculture, and are capable of tremendous metaphysical feats with proper concentration and training.
Accumulating and using Spiritia is somewhat similar to using magic. The first step in using this ability is believing that you have it. A character does not necessarily have to believe in Spiritia (or even know what Spiritia is) in order to accumulate it, but instead must firmly believe that his attitude and actions have a fundamental effect on everyone and everything around him. The person must believe that he can literally change the universe with his convictions. This belief requires complete dedication on the character's part—any doubts in his mind will cause him to loose all Spiritia he has accumulated up until that point. Once the character believes, he can store excess Spiritia energy within himself well above his base SP level.
The person's SP will increase by 1D2 to 1D6 per day of vigorous practice or activities that excite them both physically and mentally (there's a reason why Fire Bomber practices several hours a day every day, and gives 1-3 concerts per week.) Every hour of strenuous activity increases the character's SP level by 1D2 SP—while a typical hour-long practice will only provide 1D2 SP, while a concert in front of thousands of screaming fans will provide 1D6 SP. The GM is the final arbiter of how many points are provided per activity. Note that characters can only add a maximum of their M.E. attribute to their current SP total each month. For example, a character with ME 12, will have 24 SP by the end of the first month, 36 SP by the end of the second month, and so on.
This additional SP will also be permanently lost at a rate of -1D2 SP per day if they do not practice or engage in activities to preserve their accumulated Spiritia. The accumulated SP will also be permanently lost from negative emotions, too. If a character starts feeling negative emotions (for example, grief after losing a friend in battle) they will lose 2D6 SP per day until they stop feeling those emotions (GMs, use your discretion as to the duration of the negative emotions.) The only way to get these points back is through more practice.
Stored SP may be expended in the form of Spiritia Powers (see below).
If you feel that the above rate of accumulation is too pithy, please refer to the following original version of the 3rd and 4th paragraphs:
The person's SP will naturally increase by 1D6 per day indefinitely. In order to get this level to rise more rapidly the character can engage in vigorous practice or activities that excite them both physically and mentally (there's a reason why Fire Bomber practices several hours a day every day and gives 1-3 concerts per week.) Every hour of strenuous activity increases the character's SP level by 1D6 to 6D6 points—a typical hour-long practice will only provide 1D6 points, while a concert in front of thousands of screaming fans will provide 6D6 points. The GM is the final arbiter of how many points are provided per activity.
The one caveat of stored SP is that point losses from negative emotions are permanent instead of temporary. If a character has stored SP and starts feeling negative emotions (for example, grief after losing a friend in battle) they will lose 2D6 SP per hour until they stops feeling those emotions (GMs, use your discretion as to the duration of the negative emotions.) The only way to get these points back is through more practice.

▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

SPIRITIA POWERS and Sound Energy Points (SEP)
  • SEP: 1 SP = 1 SEP

  • Spiritia Technology (E.g. SES) increases rate to:
  • 1 SP = 10 SEP
  • sometimes 1 SP = 100 SEP

