Macross 2050 RPG: Main Book

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Transcript of Macross 2050 RPG: Main Book

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  across 2050

Role Playing Game

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About this game

This basebook will contain the canon storyline of the Macross Saga up to thecurrent timeline. Some extrapolation on my part is necessary to make the game morecomplete, and any large guesses and information I make up for the story will be noted assuch. Macross, Mekton, Cyberpunk, Fusion, tomik, !obotech and any other specific

names and information are assumed to be copyrighted by their respecti"e owners. I#m nottrying to rip$off the owners, %ust presenting things in a new manner so the game isn#tanother clone. s such, I hope that Tatsunoko &roductions, Studio 'ue, Talsorian (ooks,)ummingbird, Ii%ima Mari, )aruhiko Mikimoto, Sho%i *awamori, )armony +old andanyone else associated to Macross, Mekton, Interlock, !obotech and Fusion will beunderstanding - ision need not apply/.

This book should be all that is needed aside from the Macross 0121 sourcebooks/to run a campaign, although the following books and additions may be helpful. Formaking new mecha or modifying the ones presented, Mekton 3eta and Mekton 3eta &luswill ha"e the needed charts and information. lso, any book with the Fusion core ruleswill help4 for the sake of space I#m not reprinting the entire system although specificallyneeded or modified rules will be included in this book. tomik additions particularlytomik lien5/ will be of benefit for further expansion away from the canon storyline.

The first four sourcebooks will contain information pertaining to the canonstoryline. The first will ha"e expanded information on the 6' +o"ernment. The second

will ha"e expanded information on the &rotoculture, 3entraedi, arauta and the&rotode"iln. The third book will ha"e information for all miscellaneous groups such asthe +alaxy &atrol, nti$6' forces and ci"ilian enterprises. The fourth book will containcompiled information for the technology, e7uipment, mecha, ships and "ehicles seenthroughout the Macross saga for campaigns set in any era of Macross.

There will also be four other sourcebooks for the non$canon parts of Macross foruse as alternate campaigns or for incorporating them into the Macross storyline asneeded. The fifth book will co"er Macross II. The sixth book will co"er Super-imensional Ca"alry Southern Cross. The se"enth book will co"er +enesis ClimberMospeada. The eighth and last book will co"er e"erything as seen in !obotech, for thosewho wish to play that instead.

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Chapters&reface 8 9hat is Macross:Chapter ; 8 <ife in the 0;st CenturyChapter 0 8 Macross System

Chapter = 8 Character CreationChapter > 8 ?7uipment @ Stuff Chapter 2 8 CombatChapter A 8 SpiritiaChapter B 8 )istory of Macross!esources @ F

Preface

About Macross

Macross was a =A episode anime T series that aired in ;DE0$;DE=, about war,

mecha, the human spirit and a lo"e triangle. In ;DE>, Macross -o Gou !emember <o"ewas released. -G!< was a mo"ie "ersion concentrating on the actual war with (oddole3er, supposedly made by the people on the Macross in 01=1 to remember and honorthose who died in the war. Macross Flashbask 01;0 was a series of Minmei music "ideosreleased in ;DEB, including one new song ne"er shown in the series, showing the launchof the first coloni5ation fleet lead by the Megaroad$;, escorted by F$>+ fighters. Theoriginal Macross saga has become somewhat dis%ointed from the rest of the story since itwas created long before the other parts.

In ;DD>$;DD2, Macross &lus was released. Macross &lus is yet another story witha lo"e triangle and some of the best animation e"er created, first released as a > part mini$series and then later as a Hmo"ie "ersion originally meant as the mo"ie "ersion/.

The story was continued with another T series of >D episodes, Macross B alsoaired on T in ;DD>$;DD2/. The usual lo"e triangle is more subdued and there is moreemphasis on the music and Hculture. Macross B also has a > part se7uel 8 Macross B-ynamite ;DDB$;DDE/, as well as the = part addition 8 Macross B ?ncore, and a mini$mo"ie 8 Macross B The +alaxy is Calling Me. Macross B Trash and Macross B Mylene(eat carry on the story about the Macross B fleet in manga.

new installment of the Macross legacy is the 2$part Macross 3ero released in011=$011>, which tells the story of !oy Fokker two years before the original Macrossseries, piloting one of the F$1 prototypes. It presents new background information thatwas ne"er presented in the past. Jne such instance was the disco"ery of a &rotoculturerelic on the bottom of the ocean near the &acific island of Mayan, and that the nati"es of

that island followed a belief based on the &rotoculture as di"ine beings. This new series partially pushes the original Macross saga somewhat out of line with the rest of the storysince the original Macross did not make mention of some of the elements shown inMacross 3ero and other parts of the saga. )opefully this will be addressed by Studio 'ue.

In 011E, Macross Frontier is released. This se7uel to Macross B is set in 012D withthe 02th Macross Colonial Fleet ;;th super long$distance colony fleet/ and their encounterwith the insect$like a%ra and a renegade colony fleet. The T series will be followed up

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 by two mo"ies4 the first a retelling of the series, and the second being a se7uel to theseriesKfirst mo"ie.

9ithout permission or information from Studio 'ue, (andai isual releasedMacross II <o"ers gain, in ;DD0. Macross II takes place in 01D0 as another in"adingarmy the Mardook/ leading 3entraedi forces nearly annihilates ?arth again. Studio 'ue

e"entually buys rights to Macross II and hides it on the back shelf, calling it an Halternatereality.The official Macross story is also carried on through some "ideo games. Macross

-igital Mission F$L ;DDB/ and Macross -igital Mission F$L 0 ;DDD/ for the &SL,Macross 01=A for the Sega C- ;DD0/ and Macross M= 011;/ for the Sega -reamcastall are side stories that take place between and after the anime series#. There are se"eralgames released that take place in or aside from the canon storyline that do not contributeany new information mostly shooting games and the like/.

ll release dates are the Napanese releasesO

About RoboTech

!obotech, the E2 episode epic series as you know it, was deri"ed from threeentirely separate anime shows that aired in Napan in the early ;DE1Ps. The animation wasedited together and a hybrid story was added to make the three separate series meshtogether as one long epic story $ !obotech. It was then brought to the 6.S. and the rest ofthe world outside of Napan by Carl Macek and )armony +old. )ow, and moreimportantly, why did this happen: 9ell, itPs a long story.

Soon after the original anime series, Super -imension Fortress Macross  became ahit in Napan in ;DE0 )armony +old purchased the 6.S. and international distributionrights to the show from Tatsunoko &roductions at the suggestion of Carl Macek after theyasked him what show might translate well for 'orth merican audiences. Macekoriginally planned to simply translate Macross into ?nglish i.e. dub it/ and market it for broadcast or direct to "ideo sale in the 6.S. )owe"er, at the time a show in mericaneeded at least A2 episodes in order to be syndicated and Macross only consisted of =Aepisodes. The solution:

)armony +old ac7uired two other shows, Super -imension Ca"alry SouthernCross and +enesis Climber Mospeada, which Macek tied together with Macross to makeone gigantic epic story. It was rumored that for a time Macek and )armony +oldconsidered %ust releasing the three shows as separate entities under the !obotech banner,much the way +aiking, +randi5er, -anguard ce, The Star"engers, and the Spaceketeerswere aired under the title QForce Fi"e.Q )owe"er, for whate"er reason this idea ne"ercame to pass.

The linking of Macross with the two other anime series was done partially at the behest of the hobby company, !e"ell Inc., who initially helped fund the show and whocame up with the name Q!obotech.Q !e"ell already had the rights to market many of the plastic model kits based on Macross and other Napanese shows and released them underthe !obotech banner. )armony +old hammered out a deal with !e"ell and used the titlefor their T series as well. s another interesting side note, there was also a two issuecomic book series produced by -C Comics related to this original !obotech model linethat preceded the !obotech tele"ision series. This comic series, which was originally

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meant to be three issues, featured none of the characters seen in the T series and wascompletely unrelated, besides in name, to the tele"ision show.

The three anime were taken, edited a little for continuityPs sake this is why yousee shots of the !obotech Masters in parts of the Macross Saga/, and slapped together ina relati"ely short amount of time and !obotech was created. lthough contro"ersial, it

must be admitted that such an unprecedented feat had been pulled off 7uite well.!obotech was then released in merica and worldwide sans Napan and other parts ofsia for ob"ious reasons/ and became a smash hit.

Furthermore, !obotech had three attempts at se7uels, all of which were canceledwith minimal or no production completed. These include !obotech II The Sentinels,!obotech III The Jdyssey, and !obotech =111. )armony +old later decides that theSentinels storyline is an Halternate reality !obotech. Their fourth attempt, ShadowChronicles, at least got a mo"ie out.

Macross vs. RoboTech

Many fans will be familiar with !obotech, and will find differences in names and

information presented here. This game is based off Macross, not !obotech. This game presents the saga as it really happened as opposed to the re$written plot of = completelyseparate and independent stories, although some names and information are adopted in tofill in blank spots these will be noted in the specific entries/. Thus in this game you willhear about )ikaru Ichi%yo, not !ick )unter. See the F at the end of this book for notesand information about "ariations in information.

The Macross Saga was probably one of the least affected story and dialogue$wisealong with Mospeada/ when being adapted into !obotech. This is because Macross wasdeemed the most important of the three chapters, therefore it was necessary to keep itsstory intact as much as possible. Most of the lines in the Macross saga are more or lessdirectly translated from S-F Macross, sans the character names, and a little addeddialogue for both continuityPs sake as well as editing for the merican market. lso, a lotof Q7uestionableQ scenes had to be edited out because merican censors simply wouldnot allow them to be shown to kids. These types of scenes include shots of excessi"e blood and gore, nudity MinmeiPs butt to be specific/, and excessi"e drinking. It isinteresting to note that although they tried to edit out scenes of drinking by both3entraedi and humans, many drinking scenes still appear in !obotech because they wereconsidered key scenes particularly with !oy Fokker/. &erhaps the biggest difference between the original S-F Macross anime and !T the Macross Saga was in the definitionof what QprotocultureQ was.

In !obotech, protoculture was a source of energy that was sought after by the3entraedi, !obotech Masters, In"id, and e"en humans. )owe"er, in Macross,&rotoculture is the name of the first ci"ili5ation in the galaxy. The &rotoculture were theones who created the 3entraedi in Macross while the !obotech Masters created the3entraedi in !obotech/. It may be a bit of a stretch, but it is easy to liken the &rotoculturein Macross to the !obotech Masters in !obotech. nother ma%or difference between thetwo shows is that in the original Macross there is no S-F$0 hidden behind the S-F$;,which is also why you ne"er see the actual S-F$0 in the !obotech animation $ because it %ust wasnPt there in Macross. lso, in the original Macross series although the S-F$;also known as simply the QMacrossQ/ was badly damaged by uam%inPs *hyron in

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!obotech/ ship in the last episode, it was ne"er destroyed as it was in !obotech. This iswhy you still see the S-F$; in Macross se7uels, like Macross &lus and Macross Frontier.In fact, in Macross all of the bridge crew, including the captain, sur"i"ed the final attack by uam%in. Gou must try to remember that Macross se7uels, like Macross &lus orMacross B, ha"e nothing to do with the !obotech uni"erse. Get another interesting side

note is that although the F$; is called a alkyrie in the original Macross series andcalled simply a QeritechQ for the most part of the Macross Saga in !obotech, it is alsocalled a alkyrie in !obotech as well by none other than Captain )enry +lo"al himself.In !obotech, the F$; is officially known as the eritech alkyrie, while in S-FMacross it is merely the F$; alkyrie. In !obotech, the term eritech short forariable Technology/ simply means the same as F "ariable fighter/.

The !obotech Masters was probably the most changed story$wise out of theoriginal three shows. This was due to the fact that it had to link what went on in theMacross Saga to the rest of the series. There was a lot of explaining to doR The originalSuper -imension Ca"alry Southern Cross anime didnPt e"en take place on ?arth. It wason a planet with two moons, one of which had to be airbrushed out for !obotech. 3or,

who was the scientist that disco"ered the secrets of protoculture in !obotech, was really %ust the name of the in"ading aliens in the original Southern Cross. nd yes, the endingof the original Southern Cross anime is %ust as dismal as it is in !obotech. In !obotech,3or spreads the pollen of the Flower of <ife throughout the earth, attracting the In"id,who later ensla"e humanity. In the original Southern Cross the pollen is also spread, butwhat happens is that it turns all of humanity on that planet into 3ors. gain, content wascut, such as Neanne#s -ana#s/ many shower scenes.

<ike the Macross Saga, the 'ew +eneration also wasnPt changed too drasticallyfor !obotech. )owe"er, again it was necessary to add elements from past sagas forcontinuityPs sake. In the original Mospeada anime, there was no Qdmiral )unterQ tosearch for. lso, the In"id Inbit in Mospeada/ were not at war with the !obotechMasters, because the !obotech Masters didnPt exist in the original anime. lthough StigScott in the 'ew +eneration/ was on a mission to the reflex point in Mospeada, he wasne"er sent by the !obotech ?xpeditionary Force, but was instead simply part of the Mars(ase reclamation forces. nd of course, nudity was cut4 one episode was trimmed bynearly 2 minutes because of an extended bathing scene with the main female characters.

Chapter 1 – Life in the 21st Century<ife in the mid 0;st century is much different than what it is today. &re"ious

!oboTech !&+s ha"e neglected to go in depth into the human mindset of the post spacewar earth, pro"iding only a little background and concentrating on mecha and weapons.

Race 8 )umanity no longer di"ides itself into Hraces. ll of humanity is a single

race with little or no distinction of ethnic background, geographic origin or religious belief. Inter$human racism is unheard of, although a few groups of humans still harborhatred to the 3entraedi and "ice "ersa. Some colonies are wary of outsiders, howe"er.*nown races of the Macross uni"erse are humans, 3entraedi 3entran @ Meltran/,&rotoculture, &rotode"iln and 3olans.

Language 8 fter the near annihilation of earth, most languages were lost. (eforethe 3entraedi assaulted earth in late 01;1, ?nglish was steadily becoming a Hworldlanguage, used in almost all countries. 9hen the Macross transported the whole South

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taria Island out by &luto, they took all of the ci"ilians with them, making them the mainsur"i"ors of earth because of the loss of DD of all human life. The bulk of the citi5ens ofSouth tariaKMacross were Napanese, with mericans being second, and a handful of+erman, !ussian and French all members of JT?C/ aiding in restoring the Macross.Following this line of logic, the new Hearth standard language is a polyglot of nglic

and Napanese with some amount of +erman, !ussian and French mixed in. Jther mainlanguages include 3entraedi and 3olan, with &rotocultureKncient 3entraedi and a few"ariations of thie"es# cant being used by specific groups.

The only conflicting information I ha"e found on this theory is certain Macrosscolonial fleets are referred to as H?nglish fleet or HNapanese fleet and the fact Fire(omber merican and (ritish (omber release ?nglish language "ersions of Fire(omber#s songs. (ased on this it is not unreasonable that some original ?arth languagesremain intact and are the Hmain language of particular colony fleets.

Religion 8 (ased on the same line of thinking as language see abo"e/, most mainreligions were lost, except those practiced by the people on the Macross. The existence ofaliens, not to mention the whole thing about the &rotoculture altering humans in

 prehistoric times, mostly debunks Catholic, Islamic and Christian based religions.)owe"er, they remain as minor earth religions since many refuse to abandon their beliefsafter all, maybe +od made the &rotoculture too/. Since most Napanese Shinto priestswould not likely be on South taria Island too much tech/, this lea"es Mahayana andThera"ada (uddhism as the last remaining Hmain religions. It is also not unreasonablethat some new forms of religion would be created, and there could be some minor cultsthat re"ere the &rotoculture as di"ine beings or e"en more scary, &rotode"iln cults/.

thnic 8 gain, the loss of DD of humanity caused a large loss of ethnicdi"ersity. (ecause the main population used for cloning came from the Macross, thislea"es a large percent of humans as sian, Caucasian or sianKCaucasian mix. )owe"er,there are still indi"iduals of 'egroid lineage !ay <o"elock, *ate Masseau, etc./ present.lso, the colony planet of eil seems to be predominantly )ispanic in descent I am notsure if this was done simply for fla"or or not/. ?thnic background is simply no longer animportant concept to humanity. !acism now runs along human "s. 3entraediK3olan lines.

ntertainment 8 Many classic forms of entertainment still exist, preser"ed bythose who sur"i"ed the earth#s annihilation mostly on moon base pollo or on theMacross/. s seen in the "arious Macross anime, music is one of the primaryentertainments around. The +alaxy 'etwork pro"ides access to the current Hinternet,with all that entails. Mo"ies are still 7uite popular, with many films being produced oncolonies and onboard )ollywood "essels in colony fleets. nother big fa"oriteparticularly on 3ola/ are radio dramas.

Sports are still a great source of entertainment to many. Traditional sports such as basketball and soccer are still played. mong some of the Hmodern sports are cosmo$ bike racing, Tornado Crush and macroni5ed Meltran pro$wrestling. There#s stillskateboarding and other Hteen pastimes.

It is important that since most of earth#s culture that was sa"ed came from a predominantly Napanese cultured area. s such, many Hlow$brow entertainments such aswestern$style cartoons !en @ Stimpy, Stripperella, etc/, (ritish comedies acontradiction/ and the like no longer exist in mainstream entertainment. This is not to sayall animation in Macross is anime$style or that there are no Hdry or Hdumb comedies

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left, but they are less common. -ramas and soap operas still remain popular. In the late01>1Ps, a new form of "ariable fighter combat racing called an7uish becomes popular.

!overnment 8 The 'ew 6nity +o"ernment is an thenian -emocracy with ahealthy streak of pragmatism. The masses canPt be allowed to make the defensi"edecisions, but they are well cared for. <ocal go"ernments are elected by the ci"ilian

 population, but can be o"erruled by the 6' military in an emergency. good example ofthis is the Macross B fleet. Mayor Miriya Nenius is in charge of the City B section unlessthe fleet is under attack, in which case all control goes to Captain Maximillian Nenius.

Civil Rights 8 The ci"ilians en%oy many of the same rights and freedoms seen inthe late 01th Century. Some rights such as freedom of religion and expression areunchanged, but some other rights are modified to become practical. Citi5ens of all typesare allowed to "ote and own land. &eople are re7uired to ha"e a license to own handguns,rifles or shotguns, and anything else is highly illegal. More information on this is inSourcebook ;.

Me"ical 8 (y use of the &rotoculture cloning tanks reco"ered from 3entraedicapital ships after Space 9ar I, the 6' was able to repopulate the ?arth with people,

 plants and animals in a relati"ely short time4 not to mention ha"ing the population to send021,111 people with each colony fleet. In -ecember of 01=1, widespread use of cloningis banned due to the increase of children#s hereditary diseases. Cloning still remains inuse for indi"idual cloning needs. Jther medical technology has impro"ed as well. Mostma%or illnesses ha"e been cured, and the lifespan of humans has increased toapproximately ;11 years A1 is the new =1/.

Cybernetics 8 Cybernetics are largely used for medical replacement rather thanaugmentation. )owe"er, the legality and usage of cybernetics "aries by colony or fleet.For instance, on the Macross Frontier fleet cybernetics are illegal, while on the Macross+alaxy they are renowned for their ad"ancements in cybernetic technology.

Propulsion #ystems 8 The SS$; brought with it "ery ad"anced sublight enginesand superluminal capable dri"es hyperspace engines/. These ha"e allowed humans toexpand their Hempire to neighboring worlds for the sake of preser"ing our race. lsohelpful is the anti$gra"ity engine and artificial gra"ity on ships without them ha"ing touse rotating decks. In the colony fleets, e"en ci"ilian cars @ trucks are capable of short$range space tra"el in between the larger colony ships. 6' space fold generators arecapable of tra"eling at up to ; light year e"ery A minutes. 9hat the fold dri"es of the 6'Spacy, 3entraedi and other races do is push the ship into hyperspace4 a dimensionad%acent to our own dimension, but one where distances are far smaller.

ll capital ships ha"e sublight dri"es that can reach around 1.01 of the speed oflight, roughly A;,121 km per second some Meltran ships can tra"el faster than this/.They rarely tra"el at this speed, as mecha are unable to keep up, being only able to attaina maximum atmospheric thrust of around Mach 00 the latest FPs./ lso, weapon rangesdo not exceed ;A2,111 to ==1,111 km, and combat would be impossible at such speeds.Tra"el at this speed does maintain the problem that something 2 mm in si5e being able to punch through a ship#s hull as it tra"els at sublight speeds and destroying the entire ship,hence the reason why starships feature magnetic shields that function the same as a planets atmosphere in pushing asideKrepelling minor space debris. The magnetic shieldsof "essels are not strong enough to contain an atmosphere but they do protect against

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micrometeorites. This shield has nothing to do with the pinpoint barrier systems, andremains acti"e as long as the ship has power.

Jne of the other great disco"eries found within the crashed S-F$; were the anti$gra"ity generators sometimes referred to as contragra"ity dri"es/. fter initial problemsusing them, the gra"ity generators were not ade7uately secured in place and ripped

themsel"es free of the ship/, the 6' Spacy made good use of anti$gra"ity in all of itsships which negated the regular problems of getting ships into orbit from the ground and"ice "ersa. These antigra"ity dri"es can allow a ship to ascend or descend in a gra"itywell up to >11m per second.

$eaponry 8 The &rotoculture o"ertechnology seemed to be fond of energyweapons and reaction weaponry. lmost all mecha and capital ships ha"e some sort ofenergy weapon, ranging from the head mounted point defense lasers of the F$; series tothe hea"y particle beam cannon built into capital ships sometimes referred toaffectionately as Hthe Macross main cannon/. Mass pro%ectile weapons are mainlyhuman$si5ed weapons and the gun pods of the "ariable fighters. Missile technology hasalso ad"anced greatly, ranging from basic Hfire and forget missiles to the )igh

Maneu"erability missiles )M/, which can dodge attacks against themsel"es whilechasing their target. !arely used are the reaction warheads, which re7uire appro"al from6' Spacy ).

Armor % Alloys 8 The super resilient metals used for the structure and armor ofall capital ships, mecha, and e"en many important structures referred to in Macross asHhyper carbon alloy/ is another product brought to us by the rogue Inspection rmygunship. (asic hyper carbon alloy is Hstandard armor by definition of Mekton 3eta &lus,although other le"els of armor alpha, beta and gamma/ are used in elite F units and ascommand armor, being too expensi"e for basic units.

Artificial &ntelligence 8 Many low$le"el I are commonplace in the cities andcapital ships, usually cleaning units or mobile soda machines and cameras for takingmementos in parks, and the autopilot built into almost all "ariable fighters. The upperle"el I are strictly enforced, particularly after the Sharon pple incident in 01>1 withthe LD$+host unmanned fighter and the whole Macross City. Some fleets of the 6' stilluse drone fighters although they are not as common.

'olographic Pro(ection 8 This is used hea"ily in colony fleet "essels to simulatea day$night schedule to keep colonists from becoming depressed about being in deepspace. It is also used extensi"ely in concerts and for ad"ertisements in the streets. The

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military also uses it in command rooms and in the holographic cockpit to display all sidesof the mecha. The mecha of Sound Force also use it to distract opponents with a pyrotechnic display. )olography also can be found in designer fashion clothing that becomes highly luminescent in darkness or capable of changing colors or displayingimages on the material. irtual idol Sharon pple used ad"anced holography that could

simulate the sensation of being touched through by using low$le"el energy fields tostimulate skin where Htouched. )olographic technology also finds use in entertainmentfor "ideo games and costumes such as the costume hall )ikaru and Minmei went to inthe -G!< mo"ie/.

