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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.1 2021.11.24
Character Creation Tips

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

Guidelines and tips for creating a character Character Information Regarding Clones Generic and National Background Places of Birth and Hometowns

Guidelines and tips for creating a character.
Orphans They are frowned upon. It is a popular choice, however it is unrealstic for the majority of Player Characters (PCs) to be orphans.

Try to create a normal person. The adventures that your character may partake in will be extraordinary, but the character is mortal. Don't try to impress anyone by writing a short novel about how your character is a legend that has already lived tlhrough a series of epic adventures and has a past that they can't escape from. We want to see your best writing but aren't that interested in seeing the most fantastic character that you can create. You will impress us more if you can make the life of an ordinary person interesting, than if you write an epic about an extraordinary person.

Avoid the extraordinary. If you want your character to be born to influential parents, that's fine. But, you don't have to be the son of a general, the leader of country, or the CEO of a major corporation. There are only so many of those very influential parents to go around. Your character could still be related to someone of influence, but they don't have to be at the highest social and/or status level possible. You can imagine how odd it would be if there are half a dozen PCs in one squadron whose parents have more influence then the current commander of the PC's fleet! Don't try to be friends or related to any of the actual Macross characters, invent the latest VF, or find the Protoculture. We role play in an established universe which we want to disturb as little as possible.

Avoid clichés. If your great idea for a first character is about a young, reckless, hotshot pilot, who carries a katana and rides a motorcycle, then welcome to the club. When you come up with a great new idea, think back if it reminds you of any other popular fictional character. If it does, then a thousand other people have already used that idea. Try to repackage an 'old' idea in a new one. You can try using one aspect of that fictional character instead of all of them. The best advice on how to avoid a cliché is to be wary of your first ideas, and not to recycle characters that you've used in other roleplaying games. Undoubtedly, there will be Hikaru or Isamu types in a PC squadron, but imagine one filled only with clones of Isamu Dyson!

Content and substance are preferred over style. Avoid writing a long, poetic story using every adjective you can think of. In a chat room-based RPG, being overly descriptive in everything you type can be impressive, but it is of little use at this stage. We just want to see that you can make a fully developed character that makes sense. We want details, but we want it to be useful information. The people to impress with your overly descriptive posts are your GMs when you start playing.

Don't be afraid to be someone other than yourself. If pizza is your favorite food, make it your character's least favorite. Make each character of yours a different person. Make a character that would be interesting for you to play, not someone that you wished you could be. Nobody is perfect. If your character is perfect to begin with, then what is the point in playing them? Make a character with a few flaws that they have to overcome, and give them goals to reach for.


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Character Information Regarding Clones
Note: the following are theories by Jet Jockey for roleplaying Macross. Don't go around preaching this as Macross fact!

Cloning was used to help rebuild the population of Earth. By the Macross 7 era (2045), nearly every young adult character would be the (natural) child of at least one clone parent.

Don't like clones? Too bad. Up to 1 million Miclones surived the First Interstellar War, and the population has at least increased to 13 million by 20451. Assuming that the 1 million Miclones surviors were an equal split of male and female, that leaves half-a-million couples who would have had to have 26 children each!

What is it like being a Clone? A clone created for the purpose of repopulating the Earth would be created quite similarly to the Zentrādi. The clone is manufactured as a young adult (just past puberty). They would be sort of like someone with amnesia. They know how to read and write, use silverware, etc., but have no memories of growing up. Imagine having the knowledge of how to ride a bike, but no memory about the day that you learned to ride it yourself. The clone would also know that they are a clone, and would accept it with no problems. To them, they simply exist, and see themselves as an individual. While the clone is born with enough knowledge to function, they haven't been socialized to function in a specific society. A new Zentrādi would be a new low-ranking soldier. They would learn how to act like a Zentrādi by being around other, "older" Zentrādi. It would be the same for clones that the Unified Government makes. The clone would go to the equivalent of a remedial high school and basic life skills boarding school. There, they would study and practice human culture. After a few years, the clone is ready for society. There is most likely a job waiting for them on the next Emigrant mission. They go to work, get married, and start a family like everyone else. The clone could still have some difficulties—especially in their early years—but they should do better then a Zentrādi. A Zentrādi has already been socialized into a military culture, and humans resocialized them to human culture. The Unified Government clone is a blank canvas, and would be easier to adjust. A well adjusted clone is almost like a well-adjusted human. They just don't have parents or an early childhood. The natural born children of clones would be like the normal naturally born child of naturally born parents—they just don't have any grandparents.