Long ago, the Anima Spiritia discovered that they could use Spiritia energy to make dramatic changes in the local space-time continuum. These changes could range from small expressions such as motivating a roomful of people toward a common goal to repelling and imprisoning the immensely powerful beings known as Protodevilun. Some of these powers could be done on their own, while others required technological augmentation in order to use their Spiritia to maximum effect. All knowledge of these powers was lost eons ago when the Protoculture empire disintegrated, and have only recently been rediscovered by Sound Force. Discovering the full powers of Spiritia has been a slow process, and it is safe to say that it may take decades of research before all secrets of the Anima Spiritia are rediscovered.
Spiritia powers are roughly categorized into three different types. Minor Spiritia powers can generally be done by people without the aid of technology, relying instead on their own belief and stored Spiritia. Medium Spiritia powers are extremely difficult for people to achieve on their own without Spiritia technology, although they can sometimes be done with the aid of a group of people. Major Spiritia powers are the most dramatic expressions of Spiritia power, and can usually only be done with the aid of major Spiritia technology.
Each Spiritia power has an associated Sound Energy Cost with it. This is the amount of Sound Energy Points (SEP) it takes for an Anima Spiritia character to use that particular power. SEP are slightly different than SP in that they represent the amount of Spiritia power a character is generating. By himself, a character can expend 1 SEP by using up 1 stored SP. However, with certain examples of Spiritia technology such as the Sound Energy System (SES) a character may be able to expend 10 or 100 SEP for every SP they use. Commonly, the only way a character will be able to generate enough SEP to use a medium or major spiritia power is with the aid of an SES.
NOTE: In several episodes of Macross 7, Dr. Chiba refers to the amount of energy Sound Force is producing in terms of Chiba Song Units (Chibas). In RPG terms, 1 SEP is roughly equal to 1,000 Chibas.
The first requirement for using Spiritia powers is that the character believes in himself and his goal 100%. If there are ANY lingering doubts or insecurities, the person will be unable to mentally focus himself enough to use his Spiritia powers. Second, in order to access stored SP, the character must have a way to express himself. Performance is the best form of expression, therefore the character must have at least one of the three following skills: The GM may include other skills at his option, though these skills must be capable of inspiring others (it's hard to inspire someone with your phenonemal Cooking or Sewing skills!) There is no "Use Spiritia Powers" skill! In order to activate a Spiritia power, the character must roll against whichever performance skill he has at the highest level.
NOTE: A character does NOT have to be an Anima Spiritia O.C.C. to use Spiritia powers. In the entire Macross 7 saga, Basara Nekki is the only one who MIGHT qualify as an Anima Spiritia. The only requirements are a performance skill and a strong conviction.

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Learning Spiritia Powers
Characters intrinsically know all powers, but until they have experience using a specific one:
  • Task Difficulty: using the power is a difficult skill roll (or costs double SEC)
  • Character intent: the better the player role-plays, the more likely they successfully manifest and use a new power.

Spiritia powers aren't 'learned' per se (like how a magic user learns a new spell), they are essentially intrinsic knowledge. The caveat is that until the character performs a specific power, they might not be aware that they know it. In the Macross 7 series, the majority of Spiritia powers merely manifested themselves while the performers were trying their hardest to do something—anything—to stop the Protodevilun or restore someone to conciousness.
Therefore, the ability to "learn" or 'use' new Spiritia powers falls into two methods: task difficulty level, and character intent.
Task Difficulty: if your character has seen a Spiritia power being used (either directly or from a recording), they can attempt to do the same thing. However, the first time they try, it is considered a difficult task. For example, the first time the character attempts to use the Spiritia Revival power, it is difficult. However, after the third or fourth time, they've figured out what they have to do, and it becomes a normal task—perhaps even an easy task depending on the circumstances and how many times they've done it. We see this in Macross 7 with Basara repeatedly trying, and failing, to revive Sybil from her Spiritia coma.
NOTE: If you are unfamiliar with task difficulty, you could say that the Spiritia power requires double (or even triple) the SEC points to use the power for the first time.
Character Intent: the majority of the time that the characters in Macross 7 manifested a new power, they weren't attempting a specific thing, they were just trying their hardest to do something against their opponents. This is reflected in role-playing—the better a player role-plays what they're doing and what their intent is, the more likely a new Spiritia power will manifest itself, with no penalties or difficulty modifiers. This reflects how the majority of Spiritia powers were 'discovered' in the Macross 7 series.
For example, if the player says "I'm going to use (or create) a Minor Energy Field.", that would fall under task difficulty. However, if the player says, "My character is going to sing his heart out and hope that it will stop that rampaging Protodevilun from attacking.", that falls under character intent and the GM can decide if they spontaneously manifest the Minor Energy Field, or even the Repel Protodevilun power. Thereafter, the character will "know" the Minor Energy Field (or Repel Protodevilun) power, and in a future encounter can say something along the lines of "my character does what he did before when that energy barrier thingy appeared."
As always, the GM should reward good role-playing—to the extent of increasing the effects of the Spiritia power by half, or even doubling it, pending the character's experience, the circumstances, the player's intent, and how well it is being role-played.
Learning Spiritia Powers by Aaron Sketchley.

▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

Spiritia Powers in Combat
  • Only one (1) Spiritia Power per melee round
  • Counts as ALL attacks (dodges permitted)
  • Powering up an SES prior to use takes an additional melee round
  • Save vs ME if struck while using power—stunned for 1D6 melee rounds if failed.

Characters using Spiritia powers in combat can use only one (1) Spiritia power per melee. Furthermore, since using a Spiritia power requires constant performance, the character cannot attack or do any other melee action for the duration of the power. The only permissible action is attempts to dodge incoming attacks.
In order to use a Spiritia power, the player must declare at the beginning of the round which power he will use. If he needs to power up a Sound Energy System prior to using the power, this takes an additional round; otherwise the player may activate the power when his turn comes during the round. The player rolls against his performance skill, and if successful, gets to use the power as outlined in the description. If the character fails his roll, he may try the same power again the next melee round or declare a different power to use. Once a power is successfully used, the player must continue to dedicate his attention to it until he cancels the power, the duration expires, or he is interrupted.
Unless otherwise noted, targets generally do not get a saving throw versus Spiritia powers. In cases where a target is allowed a saving throw, they must roll a 20-sided die against the following table. Note: Experience Level is the attacker's level of experience, not the target's.
Experience Level Save vs. Spiritia Power Experience Level Save vs. Spiritia Power
1, 2, and 3: 11 10, 11, and 12: 14
4, 5, and 6: 12 13, 14, and 15: 15
7, 8, and 9: 13

If a character is struck before or while using a Spiritia power, he must roll under his ME on a 20-sided die to maintain the power. If he fails the roll, the character is stunned for 1D6 rounds before he can gather his wits and re-use the power. Any Spiritia expended during a failed attack is lost.

▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

Minor Spiritia Powers

ABSORB SPIRITIA

  • RANGE: 915 m
  • TIME TO USE: 1 relee round/15 seconds
  • DURATION: instant
  • SAVING THROW: target automatically resists if unwilling
  • SOUND ENERGY COST: none (see below)
Anima Spiritia can also absorb Spiritia energy from willing volunteers to replenish their internal stores of energy. However, there are several conditions to this voluntary transfer. First, a person can only contribute Spiritia points above his basic SP level (equal to ME). Therefore, the person must first be motivated enough to raise their Spiritia above their basic level as outlined in the Spiritia Points section above. Second, the Anima Spiritia receiving the energy must be conscious and have at least 1 point of ME available. Third, every 2 points of Spiritia the volunteer provides raises the Anima Spiritia's level by 1 point. The Anima Spiritia can also regenerate his ME attribute by 1 point for every 6 points a volunteer contributes. The best example of this power is in the final episode of the Macross 7 series, where a huge crowd of fans sing to Basara at the hospital where he has recently awakened from a Spiritia-draining induced coma. The Spiritia energy contributed by the crowd allows Basara to quickly replenish his stores of Spiritia and continue to fight the Master Protodevilun Gepernich.

CALM ANIMALS

  • RANGE: 152 m
  • TIME TO USE: 30 seconds/2 melee rounds
  • DURATION: instant
  • SAVING THROW: none
  • SOUND ENERGY COST: 5 SEP
Anima Spiritia and animals seem to have an innate empathy for one another. Even if an Anima Spiritia encounters an animal they have never seen before, they can calm the creature with their singing. Calmed animals will not attack the Anima Spiritia nor their friends, but neither will the animal help them. This power can be used on herds of animals, but the energy cost is multiplied by the number of animals affected.