"ucation % !ala)y *et+or,  8 The bulk of ci"ilian education is carried outthrough the irtual 'et a sub$di"ision of the +alaxy 'etwork/, although pri"ate in$homeschooling is common. s 7uoted in Macross B Trash Hschools were mostly for the socialand sports e"ents. Military education takes place at a military instillation or a (eginhillClass Military Training Ship while in a colony fleet. 9ith ad"ancements in computersand holographic technology it was ine"itable that the internet would also benefit fromthese ad"ances. The internet, known now as the +alaxy 'etwork, after 01>1 is a"ailable

 both in a flat screen format and in a "irtual reality goggle format allowing people to fullyPinteractP with the websites that they browse.Money 8 fter Space 9ar ;, the earth economy as a whole was %ust plain gone.

t first things were pretty much done by bartering, howe"er, e"entually as ?arth rebuilt,they brought back money Hyou can#t ha"e an economy without cashR fter debatingwhether to use the 6S- or the Gen, it was decided on a uni"ersal monetary systemwithout minted cash, usable on ?arth and any colony 8 the credit. Jne credit is more$or$less the e7ui"alent of ; 6S- something that would normally cost around U;1 6S-would cost about ;1 credits/. Most aligned worlds, including 3ola, ha"e switched to thecredit to make trade smoother. Since no credits are physically minted, e"erything iselectronically accounted, and therefore harder to counterfeit.

Computer Controlle" Cable 8 This is a useful technology in which microarmatures are wo"en throughout cable so that a computer can Hanimate them. Thisallows computers to change connections without human inter"ention. These areextremely helpful when an rk !oyal needs to reconnect to the colony ship it attaches to,or for high$speed cable changes for computer connections. In the Sharon pple incident,Sharon used such cables to try to strangle Myung Fang <one.

-niversal Translator 8 This system translates incoming transmissions and relaysthem on audio in a language of the user#s choice. This is typically used to translate into6' Standard language. Most non$Terran languages on file are 3entraedi based, althoughmost translation matrixes can decode and translate a language gi"en enough time.

ther /its of &nformation 8 The people of Macross use the metric system andmilitary time as standards. ?arth Standard Time is set at Macross City in laska.

Chapter 2 – Macross #ystemMacross 0121 uses a "ariation of the Fu5ion system, using 2 mental stats, 2

 physical stats, and 0 Hother stats. These base stats ha"e a normal maximum of ;1,although it is possible to raise all except ?-6 up to 01 with +M permission/. lso, allstats except ?-6 ha"e a minimum score of 0 unless the character has some type ofdisability.

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Intelligence I'TOCool CJJ<O&resence &!?O?mpathy ?M&OTechnical bility T?C)O

Mo"e llowance MO(ody Type (J-O!eflexes !?FO-exterity -?LOStrength ST!Ottracti"eness TT!O?ducation ?-6O

&rimary StatsIntelligence 8 This measures how naturally smart the character is. Characters with

a low I'T ha"e trouble understanding concepts beyond simple math, while those with a

high I'T score can usually figure out e"en complex ideas with a little effort.Cool 8 This is the ability to remain calm in combat, resist mental domination andgeneral willpower. &eople with low CJJ< tend to be high$strung and easily bullied,while those with high CJJ< aren#t bothered by much.

Technical bility 8 This may seem like it o"erlaps with ?-6 or I'T, but T?C)represents general Haffinity with electronics and machines. 9hile a person may not beo"erly intelligent or ne"er went to school, they can be a genius with machinery.

&resence 8 This stat represents the person#s charisma and sense of self. personwith a high &!? commands admiration andKor respect, while those with low &!? areusually ignored or shunned.

?mpathy 8 9hile this may seem the same as &!?, ?M& is used more for ;$on$;situations dealing with people directly. )igh ?M& means the person is friendly and most people get along with them, while low ?M& represents a withdrawn or uncaring person.This stat is also used to determine the character#s mental stability stat.

ttracti"eness 8 This is simply the character#s physical attracti"eness. 9hile itcan be argued that Hbeauty is in the eye of the beholder, a person with a high TT! isgenerally going to be more sought after for sexualKromantic situations than someone witha low TT!.

Mo"e llowance 8 The character#s M stat determines how many meters thecharacter can mo"e in a single round.

(ody Type 8 This is the character#s health, stamina and o"erall fitness. Thosewith high (J- are tougher, more resilient to sickness and heal 7uicker than those with alow (J-4 and they can withstand higher +$forces. high (J- stat doesn#t necessarilymean the person is big or bulky 8 e"en small skinny people can be extremely healthy.

!eflexes 8 This represents the characterPs response time and coordination. This isuseful for %uggling, throwing and shooting.

-exterity 8 This is your o"erall physical competence and balance. This is usefulfor dodging, maintaining balance and leapingKtumbling.

Strength 8 ery simply put, this is the character#s raw brute force. Thisdetermines the character#s liftingKcarrying limit and ability to inflict damage in unarmed

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and melee combat. Those with high ST! are usually bigger and more muscular thanthose with low ST!.

?ducation 8 This represents the character#s education le"el4 1$; is uneducated orelementary le"el, 0 is a high school dropout or unfinished, = is a high school diploma, >$2is some college or technical training, A is roughly four years of college, B$E represents

 post$college schooling and D$;1 represents someone who possibly has multiple high$le"elcollege degrees. The education stat does not literally mean the character has been in anestablished school, and can represent on the %ob training or e"en self$taught skill.

Secondary Stats?ndurance ?'-O 8 ?7ual to (J- x;1. +enerally ; die of effect or ; unit of time youremain acti"e takes up a certain amount of ?'-. 9hen ?'- reaches 5ero, the charactercan do nothing except rest. !esting for one turn restores ?'- points e7ual to thecharacter#s !?C stat. This stat is optional if the +M does not wish to track how Htiredthe characters are.

Mental Stability ST(O 8 ?7ual to ?M& x;1. !ather than the QracistQ term of humanity,this represents the characterPs mental well being and psychological stability. It can bereduced by psychic attacks, possession, mutation, lower tech cybernetics and witnessingor committing atrocities.

Speed S&-O 8 ?7ual to !?F K0. This is how fast the character can react in combat. Itser"es as the base of their initiati"e score.

<uck <6C*O 8 ?7ual to I'T !?F. This represents how Hcharmed the character is.Characters with high luck are able to pull off literally death$defying stunts. ?ach gamesession, players ha"e a number of luck points e7ual to their <6C* stat that they canspend on any rolls they like. <uck replenishes itself e"ery new session. Furthermore, acharacter can permanently lower his <uck by one to guarantee success on an emergencye%ection roll he can always buy it back up later/.

Mo"ement 8 !un is e7ual to M x= m per round. <eap is M K> m from a standstill and!un K> m from a 2m running start. Swim is M x; m per round. nime leap is Mx;.2m.

(ody Type Modifier (TMO 8 (ased on your (J-. Gou reduce the amount of damagetaken per hit both stun and hits/ by this amount. -amage can be reduced to 1, but not below no healing/.

!eco"ery !?CO 8 ?7ual to (J- plus ST!. Character restore this much ?'- and ST6' per round of rest, and how many )its they reco"er per full day of bed rest beforeaccounting for medical treatment/.

!esistance !?SO 8 ?7ual to CJJ< x=. This secondary stat modifies the difficulty forothers to seduce, bribe, persuade and intimidate the character - V !?S/, and is referredto as Stability in Mekton. It is also used as a passi"e defense against psychic abilities,

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which are not found in Macross. Furthermore, if the character suffers more ST6' or )itsdamage in a single hit than his !?S stat, he is knocked unconscious.

Stun ST6'O 8 ?7ual to (J- x;1. This is how much total stunning damage you can take before being knocked unconscious. Stun is not distributed when using the hits by location

option.

Mental -efense M-O 8 ?7ual to CJJ< &SI. This is only needed in campaigns where psychic powers are a"ailable, and generally not used in Macross. It sees use in SouthernCross and !obotech, both of which use the Macross 0121 system, so it is included here.

t character creation the player may spend 2 J& once to gain one of the following bonuses to a secondary stat

; !?C;1 ?'-2 Stun

2 )its torso or pool/$; (TM

3ero StatJn occasion, there is the possibility of a character or '&C ha"ing 1 in a stat. *eep

in mind the impact this has on secondary stats.I'T 1 $ the character is a complete "egetable with no ability to talk, read or communicateCJJ< 1 $ the character has no sense of self and will do whate"er they are toldT?C) 1 $ the character has no concept of technology and canPt e"en turn on a T&!? 1 $ the character couldnPt e"en interrupt into a con"ersation about himself ?M& 1 $ the character doesnPt e"en consider anyone else to be worth lifeTT! 1 $ the characterPs countenance is the stuff of nightmaresM 1 $ the character cannot mo"e under their own power, not e"en to crawl(J- 1 $ the character is either non$biological or dead!?F 1 $ the character cannot control the mo"ements of their limbs-?L 1 $ the character cannot control the mo"ements of their limbsST! 1 $ the character lacks the strength to mo"e on their own, and likely re7uires lifesupport?-6 1 $ the character may ha"e no I'T or T?C) skills, including literacy

0etermining 'its

)its determine how much in%ury a character can suffer before they need medicalattention or are in danger of dying. -etermining )its uses the character#s (J- stat.There are two methods of figuring )its.

 Pool Method  8 6sing this method, simply multiply the character#s (J- by ;1 todetermine how many )its he has. ny specific limb damage or loss is at the discretion ofthe +M. Location Method  8 6sing this method, check the character#s (J- stat with the table below to determine how many )its each location of the body has. If a limb suffers

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damage to bring it to 1 )its, that limb is reduced to a mangled mess until medicalattention is gi"en. If a limb suffers 21 more damage than it has )its, that limb isclipped of course, loss of the head is instant death/. This method still adds up to the sameamount of )its as the pool method, but it is simply more specific.

/0 Torso 'ea" Limbs ;0=>2ABED;1;;;0

=2AE;0;=;A;E010=020A

0=>>AB

;1;1;1;=;=;>

0=2BE;1;;;=;2;A;E01

#TR Table

ST! -mg ?;$0 $0 0=$> $; 02$B 1 >E$D ; A;1$;; 0 E;0$;= = ;1

<ifting ST! x;1 kg4 this is carrying capacity, you may dead lift twice this "alueThrow ST! x=m-mg 8 This is a modifier applied to each die rolled for unarmed and melee damage.? 8 ?ncumbrance alue. -i"ide the total weight of items carried by this "alue andsubtract this "alue from M.W Characters with cybernetic replacement use this chart unless they ha"e full bodycon"ersion which allows them to use the mecha strength chart in Sourcebook >. nythingless still has the weakness of some part of the body being QmeatQ.

/o"y Type Mo"ifier /TM3

(J- (TM;$0 $1=$> $;2$B $0E$D $=;1$;; $>;0$;=W $2W ?"ery 0 points abo"e ;1 grants an additional $; to (TM $A at (J- ;>, $B at (J- ;A,etc./4 mostly this is for macroni5ed 3entraedi.

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If you ha"e access to other Fu5ion or Interlock material, there is no reason youcan’t  bring in some of the psionics, aliens or magic. )owe"er, there is also no reason to

 bring them in. In the Macross saga, there was ne"er any indication of anyone ha"ing psionic powers, and definitely no magic powers. Cybernetics were "ery rare early on, and barely did the %ob of the original. If you really want the carbon plague from

Cybergeneration to sweep o"er one of the colonies to create cyber$e"ol"ed, go ahead 8it#s your game4 e"en if it ne"er happened in the Macross canon storyline so don#t expectany material about it here/.

Chapter 4 – Character CreationThe player should first choose what race they wish to play. The standard options

are human, full blooded 3entraediKMeltrandi, X blooded 3entraediKMeltrandi, Y blooded3entraediKMeltrandi or 3olan. ?ach race has different ad"antages and disad"antages thathelp to define what that character would be talented at.

First, the player should decide the character#s affiliation. Is he in the 6' Spacy:Is he a ci"ilian: Jr maybe he is a member of an nti$6' terrorist group from one of the

colony planets:Second, the player has A1 points heroic le"el/ to distribute to the twel"e attributes

a"erage 2/, and then modifies them according to racial modifiers. ?xcept for ?-6, allmust be a minimum of 0 before modifications. The stat of ?-6 has a minimum of 1. Thenormal human maximum is ;1, with B$E being the typical upper limit. The humanQa"erageQ is 0$=.

The third step is to choose a %ob template. ?ach template pro"ides a list of skillsa"ailable to be learned by that particular %ob. The player has >1 skill le"els to distributeamongst these skills, but is not re7uired to in"est skill le"els in them all, e"en though it#srecommended. Some templates grant free He"eryman skills.

Fourth step is to select Hpick$up skills 8 that is, skills the character learned in his

spare time or from training on the side. Maybe his F pilot took extra training inengineering so he can repair his own "ariable fighter, or e"en to get a pay raise workingon capital ship engines during peacetime. The player can learn skills outside the oneslisted under his template, and can not spend these pick up skill le"els on the skills pro"ided in his template. The character has skill le"els e7ual to their ?-6 x= for theseHpick$up skills.

Fifth step is to select perks, talents, and complications. lso, !ank determinesresources as follows 6' Spacy, police, and other military characters earn a monthly paye7ual to their !ank perk/ times 011 credits =21 for officers/. Ci"ilians earn 011 credits plus their primary occupation based skill times ;11 a cargo pilot with &ilot 2 will earnB11 credits per month/. ll characters start out with 0 month#s worth of pay in sa"ings.

Characters with the 9ealth perk gain additional funds e7ual to one month#s worth ofadditional resources. Characters get >2 J& to customi5e their character with backgroundsor increase skills and stats.

The last step is to purchase e7uipment and finish the details of the character suchas place of birth, height, weight, etc. 'ormally characters ha"e a limit of ;1 on all statsand skills, although racial bonuses may increase this beyond ;1. Truly exceptionalcharacters may be able to increase a skill or stat beyond ;1 through J&, but the absolute

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limit is 01 if the +M allows it, and is encouraged to say no/. Macroni5ed 3entraedi ha"edifferent stat limits see Sourcebook 0/.

ll characters are assumed to ha"e E ranks in their nati"e language for free, unlessthey wish to ha"e a character with less education or some type of speech impediment.Stats 2 J& per rank 

Skills ; J& per rank 0 J& per rank for -ifficult skills and psychicKSpiritia abilities/&erksKTalents "ariable

Races

)umans 8 )umans ha"e historically been in"enti"e and shown high ingenuity.!ebuilding the highly ad"anced Inspection rmy gunship and modifying it is testamentto this fact. ll humans get = J& regardless of template. nyone with ;KE3entraediKMeltrandi blood or less is considered to be H%ust human. )umans ha"e anormal maximum of ;1 in all traits, with B$E being the typical upper limit.

Y 3entraedi 8 Those with this amount of 3entraedi blood are still tougher than the

a"erage human, but not as sturdy as their ancestors. ll Y 3entraedi get ; to their (J-stat and may raise their (J- up to ;;.

Y Meltrandi 8 Those with this amount of Meltrandi blood are slightly more graceful and7uicker than typical humans as a result of their genetic template of being ace pilots. ll YMeltrandi get a ; to their +I< stat and may raise their +I< up to ;;.

X 3entraedi 8 The character#s father was a full$blooded 3entran and has inherited someof his toughness. ll X 3entraedi get ; to their ST! and (J- stats, but must pay 2 J&.)alf 3entran may raise their (J-, ST! and one combat skill of choice to ;;. )alf3entraedi are always male.

X Meltrandi 8 The character#s mother was a full$blooded Meltran and has inherited hernatural reflexes and speed. ll X Meltrandi get ; to their +I< and M stats, but must pay 2 J&. )alf Meltran may raise their +I< and &iloting skills up to ;0. )alf Meltrandiare always female.

Full 3entraedi 8 The character is a full$blooded 3entran micron and has an undilutedgenetic strain from the original 3entran clones. ll full$blooded 3entran get 0 to their(J- and ST! stats, but must pay ;2 J&. Full$blooded 3entran may raise their (J-,ST! and one combat skill of choice to ;0. Full$blooded 3entran automatically get onefree rank of )igh &ain Threshold.

Full Meltrandi 8 The character is a full$blooded Meltran micron and has an undilutedgenetic strain from the original Meltran clones. ll full$blooded Meltran get 0 to their+I< stat and ; to their &!? and M stats, but must pay ;2 J&. Full$blooded Meltranmay raise their !?F and &iloting skills up to ;=. Full$blooded Meltran automatically getcute Sense ision for free since they ha"e 01KB1 "ision.

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3olan 8 The character gets ; &!? and ; ?M&, but must pay 2 J&. 3olans are pacifisticand typically do not become soldiers, excelling at sciences and %obs re7uiring socialinteraction such as merchants. 3olans ha"e the same Hodd hair color range as the3entraedi with contrasting colors4 see below/, but are predominantly Caucasian skinned.ll 3olans posses extended Helf ears ranging ;1 to ;2 cm in length >$A/, while males

 possess a stretch of fur on their forearms from the edge of their hands to their elbows.3olan may raise their ?M& and &!? to ;;. ll 3olans appear to ha"e two$tone hair the bangs, forearm patches and facial hair being different from the rest/4 this appears a racialtrait rather than dyed since some of the 3olans don#t seem to be of the personality toser"e "anity. 9here humans e"ol"ed from apes, the 3olans e"ol"ed from marsupials.

Mi)e" /loo" Character *otes

;K0 3entraedi $ with *omiria Nenius being the first such child born in 01;;, andwith the lowest age of military enrollment at ;2, it makes sense ;K0 blood are nota"ailable until at least the late 0101Ps 010A/

;K> 3entraedi $ assuming no QbreedingQ occurs with ;K0 blood children until at

least the age of ;2, ;K> blood are not a"ailable until at least the early 01>1Ps 01>;/;KE 3entraedi $ although statistically they are identical to QbaseQ humans,following the outlines abo"e, they are not a"ailable until at least the late 0121Ps 012A/

#+itching Templates

 'ormally, switching templates presents no particular problems. The charactersimply spends time learning the new skills. This takes approximately ; month per skillthat the character does not already possess, and he then purchases at least ; rank in thoseskills. If the character already has all of the listed skills, then it still takes a flat rate of ;month to learn the particular details.

For example, )ikaru Ichi%yo was a skilled ci"ilian pilot who %oined the 6' Spacy.)ikaru spent a few months to complete basic training, and then took an additional monthto learn the "ariable fighter systems e"en though he was already more skilled at flyingthan most other recruits.

?"en if a character has all of the skills of a particular template, such as a pilotha"ing all of the skills of the mechanical engineer, he is not obligated to switchtemplates, nor is he automatically considered a mechanical engineer e"en if he does parttime work as such.

A"vancement

Instead of ha"ing experience le"els like in many other games, characters simplyuse their J& to increase their stats and skills. This gi"es the character a sense of growthas he becomes 7uicker, smarter, stronger andKor more skilled. The +M can deny acharacter#s ad"ancement in a particular skill or stat if he feels the character has made noreal use of the skill i.e. checking email doesn#t count as Husing the Computer 6se skill/.Increasing a Stat <e"el to increase to x2 raising from 2 to A is =1 J&/Increasing a Skill <e"el to increase to up to ;1, after ;1 it costs x2 raising from ;1 to ;;is 22 J&/ (uying up 9ardrobe @ Style from > to 2 costs 2 J&OIncreasing Spiritia Skills <e"el to increase to x= raising from 2 to A is ;E J&/Increasing psychic abilities <e"el to increase to x0 raising from 2 to A is ;0 J&/

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Increasing a &erk after character creation/ 'ormal cost and +M permission(uying a 'ew &erk after character creation/ 'ormal cost and +M permission

Minma)icus

Most "eteran gamers are familiar with a term known as Hmin$maxing. 9hat this

means is getting maximum or near maximum "alues for stats most important to thetemplate and lea"ing minimum "alues in less useful stats often referred to as dumpstats/. 9hile making a competent and useful character actually re7uires this to somedegree a medical doctor isn#t going to ha"e a low I'T, but doesn#t need a high ST!/,excessi"e abuse of this should be taken full ad"antage of by the +M.

For instance, a destroid pilot doesn#t need high le"els of &!?, ?M& or TT!,thus these are likely dump stats for a powergamer. The +M is encouraged to gi"e playerswith a character with stats of = or less plenty of grief o"er their choices. pilot withTT! ; will likely get an unglamorous nickname such as H6gly Noe, or get %okecomments from fellow pilots such as Hhe#s too ugly to die or Hhe should fight without ahelmet to scare the enemies.

To combat this problem, the +M can assign minimum "alues to represent7ualifying for an occupation. -octors may re7uire I'T A or better ob"iously, but the +Mcan say they need ?M& A or better to represent bedside manner. The anime and mangaoften show training manuals or other examples of meeting re7uirements. The +M canalso make campaign minimums, such as saying no stats below > are allowed %ust tomake things fair to e"eryone, after all why would the QheroesQ ha"e crappy stats:/.

#,illsSkills are broken into groups according to their appropriate stat that they use.

Some skills re7uire certain le"els of competency before certain things are attemptedsurgery or mecha mechanics4 re7uire mathematics/, while other skills simply mean the

character is better at their skill than those with lower ranks of that skill wardrobe @style/. few skills are listed in more than one group, meaning there are multiple ways ofusing the same skill i.e. &!? based seduction relies on personal magnetism, while ?M& based seduction relies on sensiti"ity and understanding the other person#s needs, andTT! based seduction is simple raw sexuality/.

Some skills are considered to be Hdifficult and thus cannot be raised abo"e fi"eranks at character creation. These skills may only be raised during game play and aremarked on the list with an asterisk W. eterans see Sourcebook ;/ can raise this limit byspending more time in ser"ice.

Jccasionally the +M may pair up an alternate stat with a skill if the situation isunusual. For example, swimming is normally a (J- skill, but the +M might ha"e the

 player use -?L for making a precision di"e or use ST! while trying to haul anunconscious person to shore.

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-sing #,ills

9hene"er the character must use a skill, they roll the skill rank correspondingattribute modifiers ;d;1 against a -ifficulty alue based on how hard the task is.0ifficulty 05 0ifficulty 05

Challenged ;1 ?xceptionally Superheroic >0

?"eryday ;> Incredibly Superheroic >A

Competent ;E <egendarily Superheroic 21

)eroic 00 Cosmic 2>

Incredible 0A Competently Cosmic 2E<egendary =1 ?xceptionally Cosmic A0

Superheroic => Incredibly Cosmic AA

Competently Superheroic =E <egendarily Cosmic B1

ModifiersThese modifies are cumulati"e with each other unless they are the same type

complex repair doesn#t stack with "ery complex repair/.Complex repair 0ery complex repair >Hne"er been done before A-on#t ha"e the right parts 0-on#t ha"e the right tools =6nfamiliar tools or "ehicle >6nder stress 06nder attack = to >9ounded 0 to A-runk, drugged or tired >)ostile en"ironment >ery hostile en"ironment A<ack of instructions 0Jther characters pestering you =

 'e"er did this before ;-ifficult acrobatics in"ol"ed =. -ifficult acrobatics >Impossible acrobatics 2Information hidden =9ell hidden clue, door, etc =Complex program =ery complex program 2Complex lock =ery complex lock 2Target on guardKalerted =(rightly lit area =Insufficient light =&itch dark >(eing secreti"e while watched >

#uccess an" 6umble

9hene"er the player rolls a ;1 on his skill roll, he makes a critical success andcan roll that die again to add the result to the total. If he rolls ;1 again, he does notcontinue to stack the die.

