Sketchley's Statistics MRG - play stats here ABOUT LINKS logo_macross30th (4K) MAIN INDEX
LOCATIONS TRANSLATIONS FAQ & RULES UPDATES
Maintained By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com)
Stats By D. Henwood
Ver 1.1 2015.01.26

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

UNSDB: Minor Protodevilun RCC

MnrPrtDgavilline2 (42K) Designed From Dave Dietrich's Sivil Minor Protodevilin Stats
Edited by Marc Fletcher and Mark McAlister

Minor Protodevilin possess the bodies of Minor EVIL which are designed with the intention for infiltration and reconnaissance rather than raw combat, though they are still immensely powerful beings and should be treated with extreme caution. Some actually have led brainwashed soldiers into battle and are necessary to maintain control over them when battling spirtia powers. They usually have a specialized mecha at their disposal like a FBZ-99 like Gavil had, or choose not to use a mecha at all like Sivil.

Minor Protodevilin Get the following racial bonuses.

ATTRIBUTES

IQ: 3D6+2
ME: 3D6
MA: 4D6
PS: 5D6+10
PP: 4D6
PE: 4D6
PB: 3D6
SPD: 3D6

Hit Points: PE + 1D6 per level.
MDC: 1D4 x 100
Spritia Base: 1D4 x 500 (initial base)
Horror Factor: 15 (when using powers)
Combat Enhancement: Minor Protodevilin Improve their effectiveness in combat throughout their experience.
(Bonuses: Level Two- +1 attack, Level Five- +2 initiative,+1 attack, Level Eight- +1 attack)

Pre-requisite Requirements:
Minor Evil Series Zentradi recently possessed by being from sub-universe.

RCC SKILLS

Lore: Anima Spiritia
Lore: Protoculture
Lore: Spritia
Intelligence +20%
Impersonation +15%
Navigation (Air Land Water) +10%
Navigation(Space) +10%
Tracking +15%
Prowl +15%
Pilot: (Varuata/Inspection Army) +10%
Mecha Combat: (All Varuata)
Read Sensory Instruments +10%
Radio Basic +10%
Weapon Systems +5%
W.P. Spiritia Attack (+3 Strike and Parry) An additional +1 to strike and parry at 3,6,9,and 12
Hand to Hand Expert

RCC RELATED SKILLS
Choose 6 skills 2 must be from Espionage. (1 additional skill at level 3, 2 extra skills at levels 6, 9, & 12)

Communications - Any
Domestic - None
Electrical - Any
Espionage - Any +15%
Mechanical - Any
Medical - First Aid only
Physical - Any +5% where applicable
Pilot - Any
Pilot Related - Any
Rogue - Streetwise only
Science - Any
Technical - Any
W.P. - Any

MnrPrtDsivilline1 (17K) Secondary Skills
Select any 3 other skills with no bonuses

Experience Level Advancement
Same as Military Specialist.

Wages & Rank
No Wages (but is rewarded by Spritia).

NOTE: Protodevilin have the ability to block or deflect incoming energy attacks with thier own, they simply must roll a Spirita Attack parry againest the opponent's attack roll. This continues each turn until the opponent stops his attack or pushes through to hit it's intended target.

Standard Equipment
Varies

Special Abilities For All Minor Protodevilin

1. ENERGY ATTACK:
Minor Protdevilin can convert spiritia energy directly into particle beam blasts identical to those found on most UN Spacy and Varuta warships. This is their least subtle form of attack. Note: Minor Protodevilin are incapable of generating large particle beam attacks, such as those generated by most Major Protodeviln.
SPIRITIA COST: 350 (effect 1) or 150 (effect 2)
EFFECT 1: The beam has a range of up to 200 miles (320 km), and will inflict 8D6x10 M.D. to EVERYTHING in its path.
EFFECT 2: The lower power beam is just powerful enough to knock down targets. The beam has a range of 10 miles (16 km), and will inflict 1D6x10 M.D.

