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Official Setting information is in darkgreen. Extended Universe information is in steelblue.

UNSDB: Spiritia Rules for Macross roleplay

The following material is an adaptation of events from MACROSS 7, a sequel to the original Japanese MACROSS TV series. Please feel free to use, copy, and distribute it as you see fit. All I ask is that you give proper credit to the Author/s and do not claim that it is your own work. Comments and suggestions are welcome.

SPIRITIA RULES FOR MACROSS ROLEPLAY

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


These rules deal with the more metaphysical aspects of the Macross 7 TV show which many 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.


SPaura (93K)

Table of Contents


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 Zentraedi 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 he generates is in its strongest and purest form. Likewise when a person is drained of spiritia he begins to loose 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.

SPpast (50K) 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 Army and their Protodeviln masters. Spiritia served as a catalyst for the Protodeviln's extra-dimensional energy, and they fed on the Protocultures' life forces to maintain and strengthen their powers. But the Protocultures learned how to use their spiritia to resist the Protodeviln 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 confronted the Protodeviln on their icy homeworld and sealed them in special anti-spiritia containers where they would hopefully sleep for eternity. This effectively destroyed the Protodeviln empire but 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 Protocultures disappeared from space.

Centuries later the human race was discovered on Earth by the remains of the Protoculture's Zentraedi army, and war soon broke out between the two forces. Humanity quickly discovered that their culture shocked and overpowered the Zentraedi forces, and this knowledge was used throughout the war, cumulating in the "Lynn Minmay" Operation during the final battle of Space War I. At the time the UN Spacy assumed that the Zentraedi's reaction was due to their rigid military structure and lack of experience with "pleasurable" sensations, but 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 Zentraedi forces. Regardless of the reason, the Zentraedi were defeated and integrated into Earth culture.

Then in 2043 a research group from the Megaroad-13 colony mission began exploring the Varuta system, which contained the ancient ice world which was once the home base of the Protodeviln. The research team accidentally released one of the imprisoned Protodeviln, 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 Varuta military forces. The Protodeviln then began seeking other humanoids outside of the Varuta system to capture and consume. The Varuta forces encountered the Macross 7 and Macross 5 colony missions and attacked them, thus starting the UN Spacy/Varuta war of 2045-2046. Not knowing that the Varuta 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 Varuta proved largely ineffective at first, he began to exhibit some psychic-like powers in combatting the Varuta's energy-draining tactics. The Varauta and their Protodeviln masters began referring to Basara as an "Anima Spiritia", a term that meant nothing to both him and the Macross 7 intelligence community.

SPsforce (42K) Dr. Chiba eventually discovered that Basara was unconsciously using his Spiritia energy to fight against the Varuta and Protodeviln 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 Varuta. With the development of the Sound Energy System and the Sound Boosters, the Macross 7 was finally able to face the Protodeviln on even terms. Eventually Macross 7 forces made an all-out attack against the Protodeviln on their icy homeworld and (barely) succeeded in destroying the lead Protodeviln. After their leader's defeat, the survivng Protodeviln quickly abandoned their homeworld to search for a "spiritia paradise" outside of our galaxy. Without leadership, the few surviving Varuta forces fell apart, quickly ending the UN Spacy/Varuta war.

The rediscovery of spiritia and spiritia technology has been slow, mostly because the UN Spacy military has 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 UN Spacy forces everywhere.


SPIRITIA POINTS

Every humanoid life form has a certain amount of spiritia within him or her. 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 spirita energy through normal everyday activities. However, certain gifted people can store up spiritia within their body, and 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.

Spiritia Drain

Certain races such as the Protodeviln 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 spiritia points 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 spiritia points 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 spiritia points that have been drained. For example, if 5 spiritia points 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 spiritia points 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 Varuta have developed technology that can keep a erson in this suggestible state indefinitely (see Spiritia Technology).

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 spiritia points in a single round he must make a PE roll or fall unconscious from the strain. If the spiritia drain continues at 3 or more points 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 or more points per round the person will actually be physically damaged by the draining. For every round where 10 or more points are drained from a person he receives 1D6 points of damaged deducted directly from hit points (SDC does not reduce damage). It is possible for a person to die if spiritia is continuously drained at a high rate.