What about being cloned as a child? It is possible that clones weren't cloned as adults. But then the question changes to: who changed the diapers of the ten million babies?

1 Based on the Macross 7 Fleet's population of 1 million population, times 13 New Macross-class Super Long Range Emigration Fleets.


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Generic and National Background
Most characters born before the First Interstellar War are likely to be from France, Germany, Japan, Russia, the United States, or the United Kingdom. These countries were the mega powers of the Earth Unified Goverment. The survivors of the First Interstellar War were at the Grand Cannons, Apollo Base, the Space Colony Clusters, or on the SDF-1—all Unified Government facilities. Other countries were part of the Unified Government as well, but the dominant ones would have composed the largest precentage of the survivors. Characters born immediately after the First Interstellar War were born into a world without the countries of old, but the preceeding generation was. Taking pride in human culture is important in the New Unified Government, and it is possible that families passed on ethnic and national pride to the first generation born after the First Interstellar War.

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Places of Birth and Hometowns
Cities Cities in the Macross Universe range from mega-modern to rustic homestead communities. Characters were either born before the First Interstellar War or after it. The ones born after—in order to be of age—are from one of the moderate to major cities or Emigrant Planets that came about after the war. Characters born on the Super Long Range Emigrant Fleets or the more rustic, newly-established Emigrant Planets might be considered young by the other characters.

The following is a description of some of the possible places of birth:

Earth: You were born on Earth, among the rebuilt and new buildings of our shattered homeworld. With the use of mass cloning, the population of the Earth is slowly returning to its former population levels. When the capital of the Unified Government, Macross City, reached saturation point, the Unified Government began to rebuild the old population centres—such as New York, London, Tokyo, Paris, Moscow, and many others—to handle the growing population.

Sol System Colony: The Solar System has numerous bases and habitation centres: the White Flora Satellite City orbiting Jupiter, the Europa 7 Base on the moon of Europa, Apollo Moon Base on Earth's moon, H.G. Wells City and the rebuilt Mars Base Sara on Mars, and others.

Emigrant Planet: In 2012, the Megaroad-01 Super Long Range Emigrant Fleet left the Solar System to locate a new world to colonise. Since then, many other Emigrant Fleets—both short range and long range—have found and colonised new worlds capable of supporting human and Zentrādi life. One of these planets was your birthplace. It could have been Eden, Avemaria, or some far flung Emigrant Planet that few people know about. It may be a thriving Emigrant Planet with high-technology and several million inhabitants, or it may only have a few hundred or thousand settlers and be a rural Emigrant Planet with minimal technology.

Emigrant Fleet: Millions of humans and Zentrādi have embarked aboard the Megaroad class and New Macross class Emigrant Fleets to find and colonize new worlds far from the Earth. Your parents were just such people, and you were born and raised inside one of these giant cities navigating through space. Seeing an artificial sky generated by holographic projectors above your head is more normal for you than seeing a real sky. Many Emigrant Vessels and their fleets of support ships still wander the stars looking for prospective worlds to colonize.

Cloning Centre: As a Zentrādi, you did not have the childhood that a human or half-Zentrādi would have had. Instead you came into the universe via a cloning chamber—either one aboard a Zentrādi vessel or in a Factory Satellite—fully grown, and knowing everything that you needed to know as a Zentrādi Warrior. Until that day when you met humans and they showed you that war is not everything, and that there are many other possibilites with culture.


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