MnrPrtDgavilaura1 (9K) MnrPrtDsivilaura1 (11K)
2. AURA (MINOR):
Minor Protodevilin can generate a spherical energy barrier around their body to protect his/herself (and up to 4 other humanoids) from harm. This Aura can protect the protodevilin to a limited extent of what the ones the bigger protodevilin's can. It can be penetrated by physical attack though it is highly unlikely that someone could actually catch one of these creature and it would be a pure case of luck. Example: Gamlin slamming Gavil with Panterzorene.
SPIRITIA MDC VALUE: 600/Can only be affected by some form of Spiritia Attack
SPIRITIA COST: 200 initial use, plus 10/round to maintain
EFFECT: A spherical force field will completely enclose his/herself, protecting it (and up to 4 other people) from harm. This barrier is immune to ALL non-spiritia attacks, including autocannon shells, lasers, particle beams, plasma, missiles, and even the main gun of the Macross 7.
PHYSICAL ATTACK: Minor Protodevilin are usually immune to any attack if aware of it's presense. All energy attacks are incapable of damaging it's aura. But physical weapons such as mecha and missiles can possibly penetrate it's aura. Explanation: Anytime a physical attack is made on a Minor Protodevilin's aura it must make a successful parry roll with it's combined parry from W.P. Spiritia and physical parry. If successful missile harmlessly explodes outside the aura and physical attack is unable to penetrate.
EXAMPLE: Gamlin is piloting a Panterzorene he recently captured. He breaks thru a wall and attacks Gavil a minor protodevilin. He swats at the startled protodevilin (who is wondering why is my own forces attacking me) and makes contact with him. Gavil goes sailing across room and is stunned momentarly...........
NOTE: With the Protodevilin's speed and agility it will easily outrun any adversary.

3. SHOCKWAVE:
Minor Protodevilin can generate an expanding bubble of energy from their body, capable of annihilating anything within it's boundaries. One of their favorite modes of attack is to generate this field and then ram all mecha and spaceships in the area, causing massive amounts of damage and wiping out entire fleets one ship at a time.
SPIRITIA COST: 500 initial use, plus 50/round to maintain.
EFFECT: A 100 ft (33 m) diameter energy sphere is generated around the body. Anything caught within this area will immediately sustain 8D6x10 M.D. each round. Anything coming into contact with the perimeter of the sphere will immediately sustain 4D6x10 M.D. each round.

4. ZENTRAEDI EMOTION CONTROL:
Minor Protodevilin can mentally cause Zentraedi to go berserk. This power increases the Zentraedi's natural aggressive tendencies to the point where he/she will attack the nearest target (human or zentraedi) and will continue to attack others until the effects wear off.
What the renegade Zentraedi decide to do is up to the GM; examples from the TV series include ramming cars, mindlessly attacking officers, and banning together to try and take over the Macross 7 city module.
SPIRITIA COST: 20/round
EFFECT: Any Zentraedi within 100 ft (33 m) must save vs. insanity or go berserk. Victims will remain in a homicidal rage for 1D6 hours.

5. POSSESSION: Minor Protodevlin can possess the body of another person (human or zentraedi). While in possession of the body they have full access to the person's memories, and has all their skills and abilities at listed level. In addition, they can drain spiritia while in possession of another body. Once possessed, they can stay in control of a person continuously without effort. The only way to drive her out is with spiritia powers.
SPIRITIA COST: 200
EFFECT: The victim rolls a contest of mental energy (M.E.) with Minor Protodevilin. If the victim fails then it automatically possesses the person. The victim remains possessed indefinitely until the Protodevilin decides to leave or is driven out.

6. FLIGHT:
Minor Protodevilin can telekinetically propel themselves at incredible speeds through both atmosphere and space. By combining this power with thier Aura (I) it can take people with them, even unprotected through space at faster than light speeds. MnrPrtDsivilspiritiadrain (25K)
EFFECT 1: Minor Protodevilin can fly at faster than light speeds
SPIRITIA COST: 25/round for faster-than-light speeds.

EFFECT 2: Minor Protodevilin can fly at sublight speeds.
SPIRITIA COST: 5/round for sublight speeds.

7. SPIRITIA DRAIN:
Protodeviln can only sustain itself by feeding on the life forces of other living beings. Thus, the creature is capable of draining life from another individual, just like a vampire sucks the blood of a person. This also gives it the ability to damage other protodevilin since conventional attacks
have no effect on Auras. Damage from this attack drastically effects protodevilin more so than other creatures. Most likely because the protodevilin's life is dependent on spiritia for it's existence. Damage is in ( ) for separation of effects.
SPIRITIA COST: none
EFFECT 1: SPRITIA BEAM: This beam is generated by the Protodevilin usually from the head region or directly from the mouth. This form of attack is less likely to be noticed. And enables the creature to move easily through crowds and collect as much spritia it wants. The beam generated by the protodevilin has a range of 20 ft. If the target is hit by the beam, he/she will immediately lose 1D6 M.E. and immediatly lose addtional at a rate of 1D4 per round. (Protodevilin will lose 1D6x10 Spiritia per round) However, the victim must roll under his/her current M.E. (Counting the previous effects of drain) to remove himself from the beam's attraction, or else must remain in its thrall, and thus, continue to be drained. Protodeviln do not need to hit the brain of the target to steal spiritia.
(NOTE: when all spiritia is gone from protodevilin ME is taken next.)
SPIRITIA COST: none