If the player rolls a ; on a skill roll, he fumbles4 roll again and subtract the "alueon the die from your total. If the final result is 1 or below, the player then rolls anotherd;1 and consults the table below to see %ust how bad he sucks. Jccasionally the roll resultwill not make sense to the situation such as hitting an ally with a melee attack when thenearest ally is o"er ;11m away/4 the +M can alter the result to make it more appropriate.

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In the case of mecha, the Tech Manual#s experimental technology failure table is 7uiteapplicable.

 fumbleZR6

combat/;$> 'o fumble. Gou %ust screw up.2 Gou drop your weapon, or trip if unarmed.A 9eapon discharges or strikes something harmless.

B 9eapon %ams or imbeds itself in the ground for one round.E Gou manage to hit yourself. !oll normal damage and location.D$;1 Gou manage to hit an ally. !oll damage normally. If there is no ally nearby,there are always innocent bystanders, security, etc.

07

athletic/;$> 'o fumble. Gou %ust goof and look foolish.2$B Gou fail miserably and take ; )it from a sprain. Sa"e "s. Stun.E$;1 Gou fail abysmally. Take ;dA )its in torn muscles. Sa"e "s. Stun 8;.

TC'

repair, build/;$> 'o fumble. Gou simply can#t get it together.2$B Gou not only fail, you make it worse. Gou drop the tools you#re using or loseyour grip and damage it worse. The next person to work on it has 2 to the -ifficulty.E$;1 9ow, did you e"er blow itR Gou damaged the de"ice beyond repair and ha"e toreplace it.

MP or PR

people skills/;$> 'o fumble. Gou %ust continue on obli"ious to their reaction.2$A So much for your  people skills. Gou not only don#t con"ince them4 you lea"ethem totally cold > -iff on your next ?M&K&!? roll with them/.B$;1 GowR Gou blew it royally. Gou not only didn#t con"ince them, but now they areactually, "iolently opposed to anything you want to do. !oll another ;d;14 on a ;$> theywill actually attempt to harm you physically.

&*T

deduce,notice, get aclue/

;$> 'o fumble. Gou %ust don#t know how to do it or can#t figure out what is goingon.2$B Gou don#t know anything about what is going on, and you ha"en#t a clue abouthow to do anything about it. Make a &ersuasion check - ;2/ at $0 to see if anyone elsenotices how dumb you are.E$;1 -amn you are obli"ious. Gou not only don#t know what#s going on or anythingabout the sub%ect, but everyone knows how ignorant you are.

Critical #uccess9hen the player exceeds an attack roll by more than 2 beyond the -, they score

a critical hit. In the case of cross$scale combat against a larger scale target, their attackignores all armor S&. In the case of same$scale combat, their attack does an additionalamount of damage e7ual to half the excess of their roll exceeding by D is > damage/.Jptionally, the target must roll on the Tech Manual#s experimental technology failuretable.

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9hen the player exceeds a skill roll non combat/ by more than 2 beyond the -,they score a critical success. In the case of T?C) or I'T skills, the time needed to repair,research or build is hal"ed excepting the !@- rolls for de"eloping new mecha4 whichhas it#s own rules in chapter ;2 of the Tech Manual/. In the case of +I< skills, thecharacter performs with exceptional flair and style. In the case of ?M&, &!? or TT!

skills, the character lea"es such a lasting impression that they recei"e a = bonus on theirnext similar roll with the same target personKaudience. The +M may declare particularcinematic e"ents such as a target being unable to resist a critical seduction roll.

The !oo"8 The /a" an" The $T6 +as that9

The effects of criticals can stack or counter each other.Success "s. Success

In the e"ent two character make a critical success that isn#t directly a contestedroll, whoe"er had the highest net result wins. If they both ha"e the same roll, then the +Mis encouraged to come up with some spectacular cinematic result.

For instance, if two people are trying to seduce the same woman, and the +M

decides the - for her is a 02 and they both get a result of =0, then the woman may wellfall madly in lo"e with both and either pursue them both or be o"erwhelmed withindecision.Failure "s. Failure

<ikewise, when two characters totally flub their skill rolls their effects can stack.6nlike with successes, a contested roll can ha"e a double critical failure. (oth players rollon the charts abo"e for critical failures, and if both roll badly enough, their combinedincompetence draws e"en more notice.

6sing the abo"e example, if both players critically fail their seduction rolls on thewoman, e"eryone in the area takes notice and they may well be ridiculed for months onend on their lack of knowing how to treat a lady.Success "s. Failure

This is where things get good, when one person does beautifully and the othertotally bombs. The player who failed doesn#t need to roll on the table abo"e, since hisri"al outshined him so well that e"eryone notices anyway treat as a ;1 on the chart/ andhis failure only ser"ed to make the other guy look e"en that much better. The rest ismostly cinematic as abo"e.

+oing with the same example, the one who succeeds so well has shown the ladyin 7uestion as well as e"eryone in the area/ why he is so far better for her than Hthatother guy. The lady may fall instantly in lo"e with the guy who succeeded and maylikely spread rumors about the guy who failed and looked that much worse for it.

The #,ills

)ere is a list of skills a"ailable in the Macross world and what they are good for.

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(rawl "s. )and$to$)and "s. Martial rts "s. 9restling(rawling is learned by most bar brawlers and street thugs. )and$to$)and is taught

 by most go"ernment and military organi5ations, and tends to be H7uick [n dirty fighting.Martial arts co"ers the mostly oriental/ ancient fighting styles that ha"e specialtechni7ues, allowing the character to learn special attacks.

(rawling is sloppy and has no techni7ues. It is simply an aggressi"e attempt at pulping your opponent without getting your ass handed back to you. This is commonamong gangs, bar regulars and poorly$trained anti$6' forces or ci"ilian rebels.

)and$to$)and is taught by most formal military and police institutes. It is muchmore refined than brawling, but lacks the fancy techni7ues of most martial arts, being boiled down to the essentials. This can also be thought of as a combat form that onlyteaches what is needed to take down an opponent with the least amount of energyexpended. This is common among professional military, and most 3entraedi ha"e acouple ranks of this inherently.

Martial arts includes all of the speciali5ed combat forms, primarily from theorient. +ranted there were hundreds of non$oriental martial art forms, but with the loss ofmost of the people who practiced them when the 3entraedi annihilated the earth, onlythose carried by the sur"i"ors were able to be handed down. See Chapter 2 Combat formore information on martial arts. Martial arts are not common among anyone in

 particular, although Meltran aces and special forces training borders closely to this rank.9restling is primarily a sports skill, but can be used in place of other combat

skills when initiating, maintaining or controlling a grapple.

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&ntelligence #,ills

ccountingnthropologyrchaeologystronomystrophysicsWstro$'a"igationW

warenessK'otice(iology(otany(usinessChemistryCompositionConcealmentCryptography-eduction-iagnose Illness?lectronic 9arfareW?xpertForward Jbser"erW+enetic ?ngineeringW+eology

)<JK))JW)ide @ ?"adeW)istoryIntelligence +atheringW<anguage<ip !eadingMathematics

 'a"igation&arachuting&hysics!elicologyW!eligion!esearchShadowingKTrackingSniperW

Stock MarketStrategyWSur"eillanceSystem *nowledgeTacticsW9ilderness Sur"i"al3oology

Refle)es #,ills

rcheryutomatic 9eapons(rawling-ri"ingFencing)and$to$)andW

)andgun)ea"y Machinery)ea"y 9eaponsMartial rtsWMecha CombatWMecha &ilotWMecha 9eaponsWMeleeMotorcycle& &ilotW&ilot!anged &owers!iding!ifle @ Shotgun

0e)terity #,illscrobaticsir ssaultWthletics-ance-odge @ ?scape?scape rtistW+ymnastics&ick &ockets!eflector SystemsWSleight of )andSkiingWStealth3ero$+ Maneu"eringW

Technical #,ills

ero Techrtisanuto Tech Tech(asic Tech(uilding K Construction

Computer )ackingWComputer JperationComputer &rogrammingWCookingCriminologyCryotank JperationsWCyberTechW-emolitionsW-isguise?lectronics?lectronic SecurityW?lectronic 9arfareWFirst idFishingForensics

Forgery+ambling+yro TechNury !ig<aser Communications<ocksmithingMecha -esignWMecha TechWMechanical ?ngineeringWMedical TechW

 '(C 9arfareW& TechW&aramedicW&athology&hoto @ Film

&harmaceuticals&lay Instrument!adio CommunicationsScubaSewingShiphandlingWShip 9eaponryWStarship JperationWSystems Jperations9eaponsmithW

Psionic #,ills

6se &ower 

mpathy #,ills

(ribery-ance)uman &erceptionImpersonationWIntelligence +atheringWInter"iew

<eadershipWMimicry&ersuasion @ Fast Talk SeductionSocial

Presence #,ills

(ureaucraticCharismatic <eadershipWCredibilityW)igh SocietyJratory&erform&ersuasion @ Fast Talk Seduction

TeachingWTradingentrilo7uism

#trength #,ills

ClimbingStrength FeatSwimming9restling

Attractiveness #,ills

&ersonal +rooming9ardrobe @ StyleSeduction

/o"y #,ills

thletics?ndurance<'JW

Cool #,ills

uthorityWConcentrationWInterrogationWIntimidateMilitary ?ti7uetteJratory!esist TortureK-rugsWStreetwiseW

#,ill 0escriptions

Some skills ha"e a degree of o"erlap. If the +M wishes, he can merge speciali5edskills into general skills to make the list simpler and smaller. Skills marked with a W onthe master list are considered Q-ifficultQ and characters may not start with more than 2ranks, including any free ranks gained may be modified by d"anced Training4 seeSourcebook ; 6' Spacy/.

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Many skills can arguably be used with multiple stats. thletics or swimming can be -?L, (J- or ST! depending on the usage. Streetwise could be I'T for knowingwhere to look, &!? or ?M& for knowing how to deal with the person, and CJJ< for backing it all up. Such skills are listed with their most common stat. Seduction is aspecial case, being listed with three different stats and is treated as three separate skills to

represent the clearly different ways of using the skill.

Accounting The ability to balance books or create false books/, %uggle numbers, create budgets andhandle day$to$day business operations. !e7uirements Mathematics >.

Acrobatics This skill includes basic abilities such as working ringsKbars and balancing in high places.crobatics co"ers any kind of stunts made from a hanging or airborne start.

Aero Tech The skill for working on fixed$wing aircraft. t = ranks you can perform most routinemaintenance tasks. t A ranks you can do engine teardowns and ma%or structural repairs. t D ranks you arecapable of designing and building your own aircraft. This skill cannot be used on F mecha e"en in fighterconfiguration. !e7uirements Mechanical ?ngineering >

Air Assault This skill is used for rappelling from TJ< "ehicles to make a ground assault. It is commonamong army, marine and special forces units.

Anthropology The is the knowledge of human cultures, habits and customs. 6nlike streetwise or social,this skill co"ers general customs and background of a culture. This skill is used when trying to understand arace as a whole.

Archaeology This is the study of ancient buildings and structures. 9ith this skill, the player can determinethe age and function of ruins.

Archery This is the skill of using all types of bow weapons including bows, slings and crossbows. t the+M#s discretion, this skill may also include bow$like siege weapons such as catapults and trebuchets.

Artisan This skill includes painting, sculpting, drawing, models or any other creati"e hobby. ?ach art style

re7uires a different skill. t = ranks you can produce saleable Hmodern art. t A ranks you can createexceptional 7uality works. t E ranks or more you might be internationally known for your artwork, andha"e lesser artists study your style.

Astro:*avigation This skill allows a player to na"igate a mecha or capital ship through space either with afunctioning na"igation computer or by recognition of stellar markers much harder/. !e7uirementsMathematics B, strophysics 2, stronomy A

Astronomy This is the knowledge of the stellar bodies and recogni5ing constellations, planets, nebulae,and other such phenomenon.

Astrophysics This takes the basic knowledge of astronomy and understanding of how the stellar bodiesaffect each other, cosmic radiation and its effects, stellar drift, and so forth. !e7uirements Mathematics 2,

stronomy >

Athletics This includes all general athletic acti"ities such as running, aerobicsKyoga, soccer and othersports. This skill can be used in place of other speciali5ed physical skills such as swimming and climbing, but will suffer some sort of penalty or otherwise not be able to reach the same le"el of expertise as a lowerle"el of the speciali5ed skill in 7uestion. thletics may be used with +I<, ST! or (J- depending on theusage.

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Authority This skill represents how well a player uses his sanctioned powers. This skill re7uires thecharacter ha"e !ank and Membership to some organi5ation legally acknowledge by the 6' go"ernment,such as the SSS or ci"ilian police force. (acked by the power of authority, cops and M& can arrest, detain,confiscate and enter nearly anywhere as long as he has the proper arrest or search warrants to back his play.

Automatic $eapons This skill is used for all automatic$fire weapons, including machine pistols andassault rifles.

Auto Tech This skill is used for working on ground "ehicles with either wheels or treads. t = ranks youcan perform most routine maintenance tasks. t A ranks you can tear down and rebuild most of the systemsand perform ma%or rebuilds. t ;1 ranks you can build almost any ground "ehicle.

A5 Tech This skill is used for working on all ducted fan aerodyne "ehicles and other types of ho"ercraft.t = ranks you can perform most routine maintenance tasks. t A ranks you can do engine teardowns andma%or structural repairs. t ;1 ranks you are capable of designing and building your own s.!e7uirement Mechanical ?ngineering 2

A+areness % *otice This is the e7ui"alent of a Htrained obser"er skill, allowing characters to notice or be aware of clues, shadowers and other e"ents. t 0 ranks you will usually spot small pieces of paper withnotes on them, doors left a%ar, and ob"ious expressions of lying or dislike. t 2 ranks you can spot fairly

well hidden clues, notice small changes in expression, and fairly sophisticated attempts to Hshadow you.t E ranks you routinely perform the sorts of deducti"e reasoning seen in the a"erage T cop show.Sherlock )olmes has ;1 ranks.

/asic Tech This skill allows a person to make repairs and perform maintenance on basic electronics andmechanical de"ices. Characters with this skill can fix their toaster or tele"ision, but "ehicles and mecha are beyond their capabilities.

/iology +eneral knowledge of animals, plants and other biological systems. t = ranks you know mosttypes of common plants and animals. t A ranks you ha"e a general understanding of genetics, cellular biology, etc. t ;1 ranks you can perform most bio$lab procedures including gene mapping and splicing.

/otany The general knowledge of plants and plant identification. t = ranks you know most common

 plants and can identify which ones are dangerous, and why. t A ranks you can identify most important plants found worldwide and ha"e a working knowledge of their uses. t E ranks you ha"e the e7ui"alent ofa doctorate in botany and know all about rare poisons, exotic orchids and other useful plants.

/ra+ling This is an untrained fighting skill relying on brute force rather than skilled techni7ues. This ismost commonly trained in bars and on the streets.

/ribery This is the skill of getting people to take underhanded fa"ors. t = ranks you can usually get atable without reser"ations. t A ranks you rarely pay traffic tickets. t D ranks you could likely walk awayfrom a fairly large crime without being arrested.

/uil"ing % Construction This skill includes the design, repair and construction of temporary and permanent structures. This can include anything from setting up and tearing down a mobile ) to building

a 011$floor skyscraper. )a"ing 2 or more ranks of this skill grants a 0 bonus to demolitions whenattempting to demolish a building you know where best to place charges/.

/ureaucratic This skill allows one to effecti"ely deal with any kind of bureaucracy, whether it is acorporation board of directors or the 6' +o"ernment. t = ranks you know which department to talk to forwhat task, most of the time. t A ranks you know how to paperwork pushed and who#s palms need to begreased for that extra permit. t D ranks the people of the bureaucracy sometimes come to you fordirections.

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/usiness This skill is used for running a successful enterprise. t = ranks you can run a small business. tA ranks your ser"ice is well known in the area you work from, and ha"e a good clientKcustomer base. t Dranks you are one of the more successful businesses around, possibly ser"ing customers on an internationalle"el.

Charismatic Lea"ership Some people lead by knowing how to relate to people, while others %ust ha"ethat special something that makes people

want  to follow them. This "ersion is the latter, and is fa"ored by

entertainers and politicians. t = ranks you can moti"ate a do5en or so indi"iduals. t A ranks you canmoti"ate a whole city. t D ranks you could get an entire nation to follow you to the gates of hell and back.

Chemistry The re7uired skill for mixing chemicals and creating "arious compounds. )a"ing 0 ranks ise7ui"alent to high school chemistry. t > ranks is e7ual to college chemistry or a trained pharmacist. t Eranks you are a trained laboratory chemist. !e7uirements Mathematics >

Climbing This skill includes free$style climbing as well as scaling and rappelling. This skill is also usedfor rappelling from aircraft.

Composition The re7uired skill for writing songs, articles or stories. t > ranks you can write saleableworks. t E ranks you may ha"e a strong literary following and not a little critical acclaim.

Computer 'ac,ing The skill to use a computer to illegally access other computers, banks or any othertype of electronic de"ice. t = ranks you can crack into most public computers such as library records. t Aranks you can access banks and low security terminals of corporations and militaryKgo"ernment. t ;1ranks you can access most any computer files without a lot of worry about being caught4 after all you canalways steal yourself a new clean/ identity. !e7uirements Computer Jperation 2, Computer &rogramming>

Computer peration This skill is re7uired to use computers. It offers no ability for creating programs orhacking see particular skills/ but rather the ability to effecti"ely use computers as they are intended.&rogramming and hacking skills re7uire at least 2 ranks of computer use.

Computer Programming The re7uired skill to write programs and to reprogram computer systems. 9ith; rank you can do simple ?(SIC programs. t = ranks you know some higher$le"el languages and be

able to write reasonably complex programs including "ideo games/. t A ranks you are considered a professional programmer who can build operating software, design mainframe systems, and hold down asteady %ob at your a"erage Silicon alley firm. !e7uirements Computer Jperation 2, Mathematics >

Concealment This skill includes techni7ues of hiding small ob%ects on one#s person to hiding a tank in the %ungle. This skill may also be used to seek out hidden ob%ects4 since you know how to hide it you knowwhat to look for.

Concentration This skill allows the player to Hshut out disturbances and focus on the task they areworking on. 6sing this skill "ariable -/ will reduce situation penalties caused by distractions.

Coo,ing This skill allows one to make tasty food, and also co"ers baking, candy$making and brewing. t; rank, you can heat prepack. t > ranks you can follow most recipes. t B ranks you regularly in"ent your

own recipes. t ;1 ranks you are Iron Chef.

Cre"ibility This is the ability to be belie"ed by your "iewers, by the police, and by big and important people. t = ranks you can con"ince most people of a minor scandal. t 2$A ranks you can con"ince localofficials of military atrocities, underco"er dealings and other front$page stuff. t D ranks you cansuccessfully expose a scandal of 9atergate proportions, or con"ince the &resident of +eneral +alaxy thataliens are secretly influencing world leaders.

Criminology This skill includes knowledge of criminal beha"ior, criminal identification, fingerprinting,and Hcold reading a crime scene.

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Cryotan, peration The skill re7uired for operating, repairing and maintaining life suspension and bodychilling de"ices. minimum of > ranks are re7uired to suspend a healthy person and A ranks forsuspending a wounded person. !e7uirements Med Tech 2 or &aramedic A

Cryptography The skill of reading and creating codes and ciphers. &layers with this skill can only attemptto decode languages they are fluent in minimum of A ranks/.

CyberTech This skill is used for building, repairing and maintaining cybernetic components. This skilldoes not gi"e the medical skills needed for installing or remo"ing such de"ices from a person. t 0 ranksyou can keep cybernetics tuned up and replace batteries. t A ranks you can strip down most cyberneticsand e"en make simple modifications. t E ranks you can design your own cybernetics from scratch.!emember that cybernetics are rare before the mid 01>1#s. !e7uirements Mechanical ?ngineering 2,(iology 2, Med Tech B

0ance The specific skill needed to become a professional dancer. trained dancer with > ranks cansuccessfully dance for payment in small clubs and dance troupes. t A ranks she is considered to be of professional caliber and regularly gi"e performances and has fans. t D or more ranks, the player is Hstarcaliber, ha"ing a large number of fans and may be recogni5ed on the streets. This skill makes no distinction between classical dance, pop start dance and adult entertainment dance, so the player should make note of

their character#s style.

0e"uction The skill of stringing together facts and theory to come up with a solution. t = ranks you arean a"id mystery no"el reader. t A ranks you can regularly figure out what is going to happen before yourfriends. Sherlock )olmes has ;; ranks, keep practicing.

0emolitions This skill includes the use of explosi"es, constructing detonators and how to disarmexplosi"es. lso included is the knowledge of which types of explosi"es work best for which situations andhow much to use. ctually making explosi"es from component materials  safely/ also re7uires Chemistry>.

0iagnose &llness The skill of clinically diagnosing symptoms and medical problems. )a"ing = ranks ise7ui"alent to a high school nurse. t A ranks you are the e7ui"alent of a trained intern. t D or more ranks

you are a skilled diagnostician4 other physicians come to you to get a diagnosis. !e7uirements (iology >and &aramedic 2 or First id E

0isguise The skill of disguising your character as someone else, whether real or fictitious. This skillincorporates elements of both makeup and acting, although it cannot be used in place of the perform skillfor stage acting.

0o"ge % scape This skill is re7uired to dodge attacks and escape grapples and holds. If an attack ismade without your awareness, you may not add this skill to your defense total.

0riving This skill allows you to pilot all ci"ilian ground units such as cars, and trucks. t = ranks you arethe e7ui"alent of a "ery good non$professional dri"er. t A ranks you ha"e the skill of a moderate le"el racedri"er. t E ranks you are e7ui"alent of a well known professional race dri"er and possibly win

championship races regularly.

lectronics The skill re7uired for maintaining, repairing and modifying electronic instruments such ascomputers, &-s, cameras and the like.

lectronic #ecurity The skill of installing or countering electronic eyes, electronic locks, bugs and tracers,security cameras, pressure plates, etc. t = ranks you can %immy or install most apartment locks andsecurity cams. t A ranks you can o"erride most corporate office locks and traps. t D ranks you can entermost high$security places with impunity. !e7uirements ?lectronics 2, &ick <ocks >

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lectronic $arfare This skill includes the use of ?CM and ?CCM as well as shadow imagers andholographic systems, acti"e stealth systems and large$scale radar systems. 'ote that players can turn suchsystems on and off, but if they want to ad%ust how they work they need this skill.

n"urance This skill is used to withstand pain or hardship, particularly o"er long periods of time. Skillchecks are made whene"er a character must continue to be acti"e after a long period of time without food,sleep or water.

scape Artistry ; Contortionist This skill includes ad"anced yoga posturing as well as learning how todislocate %oints to fit into small places or escape bonds such as ropes, handcuffs and straight%ackets.

)pert Gou may use this skill to be an expert on one specific sub%ect, such as rare postage stamps, giantsauro birds, etc. t = ranks you are a local expert. t A ranks you know enough to publish a few books onthe sub%ect. t E or better your books are recogni5ed as ma%or texts on the sub%ect.

6encing The speciali5ed skill of using rapiers and sabers to duel. t = ranks you are competent. t 2 ranksyou are fairly skilled. t A ranks you might win the 'ational Fencing Competition. )a"ing E ranks will getyou a reputation of being a true swordsman.

6irst Ai" This skill allows the user to bind wounds, stop bleeding, and re"i"e a stunned patient with C&!.

6ishing This skill includes net fishing and using a rod.

6orensics This skill is used for performing autopsies and determining how a patient was in%ured. 9hile thediagnose illness skill works for ailments, this skill is used primarily for physical in%uries.

6orgery The skill of copying and creating false documents and identifications. This skill may also be usedto detect such false documents4 if you can fake it, you can usually tell a fake as well.