IMBUE SPIRITIA

  • RANGE: 152 m
  • TIME TO USE: 60 seconds/4 melee rounds
  • DURATION: instant
  • SAVING THROW: none
  • SOUND ENERGY COST: 1 SEP per Spiritia point per target, 3 SEP per ME point per target.
One of the most basic and useful Anima Spiritia powers is the ability to transmit Spiritia from themselves to other beings. For every point of Sound Energy the user expends, the target gains one point of Spiritia. The target's Spiritia level cannot rise above their basic SP level (equal to ME). If the target's SP level is at 0 and has lost ME points, the Anima Spiritia can replenish them at a rate of 1 ME point per 3 Sound Energy points. If the target's ME is zero and they are in a coma, the Anima Spiritia must first use Spiritia Revival power before they can transfer Spiritia to the victim. This power can also be used on groups of people, but the energy cost is multiplied by the number of people affected.

SPIRITIA REVIVAL

  • RANGE: 30 m
  • TIME TO USE: 5 minutes/20 melee rounds
  • DURATION: instant
  • SAVING THROW: none
  • SOUND ENERGY COST: 20 SEP
This is the ability to bring a person out of a coma caused by excessive Spiritia draining. The victim must be within the sight and sound of the Anima Spiritia while they performs for no less than 5 minutes. If successful, the person wakes from the coma and their ME attribute is raised to 1. The Anima Spiritia can then use Imbue Spiritia power to restore the victim's attributes to normal if necessary. If the Anima Spiritia misses their roll, they can try again in 5 minutes.


▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

Medium Spiritia Powers

BREAK BRAINWASHING

  • RANGE: 1,219 m
  • TIME TO USE: 30 seconds/2 melee rounds
  • DURATION: instant
  • SAVING THROW: standard
  • SOUND ENERGY COST: 100 SEP per target
Anima Spiritia can override the programming of captured soldiers who have been brainwashed by the Protodevilun. When used, this power resembles a large beam of light that shoots through the brainwashed soldier. If successful, the soldier regains their independent will (ME is raised by 2 points). The victim will be confused for 1D4 melee rounds, but can be ordered to do simple actions (like land their vehicle). This power can be used against multiple targets, but the energy cost is multiplied by the number of targets affected.

MINOR ENERGY SHIELD

  • RANGE: 3 m
  • TIME TO USE: instant
  • DURATION: continuous (see below)
  • SAVING THROW: none
  • SOUND ENERGY COST: 100 SEP per melee round
Anima Spiritia can use Spiritia projection to generate a protective force field in front of themselves. This circular field provides only 50 MDC protection against normal physical and energy weapons, but provides 500 MDC protection against attacks from Protodevilun! The field continually regenerates to its full MDC value every melee round, and can be maintained as long as the user is not disturbed and has Spiritia remaining. Because of the defensive nature of this power, the Anima Spiritia may substitute it for a Spiritia attack they are building up at any time during the melee round, provided that they have not already used a Spiritia power for that melee round. For example: Basara is getting ready to use his Attack Protodeviln I power against Valgo for 200 SEP. Valgo attacks first, however, and fires an energy beam at Basara. Since Basara lost initiative and hasn't finished his attack yet, he shifts to generating a Minor Energy Shield to deflect the blast. This only costs 100 SEP, so the extra 100 is returned to Basara for use next round. However, this counts as Basara's only Spiritia attack for this melee round.

PHYSICAL HEALING

  • RANGE: 305 m
  • TIME TO USE: 30 seconds/2 melee rounds
  • DURATION: instant
  • SAVING THROW: none
  • SOUND ENERGY COST: 250 SEP
Anima Spiritia have the ability to physically heal some injuries through a process not quite understood by medical experts. When used, this power sends a beam of light from the user to the injured part of the target's body. When the beam strikes, it instantly heals 3D6 hit points of damage, and can even restore some functions to crippled limbs and organs. Mylene first used this power shortly after the development of the Sound Energy System to heal Basara's injured vocal chords.