Spiritia Recovery

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 spiritia points are below his 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 points (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 spiritia to 15. However, once Basara stops singing Mylene's spiritia drops to 6 again. After a good night's rest Mylene rolls a 4 on a 1D6, and her base spiritia level goes up to 10. Given one more day of rest she will probably return to normal.

If a character's spiritia points are drained to zero and his ME is reduced below his standard level (but above zero) the victim will remain in a trance until his ME regenerates to its standard level. During this time the person will be unable to take any independent action on his own, but can be instructed/ordered to do activities and take care of himself 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 he 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: Lt. Docker (who has ME and base SP level 11) is drained of spiritia in the very first battle of the UN Spacy/Varuta war 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.

Accumulating Spiritia

As mentioned above, a character's base spiritia point 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 Protocultures 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 attitudes 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 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 him 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 spiritia points is that point losses from negative emotions are permanent instead of temporary. If a character has stored spiritia points and starts feeling negative emotions (for example, grief after losing a friend in battle) he will lose 2D6 spiritia points per hour until he stops feeling the 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 spiritia points may be expended in the form of Spiritia Powers (see below).


SPIRITIA POWERS

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 Protodeviln. 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 were 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 it takes for an Anima Spiritia character to use that particular power. Sound energy points are slightly different than spiritia points in that they represent the amount of spiritia power a character is generating. By himself, a character can expend one sound energy point by using up one stored spiritia point. However, with certain examples of spiritia technology such as the Sound Energy System (SES) a character may be able to expend 10 or 100 sound energy points for every spiritia point he uses. Commonly the only way a character will be able to generate enough sound energy points 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. In RPG terms one sound energy point is roughly equal to 1,000 Chiba song units.

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 spiritia points 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.

(Insert something about learning spiritia powers)

Spiritia Powers inCombat

Characters using spiritia powers in combat can use only one 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 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 the case where a target is allowed a saving throw he 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
1st, 2nd and 3rd 11 or higher
4th, 5th and 6th 12 or higher
7th, 8th and 9th 13 or higher
10th, 11th and 12th 14 or higher
13th, 14th and 15th 15 or higher

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.


Minor Spiritia Powers

IMBUE SPIRITIA

Range: 500 feet (152 m)
Time to Use: 60 seconds/4 round
Duration: Instant
Saving Throw: None
Sound Energy Cost: 1 per spiritia point per target, 3 per ME point per target

One of the most basic and useful powers of Anima Spiritia 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 3 sound energy points per ME point. If the target's ME is zero and he is in a coma the Anima Spiritia must first use Spiritia Revival (below) before he 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.

ABSORB SPIRITIA

Range: 3,000 feet (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 his spiritia above his basic level as outlined in the Spiritia Points section. 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 sings 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 Protodeviln Gepernich.

SPIRITIA REVIVAL

Range: 100 feet (30 m)
Time to Use: 5 minutes/20 rounds
Duration: Instant
Saving Throw: None
Sound Energy Cost: 20

This is the ability to bring a person out of a coma caused by excessive spiritia draining. The victim must be within sight and sound of the Anima Spiritia while he performs for no less than 5 minutes. If successful the person wakes from the coma and his ME attribute is raised to 1. The Anima Spiritia can then use Imbue Spiritia (above) to restore the victim's attributes to normal if necessary. If the Anima Spiritia misses his roll he can try again in 5 minutes.

CALM ANIMALS

Range: 500 feet (152 m)
Time to Use: 30 seconds/2 rounds
Duration: Instant
Saving Throw: None
Sound Energy Cost: 5

Anima Spiritia and animals seem to have an innate empathy for one another. Even if an Anima Spiritia encounters an animal he has never seen before he can calm the creature with his singing. Calmed animals will not attack the Anima Spiritia nor his friends, but neither will they help them. This power can be used on herds of animals, but the energy cost is multiplied by the number of animals affected.


Medium Spiritia Powers

MINOR ENERGY SHIELD

Range: 10 feet (3 m)
Time to Use: Instant
Duration: Continuous (see below)
Saving Throw: None
Sound Energy Cost: 100 per round

Anima Spiritia can use spiritia projection to generate a protective force field in front of him. This circular field provides only 50 MDC protection against normal physical and energy weapons, but provides 500 MDC protection (!) against attacks from Protodeviln. The field continually regenerates to full MDC value every 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 he is building up at any time during the round, provided that he has not already used a spiritia power for that round. For example: Basara is getting ready to use his Attack Protodeviln I power against Valgo for 200 sound energy points. 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 sound energy points, so the extra 100 is returned to Basara for use next round. However, this counts as Basara's only spiritia attack for this round.