6or+ar" bserver This skill allows a person to accurately gauge the distance, calculate coordinates andtime long$range artillery, air strikes and orbital bombardment. This is a useful skill for infantry.

!amble The skill of knowing how to make bets, figure odds, and play games of chance successfully. s

any professional gambler knows, this is not a luck skill. t 0 ranks you are the local card shark at theSaturday night poker game. t A ranks you can make a li"ing at the tables on the Mark Twain !esortessel. t D ranks you can take on Names (ond at roulette and stand a good chance at breaking the bank.+ames such as roulette that rely on randomness rather than skill4 use the <6C* stat instead.

!enetic ngineering This skill is needed for the manipulation of genes for the purpose of correctinggenetic flaws as well as being able to successfully clone replacement organs or entire clones.!e7uirements (iology B, Chemistry A, Medical Tech A

!eology functional knowledge of rocks, minerals and geological structures. t = ranks you can identifymost common rocks and minerals. t A ranks you ha"e the e7ui"alent of a college degree in geology andcan identify minerals and geological structures with ease. t E ranks you can teach geology in high school.

!ymnastics This includes flips, cartwheels and other flexibility stunts made from a ground or crouching position. Most forms of tumbling and rolls fall into this skill. &layers may attempt a gymnastics check toreduce falling damage by trying to Hroll with the impact.

!yroTech The skill of repairing and maintaining rotorwing aircraft such as helicopters and gyrocopters.t = ranks you can perform most routine maintenance tasks. t A ranks you can do engine teardowns andma%or structural repairs. t ;1 ranks you are capable of designing and building your own rotorwing"ehicles. !e7uirements Mechanical ?ngineering =

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'AL;'A' This skill co"ers the ad"anced parachuting methods including )<J )igh$ltitude, <owJpening/, ))J )igh$ltitude, )igh$Jpening/, <<J <ow$ltitude, <ow$Jpening/ and paragliders.!e7uirements &arachuting A

'an":to:'an" This is a professionally trained form of fighting. 9hile it is not as good as martial arts, it is better than brawling. This skill is typically taught to military and agents.

'an"gun This is the skill of using small guns including semi$automatic pistols and re"ol"ers. t 0 ranksyou can used a handgun effecti"ely at a shooting rang, though combat will still rattle you. t 2 ranks youare as skilled as most military officers or police officers. t B ranks you can do the sort of fancy shootingyou see on T and ha"e a reputation of being Hgood with a gun. t E ranks you are a recogni5edgunslinger with a Hrep. t ;1 ranks you are a legend, feared by all except the young punks who keeptrying to Htake you in innumerable gunfight challenges.

'eavy Machinery The skill to dri"e hea"y "ehicles such as loaders, construction "ehicles, tanks, &Csand tractors. (eing a professional dri"er usually re7uires a special license !ank 0$= <icense &erk/.

'eavy $eapons The skill re7uired to use grenade launchers, autocannons, mortars, hea"y machine guns,missiles and rocket launchers. t 2 ranks you ha"e the e7ui"alent of a military Hhea"y weapons trainingcourse. This skill does not include use of mecha weaponry, but does include "ehicle mounted weapons.

'igh #ociety This is a combination of eti7uette and knowing the who#s who of the upper crust. t > ranksyou can fit in like new money. t E ranks you fit in like a blue blood.

'i"e % va"e The skill of losing pursuers, co"ering tracks and otherwise e"ading people on your trail. t= ranks you can lose most gangsters on the rampage. t A ranks you can ditch cops and pri"ate eyes. t Eranks you can ditch most professional trackers.

'istory The knowledge of facts and figures of past e"ents. t 0 ranks you ha"e the e7ui"alent of gradeschool history education. t A ranks you ha"e the e7ui"alent of a college grasp on the sub%ect. t E ranksyou could teach history in high school. t D ranks you may ha"e written a few of the most oft$used texts ona particular historical personage or epoch.

'uman Perception The skill of detecting lies, e"asions, moods and other emotional clues from others. t0 ranks you can usually tell when you#re not getting the whole truth. t A ranks you can detect subtlee"asions and mood swings. t E ranks you can not only detect subtle emotional clues, but can usually tellwhat the sub%ect is hiding in a general way.

&mpersonation This skill allows someone to pretend to be another specific indi"idual. 9hile &erform canallow general impersonation, such as portraying a samurai or a beggar, this skill is needed to pretend to besomeone particular, like )ikaru Ichi%yo.

&ntelligence !athering This skill includes knowing who to ask and what to ask, using bugs andsur"eillance systems, and ea"esdropping.

&nterrogation The skill of drawing information from a sub%ect and forcing his secrets into the open.

)a"ing 0 ranks allows you to infallibly find out if your boyfriendKgirlfriend is lying. t 2 ranks, you are a professional le"el interrogator. Mike 9allace of A1 Minutes has D ranks, allowing him to make e"en themost powerful people s7uirm.

&ntervie+ The skill of eliciting interesting anecdotes from an inter"iew sub%ect. This information will beof a more nonspecific and personal nature rather than specific knowledge. t = ranks you will usually tellyou only information relating to what heKshe is well known for. t A ranks the sub%ect will tell youanecdotes about the past, pontificate about fa"orite interests and philosophies, etc. t D ranks heKshe tells

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you e"erything 8 including personal information about their illegitimate son, the time they stole a cookiewhen they were four, and the fact no one e"er lo"ed them.

&ntimi"ation The skill of getting people to do what you want by force of personality or physical coercion.t = ranks, you can frighten typical citi5ens, politicians and low$le"el thugs. t A ranks, you can intimidateSyl"ester Stallone or any moderate Htough guy. t D ranks you can intimidate rnold Schwart5enegger.

<ury:Rig This skill does not replace other trained tech skills. Nury rig represents the ability to patchtogether "ehicles and electronics to s7uee5e one last use out of them. For example, players could %ury rig atruck to run again, but it would break down permanently once they reach their destination.

Language The knowledge of a foreign tongue. t 0 ranks you can Hget by with the language. t = ranksyou can actually read a written form of it. t A or more ranks you are fairly fluent, although no nati"ewould be fooled by your ability. t E ranks you speak and read the language like a nati"e. ?ach languagere7uires a separate skill, although the character can attempt a similar language at half their skill.

LA* <ow$ltitude, 'o$Jpening. This isnPt so much of a parachuting method as the character %umps outof a low flying "ehicle no more than ;1m/ and lands in water, snow or sand. 9hile it may not seem likeyou need a skill for %umping out of a "ehicle, the skill represents being trained how to land  without breaking your legs or drowning. It is also called helocasting when %umping out into water.

Laser Communications This skill is re7uired for using long$range laser transmission and recei"ing andI! signaling, as well as fiber optic cabling.

Lea"ership The skill of leading and con"incing people to follow you. leader with 0 ranks can manage asmall office successfully and be respected for it. t > ranks you can lead a small band of troops into battleand not get shot in the back. t B ranks you can lead the entire Inspection rmy into battle and look gooddoing it. Captain Names T. *irk has ;; ranks of this skill, but you ne"er will.

Lip Rea"ing This is the art of watching people talk from a distance and knowing what they say. The player must be fluent in the language being spoken minimum rank A in that language/.

Loc,smithing This skill includes designing and maintaining combination and tumbler style locks as well

as how to open them without the proper key. t = ranks you can %immy most simple locks. t A ranks youcan crack most safes. t D ranks you ha"e a reputation as a master craftsman or cracksman.

Martial Arts This skill co"ers any type of trained fighting style using hands, feet or speciali5ed martialarts weapons. Gou must select a specific style, which gi"es you modifiers to particular attack modes. Mostmartial arts were lost with the annihilation of earth so this skill re7uires +M appro"al and a good background story. ll martial art forms ha"e a cost multiplier that increases the cost of this skill.

Mathematics The skill of understanding calculations and mathematical formulas. t = ranks you can do basic mathematics. t > ranks you can do algebra and geometry. t A ranks you can do basic calculus. t Dranks you can deduce your own mathematic formulas.

Mecha 0esign This is the skill of designing new mecha as well as weapons and other systems for mecha.

This skill is primarily used for de"eloping new F$L units. Gou need at least A ranks to design full mecha plans, but fewer ranks can allow you to make minor alterations to existing designs. !e7uirementsMechanical ?ngineering 2

Mecha Combat This skill allows the character to fight hand$to$hand with his mecha, or use melee attacks.If the player has martial arts techni7ues, he may attempt to use them if his mecha is designed to permit there7uired mo"ements. This is also used for any kind of melee combat in a mech.

Mechanical ngineering This skill is used for high end mechanical repairs and design, and is afoundation of J"ertechnology.

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Mecha Pilot This is the skill of piloting mecha. ?ach type of mecha re7uires a separate skill, although theskill is broad enough to encompass groups of similar mecha. t ; rank you can mo"e mecha around anopen area. t > ranks you are a skilled mecha pilot. t B ranks you are a renown mecha%ock. t ;1 ranksyou ha"e a reputation as a pilot to be feared and respected. 'ote that you can always use your standardmecha pilot skill when piloting a ci"ilian model of the same type4 i.e. you can use Mecha &ilot F Series

to pilot a "ariable ci"ilian model.F Series 8 ll "ariable configuration mecha.-estroids 8 ll non$transformable ground mecha.Meltran rmor 8 Meltran power armor "ariants.3entran rmor 8 3entran power armor "ariants.(attle &ods 8 all 3entran battle pod "ariants.Ci"ilian Mecha 8 Includes any ci"ilian mecha.

Mecha Tech This is the skill of repairing and building mecha. t = ranks you can perform most routinemaintenance tasks. t A ranks you can do engine teardowns and ma%or structural repairs as well aschanging out weapon systems. t ;1 ranks you are capable of Hresurrecting mecha that would ha"e ne"erseen action again. !e7uirements Mechanical ?ngineering >, ero Tech > for Fs/

Mecha $eapons The skill of using mecha mounted weapons including ballistic and energy weaponsystems and missile launchers built into the body of a mecha and handheld gunpods.

Me"ical Tech This is the skill used in a sterile and properly supplied medical facility. Medical techincludes performing all types of surgery, installing or remo"ing cybernetics if a"ailable, and has much better chances of stabili5ing patients. !e7uirements Mathematics >, (iology A, -iagnose Illness 2,Forensics >, &harmaceuticals 2, &athology 2

Melee The ability to use kni"es, axes, clubs, pipes, chains, swords, bowling pins, chairs, etc. in combat.

Military ti=uette This skill includes knowledge of military rank structure, insignia and rank recognition, proper salutation and when to salute or not, and other basic military regulations. This skill also lets the player know which uniform to wear and when, but re7uires the wardrobe @ style skill to make it look betterthan normal.

Mimicry This skill is used to disguise your "oice or to make non$human sounds. t = you can do some bird calls. t A ranks you can usually fool your mom on the phone. t ;1 ranks you are Michael 9inslow.

Motorcycle The skill to dri"e motorcycles, 7uads, ho"er bikes and other two or three wheeled small"ehicles.

*avigation This is the skill of finding your way from place to place using the stars or other landmarks as points of reference. 6sing a compass or other similar de"ice gi"es you a 0 bonus.

*/C $arfare 'uclearK(iologicalKChemical warfare. This skill allows one to accurately determine whichtype of 9M- is most QappropriateQ to the situation and what yieldKtype of agent should be used.Furthermore, it also teaches the person proper handling and disposal methods, precautions to a"oid the

effects and how best to use the surrounding en"ironment to contain or channel the distrobution.

ratory The skill of public speaking. t 0 ranks you can wing high school speech competitions. t Aranks you can make money doing public speeches. t ;1 ranks you are capable of deli"ering a speech tori"al *ennedy#s HIch (in ?in (erliner or <incoln#s +ettysburg ddress. &erformers with A ranks or morein oratory gain a ; bonus on Charismatic <eadership skill checks.

PA Pilot ?xactly like Mecha &iloting, except that it applies to power armor and linear frames such as the?L +ear.

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PA Tech Speciali5ed form of mechanic and electrical skill for repairing, modifying and building powerarmor and linear frames. !e7uirements Mechanical ?ngineering >

Parachuting This includes both recreational parachuting from airplanes or base %umping as well asmilitary air insertion methods. This skill only co"ers the basic Q%ump and pull the cordQ method. d"anced parachuting re7uires the )<JK))J skill.

Parame"ic This skill is more ad"anced than first aid, letting the player perform emergency field surgeryand stabili5ing a dying or traumati5ed patient.

Pathology This is the study of diseases, "iruses and parasitic infections, how they affect the human body,and how to treat them. Jnce the player determines that the patient is infected with a "irus by use ofdiagnose illness/ he may use this skill to treat the patient. !e7uirements (iology >

Perform The skill of trained acting, singing, miming, etc dance and musical instrument are separateskills/. t > or more ranks the player can make money performing at weddings or small clubs. t A or moreranks the player is considered a professional and may ha"e lucrati"e contracts and fans. &erformers with Dranks or more are of Hstar caliber, ha"e a large number of fans, and may be recogni5ed on the street. 'ekkei (asara and Sheryl 'ome ha"e ;; ranks, be en"ious.

Personal !rooming This is the skill of knowing proper grooming, hair styling, etc., to maximi5e your physical attracti"eness. 6se of this skill allows players to increase their attracti"eness, and thus theirchances of successful relationships or persuasions. basically good$looking person might ha"e 0 in thisskill. fashion model might ha"e 2 or A ranks. t E or more ranks, the character could be a ma%or fashionmodel, film star, or trendsetter.

Persuasion % 6ast Tal,  The ability to talk others into doing what you want. This may be usedindi"idually or on large groups. t = ranks, you can win most debates or con"ince your girlfriend that the blond you were with was your sister. t 2 ranks you are a smooth talker of professional caliber. !onald!eagan has B ranks while dolf )itler had D or more.

Pharmaceuticals The skill of designing and manufacturing drugs and medicines. t > ranks you can make

aspirin. t A ranks you can make hallucinogenics or antibiotics. t D ranks you can create designer drugstailored to indi"idual body chemistries. !e7uirements Mathematics >, Chemistry 2

Photography % 6ilm The skill of producing professional$caliber photographs and motion pictures. t 0ranks you can make decent home mo"ies. t > ranks you can win amateur contests. t A ranks you can produce work of the le"el of the a"erage &layboy co"er or rock "ideo. t E ranks you are possiblynationally renown for your work.

Physics The ability to calculate physical principles such as gas pressures, mechanical energies, etc.!e7uirements Mathematics >

Pic, Poc,ets This is the skill of shoplifting small items and taking things from another person#s pocketwithout being noticed.

Pilot This skill is used for operating any type of flying "ehicles. t ; rank you can take off and land ingood weather conditions. t = ranks you are a trained pilot, able to engage in most combat situations or badweather. t A ranks you are a "eteran pilot, able to handle yourself in almost any situation, includingaerobatic maneu"ers. t D or more ranks, you are so good you ha"e a reputation and are widely knownamong the piloting fraternity for ha"ing Hthe right stuff. This skill must be selected for each type of"ehicle to be piloted. 'ote that ha"ing &ilot Fixed 9ing will allow a person to fly a F in fighterconfiguration and gerwalk at $=/, but can not pilot it in battroid configuration.-irigible ectored Thrust

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+yro Fixed 9ingSpaceshuttle )o"ercraft

Play &nstrument This is the skill of using musical instruments. ?ach instrument re7uires a separate skill,although this skill is broad enough to count similar instruments together such as guitars include all stylesof guitar/. t > ranks you can get professional Hgigs at local clubs. t E ranks you gain some professional

acclaim, possibly with recording contracts. t ;1 ranks you are widely acclaimed, ha"e lots of +rammywards, and regularly %am with lice )oliday.

Ra"io Communications This skill includes the use of personal radio de"ices as well as large$scale fleetradio communications networks. lso, this skill is used for hyperspace communications. t 0 ranks youknow how to use most style of walkie$talkies and personal communications de"ices. t 2 ranks you can runa small radio network with little difficulty. t E ranks you can keep an entire fleet or continent in constantcommunication.

Range" Po+ers This skill is used primarily for &rotode"iln as an e7ui"alent Hweapons skill for theirenergy blasts.

Reflector #ystems This skill is used for all types of &&( systems on capital ships. This skill represents aHparry roll with the &(S. t 2 ranks you are 7ualified to ser"e as a regular &(S operator aboard mostcapital ships.

Relicology This is the study of ancient artifacts left by long dead ci"ili5ations. 9hile anthropology studiesthe people and archaeology studies the ruins, relicology studies the items they used.

Religion This is the knowledge of "arious main religions and their practices, as well as minor cults andHfringe religions.

Research The skill of using databases, kiosks, libraries and other compiled information sources to findfacts. 9ith 0 ranks you can use most simple databases. t A ranks you can easily access the <ibraryCongress. t D ranks you can comprehend almost any public database and find "ery obscure facts.

Resist Torture;0rugs Characters with this skill are toughened against interrogation, torture and mind

control drugs. successful skill check will increase the difficulty of any interrogation attempts made byanother party.

Ri"ing This is the skill of riding horses, camels and other beasts. t 0 ranks you can ride a tame animalwith a gentle nature. t 2 ranks you can usually win horse shows and do relati"ely hard stunts. t E ranksyou can ride bareback easily. t ;1 ranks you are stuck to an animal like glue e"en while riding bareback,naked, and co"ered in grease.

Rifle % #hotgun This is the skill for using all types of shotguns and other long$barrel guns.

#e"uction The skill of forming and maintaining romantic relationships this includes your abilities as alo"er/. This skill may be used to determine whether or not players can form relationships with other '&Csand the intensity of these relationships. The +M may wish to a"erage this skill with the character#s

ttracti"eness for a more realistic outcome.

#e+ing This skill allows one to repair, design and make clothing. t 0 ranks you can mend a hem or sew a patch on some %eans. t 2 ranks you can follow patterns and make your own clothes from that. t E ranksyou design your own clothes from scratch.

#C-/A This skill grants knowledge of how to use scuba gear, properly mix air tanks, and how deep"arious di"e e7uipment is rated. lso, the player is a skilled di"er and can make extended di"es with the proper gear. !e7uirements Swimming >

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#ha"o+;Trac,  The skill of shadowing and following people. This skill is primarily used in urban settingsrather than in the wilderness4 tracking in the wilderness falls under the sur"i"al skill.

#hiphan"ling This is the skill of piloting watercraft including sailboats, yachts and canoesKkayaks,submarines, ?+IS cruisers and aircraft carriers each group re7uiring a separate skill/. This skill re7uiresat least > ranks of na"igation if you wish to do more than go fishing on a calm lake.Sailing Ships Jared ShipsSubmersibles <arge Scale Ships

#hip $eaponry This skill is needed to fire capital ship weapons such as particle beam cannons, hea"ylasers, torpedoes and missile phalanxes. t 2 ranks you are 7ualified to ser"e as a regular weapons officeraboard most capital ships.

#light of 'an" This skill includes many parlor tricks in"ol"ing 7uick mo"ements of the hands as well asdistracting the eyes of others away from what you are really doing. )a"ing A or more ranks of this skillgi"es a 0 bonus to pick pockets.

#,iing This co"ers both cross$country and downhill skiing in snow.

#niper This skill grants knowledge of how to properly setup a site, correct for wind and distance, andknowing the best place to shoot the target for a clean kill. This skill grants a 0 bonus to hit when using asniper rifle when you ha"e sufficient time to prepare for the shot4 - "ariable depending on the situation.!e7uirements !ifle @ Shotgun 2

#ocial The ability to deal with social situations, like knowing the right fork to use or when not to tell the %oke about the farmer#s daughter and the tra"eling "acuum salesman. t 0 ranks you will get by at any finerestaurant or social function. t 2 ranks you can lunch with the president with aplomb. 'o social situationwill fa5e you, no matter what. t E or more ranks you can lecture ?mily &ost on what#s proper.

#tarship peration This skill is re7uired for controlling capital ships larger than a shuttlecraft. This skillis used for Hpiloting battleships, carriers, scout ships and so forth.!e7uirements stro$'a"igation >

#tealth The skill of hiding in shadows, mo"ing silently, e"ading guards, etc. t ; rank you are thee7ui"alent of a sneaky ;1$year$old stealing cookies. t = ranks you can get past most guards, or your parents if you#"e been grounded. t A ranks you are good enough to slip smoothly from shadow to shadowand not make any noise. t E ranks you are the e7ual of most nin%a. t ;1 ranks you mo"e as silently as ashadow, making nin%a sound like elephants.

#toc, Mar,et The ability to play the stock market, engage in routine stock transactions and manipulatestocks profitably. t 0 ranks you know enough to in"est in %unk bonds and lose your shirt. t A ranks yourin"estments pay off B2 of the time. t D ranks you are a ma%or hea"y on the Market, routinely dabble ininternational stocks, and can write learned articles on the sub%ect of in"estment.

#trategy 9here the tactics skill is used for coordinating small battles, the strategy skill is used for large$

scale warfare. Coordinating entire fleets or armies re7uires a broader scope of knowledge and experiencethan %ust small firefights.

#treet+ise The knowledge of the Hseamy side of life 8 where to get illegal and contraband items, how totalk to the criminal element, and a"oiding bad situations in bad neighborhoods. t 0 ranks you can getHhot items, score drugs, etc. t 2 ranks you could arrange a murder contract, know a few mobsters whomight owe you fa"ors, and be able to call upon muscle when you need it. t E or more ranks, you could become a ma%or crime lord yourself and skip the middleman.

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#trength 6eat The user of this skill has practiced the art of bending bars, crushing ob%ects and other useful parlor tricks. t 0 ranks, you can crush cans, rip thin books in half, and bend thin rods. t E ranks you canrip phonebooks in half, bend thin rebar, and snap handcuffs. t ;1 ranks you can bend prison bars, rip upthe +utenberg (ible and dent car fenders with your bare hands.

#urveillance This skill includes the use of spy cameras, fiber optic cameras, phone taps, tracing calls, andso forth.

#ystem >no+le"ge (asic knowledge of the internet or +alaxy 'etwork, its lore and history, as well asknowledge of the important computer systems with their strengths and weaknesses as well as the structureof most computer intranet style networks. t 0 ranks you can generally na"igate around the +alaxy 'etwork and know where all the local places are. t A ranks you know the locations of most places on the 'et, and ha"e a working understanding of its largest and most well known systems. t D ranks you knowthe entire 'et like the back of your hand, know the general layouts of the important systems node, and areaware of the layouts of the rest of them.

#ystems perations This skill grants knowledge of starship systems and how to use them. t 2 ranks youare 7ualified to ser"e on the bridge of a 6' Spacy "essel.

#+imming This skill is re7uired to be able to swim better than dog paddling. 9ithout this skill most

characters should stay out of water deeper than 0K= of their height.

Tactics This is the skill of de"ising and implementing tactical plans for small$scale combat and counteringthe plans of others. t 0 ranks you can complete !omance of the Three *ingdoms with little difficulty. tA ranks you are known as a capable and efficient tactician. t D ranks military leaders come to you forad"ice.

Teaching The skill of imparting knowledge to others. &layers may not teach any skill unless they ha"e ahigher skill le"el than the student. t = ranks you can professionally teach high school classes. t A ranksyou know enough to be a college professor if you wanted. t D ranks you are recogni5ed by others in thefield as good enough to guest lecture at MIT or Cal Tech4 your texts on the sub%ect are 7uoted as ma%orreferences, and you might ha"e a show on T on the e7ui"alent of the &(S channel.

Tra"ing This skill co"ers the buying and selling of goods as well as haggling.

-se Po+er This skill co"ers the use of a single method of a psionic power. s psionics are not nati"e toMacross, this skill only sees use in Southern Cross and !obotech.

5entrilo=uism The art of pro%ecting your "oice. t > ranks you can perform at children#s parties. t Branks you can perform professionally.