PROTODEVILUN ATTACK

  • RANGE: 610 m
  • TIME TO USE: 1 melee round/15 seconds
  • DURATION: continuous (see below)
  • SAVING THROW: standard (see below)
  • SOUND ENERGY COST: 200 SEP per round
The Anima Spiritia have the power to purge Spiritia energy from Protodevilun against their will, which is the main reason why the Protodevilun consider them to be so dangerous. The Anima Spiritia can generate a beam of pure "positive" Spiritia energy that drains 1D6x50 stored Spiritia points from the Protodevilun per melee round. This drained Spiritia is NOT absorbed by the Anima Spiritia—it simply dissipates from the Protodevilun's body. This beam can also penetrate Protodevilun force shields at a rate of 1D6x100 MDC per round (the Protodevilun's shields must be broken first before their Spiritia can be drained). For every melee round a Protodevilun is attacked with this power, it must make a saving throw or flee in terror from the Anima Spiritia. This power was first used by Basara and Mylene in episode 27 to drive Glavil away from the Macross 7 fleet on the planet Rax.

PROTODEVILUN EXORCISM

  • RANGE: 6 m
  • TIME TO USE: 60 seconds/4 melee rounds
  • DURATION: instant
  • SAVING THROW: standard
  • SOUND ENERGY COST: 250 SEP
Minor Protodevilun have the power to temporarily possess humanoid beings and inhabit their bodies, allowing them to use their victims to infiltrate their enemy. The Anima Spiritia can drive a Protodevilun out of a person's body by flooding it with positive Spiritia. The Protodevilun must make a saving throw to resist and remain in their host body. If failed, the Protodevilun will be driven out and repelled (as per the Protodevilun Attack power) and the victim will be released, unconscious but otherwise unharmed. This power CANNOT be used to negate the Absolute Possession power of the greater Protodevilun.

REPEL PROTODEVILUN

  • RANGE: 152 m
  • TIME TO USE: 15 seconds/1 melee round
  • DURATION: 1D6 hours
  • SAVING THROW: standard
  • SOUND ENERGY COST: 150 SEP
Although Protodevilun are dependent on Spiritia for their survival, they cannot stand large amounts of "positive" Spiritia directed against them. Therefore, Anima Spirita have been able to repel them by directing their own Spiritia against a Protodevilun target. Any Protodevilun targeted by this power must roll a saving throw or flee in terror. Once driven away, the Protodevilun will continue to hide for 1D6 hours before moving again. This power cannot be used on the Protodevilun that have possessed a person (see Protodevilun Exorcism). Certain Protodevilun are naturally resistant to this power and get bonuses to their saving throws. Refer to the individual Protodevilun descriptions for details.


▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

Major Spiritia Powers

PROTODEVILUN ATTACK II

  • RANGE: 1,525 m
  • TIME TO USE: instant
  • DURATION: continuous (see below)
  • SAVING THROW: standard (see below)
  • SOUND ENERGY COST: 1,000 SEP per round
This is a much-improved and much more dramatic version of the Protodevilun Attack power, which can be done by an Anima Spiritia only with the help of a Sound Booster. The beam generated by this attack will drain 1D6x200 Spiritia points from a Protodevilun per melee round, in addition to 1D6x100 MDC damage to the Protodevilun's main body. Any shields generated by the Protodevilun are instantly shattered (they provide no protection). For every round a Protodevilun is attacked with this power, it must make a saving throw at a -5 penalty or flee in terror from the Anima Spiritia.