PHYSICAL HEALING

Range: 1,000 feet (305 m)
Time to Use: 30 seconds/2 rounds
Duration: Instant
Saving Throw: None
Sound Energy Cost: 250

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 development of the Sound Energy System to heal Basara's injured vocal chords.

BREAK BRAINWASHING

Range: 4,000 feet (1,219 m)
Time to Use: 30 seconds/2 rounds
Duration: Instant
Saving Throw: Standard
Sound Energy Cost: 100 per target

Anima Spiritia can override the programming of captured soldiers who have been brainwashed by the Protodeviln. When used, this power resembles a large beam of light that shoots through the brainwashed pilot. If successful, the pilot regains his independent will (ME is raised by 2 points). The victim will be confused for 1D4 rounds but can be ordered to do simple actions (like land his mecha). This power can be used against multiple targets, but the energy cost is multiplied by the number of targets affected.

REPEL PROTODEVILN

Range: 500 feet (152 m)
Time to Use: 15 seconds/1 melee round
Duration: 1D6 hours
Saving Throw: Standard
Sound Energy Cost: 150

Although Protodeviln 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 Protodeviln target. Any protodeviln targeted by this power must roll a saving throw or flee in terror. Once driven away the protodeviln will continue to hide for 1D6 hours before moving again. This power cannot be used on protodeviln that have possessed a person (see Protodeviln Exorcism below). Certain protodeviln are naturally resistant to this power and get bonuses to their saving throws. See individual protodeviln descriptions for details.

PROTODEVILN ATTACK

Range: 2,000 feet (610 m)
Time to Use: 1 relee rounds/15 seconds
Duration: Continuous (see below)
Saving Throw: Standard (see below)
Sound Energy Cost: 200 per round

The Anima Spiritia have the power to purge spiritia energy from Protodeviln against their will, which is the main reason why Protodeviln 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 Protodeviln per round. This drained spiritia is NOT absorbed by the Anima Spiritia; it is simply dissipated from the Protodeviln's body. This beam can also penetrate Protodeviln force shields at a rate of 1D6x100 MDC per round (the protodeviln's shields must be broken first before their spiritia can be drained). For every round a Protodeviln 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 away Glavil from the Macross 7 fleet on the planet Lux.

PROTODEVILN EXORCISM

Range: 20 feet (6 m)
Time to Use: 60 seconds/4 melee rounds
Duration: Instant
Saving Throw: Standard
Sound Energy Cost: 250

Minor protodeviln have the power to temporarily possess humanoid beings and inhabit their bodies, allowing them to use their victims to infiltrate their enemies. The Anima Spiritia can drive a protodeviln out of a person's body by flooding it with positive spiritia. The protodeviln must make a saving throw to resist and remain in their host body. If failed, the protodeviln will be driven out and repelled (as above) and the victim will be released, unconscious but otherwise unharmed. This power CANNOT be used to negate the Absolute Possession power of greater protodeviln.


Major Spiritia Powers

PROTODEVILN ATTACK II

Range: 5,000 feet (1,525 m)
Time to Use: Instant
Duration: Continuous (see below)
Saving Throw: Standard (see below)
Sound Energy Cost: 1,000 per round

This is a much-improved and much more dramatic version of the Protodeviln 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 protodeviln per round, in addition to 1D6x100 MDC damage to the protodeviln's main body. Any shields generated by the Protodeviln are instantly shattered (provide no protection). For every round a Protodeviln 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: 300 ft
Time to Use: Instant
Duration: continuous, see below
Saving Throw: none
Sound Energy Cost: 1000 Spiritia Points per round

Anima Spritia can use spiritia projection to generate a protective force field in front of him/her. This circular field provides only 500 MDCprotection againest normal physical and energy weapons, but provides 5000 MDC protection againest attacks from Protodevlin. Despitie its MDC capacity, the shield is capable of deflecting heavy energy attacks from Protoedevilin 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 . If unsucessful the sheild will collapse and must be initialized again 1D4 rounds later.