$ar"robe % #tyle The skill of knowing what clothes to wear, when to wear them, and how to look coole"en in a spacesuit. 9ith 0 ranks of this skill, the character is good at picking clothes off the rack. t Aranks, your friends ask you for wardrobe tips and you ne"er buy clothes off the rack. t E or more ranks,you are one of those people whose personal style influences ma%or fashion trends.

$eaponsmith The skill of maintaining, modifying and building weapons of all types not includingmecha or ship weapons/. t 0 ranks you can do repairs and field stripping. t A ranks you can repair alltypes of weapons and make simple modifications. t E ranks you can design your own weapons to order.!ally incent has ;; ranks, don#t piss her off.

$il"erness #urvival The re7uired skill for knowing how to sur"i"e in the wild. *nowledge includes howto set traps, forage for wood, track tame, build shelters, make fires, etc. The a"erage (oy Scout has = ranks. Special Forces troop has A ranks. +ri55ly dams would ha"e D or ;1 ranks.

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$restling This includes school le"el wrestling, +reco$!oman wrestling and of course, professionalwrestling. This skill may be used in place of other combat skills while grappling.

?ero:! Maneuvering This skill is re7uired for effecti"e mo"ement in a weightless or near 1+en"ironment such as during ?. &layers with some type of "ernier system gain a 0 on their skill check.This skill is not used while piloting any type of mecha or "ehicle.

?oology *nowledge of life forms, biological processes and their relation to the en"ironment. t 0 ranksyou know most common animals. t 2 ranks you know not only about well$known animals, but also aboutmany exotics and endangered species. t E ranks you are knowledgeable on almost all animals, know theirhabitats well, and ha"e a ; bonus on wilderness sur"i"al checks to hunt you know where the animalsare/.

Per,s8 Talents an" ComplicationsThis section includes benefits and hindrances that characters can purchase. Some

of them ha"e multiple ranks that can be increased, while others are a single rank ability.The +M may wish to restrict the number of points that can be gained from complicationsto 01 or less to pre"ent munchkins and also to pre"ent a character from becoming

unplayable from too many complications. -etailed information on ranks and such will befound in the appropriate sourcebooks. ll talents, perks and complications are sub%ect to+M appro"al so don#t build your character based on them/.

TalentsTalents cost = J& each and some can be increased in rank by paying an additional

= J& per rank. Talents with multiple ranks ha"e a maximum of ten ranks unless specifiedotherwise. Talents represent natural, but uncommon, abilities that a character might ha"e.

ce &ilot 8 Gou 7ualify as an ace pilot. Jnce per round you may spend a luck point to reroll a piloting roll. &layers must ha"e the +M#s permission to purchase thistalent at character creation. See Sourcebook Jne on 7ualifying as an ace pilot./

cute Senses 8 Jne of your fi"e senses is particularly acute, granting you a = bonus on awareness checks. ?ach time you select this you gain an additional acute sense.The bonuses don#t stack, and only apply to checks with that sense.

mbidexterity 8 Gou can use tools and weapons with either hand at no penaltynormally 8= penalty with off hand/.

nimal ?mpathy 8 nimals naturally like you, and they will naturally gra"itatetowards you. They won#t do as you tell them to do usually unless you make effort to bondwith them. Gou gain a = bonus on all rolls in"ol"ing interaction with animals.

nimated )air 8 There are some types of 3entraedi whose parts of their headsmo"e on their own, and some types whose hair mo"es like antennae. Gou ha"e inheritedthese genes, and you can mo"e your hair as if it were another limb. 9hile this has little

effect with short hair other than party tricks/, particularly long hair can be used as aweak prehensile limb ST! ;/. Gou must ha"e at least Y 3entraedi blood to take thisability.

(eautifulK)andsome 8 Gou are extremely attracti"e. For each rank you take inthis talent, you gain a ; bonus on the following skills personal grooming, wardrobe @style, perform, and seduction. This talent can also be labeled as Cute, Sexy or (ishonen.

(lind !eaction 8 Gou can counterattack in unarmedKmelee combat with no penalty e"en if you cannot see or hear your opponent normally 82 to hit/.

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Combat Sense 8 Gou are well trained in fighting, granting you a ; to initiati"echecks per rank in this talent. The +M may restrict this to professional soldiers only.

Common Sense 8 Gou always look before you leap. The +M must gi"e youwarning when you are about to do something stupid e"en if there are no perceptible clues present. )e doesn#t ha"e to say what, merely saying Hthat might not be a good idea.

-irection Sense 8 Gou always know where magnetic north is, making it hard foryou to get lost. Gou gain a = to na"igation rolls while on a planet.-ouble Nointed 8 Gou can bend your limbs and %oints in impossible ways. Gou

can fit into any space e7ual to half your si5e and cannot be restrained with ropes or cordsunless the person binding you decides to mummy wrap you.

?idetic Memory 8 Gou remember e"erything you ha"e witnessed. The +M maycall for an Intelligence roll for particularly obscure memories.

+enius 8 Choose a single skill. For e"ery rank of this talent you possess, you gaina ; bonus to skill rolls using that skill. This talent can be purchased for multiple skillsindi"idually. This is a bonus, and does not raise the character#s skill it is applied to hecannot do things beyond his skill, but he does what he can 7uite well/. This talent has a

maximum of fi"e ranks.)igh &ain Threshold 8 Gour ST6' is increased by = for e"ery rank of this talentyou possess.

Immunity 8 Gou are immune to a specific poison or disease excluding radiationsickness/. ?ach time you buy this you gain another immunity.

Intuition 8 Gou may make an awareness check e"en if there are no apparent clues"isible in order to gain some sort of insight into a situation.

<ightning Calculator 8 Gou can do complex mathematical operations in your headwithout using any aids. This grants a = bonus to all mathematics rolls, and a ; bonuson scientific skill checks using mathematics.

<ight Sleeper 8 Gou wake instantly from e"en the lightest touch or smallest soundno awareness check needed/.

<onge"ity 8 'o matter your actual age, you will ne"er look older than half yourage.

Martial rtist 8 This is an optional talent that may be re7uired in order to learn themartial arts skill.

 'ight ision 8 Gou can see in all but absolute darkness.&erfect &itch 8 Gou always know if something is in tune, and gain a = on all sing

and play instrument checks.&rotoculture +ene 8 Gou are descended from those the &rotoculture altered

;1,111 years ago on the island of Mayan. (y spending one minute in ritual song or chant,you can acti"ate and use the relics left there. !e7uires +M permission./

!apid )ealing 8 Gou reco"er as if your !?C stat were = ranks higher.!esistance 8 Gou are resistant to a type of drug. The effects can be ignored each

round if you make a (J- check at -iff ;2.Speed !eading 8 Gou can read the e7ui"alent of a 011$page book in ;1 minutes.

!eading a familiar text takes you approximately = seconds per page.Time Sense 8 Gou always know what time it is, and always know how long has

elapsed since the last time you checked.

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Toughness 8 ?ach rank of this increases your (TM by one. Maximum of fi"eranks.

$Type 'ati"e 8 Gour mother had the $Type infection while pregnant. Thisallows you to emit faint fold wa"es with your "oice, attracting the attention of the a%raand allowing communication with them. $Type infection is not known until the 01>1Ps.

This explicitly re7uires the +MPs permission, as the character could call a a%ra fleetdown on the characters.

Per,sll perks are multiple le"el benefits that ha"e "arying costs per rank depending

on the perk in 7uestion. &erks symboli5e socially recogni5ed benefits that become"alueless without other people to acknowledge or influence. 6nless specified otherwise,all character templates may purchase perks.

Contacts ; J& per rank The character knows someone who can and typically will/ help him through

money, power or sheer skill. = point contact might be a mercenary who will help inoccasional fights, while a A point contact might be a local crime lord, and a D pointcontact might be a high ranking officer in the 6' go"ernment. The "alue of a contact issub%ecti"e 8 a high school student might not seem like a lot, but a high school studentwho#s willing to die for you is.

6avor 1.2 C& per rank  fa"or is a one$use contact. The difference is that the person owing you the fa"or

must  do what is in their capability if it is appropriate. For instance, a mechanic might bewilling to do an upgrade on your mecha Hoff the books, while someone in thego"ernment can probably get that law suit against you thrown out.

License ; J& per rank <icenses must be purchased indi"idually, and are not cumulati"e. If a player

wishes his character to be licensed to kill ;1 J&/ and also wishes for concealed weapon permit 2 J&/, he must buy both separately.<e"el ; 8 Minor <icenseW, &assport, Ci"ilian alkyrie &ilot <icense<e"el 0 8 Military alkyrie or -estroid Certification<e"el = 8 Sell legal firearms <icense, <egal weapon permit<e"el > 8 &ilot <icense spacecraft or na"al/, Class II weapons <icense<e"el 2 8 &ri"ate In"estigator <icense, Concealed weapon permit<e"el A 8 Class III weapons <icense, Medical <icense

<e"el B 8 (ounty )unter <icense<e"el E 8 Class I weapons <icense<e"el D 8 SSS <icense<e"el ;1 8 <icensed to kill

W Minor licenses include dri"er#s license, fishing or hunting license, park permit,and any other relati"ely negligible licenses.

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Membership

Characters automatically ha"e !ank ; Membership to whate"er organi5ation theirtemplate is associated with. )igher rank members ha"e more influence within theirorgani5ation. For instance, a non$military person with 6' +o"ernment rank ; is likely a %anitor, while ha"ing 6' +o"ernment rank ;1 might make her the Chief Commander#s

 personal secretary.Indi"idual or small company 1.2 J& per rank +ang 1.2 J& per rank  Typical si5e company ; J& per rank   'ormal police ;.2 J& per rank Criminal group black market/ 0 J& per rank +alaxy &atrol 0 J& per rank  <arge company Shinsei Industry/ 0 J& per rank nti$6' group 0.2 J& per rank  6' Military = J& per rank  6' +o"ernment > J& per rank  

Ran, 

Characters may not ha"e abo"e !ank 2 without +M permission. Mercenaries andnti$6' use rank structure similar to the 6' rmy. ?ach rank structure and title isdetailed out in the appropriate sourcebook and section. Gou can ha"e Membershipwithout !ank, but you canPt ha"e !ank without Membership.6' +o"ernment > J&MercenaryKnti$6' 0 J&&olice = J&+alaxy &atrol = J&

$ealth = J& per rank <e"el 1 8 'o extra income.<e"el ; 8 <ower Middle Class, 211 credits per month<e"el 0 8 Middle Class, A11 credits per month<e"el = 8 6pper Middle Class, B21 credits per month<e"el > 8 6pper Class, D11 credits per month<e"el 2 8 9ealthy, ;011 credits per month<e"el A 8 )ighly 9ealthy, ;A11 credits per month<e"el B 8 ery 9ealthy, 0=11 credits per month<e"el E 8 ?xtremely 9ealthy, =111 credits per month<e"el D 8 Filthy !ich, >111 credits per month<e"el ;1 8 *ingly, A211 credits per month

ComplicationsComplications are personal or social defects that inhibit a character in some

manner. This includes all types of mental dysfunction, physical problems, and socialinfractions. The J& gained back "aries depending on how se"ere the problem is, and will be shown in parenthesis /. 6nless specified by the +M, you may not take more than =1 points of complications.

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&sychologicalAbsent Min"e" 8 Gou forget things easily. Gou forget generally known facts 2/, familyand friends ;1/ or sometimes e"en your own identity ;2/. Gou must make an I'T checkat a difficulty of the J& to remember stuff.

/ipolar 8 Gou are manicKdepressi"e. ?ach day there is a ==K=>K== chance of beingmanic, normal or depressed ; all rolls if manic, $0 all rolls if depressed/. If you ha"eregular access to medications to control this condition, it is only worth half the points.;1/Culture #hoc,  8 This is only a"ailable to 3entraedi who ha"e ne"er witnessed any signsof culture or ha"e recently been introduced to culture and simply cannot tolerate it. 6ntilthey become accustomed to dealing with culture, 3entran and Meltran who see e"idenceof culture kissing or any display of men and women together, music, art, etc/ will beshocked and unable to take any action for ; round, and then suffer a $= penalty on allchecks for ;d;1 rounds as their minds try to shut out the cultural contamination. Thismay be bought off at the full cost after the character has been immersed in culture for

long enough4 +M#s discretion. ;1/0elusional 8 Gou hear "oices, see things, or belie"e you are someone far more powerfulthan you really are. Gou will risk ostracism or embarrassment 2/, hospitali5ation, bodilyharm or financialKsocial ruin ;1/, life and limb ;2/. This will impose a situational penalty as needed by the +M when your delusions are particularly bad.Manchurian Can"i"ate 8 Gou ha"e been mentally conditioned or brainwashed to beha"e in a certain manner or to fulfill hidden commands when exposed to a trigger code.This complication mostly applies to 3entraedi under the control of the &rotoculture. Gouare mentally conditioned to a set beha"ior pattern 2/, carrying regressed commands thatwill be triggered by a key phrase, sound or "isual pattern ;1/, mentally dominatedthrough hypnosis, implants andKor other methods4 not recommended for &Cs ;2/.Masochism 8 Gou may hate yourself and wish harm, or you may simply en%oy thesensation of pain. Gou will seek "erbal abuse 2/, minor physical abuse ;1/, ma%or physical abuse ;2/, life threatening abuse 01/. Gou must make a CJJ< roll at adifficulty of the J& to back down from the source of your pain when in danger of seriousor lasting in%ury.Phobia 8 Gou are irrationally afraid of some fairly common thing or situation such as being alone, spiders, heights, or the like. 9hile sub%ect to your phobia, you suffer a penalty to all rolls e7ual to the J& of the se"erity. Gou react to your phobia bydiscomfort 2/, paraly5ing fear ;1/, berserk terror K fox fren5y ;2/, regress into acatatonic state 01/.Paranoia 8 Gou belie"e that an indi"idual or organi5ation is out to harm or kill you. Goureact to this paranoia with irrational ranting 2/, compulsi"e effort to defend yourselfagainst them ;1/, risk incarceration, bodily harm or socialKfinancial ruin to stop them;2/, risk life and limb to escape their grasp 01/#plit Personality 8 Gou ha"e two or more separate personalities, which may or may not be aware of each other. The +M controls any additional personalities. lternate personalities like you and won#t do any lasting harm to you 2/, are neutral to you anddoesn#t care too much ;1/, are hostile to you ;2/, either hates you or takes actions thatare potentially dangerous to you 01/.

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&ersonalityAirhea" 8 Gou are naturally spacy. In general, you misplace or forget tri"ialKminorthings 2/, misplace or forget important things ;1/, misplace or forget ma%or things ;2/,you are dangerously obli"ious to almost e"erything and don#t get to make wareness

rolls unless someone prods you 01/./a" Temper 8 This also includes being short fused or naturally aggressi"e4 commonwith 3entraedi. 9hen your temper flares you will risk embarrassment or financial loss2/, you will risk incarceration, bodily harm or financialKsocial ruin ;1/, you will risk lifeand limb ;2//erser,er 8 Far beyond the range of simple bad temper, you fight with mindless rage.Gou will rabidly attack whate"er set you off 2/, attack anyone within range except closefriends and family ;1/, attack anyone in range ;2/, attack anyone in range and won#tstop until knocked unconscious or killed 01/Co+ar" 8 Gou are a big chicken, especially in combat. 9hen faced with danger youtremble at anything you percei"e as an enemy 2/, you free5e up and can#t react ;1/, you

will run away as fast as possible ;2/bsesse" 8 Gou are unnaturally preoccupied with a person, ob%ect or sub%ect. Gou willtalk about it all the time and will risk embarrassment or financial loss 2/, riskincarceration, bodily harm or financialKsocial ruin ;1/, risk life and limb ;2/#hy 8 Gou hate dealing with others, and can#t stand large groups of strangers. Gourefuse to speak to new people 2/, a"oid all interactions with people ;1/, will physicallyremo"e yourself from situations in"ol"ing new people ;2/#tubborn 8 Gou hate to gi"e in. To pro"e you are right you will risk embarrassment orfinancial loss 2/, risk incarceration, bodily harm or financialKsocial ruin ;1/, risk lifeand limb ;2/-nluc,y 8 Things ne"er go your way and you ha"e constant disasters. Gou sufferincon"enient misfortunes 2/, costly or dangerous misfortunes ;1/, "ery costly ordangerous misfortunes ;2/, life threatening misfortunes 01/

&hysiologicalAge 8 Gou are either unusually young or old for your profession. Gou are "eryyoungKold4 reduce ST!, (J-, M, !?F, -?L and TT! by 0 ;1/, extremelyyoungKold4 reduce ST!, (J-, M, !?F, -?L and TT! by = ;2/4 Gou must ha"e atleast a ; in each affected stat.0ysle)ic 8 Gou see letters and numbers transposed. Gou can read, but takes twice aslong 2/, cannot read or write ;1/pilepsy 8 Gou fall into con"ulsi"e fits that incapacitate you, triggered by stress orcertain patterns of light. This happens infre7uently 2/, fre7uently ;1/, "ery fre7uently;2/Macroni@ation Anomaly 8 -ue to genetic aberration, your appearance differs betweenmicron and macron si5e4 normally you are identical, %ust a different height. t 2/ pointsthe change is minor, while at ;1/ points you ha"e ma%or differences. n example is *lan*lein, who has a "ery robust build as a macron but looks like child as a micron.Macroni@ation #ic,ness 8 small percentage of humans and 3entraedi ha"e a geneticflaw that will cause extensi"e health problems after 0$= si5e alterations. fter this

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 problem was identified, most people are screened for it in their teens. )umans get 2/ points, while 3entraedi get ;1/ because it is more of a social stigma among other3entraedi.Missing Limb 8 Gou are missing ;$> fingersKtoes 2/, a handKfoot ;1/, an armKleg ;2/Re"uce" 'earing 8 Gou are hard of hearing. To make an wareness check in"ol"ing

sound, you need to roll > higher than the difficulty 2/, a hearing aid ;1/, new ears because you are totally deaf ;2/Re"uce" Mobility 8 Gou ha"e trouble getting around. Gour mo"ement is reduced by Y2/, reduced by X ;1/, reduced to M ; as you drag yourself on the ground ;2/,reduced to 1 since you are a total paraplegic 01/Re"uce" #ight 8 Gou ha"e trouble seeing. Gou are color blind or need glasses to seemore than ;1m or less than ;m 2/, need glasses to see more than a meter or so ;1/,nearly blind or missing an eye ;2/, blind 01/5ocal &mpairment 8 Gour "oice is somehow damaged. 9hen you speak, you canwhisper, stammer or stutter 2/, can make noises, but cannot talk ;1/, you can#t speak;2/

5ulnerable 8 Gou are harmed by something that most people aren#t, or take extradamage from something that does hurt people. This can be a se"ere allergy to bee stingsor a certain food dye, or maybe you#re a bleeder. Gou are "ulnerable to something that isuncommon 2/, common ;1/, e"eryday substance ;2/. Consult with your +M todetermine how you are affected.5:Type &nfection 8 Gou ha"e contracted $Type infection. This is suppressed withdaily medication 2/, progressed beyond medicine ;1/, or has reached terminal status01/. $Type infection is unknown until 01>E.W +Ms may restrict taking these flaws, as they may ne"er actually play part of mostcampaigns.

Social/a" Reputation 8 ?"eryone Hknows of you, or has heard a story or two e"en if theyaren#t true. Gou are fre7uently recogni5ed 2/ or always recogni5ed ;1/4 onceHrecogni5ed you suffer a $= penalty to social rolls with the person.0istinctive 6eatures 8 Gou stand out and are noticed in any crowd. Gour features areeasily concealed 2/, concealable with the -isguise skill ;1/, not concealable ;2/Minor 8 Gou are underage. 9hile the QlegalQ age may "ary by location, most consider;B$;E to be an adult. Minors may not %oin the military, buy alcohol or "ote. This is worth2/.utsi"er 8 Gou#re not a local, and stand out like a sore thumb, attracting attention bothunwelcome and possibly dangerous. Gou are ob"iously from a distant place 2/, from a"ery distant place ;1/, ne"er before seen in these parts ;2/Personal 'abits 8 Gou ha"e some habit that offends others and dri"es them away fromyou. &eople find you annoying 2/, disgusting ;1/, horrible ;2/Poverty 8 Gou are poor, and ha"e a harder time coming by money than other people.Gou cannot also ha"e the 9ealth &erk. Gou are poor, with %ust enough to ha"e a ; roomapartment and meager food 2/, dead broke and on the street with barely enough to eat;1/, in debt with other acti"ely seeking to collect what little they can ;2/

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Public 6igure 8 Gou are often in the limelight and can#t do much without drawingattention from the &apara55i. Gou are newsworthy and your actions rate an article if areporter is nearby 2/, fre7uently making headlines and people always notice you on thestreet ;1/, constantly being followed by reporters e"erywhere you go ;2/#ecret &"entity 8 Gou are trying to co"er your acti"ities under an alternate identity.

&erhaps you are a spy or fugiti"e. Gou are currently li"ing a normal life 2/, being bothered by an indi"idual trying to unco"er the truth ;1/, being bothered by a largegroup or agency trying to unco"er the truth ;2/

?nemiesdd the Capabilities and ?xtent J& then di"ide by 2 if the character is only beingwatched, di"ide by 0 if they are only to be captured and imprisoned, or lea"e as is if theyare to be killed on the spot.Capabilities 8 The group is less powerful than you 2/, e7ual power ;1/, more powerful;2/, has access to top of the line hardware and weapons 01/)tent 8 The group is limited to a single town or area 2/, a single country ;1/,

worldwide ;2/, galactic 01/

!esponsibilitiesCo"e of 'onor 8 These are personal rules you will not break, such as chi"alry or bushido or e"en an oath to ne"er suffer an insult without an answer in blood. To upholdyour code you will risk embarrassment or financial loss 2/, risk incarceration, bodilyharm or financialKsocial ruin ;1/, risk life and limb ;2/0epen"ants 8 Gou are responsible for the well being of a person or persons. They areroughly e7ui"alent to you in ability 2/, challenged or otherwise weaker than you ;1/,ha"e special re7uirements or dangers associated with caring for them ;2/#ense of 0uty 8 Gou will always do the Hright thing, and follow a higher moral codetowards those you feel responsible for. 9hen attempting to do the Hright thing you willrisk embarrassment or financial loss 2/, risk incarceration, bodily harm orfinancialKsocial ruin ;1/, risk life and limb ;2/5o+ 8 Gou ha"e made a promise that you must keep, no matter what it is. To fulfill this promise you will risk embarrassment or financial loss 2/, risk incarceration, bodily harmor financialKsocial ruin ;1/, risk life and limb ;2/

Compulsi"e (eha"ior A""iction;0epen"ence 8 Gou must ha"e a particular substance or situation or you willsuffer se"er mental or physical duress. This substance is common 2/, uncommon ;1/,rare ;2/, "ery rare 01/'onesty 8 Gou always tell the truth, e"en if it hurts. To be completely honest you willrisk embarrassment or financial loss 2/, risk incarceration, bodily harm orfinancialKsocial ruin ;1/, risk life and limb ;2/&mpulsiveness 8 Gou %ust can#t help yourself and will always %ump into a situationwithout thinking. Jn a whim you will risk embarrassment or financial loss 2/, riskincarceration, bodily harm or financialKsocial ruin ;1/, risk life and limb ;2/

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&ntolerance 8 Gou are bigoted and intolerant of another social group or race. Gou will be ci"il but distant 2/, "erbally abusi"e ;1/, "iolently abusi"e ;2/, abusi"e e"en at riskof life and limb 01/<ealousy 8 Gou are %ealous about one of your skills, appearance, or some other trait thatyou must constantly pro"e superior to e"eryone else. Gou will be obsessed and watchful

2/, confrontational and accusatory ;1/, "iolent ;2/>leptomania 8 Gou steal things compulsi"ely, but can#t help it. To steal things you willrisk embarrassment or financial loss 2/, risk incarceration, bodily harm orfinancialKsocial ruin ;1/, risk life and limb ;2/Lechery 8 Gou are a per"ert, and can#t resist groping someone you find attracti"e, or atleast leering and making lewd comments. To fulfill your lust you will riskembarrassment or financial loss 2/, risk incarceration, bodily harm or financialKsocialruin ;1/, risk life and limb ;2/

Life Path

This part is optional, but useful particularly to those not familiar with the

 background of Macross. It is also useful for gi"ing ma%or '&Cs a little depth.First you roll on Table Family Jrigins, which leads through a "ariable path.Then you roll on Tables F friends/, + enemies/ and ) romance/. !esults that ob"iouslymake no sense should be rerolled unless you want to make up a really good story for thecontradiction.