Major Energy Shield

  • RANGE: 92 m
  • TIME TO USE: instant
  • DURATION: continuous, see below
  • SAVING THROW: none
  • SOUND ENERGY COST: 1000 SEP per melee round
Anima Spritia can use Spiritia projection to generate a protective force field in front of themselves. This circular field provides only 500 MDC protection against normal physical and energy weapons, but provides 5,000 MDC protection against attacks from the Protodevilun. Despitie its MDC capacity, the shield is capable of deflecting heavy energy attacks from the Protoedevilun creatures. If hit by such an attack, the character must use an addtional 500 Spiritia points to maintain the shield. If successul, the shield will only take 1D6x200 damage. If unsucessful, the sheild will collapse and must be initialized again 1D4 melee rounds later.

Capture Protodevlin

  • RANGE: 1,830 m
  • TIME TO USE: 2 melees rounds to activate
  • DURATION: continuous, see below
  • SAVING THROW: -2 to the Saving Throw
  • SOUND ENERGY COST: 1,000 SEP per melee round per performer
Anima Spritia along with two others can use Spiritia projection with the help of the SES System to generate a field around a Protodevilun, as long as the Protodevilun stays in a stationary position. This is a highly difficult maneuver that requires steadiness and concentration, therefore no other actions—offensive or defensive—can take place while sustaining the Sound Barrier. Other fighters are required to protect and defend against enemy attacks. If done sucessfully, this will contain most Protodevilun. This maneuver requires three or more people with some form of Spiritia ability in three Valkyries. The pilots must roll their piloting at a -15% penalty for precise positioning, and the performers must roll against their M.E. each melee (with any penalties give by the GM for any distractions or recent happenings that may have affected the character's concentration). NOTE: this is only a form of capturing a Protodevilun, and therefore does no damage to the Protodevilun.

SPIRITIA AMPLIFICATION ATTACK

  • RANGE: 1,524 m
  • TIME TO USE: 2 actions
  • DURATION: continuous (see below)
  • SAVING THROW: standard (see below)
  • SOUND ENERGY COST: 1,500 SEP per round
This is a much-improved and much more dramatic version of the Protodeviln Attack II power, which can be done by an Anima Spiritia only with the help of a Sound Booster. The beam is focused into the body of a 'willing' Protodevilun, and there it is amplified into a larger, more powerful beam—as seen in the Macross 7 episode where Sybil realizes that she, too, could generate Spiritia and therefore was not afraid of it any more and also didn't want to absorb Spiritia from anyone anymore. The beam generated by this attack will drain 1D8x200 Spiritia points from a Protodevilun per melee round, in addition to 1D8x100 MDC damage to the Protodevilun's main body. Any shields generated by the Protodevilun are instantly shattered (they provide no protection). For every melee round a Protodevilun is attacked with this power, it must make a saving throw at a -7 penalty or flee in terror from the Anima Spiritia. The Protodevilun, however, must roll their save vs. coma or death.


▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

Spiritia Level Adjustment Table
All bonuses and penalties are per round. These point boosts/drains are temporary, and once the character has calmed down his or her Spiritia level will return to normal. The GM is the final arbiter as to the emotional state of the character at any given time. 99% of the time a character's SP level will be at their base level, which is equal to their ME.
NOTE: Spiritia related penalties that are incurred will 'never' go below someones base ME. Example: frustration incurs a penalty of -4D6, and your average person has anywhere from 10 to 15 for ME. If that character gets frustrated, their ME will never go below their base ME, otherwise it puts them in a coma—which is only possible via Spriritia Absorption or Spiritia Drain.
EMOTION BONUS PENALTY
Anger -2D6
Confusion +1D6
Excitement +3D6
Fear +1D6
Frustration -4D6
Happiness +3D6
Inspiration +3D6
Loss of a loved one -7D6 & automatic loss of concentration
Love +5D6
Sadness -2D6


▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

Some Ideas on Increasing Spiritia
ACTIVITY BONUS PENALTY
Standard Practice (usually once a day, considered normal) +2D6
Rigorous Practice (getting ready for the big concert) +3D6
Constantly Singing (for no apparent reason—you just feel like it; AKA: Basara) +5D6
Successful Concert (no boooooing) +4D6
Unsuccessful Concert (boooooooo) -5D6


▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

Spiritia Reaction Table
GM Note: all Spiritia gained is 'burned off' by everyday normal activities. However, certain gifted people can store up Spiritia within their body. Especially talented people, such as Anima Spiritia, can project this energy into a variety of metaphysical powers. GM's use this table and your own judgement as to the outcome to the crowds reaction of the performers' performance.