EFFECT 2: SPRITIA RAY: This ray of power is emanated from the entire body of the protodevilin and is capable of stealing much more spiritia more quickly. This attack is used when stealth is not needed, or for when attacking other protodevilin. The ray generated by the protodevilin has a range of 40 ft. If the target is hit by the beam, he/she will immediately lose 2D6 M.E. and lose addtional M.E.at a rate of 1D6 per round. (Protodevilin will lose 3D6x100 Spiritia per round) However, the victim must roll under his/her current M.E. (Counting the previous effects of drain) to remove himself from the beam's attraction, or else must remain in its thrall, and thus, continue to be drained. Protodeviln do not need to hit the brain of the target to steal spiritia.
(NOTE: when all spiritia is gone from protodevilin ME is taken next.)
SPIRITIA COST: none

8. SPIRITIA ABSORPTION: Protodeviln can only sustain itself by feeding on the life forces of other living beings. Thus, the creature is capable of absorbing life from anything around it, adding the captured energy to its own.
SPIRITIA COST: none
EFFECT 1: An area of 100 ft (33 m) in diameter is affected by this power. All flora and fauna in this area will begin to lose 1D6 M.E. per round until able to escape from the vicinity. (Spritia points will be taken first if any) When M.E. is reduced to 0, the creature(s) will fall into a coma until revived.

9. SPIRITA PARALYSIS: Protodevlin can disable their prey making close eye contact with them. With this ability it can take control of a victim's body without it screaming and trying to run away.
SPIRITIA POINTS: 30
EFFECT: The victim rolls a contest of mental energy (M.E.) with Minor Protodevilin. If the victim fails then it automatically falls into a daze like state and is helpless for 1D6 melee rounds, or is startled by noise or "music".

10. SPRITIA VISON/SENSE: Protodevilin have the unique ability to detect lifeforms and measure the spiritia levels of those lifeforms. This allows it to locate the strongest spiritia in a group, even through 20 ft of metal or armor. Also they can sense powerful spirtia from great distances.
SPIRITIA COST: None
EFFECT: Can see spirita up to 8000ft away and sense powerful spirtia (anima spiritia) from an extreme distance: GM's choice as to how far, (NOTE: Glavil sensed Basara from a great distance outside the Varauta system)

11. Random Physical Ability Tables:
Some Protodevilin have unique features and distictive looks. Each has 1D4 of the following with GM's discrection. Other distictive features can be added at GM"s choice.

01-30 Wings - Creature has wings. Mainly for appearance and for some atmospheric flight.
31-40 Furry
41-50 Exceptionally Ugly -1D6 PB
51-60 Retractable fins in legs and arms (extend when in high speed flight)
61-70 Extremely Scary - +1D6 to HF
71-80 Exceptionally beautiful +1D6 PB
81-90 Fusion Ability: Has ablity to merge with another specific protodevilin to form a more powerful lifeform. Fused creature has all abilities of all involved and their size is usually doubled. (MDC is also doubled and spiritia power damage is also.) Also thier spiritia bases are combined. This ability is time limited: 1D6x5 minutes. Creatures must rest for one full day before they can attempt again.
91-00 Additional Spiritia Power - choose one.

12. PROTODEVILIN VS. PROTODEVILIN/EVIL/SPIRITIA WARFARE COMBAT: The protodevilin's aura prohibits all conventional attacks from harming it in battle. The only way to injure one is to use either spritia warfare, spiritia absorption, or physical harm.

1. Spritia Warfare: is covered in the Spritia Rules.
2. Spritia Absorption: This is actually two different forms. The protodevilin's ability to steal spritia or the mechanical spritia absorption weapon generally carried on Varuata mecha or the Gunpod seen in the final days of the Macross 7/Varuata War.
3. Physical Damage: The only way to receive damage is by other MDC structures- mecha, EVIL, Protodevilin. It very unlikely that a mecha pilot could actually catch a minor protodevilin, only in a rare instance this would happen. ( This is evident when Gamlin swatted Gavil with a Panterzorene and sent him sailing).


© 2001 D. Henwood


© Aaron Sketchley
TOP LEGAL MAIN INDEX