Capture Protodevlin

Range: 6000 ft
Time to Use: 2 melees to activate
Duration: continuous, see below
Saving Throw: -2 to Saving Throw
Sound Energy Cost: 1000 Spiritia Points per round per performer

Anima Spritia can use spiritia projection with the help of the SES System to generate a field around a protodevlin with two others,as long as the Protodeviln 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 squadrons are required to protect and defend against enemy attacks. If done sucessfully, this will contain most protodevlin. This maneuver requires three or more people with the ability of some form of Spiritia with three valkyries. The pilots must roll their piloting at a -15% penalty for precise positioning and the performers must roll their M.E. per melee (with any penalties give by the GM for any distractions any recent happenings that may have affected the persons concentration).

NOTE: This is only a form of capturing Protodeviln and therefore does no damage to the Protodeviln.

SPIRITIA AMPLIFICATION ATTACK

Range: 5000 ft
Time to Use: 2 Melee actions
Duration: Continuous (see below)
Saving Throw: Standard (see below)
Sound Energy Cost: 1,500 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' Protodeviln and there it is amplified into a larger more powerful beam. (As seen in a particular episode of Macross 7, where Sivil finally realizes that she too could generate Spiritia and therefore was not afraid of it any more, and also no longer wanted to absorb Spiritia from anyone).The beam generated by this attack will drain 1D8x200 spiritia points from a protodeviln per round, in addition to 1D8x100 MDC damage to the protodeviln's main body. Any shields generated by the Protodeviln are instantly shattered (provide no protection). For every round a Protodeviln is attacked with this power it must make a saving throw at a -7 penalty or flee in terror from the Anima Spiritia.

The Protodeviln, however, must roll their save vs. coma or death.


SPIRITIA LEVEL ADJUSTMENT TABLE

Note: 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 stat 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 incurrs a penalty of 4D6, your average person has anywhere from 10 to 15 for ME. If that character gets frustrated his ME will never go below his base ME, otherwise it puts himself into 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


SOME IDEAS ON INCREASING SPIRITIA

ACTIVITY BONUS PENALTY
Standard Practice (Usually one time 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


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, and 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 skills
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 Spiritia Points per Round
Songs Of Rage Zentran (No Culture Exp.) - - +2 to combat abilities and attributes 2D6 Spiritia Points per Round
Love Song Zentran (With Culture Exp.) - - +3 to combat abilites and attributes 2D6 Spiritia Points Per Round
Slow Song Zentran (With Culture Exp.) - - +3 to combat abilities and attributes 2D6 Spiritia Points Per Round
Happy Song Zentran (With Culture Exp.) - - +2 to combat abilities and attributes 2D6 Spiritia Points Per Round
Fast Song Zentran (With Culture Exp.) - - +2 to combat abilities and attributes 1D6 Spiritia Points Per Round
Songs Of Rage Zentran (With Culture Exp.) - - +1 to combat skills and attributes None
Love Song Meltrandi (No Culture Exp.) - -3 to combat skills and attributes,
-20% on all skills
- None
Slow Song Meltrandi (No Culture Exp.) - - +1 to combat skills and attributes 1D6 Spiritia Points Per Round
Happy Song Meltrandi (No Culture Exp.) - - +2 to combat skills and attributes 2D6 Spiritia Points Per Round
Fast Song Meltrandi (No Culture Exp.) - - +3 to combat skills and attributes 3D6 Spiritia Points Per Round
Songs Of Rage Meltrandi (No Culture Exp.) - -2 to combat skills and attributes,
-20% on all skills
- None
Love Song Meltrandi (With Culture Exp.) - - +3 to combat skills and attributes 2D6 Spiritia Points Per Round
Slow Song Meltrandi (With Culture Exp.) - - +2 to combat skills and attributes 2D6 Spiritia Points Per Round
Happy Song Meltrandi (With Culture Exp.) - - +2 to combat skills and attributes 2D6 Spiritia Points Per Round
Fast Song Meltrandi (With Culture Exp.) - - +2 to combat skills and attributes 1D6 Spiritia Points Per Round
Songs Of Rage Meltrandi (With Culture Exp.) - -1 to combat skills and attributes - None


SPIRITIA TECHNOLOGY AND EQUIPMENT

Please refer to Spiritia Equipment & Technology for details.


THE ANIMA SPIRITIA O.C.C.

Please refer to the Anima Spiritia OCC for details.


Protodeviln

Please refer to Protodeviln for details.


© Aaron Sketchley
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