Quality Of Performers Bonuses Penalties
No Practice -30% to performance checks
Standard Practice (once a day) no bonus no penalty
Rigorous Practice (more than once a day) +10% to perfomance checks

Type Of Song Race Crowd Reaction Bonuses In Combat Penalties In Combat Spiritia Points
Love Song Zentran (no culture exp.) -3 to combat abilities & attributes,
-20% on all skill
none
Slow Song Zentran (no culture exp.) -2 to combat abilities & attributes,
-10% on all skills
none
Happy Song Zentran (no culture exp.) -1 to combat abilities & attributes none
Fast Song Zentran (no culture exp.) +1 to combat abilities and attributes +1D6 SP per melee round
Song Of Rage Zentran (no culture exp.) +2 to combat abilities and attributes +2D6 SP per melee round
Love Song Zentran (with culture exp.) +3 to combat abilites and attributes +2D6 SP per melee round
Slow Song Zentran (with culture exp.) +3 to combat abilities and attributes +2D6 SP per melee round
Happy Song Zentran (with culture exp.) +2 to combat abilities and attributes +2D6 SP per melee round
Fast Song Zentran (with culture exp.) +2 to combat abilities and attributes +1D6 SP per melee round
Song Of Rage Zentran (with culture exp.) +1 to combat skills and attributes none
Love Song Meltran (no culture exp.) -3 to combat skills and attributes,
-20% on all skills
none
Slow Song Meltran (no culture exp.) +1 to combat skills and attributes +1D6 SP per melee round
Happy Song Meltran (no culture exp.) +2 to combat skills and attributes +2D6 SP per melee round
Fast Song Meltran (no culture exp.) +3 to combat skills and attributes +3D6 SP per melee round
Songs Of Rage Meltran (no culture exp.) -2 to combat skills and attributes,
-20% on all skills
none
Love Song Meltran (with culture exp.) +3 to combat skills and attributes +2D6 SP per melee round
Slow Song Meltran (with culture exp.) +2 to combat skills and attributes +2D6 SP per melee round
Happy Song Meltran (with culture exp.) +2 to combat skills and attributes +2D6 SP per melee round
Fast Song Meltran (with culture exp.) +2 to combat skills and attributes +1D6 SP per melee round
Songs Of Rage Meltran (with culture exp.) -1 to combat skills and attributes none


▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment

Spiritia Related Links (Equipment, OCCs, Protodevilun RCC)
Spiritia OCC and RCC's
  • Anima Spiritia OCC
  • Protodeviln RCC
  • Major Protodevilun RCC Minor Protodevilun RCC
    * note on creating an Anima Spiritia character in non-OCC creation method: ME 14 and high MA & PP preferred; must choose the Muscian and/or Singer Skill Program, and practice, practice, practice!

    Spiritia Technology/Equipment
  • Spiritia Equipment & Technology


  • ▲ Top ▶ Spiritia [Minmei Attack] Rules & Equipment


    REFERENCES
  • Palladium Books Core Rules
  • This is Animation: Macross 7 Animation Materials. Tokyo: Shogakukan, Jul. 1995
  • Fire Bomber In Macross 7 Official Program. Tokyo: Tokuma Shoten, Oct. 1995
  • Variable Fighter Master File: VF-11 Thunderbolt. Tokyo: GA Graphic, Mar. 2019

  • © Aaron Sketchley
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