Table AB 6amily rigins;d;1 Gour family is..

;0=>

2ABED;1

 'ati"e terrans dating back to before Space 9ar I. They sur"i"ed on the Macross.!epopulated terrans who helped rebuild after Space 9ar I.Cloned in the attempts to repopulate the de"astated earth.Military. Most of your family is in the military, and you were likely born on a military ship.

?arly colonist. Gour family is from an established colony such as ?den.<ate colonist. Gour family is on a recently coloni5ed planet and is working to make it nice.Spacer family. Gour family is on a colony fleet looking for a new home.Second generation peace children. Gou are Y 3entran or Meltrandi.First generation peace children. Gou are X 3entran or Meltrandi.lien. Gou are a full blood 3entraedi or 3olan.

Table A2B 6amily #ituation;d;1 )ow are they:

;$>2$D;1

Something bad happened. +o to Table =.&arents are ali"e and well. +o to Table (.Something is special about your parents. +o to Table >.

Table A4B Parental Life;d;1 9hat happened to your parents:

;0=>2AB

They died in a war.They died in an accident.They were murdered.They ha"e amnesia and don#t remember you.Gou ne"er knew them.They are missing.They are in hiding to protect you.

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ED;1

They defected to an opposing faction.Gou were raised by relati"es and don#t know where your parents are.Gou grew up on the streets.

Table AB Parental Mysteries;d;1 Something doesn#t add up.

;$0=$>2$AB$ED$;1

(oth parents are deep co"er spies for an opposing faction. Gou don#t know this.Gour parents were in"ol"ed in a top secret pro%ect and are now on the run.Gour parents simply ha"e nothing to do with you anymore. 'o explanation gi"en.Gour parents "anished, lea"ing an empty house. Gou ha"e no legal identity.Gour parents are deep co"er spies working in an opposing faction. Gou might know this.

Table /B 6amily #tan"ing;d;1 )ow is e"eryone else:

;$AB$;1

Family is doing good, e"en if parents are dead. +o to Table ?Family is in danger, and you risk losing it all. +o to Table C

Table CB 6amily Crisis

;d;1 9hat is the problem: +o to Table - after.;0=>2ABED;1

Family lost all lands and assets through betrayal by a family member.Family lost all lands and assets through bad management.Family was exiled. Gou ha"e to use an alias to return.Family was imprisoned. Gou alone escaped.Family up and "anished. Gou are the only one around now.Family was murdered. Gou are the sole sur"i"or.Family lost e"erything in a bad gamble. They are all now homeless on the streets.Family is being harassed, blackmailed or threatened by an unknown party.Family was killed in a war.Family was caught in an accident. Those who aren#t crippled for life are dead.

Table 0B 6amilial !oals

;d;1 9hat are they going to do about it:;$0=$>2$AB$ED$;1

9ork to clear their names.<i"e it down and get on with life.)unt down the offenders and make them pay.+et what is rightfully theirs.If possible, sa"e what is left of the family and rebuild.

Table B #iblings

!oll ;d;1 ;$B is how many siblings you ha"e, E$;1 means you are an only child.!oll ;d;1 for each e"ens are girls, odds are boys if one parent is full$blood 3entraedi,you and all of your siblings are the gender of that parent4 if both are full$blood, roll asnormal/

!oll ;d;1 for each ;$2 is younger, E$D is older, ;1 is a twinKtripletKetc.

;d;1 )ow do they feel about you:

;$0=$>2$AB$ED$;1

They dislike you.They like you.They are neutral about you.Gou are their hero.Gou are their hated enemy.

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Table 6B 6rien"s

Gou ha"e ;dA friends you made up this point.!oll ;d;1 for each e"ens are girls, odds are boys

;d;1 9ho is your friend.

;$0=$>2ABED;1

n old friend from school or training.Someone you grew up with. teacher or mentor.n ex$lo"er.<ike a younger sibling.<ike a foster parent.<ike an older sibling. partner or co$worker.

Table !B nemies

9hile it is not likely you made a mortal enemy by your late teens, it is possible.!oll ;d;1 on a ;1 you ha"e an enemy

;d;1 9ho is your foe: ;$>

2ABE

D$;1

n old friend. relati"e. go"ernment official. total stranger.n ex$lo"er. member of an opposing faction.

;d;1 This hatred started when..

;0=>2ABE

D$;1

..he caused the death of a lo"ed one.

..you caused the death of a lo"ed one.

..one caused the other ma%or humiliation.

..one caused the other a physical debility.

..one deserted or betrayed the other.

..one caused the exile or imprisonment of the other.

..you were romantic ri"als.

..one foiled the plans of the other.It#s a mystery to you. The +M rolls and keeps it secret.

;d;1 9ho hates the other:

;$>2$BE$;1

They hate you.Gou hate them.Mutual hatred.

;d;1 9hen encountered, what will the in%ured party do:

;$0=$>2$AB$ED$;1

+o into a rage and try to kill the other.Try to a"oid the other person.Indirectly cause problems and try to get re"enge.Ignore the other as beneath their notice.!esort to "erbal assaults and psychological attacks.

Table 'B Romantic &nvolvement;d;1 9hat happened:

;$= Gou are in"ol"ed. +o to Table );.

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>$BE$;1

Gou are not in"ol"ed. +o to Table )0.Gou are reco"ering from your last one. +o to Table )=.

Table '1B Ah8 Love..;d;1 Gou are happy, but lo"e is rarely perfect.

;

0=>2AB

E$;1

Their family or friends hate you.

Gour family or friends hate them.Jne of you has a romantic ri"al.Gou are currently separated in some way.Gou fight a lot, but making up is great.Jne of you is insanely %ealous.Gou think your lo"er is cheating on you.?"erything is going smooth.. for now.

Table '2B n the pro+l;d;1 'o one special yet, but maybe you can fix that.

;$0=$>2$AB$ED$;1

Gou will date anything that catches your interest.Gou are holding out for a hero.Gou %ust don#t ha"e time right now.Gou don#t want anything serious right now.Sex: !omance: 9hat is that:

Table '4B Recovery;d;1 Gour happiness was cruelly ripped away.

;0=>2AB

ED;1

They were killed in a military accident.They were killed in an accident.They "anished without a trace.They died in a suspicious accident.They left you with no explanation, only a warning not to see them again.They were kidnapped or imprisoned.They committed suicide or went insane.

Society kept you apart.They defected to an opposing faction. ri"al cut you out of the action.

#ample Character

 'ame Minami Ishikawa&layer ?mily!ace )uman+ender Female)eight ;A0.2A cm9eight 20.;A kg(irthplace ?den

-.J.(. 01=;$1;$1;ge ;D)air (rown?yes +reenJccupation 6' Spacy (ridge Jfficer Jperations JfficerO!ank <ieutenant Commander J$0Ossignment C$AEB 'ormandy

Stats I'T B, CJJ< B, T?C) B, &!? A, ?M& >, TT! B, M >, (J- =, +I< 2, ST! 0, ?-6 2, <6C* A

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Secondary ?'- =1, )6M >1, !un ;0m, <eap 1.B2m, nime <eap =m, Swim =m, (TM $;, !?C 2, !?S0;, ST6' ;2, )ITS head 2, torso ;1, limbs B each/, <ift >1 kg, Throw ;0m, -M+ $;, ? 0.Skills utomatic 9eapons 0, )and$to$)and 0, )andgun 0, Military ?ti7uette 2, thletics 0, -odge @?"ade 0, uthority 2, 9ardrobe @ Style 0, &ersonal +rooming >, Tactics 2, Computer Jperation 2, !adioCommunication 2, Mathematics 2, Ship 9eaponry 2, Concentration 2, warenessK'otice 2, (asic Tech =,-ri"ing =, Seduction TT!/ =, Social >, -ance =, Computer &rogramming =, ?xpert Fire (omber 0&erksKTalents cute Sense Sight, (eautiful 0, ?idetic Memory, Time Sense, <icense ; dri"er/, 9ealth 0,Contact A 6' command staff/, !ank 6' Spacy/ 0Complication Jbsession 2 Fire (omber memorabilia/?7uipment = duty uniforms, 0 dress uniforms, )eckler @ *och &-E semi$automatic pistol, 0 extraammunition clips, I- card with security and tracer, personal communication de"ice, utility belt, &- withtactical scenarios(onuses = wareness checks with sight, 0 skill checks personal grooming, wardrobe @ style, perform,and seduction/

The player, ?mily, decides a character concept first, and settles on a bridge officer4 specifically anoperations officer. The "arious Macross anime portrays the bridge officers as being young women, so the player decides on a ;D year old human female. From here she can make up the Hfluff information such asheight, weight, appearance and birthplace.

The second step, the player allots A1 points to the character#s stats. (ridge officers focus on the

mental attributes, so the player distributes them as follows I'T B, CJJ< B, T?C) 2, &!? A, ?M& >,TT! A, M >, (J- =, +I< 2, ST! 0, ?-6 2, <6C* A. This shows that her character, Minami, issmart, capable and commands respect4 howe"er her low physical stats will be a liability if she is caught in a personal fight.

t the next step, she gets information from her template. <ooking in the 6' sourcebook, sheknows Minami will automatically ha"e 0 ranks in the following skills from basic training utomatic9eapons, )and$to$)and, Military ?ti7uette, thletics, -odge @ ?"ade, and her choice of !ifle @ Shotgunor )andgun4 she chooses )andgun. s a bridge officer, Minami must undergo officer training programs,and gains 0 ranks in the following skills uthority, 9ardrobe @ Style, &ersonal +rooming, Tactics,Computer Jperation and !adio Communications. s an operations officer, her template skills are (asicTech, Computer Jperation, Mathematics, Ship 9eaponry or !eflector Systems, Concentration,warenessK'otice and Tactics. ?mily decides to go with a weaponry officer instead of being a pinpoint barrier gal she likes firing the big guns/. ?mily has >1 points for her MJS skills or those she learned

during basic or officer training. She settles on the following Mathematics 2, Ship 9eaponry 2,Concentration 2, warenessK'otice 2, Computer Jperation =, !adio Communication =, Tactics =,(asic Tech =, uthority =, Military ?ti7uette = and &ersonal +rooming 0.

 'ext is Minami#s Hpick up skills. She gets skill points e7ual to her ?-6 x= for a total of ;2 points. She decides Minami needs the following -ri"ing =, Seduction TT! basedO =, Social =,-ance = and Computer &rogramming =. Minami needs to know how to dri"e to work, likes to go to thenightclubs to pick up dates, and knows a little bit about programming computers.

In the next step, ?mily has >2 points to use for further customi5ation. s an 6'+ personnel,Minami automatically has !ank ;. Minami is going to be from a middle class family, cute with a sharpmind, and always on time for her shift. ?mily decides to spend ;1 J& for 0 to T?C), 2 J& for ; TT!,= J& for cute Sense Sight, A J& for (eautiful 0, = J& for ?idetic Memory, = J& for Time Sense, ; J&for a dri"er#s license, > J& for ; !ank, A J& for 9ealth 0 and A J& for a Contact in the 6' commandstaff.

This adds up to >B J&, 0 more than she is allowed. ?mily decides on a Complication Jbsession 2.Minami is a compulsi"e shopper for anything related to Fire (omber. This gi"es her an additional = J& lefto"er, which she uses to gain ; in Social and 0 ?xpert Fire (omber.

 'ext ?mily needs to calculate Minami#s final secondary stats. She ends up with ?'- =1, )6M>1, !un ;0m, <eap 1.B2m, nime <eap =m, Swim =m, (TM $;, !?C 2, !?S 0;, ST6' ;2, )ITS =1 orhead =, torso 2, limbs = each/, <ift >1 kg, Throw ;0m, -M+ $;, ? 0.

s a 6' bridge officer, Minami starts with the following gear = duty uniforms, 0 dress uniforms,)eckler @ *och &-E semi$automatic pistol, 0 extra ammunition clips, I- card with security and tracer, personal communication de"ice, utility belt, &- with tactical scenarios. t !ank 0, she gets A11 credits

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 per month, and starts with 0 months# worth of pay ;011 credits/. )er 9ealth perk gi"es her an additionalA11 credits for a total of ;E11 credits to spend on her lifestyle.

Minami is ready to report for duty.

#ample Character 2

 'ame 5alea&layer Neff !ace Full$blooded Meltran+ender Female)eight ;AB.A> cm9eight 22.;A kg(irthplace 3$1E= thena-.J.(. 01>A$1A$;=ge > fully matured clone/)air +reen?yes (lueJccupation F &ilot!ank Corporal ?$=Ossignment C$AEB 'ormandy4 SF$1DB Space ngels S7uadron

Stats I'T 2, CJJ< E, T?C) =, &!? 2, ?M& =, TT! A, M B, (J- A,+I< ;0, ST! >, ?-6 0, <6C* BSecondary ?'- A1, )6M =1, !un 0;m, <eap 0.=m, nime <eap 2.02m,(TM $0, !?C ;1, !?S 0>, ST6' =1, )ITS head A, torso ;0, limbs D each/,<ift A1 kg, Throw 01m, -M+ 1, ? >.Skills utomatic 9eapons 0, )and$to$)and 2, Military ?ti7uette >, !ifle @ Shotgun >, thletics 2, -odge@ ?"ade 2, Mecha &ilot (attle &od =, Mecha &ilot Meltran &ower rmor 2, Mecha 9eaponry 2, MechaCombat 2, +ymnastics 2, !adio Communication =, Social 0, Computer Jperation 0, Mecha &ilot FSeries 2, -ri"ing 0, Melee =&erksKTalents cute Sense Sight, )igh &ain Threshold ;, (eautiful 0, Combat Sense =, <icense =dri"ing, military F/, !ank =, Membership 6' military/ ;Complication -istincti"e Features ;1/, ?nemies Inspection rmy, &rotode"iln/

?7uipment = duty uniforms, ; dress uniform, )eckler @ *och &-E semi$automatic pistol, 0 extraammunition clips, I- card with security and tracer, personal communication de"ice, utility belt, flight suit,0 %umpsuits, helmet with )6-, F$;;C unit(onuses = wareness checks with sight, = Initiati"e, 0 skill checks personal grooming, wardrobe @style, perform, and seduction/

The player, Neff, decides a character concept first. )e likes the concept of the Meltran ace pilots,and decides on a full$blooded Meltran that had been %ust recently absorbed into the 6' within the last yearor two and is facing some aspects of culture shock.

The second step, the player allots A1 points to the character#s stats. Meltran ace pilots are highlycapable I'T >, CJJ< E, T?C) =, &!? >, ?M& =, TT! A, M >, (J- A, +I< ;1, ST! >, ?-6 0,<6C* A. This is fairly typical for a Meltran. full$blood Meltran gets 0 +I< and ; &!? and M,raising +I< to ;0 and &!? and M to 2 each.

t the next step, he gets information from her template. <ooking in the &rotoculture sourcebook,he sees that all 3entraedi troops get 0 ranks in utomatic 9eapon, )and$to$)and, !ifle @ Shotgun,Military ?ti7uette, thletics and -odge @ ?"ade. ce pilots don#t need officer training, so he mo"es on toher template skills of )and$to$)and, Mecha &ilot (attle &od, Mecha &ilot Meltran &ower rmor, Mecha9eaponry, Mecha Combat, -odge @ ?"ade, +ymnastics and !adio Communications. )e has the typical>1 J& to spend on skills. )e distributes them as follows +ymnastics 2, Mecha Combat 2, Mecha &ilotMeltran &ower rmor 2, Mecha 9eaponry 2, )and$to$)and =, thletics =, -odge @ ?"ade =,!adio Communications =, Mecha &ilot (attle &od =, Military ?ti7uette = and !ifle @ Shotgun 0.

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3entraedi suffer on Hpick up skills, only getting points e7ual to their ?-6 stat. Neff spends5alea#s two points on ?xpert Micronians 0 to represent 5alea#s interest in micronians. 'ow he uses thestandard >2 J& for customi5ation. ll full$blood Meltran automatically get cute Sense Sight for free.Furthermore, all Hnatural 3entraedi ha"e the following complications for no J& back -istincti"e Features;1/, ?nemies &rotoculture, Inspection rmy, &rotode"iln, !i"al Fleets/, Manchurian Candidate 8 do notinterfere with &rotoculture 2/ and Culture Shock. The +M decides that 5alea has been around humanslong enough to o"ercome her inborn programming and remo"es Manchurian Candidate, Culture Shock and?nemies ri"al fleets and &rotoculture/. )e spends his points on the following 2 J& for Mecha &ilot FSeries 2, 0 J& for Computer Jperation 0, 0 J& for Social 0, A J& for (eautiful 0, D J& for CombatSense =, = J& for )igh &ain Threshold ;, = J& for <icense dri"ing, military F/, ;1 J& for 0 M, ;0J& for !ank =, = J& for Membership 6' military/ ;, -ri"ing 0, Melee = and 2 J& for ; <6C*. Thisadds up to A1 J&, ;2 o"er his limit. )e takes the following to balance 5alea#s points (erserker 2, Shy 2and Jutsider 2. 5alea is gi"en a cold shoulder by her fellow F pilots and tends to into a Hbattle ragewhen fighting, plus she is still uncomfortable in non$military situations which sometimes leads to outburstof anger/.

 'ow to figure her secondary stats ?'- A1, )6M =1, !un 0;m, <eap 0.=m, nime <eap 2.02m,(TM $0, !?C ;1, !?S 0>, ST6' =1, )ITS A1 or head B, torso ;=, limbs ;1 each/, <ift A1 kg, Throw01m, -M+ 1, ? >.

?"en though 5alea is a Meltran ace pilot, her affiliation is now 6' Spacy, so her !ank = makesher a Corporal. )er starting e7uipment is as a F pilot, since she can#t use her Meltran gear while

microni5ed. 5alea has !ank =, so she gets A11 credits per month, and starts with ;011 in sa"ings for othere7uipment.

If 5alea were to be macroni5ed, she would ad%ust her stats as follows ST! ;0, (J- ;E, M 0;,inflict ;* damage bare$handed, )ITS >21 or head A1, torso ;=1, limbs A2 each/, )eight is ;,111.E> cm;1m/, 9eight is A,ED2 kg A.D tons/. !emember to re$calculate any secondary stats that use these ad%usted primary stats except for )its, which is already con"erted.

Chapter – =uipment % #tuff Jr, Hwhat kind of crap can my character buy. This lists all the common stuff

a"ailable. &rices can "ary up to K$ 02 depending on the area and the a"ailability forinstance, fresh food and wooden furniture cost more on a space station, but will cost less

on an agricultural colony/.

$eapons!ange is in meters, and weight is in kg. Concealment is as follows ' no/, <

long coat/, N %acket/, & pocket/. Class indicates what class of weapon license you needto legally own or carry such a weapon, and may "ary from colony to colony.Class ; 8 handguns, most melee weaponsClass 0 8 rifles, shotguns, bows @ crossbowsClass = 8 machine pistols and sub$machine guns. !arely a"ailable for ci"ilians.Class > 8 assault rifles, sniper rifles, rocket launchers, etc. 'e"er a"ailable for ci"ilians.

For firearms, assume a full reload of standard ammunition costs 2 of the

weapon cost. person must ha"e a ST! score minimum e7ual to the dice of damage inflicted by the weapon to use that weapon properly. This represents the weight of a meleeweapon, the pull of a bow, or the recoil of a firearm. Flamethrowers, sniper rifles,grenades and mines are not sub%ect to this rule. For each point of ST! they are lacking,they suffer a cumulati"e $= penalty to 9. 9eapons on a "ehicle mount ha"e no ST!re7uirement. (racing a firearm on a sturdy ob%ect such as a bipod/ increases the user#seffecti"e ST! by 21.

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9hen a range is gi"en, the first number is the combat range and the second is themaximum range.

Melee $eapons $A Range 0amage #hots /5 Conceal $eight Cost Class

(attle xe(oomerang

(roadswordChainsawCombat *nife-agger )and Taser <ongswordMace 'unchaku K Tonfauarterstaff !apier ShortswordShurikenSpear 

9hip

$;$;

1$;111;$;10;;10

$;

0Throw

00;;;000>0;

Throw>

>

0d;1 &;dA

=dA &>dA &W;dA &

;dAK0 &WW

0dA &=dA;d;1;dA

;d;1 &0dA &

;dAK0 &0dE &

;dAK0

$$$$

$$W$$$$;1$$$$$$$$$$$$;$$

$$

$$$$

$$$$$$$$$$$$$$$$$$$$$$$$$$

$$

 '<

 ' '&&N<NN

 '<<&

 '

N

=.21.A

=.1>.11.21.=;

;.1=.11.B2;.11.B21.B21.0;.1

1.;02

B1>E

E>2>21;E

0;1;11A1

;12;01B2

;0101

;;1

;2

;$$

;$$;;;;;$$$$;;;;

$$ll melee weapons except for whip and taser ha"e their damage ad%usted by the

user#s ST! modifier.W chainsaw has enough fuelKenergy for =1 minutes of use. Chainsaws reduce armor toY their normal S&.WW taser forces a (J- check at - 01 or be rendered unconscious for 0dA minutes.

Archery $eapons $A Range 0amage #hots /5 Conceal $eight Cost Class

(owCompound (owCrossbow9rist Crossbow

$;$;1$0

;0$B001$011;2$;11

E$=0

0dA=dA

0dA &;d;1

;;;;

;;;;

 ' ' '&

;.11.B;.11.=E

A>=1>D1

;1B

;;;0

(olts cost 01 credits for a case of 21. rrows cost =1 credits for a 7ui"er of 01.(ows can be made to take better ad"antage of higher strength, costing ;11 credits per point of ST! melee damage bonus to be used with the bow. Crossbows cannot takead"antage of this option.

'an"guns $A Range 0amage #hots /5 Conceal $eight Cost Class

)* .>2cal Machine &istol)* Semi utomatic &istol

)ideout &istolMagnum !e"ol"er 

;;10

;0$B0;2$;11;1$21;A$=;1

=dA0dA;d;1>dA

E;2>A

;;;;

NN&N

;.2;.1

1.B20.1

>=B=;1DA

;111

=;0;

Automatic $eapons $A Range 0amage #hots /5 Conceal $eight Cost Class

)* M&$D Semi utomatic!$0; 2.2Amm ssault !ifle

.21cal Machine +un

;11

01$011>E$>11=0$211

0dA>dA2dA

2121

21W

222

< ' '

0.1>.12.1

D>2;;2221>1

=>>

W The machine gun may be belt$fed for greater ammunition capacity.

Rifles % #hotguns $A Range 0amage #hots /5 Conceal $eight Cost Class

ShotgunCombat Shotgunuto Shotgun

11;

;2$;11;1$21;2$;11

0d;10d;10d;1

2;1;1

;;=

<<

 '

0.20.20.2

B>0E21;1>1

;0=

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-ouble (arrel ShotgunSniper !ifle

;0

;1$21=0$211

0d;1 x0W2dAWW

0;1

0W;

 ' '

0.22.1

0EABB2

;>

W -ouble$barreled shotguns ha"e special rules. See the Combat section for more details.WW Sniper rifle only re7uires ST! = to use.

'eavy $eapons $A Range 0amage #hots /5 Conceal $eight Cost Class

nti$material !iflenti$mecha MissileFlamethrower +renade <auncher )and +renade<andmineMini ulcan

;;;111$;

;21$>21;A11;1$2101$011Throw

$$>E$211

;1dA\=* Bd;12/

2dA2dA AmW2dA AmW2dA ;1m

2dA

;1;

01A;;

;11

;;;;;;E

 ' ' ' '&$$

 '

01.1;1.1B.12.2

1.020.1

;1.1

;E02D210;020021

21021A==A

>>>

>WW>WW

>>

W (oth hand grenades and launched grenades also come in incendiary ;dA damage to Amradius, burns for 0dA rounds/ or in gas "arieties smoke $0 all rolls, tear gas $2 all rolls,knockout (J- check - ;2 or knocked out for =d> minutes/.WW +as grenades are Class 0 for police and S9T, as well as other law enforcementgroups. Smoke grenades are Class 0 for anyone.

\ nti$material rifles only re7uire a ST! of > to use when braced on a bipod.

nergy $eapons $A Range 0amage #hots /5 Conceal $eight Cost Class

<aser &istol)ea"y <aser &istol<aser !ifle)ea"y <aser !ifle

;;00

;A$;=1;E$;=1=1$>21=>$2E1

>dA2dAAdAEdA

;2;2=1=1

;;;;

&N

 ' '

;.1;.2=.1=.2

;211;A110B21=211

>>>>

?nergy weapons are uncommon in Macross, typically only a"ailable to military specialforces. ?nergy weapon clips cost 021 each4 a recharging station costs ;1,111.

$eapon ptions

These options may be added to any firearm type weapon.

<aser SightThis is a typical red, blue or green laser pointer attached to the gun. It grants a ;

9 bonus. Cost ;11 to =11 credits4 9eight 1.; kg

Maga5ine ?xtensionThis doubles the weapon#s payload of ammunition, but increases the concealment

class by one N becomes <, etc/ and increases the Class by ;. Cost ;1 of weapon cost49eight 01 of weapon weight

Jptical Scope

ny number of high$grade telescopic sights that reduce the Maximum !ange penalty to 80, but imposes a 80 penalty to Combat !ange due to narrowed field of sight.Cost ;11 to =11 credits4 9eight 1.0 to 1.> kg

Silencer !e7uires an "erage warenessK'otice check to hear the shot. -oes not work

with shotguns, energy weapons or hea"y weapons. utomatically increases the weaponClass to >. Cost 011 to =21 credits4 9eight 1.2 kg

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Flash Suppressor !e7uires an "erage warenessK'otice check to see the flash. -oes not work

with shotguns, energy weapons or hea"y weapons. utomatically increases the weaponClass to >. Cost =11 to >21 credits4 9eight 1.2 kg

SmartgunThis can only be attached to military$use weapons. The smartgun option mounts a

micro$targeting array and laser designator to the weapon, which feeds a "isual display toa )6- or eyepiece with a crosshair targeting mark o"erlayed o"er the user#s "ision.dds a 0 9 bonus and reduces the Maximum !ange penalty to 8=. Cost B21 credits49eight 1.= kg

ArmorStandard armor types used by the 6' and other groups. If you need to create new

armor, see the chart in Mekton 3eta on page >2.

Flak estFlak ballistic mesh "est that co"ers the front and back torso, and the shoulders.

flak "est typically has 0$= pockets as well as loops to attach most firearms. Comes in allcamouflage patterns as well as army or unit specific colors.

S& ;E, 9eight 1.2 kg, DE credits

&ilot Suitll "ariations ha"e a built in power cell capable of powering their distress

transponder, luminescent strips, radio and life support for 0 hours. Flight suits pro"idefair protection against small caliber firearms and protect the pilot from radiation and

 biologicalKchemical weapons when sealed. The flight suit also pro"ides "enires formo"ement in 3ero$+, up to a flight M of A.

S& ;1, 9eight ;.2 kg, 021 credits

Combat (ootsStandard issue hea"y duty boots. +ood for all terrain types as well as for

stomping on your opponent when he#s down. 9aterproof and flame resistant too. Comesin black, dark gray, oli"e drab or dark brown.

S& ;2, 9eight 1.E kg, ;;0 credits

Combat )elm

Standard issue light multi$polymer plate helm with clear "isor. Comes in allstandard camouflage patterns as well as army or unit specific colors. dd a polari5ed"isor for an additional 01 credits. The face of this helm is open, but attacks suffer a $2 penalty for called shots to the face.

S& 01, 9eight ;.A kg, ;1A credits

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Standard Infantry Suit<ight multi$polymer plate for the front and back of the torso o"er hea"y ballistic

mesh %umpsuit. Comes with combat boots abo"e/ and a hea"y multi$polymer platecombat helmet similar to the one abo"e but with better S& and a built in radio. The suithas two large pockets in each leg and one smaller pocket in each bicep. The suit has

reinforced loops for attaching weapons. Comes with standard combat belt.S& 01 torso/ 02 head/ ;2 armsKlegs/, 9eight >.; kg total, >21 credits

?... SuitFull en"ironmentally sealed suit. The integrated pack has "erniers for 1$+

mo"ement M >/ and > hours of life support. The helm has a mo"eable hea"y polari5edshield, water dispenser, radio and soft sleep gas dispenser for long flights. Comes withtwo easy$use emergency sealing patches. lso pro"ides S& 01 armor.

S& ;2, $0 -?L rolls, 9eight ;.A kg, 210 credits

<inear Frame

linear frame is a suit of hea"y multi$polymer plate armor with micro hydraulicsand myomar bundles to enhance the wearer#s strength. This suit is used primarily forhea"y construction or search @ rescue missions in ha5ardous en"ironments. The suit isfully en"ironmentally sealing with a = hour life support. The boots contain reflexi"emagnetic plates for easy 1$+ mo"ement along a ship#s hull. The helmet contains a )6-with anti$da55le and thermal "ision capabilities and a radio link.

The suit grants the user a > bonus to ST! and (J-, but reduces +I< and M by 0 each. ll melee attacks get a > damage bonus. In addition to the S&, any damagethat does get through the suit is reduced by = points to a minimum of ; damage.

S& 0E, 9eight >=.1 kg, ;12A credits

ClothingClothes make the man. ?"eryone needs their duds.Article of Clothing /ase Cost

6nderwear pack of A, any style/(rassieres any style/&ants slacks, %eans, etc/Top blouse, t$shirt, sweater, etc/-ress formal to slea5y/Suit business to tuxedo/Nacket waist length ones/<ong Coat dusters, trench coats, etc/Footwear boots, sneakers, heels,etc/

SunglassesNewelrySwimwear any style/J"eralls %umpsuits or farmer style/Miscellaneous glo"es, scar"es, etc/6niform military, school, etc/

;1 $ ;22 $ ;201 $ =2;2 $ =1

B2 $ ;21B2 $ ;21=2 $ A121 $ B202 $ 212 $ 21

;1 $ ;11;2 $ 02=1 $ 212 $ 01

>1 $ ;11

uality Cost Multiplier+eneric (rand x;+ood <abel (rand x0

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Fancy (rand x=)igh Fashion (rand x>

Personal !earThis category includes any home electronics, personal needs and the like.

Concert ticket rtwork poster/ Collectables

partment 0 room, city/ Fancy restaurant

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Tools

Techscanner Cutting torchTech Toolkit(@? *it?lectronics Toolkit

&rotecti"e +oggles+lowstick Spraypaint!ope per meter/(reathing Mask   ;1 filters-uct Tape 21mroll/FlashlightSlap &atchCampkitCanteenCarryall-i"ing +ear Maneu"ering &ack Maneu"ering !od

ntertainment

Mo"ieideo -ownload<i"e ConcertSporting ?"entFast Food!estaurant-rinks at a bar ?scort Ser"ice&rostitute

)air Stylist(eauty SpaSports +ear ir (lades+$9ristscoustic InstrumentMusic C-Tattoo

Cost

A11>1;11;01;11

01;BA=1=2;0;1012;1;21A2121

;12>2$A121$A12$EB$01=$A;1101101

;21021021011;21;1"aries

Personal lectronics

<aptop Computer -esktop Computer &--igital ideo !ecorder ;1 pack of --!9

-igital udio !ecorder ;1 pack of mini C-!9&ocket T-igital Music &layer ?lectric Instrument-rum Synthesi5er mplifier I- Cardgent

6urniture

Sleeping (agFuton9ooden FurnitureSynthetic Furniture<amprtwork *itchen Set<inen SetCurtains

0rugs % Me"icines

&an$spectrum ntibiotic&ainkiller Synthe$flesh SpraySpeed )eal!egeneration Spray

nti$toxinSleep -rugStun$Stim-rug$a$Thug

)plosives

C$E-etcord$ 'itrogen JctaiodideT'TFuse $ StandardFuse $ 9aterproof Fuse $ Timer 

Fuse $ (lasting Cap9ire, 211m spoolCharger !ecei"er Transmitter 

Cost

D11;011;21E1101

>12E1;21;11$D11011$E11211$;11101;21

0221011 each;11 each01$2101=11;01;11

2;1012121

21011;21B2

=11011211;22012

01;11011011;110

'ousing

Coffinpartment)ouse)otel6tilities

Lifestyle

Cell &hone+alaxy 'etwork &ay &hone Call&ublic *iosk )ealth &lanTaxiSpace Taxiir FlightSpace Flight

!roceries

+eneric Stuff +ood Stuff Fresh Foodstuffs-ried FoodsM!?

5ehicles

Scooter MotorcycleSportbikeCosmobike!acing (ikeCompact Car <uxury Car 

Sports Car SedanTruck )ea"y Truck anJff$!oad)um"eeTurbo Fan Net&ri"ate Netirplane

Cost

01 per night;21;

011;

;11 per night;

;21 per month

;11 per month;21 per month1.02 per minute; per minute211 per month= per mile01 per ride"ariable"ariable

21 per week ;21 per week 011 per week 01 per week >1 per week 

211;21101110211>211A111;1,111

01,111>2,111E11102,111B1112211B2112111;21,111;011

; 8 &er room per month. Multiply by ; for rural, 0 for city or military base, = for metropolis or > for spacestation.0 8 &er ;11m x number of fre7uencies4 a transmitter with ;km range and 2 fre7uencies is 21,111 credits.

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=uipment 0escriptions

Tools

(@? *itThis is a >x;Ax0 case with "arious common tools for breaking and entering.

lso useful for locksmiths.

(reathing Mask This will filter out about D1 of fumes from industrial chemicals or smog. Jne

filter is good for about 0 hours. Co"ers the nose and mouth.

Campkit small, compact unit that contains all of the tools needed for camping. Includes a

small sto"e uses heating cells/, mess kit, compactable sho"el and fire$lighting tools.9eighs ; kg.

Canteen)olds ;.ED liters X gallon/ of li7uid. 9eighs 1.2 kg empty.

Carryall small nylon bag with ad%ustable straps to form a pack or handbag.

Cutting Torchny "ariety of common oxy$acetylene handheld bottle$type cutting torch. Jne

 bottle lasts for about 2 hours. More powerful thermite$lance types are a"ailable at x;1cost.

-i"ing +ear  complete kit for sur"i"ing underwater. Includes recycling full face mask ;

hour oxygen supply/, weight belts, buoyancy compensator and fins. dd a di"er#s watchfor another 21 credits.

-uct Tape?"ery technician#s best friend. Comes in multiple colors or basic sil"ery$gray.

lso a"ailable in ultra$stick "ariety with JT fibers wo"en in/ that is triple strength fortwice the price.

?lectronics ToolkitThis is a >x;Ax0 case with "arious common tools for electronics repair.

Flashlight)igh grade aircraft aluminum, shock resistant, waterproof flashlight with a ;11 to

;21# beam. <esser 7uality pocket flashlights can be purchased for about half the price.

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+lowstick Two part chemical compound in a plastic tube that you snap and shake to acti"ate.

&ro"ides light e7ual to a candle for about an hour. Comes in blue, red, green, orange, pink and yellow.

Maneu"ering &ack This is a compact %et pack for 5ero$+ use. It pro"ides M 2 in such en"ironments,

and has a ;1$hour battery.

Maneu"ering !odThis is a small =1cm/ long rod with a micro$"ernier in each end. Carried by most

 pilots and space workers for emergency flight. It has a 0$hour battery and pro"ides M ;flight in 5ero$+ en"ironments. Furthermore, acti"ating it also triggers a multi$fre7uencydistress beacon with a 0km range.

&rotecti"e +ogglesTinted goggles for use when welding, machine working, chemical mixing, etc.Counts as S& = for the eyes.

!ope9o"en with impro"ed fibers deri"ed from J"ertechnology. Standard Y inch rope

will support up to AE1 kg ;211 lbs/. Thicker rope is a"ailable at increased price.

Slap &atch simple adhesi"e patch for spaceKpilot suits. Takes one round to apply.

Spraypaintny color known to mankind. lso a"ailable in chrome, fluorescent, metallic,

glitter or glow as a glowstick/ for as much as twice the base price.

Techscanner Small &- with "arious IKJ connectors and digital display for running analysis

on electronic components. +rants a = bonus to diagnosis and repair rolls.

Tech ToolkitThis is a >x;Ax0 case with "arious common tools for mechanical repair.

ntertainment

ir (lades&ro"ide a flight speed up to M ;2. The batteries pro"ide =1 minutes of flight time. Theair blades can also be used for leap dodging, granting a 2 to their defend roll to dodge.?ach use for dodging uses ; minute of battery power.

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?scort Ser"iceJne indi"idual to pro"ide company for a night no sex in"ol"ed/. +ood for

corporate parties or making friends %ealous. "ailable in all genders and most ethnic backgrounds.

+$9ristsThese are wrist bracers that produce electrical resistance directly to the muscles to makeit as if the runner is wearing weights o"er his whole body. $= to all ST!K+I< rolls/.Typically these are used in T$Crush, although many people use them when exercising,and are popular with both body builders and women wanting to tone their bodies.

&rostituteJne indi"idual to pro"ide sexual ser"ices, rated by the hour. "ailable in all

genders and most ethnic backgrounds. May charge extra for optional fetishes such ascosplay, bondage or role$playing. <egality "aries by colonyKfleet.

Personal lectronics

-esktop Computer )ome use computer. This is a standard &J9 = computer with > memory units of

storage, --!9, printer, keyboard, mouse and 01 flat plasma screen monitor.ccessories and upgrades cost a percent of the base unit.

-igital ideo !ecorder This is a compact digital "ideo recorder that records to a high$7uality --!9.

The recorder has telescopic lens ;1x magnification/, close$up lens within Ecm/ andlowlight compensation. ?ach --!9 holds up to 0 hours of "ideo. The recorder has a 2hour battery. 9eight 1.2 kg

This also has an optional shoulder case with 01 hour battery and pockets to holdthe recorder, extra lenses and up to 01 extra discs. Cost ;21 credits.

I- CardThe standard I- card is a multifunctional I- and creditKdebit card. Many

organi5ations ha"e a security clearance feature and possibly a tracing signal to help locatethe I- and the person carrying it. Cost listed is for a basic I- card. Tracer and securitychip are not a"ailable for purchase, and are included in the card when needed by anorgani5ation.

<aptop Computer &ortable notebook type computer. This is a standard &J9 0 computer with 0

memory units of storage, --! and 01 hour battery. ccessories and upgrades cost a percent of the base unit. 9eight 1.2 kg

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&-)andheld minicomputer. This is a standard &J9 ; computer with ; memory unit

of storage. There is little upgrade a"ailable. 6seful mostly as an organi5er and notebook.9eight 1.; kg

6urniture

9ooden Furniture Made from wood and usually stained.

Synthetic Furniture Made of high grade plastics or aluminum alloys.

Sleeping (ag Jne person bag two if they are "ery friendly/. 9eighs ; kg and is good totemperatures as low as 8;2c.

0rugs % Me"icines

ll costs on the chart are per dose.

&an$Spectrum ntibioticThis will arrest all fe"ers and rots with DD effecti"eness, but does not work on

 poisons.

&ainkiller &owerful anesthetic that can be administered locally spray/ or generally

in%ection/.

Synthe$Flesh Spray6sed to co"er burns and shallow cutsKabrasions, forming a rubbery co"er in

minutes4 grants ; )its per day to healing rate from minor in%uries.

Speed )ealThis in%ected medicine can only be used once per 0> hour period. 9hile drugged,

the patient is in a near$comatose state as he heals4 $2 all rolls but heals double the amountof )its.

!egeneration Spray)eals minor in%uries almost instantly, restoring 0 )its in a single round does not

heal broken bones or internal in%uries/.

&oison 'eutrali5er This will negate a broad range of poisons and similar alkaloid complexes. This is

a pill that takes effect in 0 rounds after consumption.

Sleep -rugIn%ected or ingested. This puts a person in a deep dreamless sleep for ;dAA

hours, minus one hour per point of (J-. The target can make a (J- !esist Torture @

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-rugs check - 01 to stay awake, but at a $2 penalty to all rolls for the duration rollonce per hour or fall asleep/.

Stun$StimIn%ected or ingested. This counters sleep drug abo"e/ or keep a person wide

awake for ;dA> hours. 9hile using this drug, the person gains a 0 bonus on allStunKShock rolls.

-rug$a$ThugThis is an adhesi"e slap patch. 9hen applied to bare skin, the target must make a

(J- !esist Torture @ -rugs - 01 or suffer a $E penalty to all rolls from acombination of tran7uili5er and mild hallucinogen. If applied to someone who hasalcohol in their system must make a (J- check - ;1 or ha"e a bad reaction and die.

)plosives

!ules are listed under combat.

C$ECost is for ;kg =2 o5/.

-etcord$Cost is for 2m.

 'itrogen JctaiodideCost is for a 2 o5 bottle.

T'TCost is for ; stick.

9ireCost is for a 211m spool.

Charger The charger is reusable.

'ousing

Coffin This is a A#x=#x=# slot in a wall with a thin mattress and pillow. Jriginating inNapan in the late ;DD1#s as a cheap alternati"e to hotel rooms for low$end salarymen and businessmen on the go. For double the cost, you can get one with a +alaxy 'etwork link.Most ha"e "ending machines with new business shirts for =1 credits.

6tilities In the future, all utilities are standardi5ed and their costs regulated by the 6'+.This includes water, gas and electricity. nything more is extra4 see <ifestyle section.

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Lifestyle

Cell &hone &retty much your basic cellular ser"ice. 'o contracts, no hidden fees and nolost signals.

+alaxy 'etwork The replacement for the internet. This connects most colonies and fleetswithin the 6' control. The +alaxy 'etwork also includes T and radio broadcasting it#sT, internet and radio all in one package/. "ailable in a )6- "irtual format for an extra21 credits per month.

&ublic *iosk This computer terminal pro"ides maps and information about the local areaas well as pro"iding a public link for +alaxy 'etwork. ny adult or 7uestionable bylocal standards/ sites and information is blocked.

)ealth &lan Seemingly expensi"e at first, this co"ers all  necessary medical expensesshould the need arri"e. This does not co"er any "anity cosmetic surgery. ll 6'

 personnel get this as part of their salary, and most large companies offer this for free or ata reduced cost.

!roceries

+eneric Stuff It#s not bad, but it#s not the greatest. Common among bachelors, studentsand soldiers li"ing off base.

+ood Stuff good mix of generic stuff supplemented by fresh goods. Common amongyour a"erage household. This is also the standard on military bases and "essels.

Fresh Stuff -aily fresh "egetables and meats. Common among those li"ing on farmcolonies or Sunnyflower "essels.

-ried Stuff &opular with naturalists and those who en%oy outdoor acti"ities. Includes a"ariety of dried or %erked meat, nuts or granola and driedKdehydrated fruits and"egetables. lso commonly snuck into packs by military infantry as a supplement toM!?.

M!? Meals !e%ected by ?"eryone actually Meals !eady to ?at/. Standard fare includedwith infantry packs as well as emergency kits carried by most mecha. Some ex$militarystill insist they are good.

5ehicles

Scooter ;11 kmph, Crew ;, S& >, S-& ;1, ;11 kg cargo or ; passenger, 011 kg, ;11 kmrange, M $=O Jptions ci"ilian na"igation system, radioO

Motorcycle ;A1 kmph, Crew ;, S& >, S-& ;2, ==1 kg cargo or ; passenger, 211 kg, 2A0km range, M $0O Jptions off$road, radar detector, radioO

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Sportbike ;E1 kmph, Crew ;, S& >, S-& 01, ==1 kg cargo or ; passenger, A11 kg, 2A0km range, M $0O Jptions off$road, radar detector, radioO

!acing (ike 0=1 kmph, Crew ;, S& >, S-& ;1, ==1 kg cargo or ; passenger, =21 kg,

>E0.B km range, M $;O Jptions off$road, radar detector, radioO

Cosmobike ;E1 kmph, Crew ;, S& 2, 01 S-&, ==1 kg cargo or ; passenger, ;111 kg,2A0 km range, M ;O Jptions ci"ilian na"igation system, radio, E life support, radardetectorO

Neep ;>2 kmph, Crew ;, S& 01, 21 S-&, A21 kg cargo, = passengers, 0111 kg, E1>.2 kmrange, M 1O Jptions pintle mount, off$road, radioO

)MM9 ;A1 kmph, Crew ;, S& ;1, A1 S-&, ;021 kg cargo, = passengers, 0021 kg,E1>.2 km range, M 1O Jptions pintle mount, off$roadO

Truck ;>2 kmph, Crew ;, S& ;1, 22 S-&, 0211 kg cargo, ; passenger, 2111 kg, E11mile range, M $>O Jptions off$road, pintle mount, radioO

an ;>2 kmph, Crew ;, S& ;1, >1 S-&, B21 kg cargo, up to ;1 passengers, 0211 kg,E1>.2 km range, M $2O Jptions cellular phone, crash control system, entertainmentsystem, autopilot, ci"ilian na"igation system, radar detectorO

(asic Car ;E1 kmph, Crew ;, S& 2, S-& =2, 211 kg cargo, = passengers, ;B11 kg, 2A0km range, M 1O Jptions cellular phone, crash control system, entertainment system,autopilot, ci"ilian na"igation system, radar detectorO

Compact Car ;02 kmph, Crew ;, S& 2, S-& =1, >11 kg cargo, ; passenger, ;>11 kg,E1>.2 km range, M ;O Jptions cellular phone, crash control system, entertainmentsystem, autopilot, ci"ilian na"igation system, radar detectorO

<uxury Car ;A1 kmph, Crew ;, S& E, >1 S-&, 211 kg cargo, = passengers, ;A11 kg,>E0.B km range, M ;O Jptions cellular phone, crash control system, entertainmentsystem, autopilot, ci"ilian na"igation system, radar detector, con"ertible roof with S& ;0anti$ballistic meshO

Sports Car 0=2 kmph, Crew ;, S& E, >1 S-&, =11 kg cargo, ; passenger, ;A11 kg, >E0.Bkm range, M $0O Jptions cellular phone, crash control system, entertainment system,autopilot, ci"ilian na"igation system, radar detector, con"ertible roof with S& ;0 anti$ ballistic meshO

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01;1 01>1 01>2

SedanK<imo ;A1 kmph, Crew ;, S& ;0, A1 S-&, 211 kg cargo, 2 passengers, >11 kgcargo, 0011 kg, >E0.B km range, M $>O Jptions cellular phone, crash control system,entertainment system, autopilot, ci"ilian na"igation system, radar detector, increasedarmor S& 01O

Turbo Fan Net ;,1>A kmph ;>11 kmph for up to 01 minutes at a time/, Crew ;, S& ;1,=2 S-&, ;11 kg cargo, no passengers, 2111 kg, DA1 km range, M ;O Jptions ci"ilianna"igation system, crash control systemO

&ri"ate Net ;>11 kmph, Crew ;, S& ;2, >1 S-&, ;111 kg cargo, up to ;0 passengers,>111 kg, ;011 km range, M $0O Jptions ci"ilian na"igation system, crash controlsystemO

&ropeller irplane 0=1 kmph, Crew ;, S& 2, 01 S-&, =11 kg cargo, ; passenger, E11kg, ;A1 km range, M $>O Jptions ci"ilian na"igation system, crash control systemO

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ehicle JptionsJptions are a"ailable to most "ehicles4 the ones listed under a particular "ehicle aresimply the most common upgrades a"ailable through dealers. ny other option can beadded at a ;1 cost or 8;1 cost if you install it yourself.

rmor upgrade 0111 credits. &ro"ides increased S& or S& to a normally

unarmored area.utopilot 211 credits. 'ot as good as the military one, but it can na"igate basiccourses with ;d;1;1 skill. +ood to use with the ci"ilian na"igation system.

Cellular phone ;11 credits. )as a built in cell phone with an effecti"ely unlimited battery life as long as the "ehicle has power/.

Ci"ilian na"igation system >21 credits. This pro"ides a = bonus to na"igationchecks in ci"ilian areas most colonies, fleets and cities/. -oes not work in militaryrestricted areas4 in fact it sends a silent alarm to nearby military 0km/.

Crash control system 211 credits. This system automatically engages in the e"entof a crash. 6pon impact, the "ehicle deploys airbags much impro"ed since the ;DD1#s/and fire suppression systems into the engine and fuel lines as well as sending a distress

signal out to 21km.?ntertainment system B21 credits. This includes a hi$definition stereo, blu$ray player with ;2 plasma screen display retracts into the ceiling/ and port for a computerto connect to the +alaxy 'etwork.

)o"er capability 21 credits. This replaces the normal wheels with a +?S,allowing the "ehicle to ho"er up to ;m abo"e the ground. This allows the "ehicle toignore mo"ement penalties for mud, snow, ice and any other obstructions of up to 1.2min height. The "ehicle can also tra"el at half speed o"er water.

<ife support ;111 credits. &ro"ides life support for a set number of people for 0days.

Jff$!oad ;1 credits. llows the "ehicle to function well on rough terrain.This grants a 0 M when a"oiding natural ha5ards as well as negating the mo"ement penalty for light brush, rocky terrain and limited snow or ice.

&intle mount 011 credits. 9hile this can be used for hea"y weapons which areillegal for ci"ilians/, the mount can also be used for other gear such as telescopes, sensor packages or loudspeakers.

!adar detector =21 credits. -etects radar within ;1km with a B2 rate. +ood forthose with lead$foot dri"ing habits.

!adio 011 credits. This is a ci"ilian band radio with a 01km range.Space capability ;11 credits. This gi"es the "ehicle space en"ironmental

sealing, micro thrusters and "erniers for mo"ement in space. Included for free is a Milky!oad na"igation system.

Chapter D – CombatThis chapter contains the rules for combat, for all scales. The bulk of this chapter

is copied whole$cloth from Mekton 3eta and a few bits from Cyberpunk 0101,Cyberpunk =.1 and (ubblegum Crisis as needed/, with modifications and special rules pertaining to the Macross uni"erse. If you ha"e the Mekton 3eta book, you can use the prettier charts found from pages EE to ;1D.

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Sourcebook Jne will ha"e additional combat tactics used by the 6' militaries,while Sourcebook Two will co"er tactics used by the 3entran and Meltran forces.

The /asicsThese are the basic rules that need to be understood for combat.

Roun"s

ll combat in Macross takes place in a series of rounds, with each round lastingapproximately ;1 seconds.

&nitiative

t the beginning of each round, all players roll ;d;1 !?F or M! CombatSense or other modifiers. The person with the highest initiati"e total acts first, then thesecond highest, and so forth. ll parties make one action, then after e"eryone has madetheir first action, e"eryone makes their second action in order. dditional actions areresol"ed in the same order.

In the e"ent that two or more characters tie for initiati"e, the one with the higher!?F or M! goes first of the two. If the !?F or M! is the same rank, both players roll;d;1 and the highest roll goes first ties keep re$rolling until someone wins/.

If a character uses an action or both/ to dodge, he does not ha"e to wait for hisinitiati"e to do so. Certain defensi"e maneu"ers do re7uire they take place on thecharacter#s initiati"e order.

Turns % Actions

The character#s opportunity to take action is called a turn. Jn any gi"en turn, thecharacter may take two actions without penalty, and can take additional attacks notactions/ with each subse7uent roll suffering a cumulati"e $2 penalty to the roll total. More

information on the "arious actions is below.

9ith one action, the character may

• Mo"e up to his full M either ground or flight/

• ttack once fire one weapon or group of crosslinked weapons, kick, etc/

• -odge, ?"ade, ?scape or -itch

• +et up from a prone position

• !eplace an ammunition clip

• &ut away a weapon

• <ift or carry something

• 6se a non$combat skill roll such as Tactics or ?lectronic 9arfare

• ?%ect or bail out safely/

• ?nter a mecha and get it running

• Transform a mecha without efficient transformationThe following actions are 7uick enough that they do not re7uire an action to perform

• &arry with weapon, shield or &(S/

• Mo"e up to half his full M either ground or flight/, limit of once per round

• Transform a mecha with efficient transformation, limit of twice per round

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• ?%ect or bail out emergency/

• Take out or drop a weapon

I Can#t MissRt some point, players will come across attack rolls where they can#t miss and

don#t re7uire a roll. Some will try to abuse multiple attacks and call for =1 additionalattacks that round4 since they don#t ha"e to roll, the penalties become pointless.

To put a curb on this nonsense, the +M is encouraged to use the following rule

• Characters cannot make additional actions beyond their base of two actions iftheir !?F is 2 or less, they simply lack the coordination. t !?F A they mayattempt a =rd action with a $= penalty. t !?F E they may attempt a >th action witha $A penalty. t !?F ;1 they may attempt a 2th action with a $D penalty.

Attac,ing

To attack, the character adds his !?F or M! rele"ant weapon skill ;d;1. Ifthe attacker rolls higher than the defender, he hits4 if the defender rolls higher, the attack

misses. Many weapons ha"e a 9 9eapon ccuracy/ modifier that ad%usts the attackroll. If a target is immobile or does not make a defense action, the - to hit is ;2 unlessthe +M decides the target is unusually small see called shots/.

0o"ging % vasion

To dodge, the character adds his -?L -odge @ ?"ade ;d;1 and must exceedor tie the attack roll. 9hile dodging in a "ehicle or mecha, use the appropriate &ilot skillinstead of -odge @ ?"ade. If the player is unaware of the attack, they cannot add their-odge @ ?"ade or &ilot skill to the roll.

-odges ha"e no penalty from front attacks, but ha"e a $; penalty on flankingattacks and a $0 penalty from rear attacks.

Parrying

&arrying is usually a last$ditch effort, since if the parry roll fails, the target will behit ignores near$miss rules/. Shields may parry any type of attack, while melee weaponsmay only parry other melee attacks. &arrying can only be done against attacks from thefront and the flank of whiche"er side the shieldKweapon is on. 9hen parrying with aweapon, the weapon#s *ills are treated as its S& such that each * of damage parriedreduces the weapon#s *ills by one */. Missiles and any area of effect or blast weaponscannot be parried.

&arrying rolls are -?L Melee ;d;1 or M! Mecha Combat ;d;1. &arryingwith a weapon adds the 9, and parrying with a shield adds the -.

parry roll must be used to successfully block an attack with a mecha$scale &&(system. Capital ship &&( Hparries are done with a Crew uality roll or -?L !eflectorSystems ;d;1.

Maneuver Pool

)ighly skilled pilots gain bonus M& points for maneu"ers. These work a bit like<6C* points in that the player must declare that he is using M& points before he makeshis roll, and then must spend at least ; M& on the total e"en if he does not need to.

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For e"ery point of Mecha &ilot the character possesses o"er 2, she gains oneHphantom luck point each round for any piloting roll piloting, dodge, parry/. Somemecha pro"ide a M& pool bonus. This multiplies the pilot#s M& by the allotted amount.6nused points do not carry o"er into subse7uent rounds.

For example F pilot with Mecha &ilot ;1 gains fi"e M& points each round for

any piloting roll. If she were to pilot a F with M& ;11, she would ha"e ;1 M& points per round. If she pilots a F with M& 011 she would ha"e ;2 M& points.

Attac, Ranges

ll ranged weapons are listed with their effecti"e combat range, to which theymay fire with no range penalty. !anged weapons ha"e a maximum range, e7ual to theircombat range s7uared range x range/, to which they may fire with a $> range penalty.For instance, most of the +6 gunpod series weapons ha"e a combat range of 2 hexes, butthey can fire out to 02 hexes at a $> penalty.

Some weapons ha"e the <ong !ange trait. Such weapons can fire up to theirmaximum range with no penalty to hit. Jne example is long$range missiles. They ha"e a

combat range of ;0B hexes A=21 meters/. They can fire out as far as ;A,;0D hexesE1A,>21 meters/ with no penalty to hit. Most capital ship weapons are effecti"ely longrange, but ha"e sufficient power to keep it within combat range.

 0amage

9eapons inflict either a set amount of *ills for mecha scale or inflict a dice poolof )its for human scale. !oadstriker$scale mecha sometimes see a mix of *ill and )itweapons. More information is found in the cross$scale combat section below.

#topping Po+er S&/rmor pro"ides an amount of S&, or stopping power. 9hen an attack hits a target,

the damage is reduced by an amount e7ual to the armor#s S&. For instance, a mecha withS& 2 armor gets hit for B *ills of damage4 the armor stops 2 *ills, so only 0 *ills get in todamage the internal ser"o.

Martial Arts % -narme" CombatMartial arts grant bonuses to certain attack or maneu"er types. ?ach martial art

has a cost multiplier4 which means that the person with martial arts must pay the normalcost to increase his martial arts skill by the multiplier. (esides the ob"ious benefits tosome maneu"ers, he may add his martial arts skill to all damage totals. This list is fairlyshort and simple4 if you ha"e access to Cyberpunk &acific !im you can use the extendedlist of martial arts found there.Martial rt #tri,e >ic, /loc, 0o"ge Thro+ 'ol" scape Cho,e #+eep !rapple*arate 0/Nudo ;/(oxing ;/Muay Thai >/Choi <i Fut =/ikido =/*ung Fu =/Tae *wan -o >/

Sa"ate 0/9restling ;/

0$$===$$=$$$$

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0$$=00>0;$$

$$;;$$;=$$;$$

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Capoeira ;/ ; 0 0 0 $$ $$ $$ $$ $$ $$

 'ote that 9restling uses the 9restling skill and (oxing uses the )and$to$)and skill or(rawling/ instead of using the Martial rts skill.

-narme" Combat an" 0amage

6narmed attacks inflict a base of ;d> bruise damage plus ST! modifier andmartial arts skill if applicable. ll unarmed damage is reduced by the target#s (TM to aminimum of one. (TM reduces damage after  any body armor.

?xample a human ST! mod 0, martial arts 2/ is fighting a microni5ed3entraedi (TM $=/4 the human hits, and rolls ;d>> stun damage ;d> base, 0 ST!mod, 2 for martial arts, $= target (TM/. If the 3entraedi is wearing hard armor, thedamage would be reduced e"en more.

#tun vs. >illing 0amage

9hen a person is hit by low$"elocity impacts, he suffers bruise damage stundamage/ rather than wound damage killing damage/. &unches, kicks, thrown bottles,tonfa, barstools, pool sticks, etc inflict temporary bruising damage4 getting hit by a car orfalling fi"e stories to the pa"ement still inflicts wounds.

(ruise damage heals itself at a rate based on your !?C stat. !est doesnPt meansleep, but it means nothing more strenuous than reading or watching T. person cantake as much bruise damage as he has )its. 9hile hotKcold packs can ease the pain from bruises, they donPt actually heal them faster. (ruises lea"e discoloration well after the bruise damage is healed.

If a person takes more bruise damage than he has remaining )its, then the excessdamage becomes wound damage. ?xample person has ;2 )its to his torso and hesuffers a total of 01 bruise damage4 the remaining 2 then become wounds killingdamage/ and he is likely knocked unconscious.*nock Jut If the head or torso is reduced to 1 )its by bruise damage, the person isknocked unconscious no resist roll/.Sprained <imbs If a limb is reduced to 1 )its by bruise damage, that limb becomessprained and suffers a $= penalty to all rolls to use it. Sprains last longer than the normal bruise damage4 each week that the limb isnPt o"erworked, the penalty reduces by ;.(allistic Mesh (allistic mesh armor pro"ides 1 S& against bruising. In fact, any bulletsstopped by ballistic mesh inflict bruise damage rather than wound damage.

Some systems of Fu5ion will refer to armor as S& for stunKbruise damage or *-killing defense/ for killingKwound damage. They are interchangeable.

Movement

$al,ing Mecha

6sing a mecha#s legs for propulsion has three ad"antages o"er flight. First, youmay mo"e up to half your ground M in combat each round without using up an actionor mo"e your full M and get one action with no penalties. Second, you can attempt togain co"er while on the ground. Third, because leg mo"ement is relati"ely slow, the player suffers no 9 penalties for high$speed combat.

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9alking does ha"e some difficulties on less than fa"orable terrain. For instance, amecha trying to wade through deep mud only mo"es at one$third of its normalM rate.

Terrain M &enaltyJpen grass, pa"ement, shrubbery, plains, etc./ x ;K;

!ough light woods, mountain, boulders, rubble, etc./ x ;K0!estricti"e dense woods, snow, mud, %ungle, water, etc./ x ;K=

0riving 9heels @ Treads/-ri"ing systems are relati"ely cheap, and enhance your mecha#s ability to mo"e

on the ground. 9heels add 0 ground M on a mecha but re7uire relati"ely le"el groundto work on. Treads add no M bonus, but they do not suffer terrain M penalties onanything other than water and swamp. 6sing either system takes up one action regardlessof the M mo"ed.

9hen dri"ing, the following modifiers are used. Modifiers are cumulati"e4 thusdri"ing down an icy road when it#s snowing and the dri"er is hurt is - 00.

-ri"ing !olls Modifier(ase -ifficulty ;29et road 0Terrain obscured 0 includes snow, fog, smoke, etc/ery tight turn 0-ri"er wounded 0Jil, ice or other slick =6nder attack =<ost control last turn 2&erforming a %ump 2)ydroslick 2

!#

+round ?ffect Systems, including the mo"ement used by a "ariable fighter ingerwalk configuration, allow 7uick mo"ement on ground and water. +?S does incur thehigh$speed combat penalties for flight, but allows the mecha to use co"er as if it werewalking. Furthermore, a +?S ignores M penalties for anything other than dense forestsand %ungles. +?S has a maximum altitude of 21m. ariable fighter thrusters can be usedas +?S in gerwalk and battroid configuration.

6light

ny mecha with a flight speed of M E or higher is capable of maintaining flight.Flying mecha cannot make use of co"er +M may allow co"er near capital ships ordebris fields in space/ and suffer high$speed combat penalties to 9. It takes ; turn per;0 M to accelerate or decelerate safely/. This penalty increases by ; for e"ery E Mo"er E.M 9 &enaltyE.;A $1;B$0> $;02$=0 $0

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==$>1 $=>;$>E $>>D$2A $22B$A> $AA2$B0 $B

B=$E1 $EE1$EE $DED$DA $;1DB$;1> $;;

<ump(ets

Nump%ets are defined as thrusters that ha"e M less than E. 9ith %ump%ets, thecharacter can mo"e up to their full %ump M with one action, but will always land on theground or some other surface. The character can use the M of his %ump%ets with a single %ump, or se"eral smaller %umps as long as the total distance does not exceed his total Mcapability.

In a 5ero$+ or microgra"ity en"ironment, %ump%ets can function as normalthrusters at a rate of half their M per action used i.e. M A %ump%ets can function asM = thrusters, but an action must be used each round to maintain mo"ement/.

$eapon Travel Times

6seful to know if someone tries to outrun a missile swarm.(eam 9eapons 8 reach the target instantly&ro%ectile 9eapons 8 tra"el at M =1 ;.2 km per turn/Missiles @ Torpedoes 8 tra"el at M >1 0 km per turn/)yper"elocity 8 reaches maximum range at the end of the turn it is fired

Movement Concepts

Jk so we now know that things in Mekton, cor"ette, starship and someroadstriker scale mo"e in 21m QhexesQ in a M rate of ; M V ; 21m hex e"ery ;1seconds or 2mKs/. So to get you to wrap your head around %ust how fast stuff is, take alook at this chart.MA ,ph *otes

>AE;1;0;>;A

;E010;000A0D=1=>=E

B0;1E;>>;E1=10>2>A=>

E>0;1E1;00>;=>A;D2A00>>0B11=221>2;=

Mach ;.1Mach ;.;4 &luto escape "elocity

Mach ;.AMach 0.1Mach 0.=Mach =.1

Mach =.E4 Mercury escape "elocity

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>1>0>>>A>E>D

21202>2B2EA;A>

AA.2AD

B;.2B>

BA.2BE.2E1E;E=E>E2EBEDD;D=D2

;1=;1D0>BBD1

;AB10EE1

>BB=22D>A;BBABD1B>=1BBA;

E;11EBDED20A

;1,AB1;;,1AA;0,0DB;=,2D=;>,B0=;2,EDB;B,;;B;E,=E;;D,AD;01,BB;0;,A1100,;A;0=,=1A0=,EED0>,>E102,AE00A,D;=0E,;B=0D,A>0=1,BE1=A,==E>1,E;10;>,011

0,0=1,111

;1,11D,DE10D,E1E,111

Mach >.;Mach >.BMach 2.1Mach 2.BMach A.1

Mach A.=4 red giant escape "elocity

Mach A.EMach B.;4 <unar escape "elocityMach E.1

Mach E.B4 enus escape "elocityMach D.1Mach ;1.1Mach ;;.;Mach ;0.1Mach ;=.1Mach ;>.1

Mach ;2.14 Mars escape "elocityMach ;A.1Mach ;B.1

Mach ;B.A4 6ranus escape "elocityMach ;E.;Mach ;D.1

Mach ;D.24 'eptune escape "elocityMach 01.1Mach 0;.1Mach 00.1Mach 0=.1Mach 0>.1Mach 02.;

Mach 0D.A4 Saturn escape "elocityMach ==.=4 ?arth escape "elocity

Mach ;B2.E4 Nupiter escape "elocityMach ;E0=.D4 Sol escape "elocity

Mach E;BE4 neutron star escape "elocityMach 0>,=2=4 black hole escape "elocity

Nust so you know, M 0EE1 is the speed of light, and you canPt go that fast.

Attac,ingThe mechanics of attacking are listed under the basics abo"e/. This part co"ers

all the extra little things a character can do while attacking.

Calle" #hots

6nless a called shot is made, the attack will hit the TorsoKMain )ull locationexcluding failed parry rolls/. Called shots allow the character to deliberately strike other

locations that may be weaker or more important to disable 7uickly. If a called shotmisses, the attack misses completely rather than simply hitting the TorsoKMain )ull.<ocation 9 &enaltyrmK<egKTailK&od $=)ead $>9eapon $>Thrusters $>Sensors $2

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JtherW $2W This includes "ery small targets such as weaponKshield mounts, headlights and

the like.

Range" $eapons

For clarification, ranged weapons re7uire the defender to be in range, within theweapon#s firing arc at the beginning of your turn, and you must ha"e <JS. The +M mayallow the character to fire blind through obstructions with a $2 9 penalty and onlyinflict half damage excluding missiles or blast ammunition/. Some weapons are madefor indirect fire and ignore the <JS rule.

Automatic $eapons

9eapons that ha"e a ( can be fired in either full or semi automatic modes. 6sedin semi$automatic mode allows the attacker to fire a single round assume 2 single rounds per ammo count/ and make called shots. 9eapons on full$automatic cannot make calledshots.

Mecha weapons with a ( that list an ammunition count means the weapon firesthat many bursts, and ignores the abo"e 2$round burst rule. 6nless specified in theweapon#s description, such weapons cannot make single$round shots.

(urst FiringMany pro%ectile and energy weapons ha"e a (, which indicates that the weapon

fires a burst of multiple rounds. For each number o"er the number needed to strike thetarget that the roll is made, the target suffers an additional hit from the weapon at the basedamage, up to the ( "alue. Thus with a (> weapon, if the player needs a ;2 to hit anopponent and rolls a total of ;B, not only does he hit with the primary round, but also hitswith an additional 0 rounds one for ;A and one for ;B/ and damages the opponent a totalof three times, possibly in different locations.

d%usted (urst Firingutomatic weapons may also be used to fire a Hspray across multiple hexes.

These hexes must be ad%acent to each other. -i"ide the ( by the number of hexes firedinto to see how many shots go into each target, with any left o"er amount automaticallygoing into the first hex fired on. For instance, firing a (A weapon across 2 hexes willfire two into the first hex and one into each of the remaining hexes.

To hit the targets, the attacker makes a single attack roll, while each defendermakes a defense roll as normal. ?ach target is sub%ect to normal ( rules at half theweapon#s normal ( rounded down. Firing a spray takes up 0 bursts worth ofammunition rather than %ust one.

?xtended (urst Firing9eapons with a ( can typically fire an extended burst. Jne such instance is in

the beginning of Macross when )ikaru continuously fires his gunpod at a !egult in onelong burst until the ammunition is expended.

n extended burst re7uires both attacks for a round and pre"ents the attacker frommaking any defense rolls. The extended burst expends four bursts of ammunition and

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increases the ( of the weapon by ;11. If the extended burst is maintained, eachsubse7uent attack roll gains a 0 9 bonus.

In the abo"e example, )ikaru holds down the trigger and expends four bursts ofammo to increase his +6$;; to (A. 6nfortunately, he was unskilled in mechaweaponry and wasted most of the shots.

#hotguns

Shotguns use slightly different rules than other firearms. Single barrel shotgunsinflict normal damage to two locations of the target use the chart below/. -ouble barrelshotguns can either inflict normal damage to two ad%acent hexes or inflict double damageto a single target. For example, a double barrel shotgun can inflict ;d;1 damage to twolocations on two targets in ad%acent hexes, or inflict 0d;1 damage to two locations of asingle target.d;1 <ocations )it;$0 Torso @ )ead=.> Torso @ <eft rm

2.A Torso @ !ight rmB.E (oth <egsD.;1 Torso x0

Roc,ets8 Missiles an" Torpe"oes

6nlike all other weapons, a mecha can fire off an entire rack or possibly multipleracks of missiles in a single attack unless otherwise specified in the mecha#sdescription/. This means an opponent can suddenly find himself up against sal"os of upto ;11 or more missiles at onceR barrage of missiles is referred to as a sal"o or "olley,or affectionately called QMacross missile massacreQ. Called shots cannot be made withmissile sal"os, but can be made with indi"idually fired ones.

The attacker rolls to hit as normal. Missile sal"os are treated a little like a (weapon 8 di"ide the total number of missiles fired by ;1 and round to the nearest wholenumber o"er 14 the target is hit by this many missiles for each number o"er the minimumattack roll needed that the attack roll comes up, up to the total missiles fired. Jnce thetotal number of missiles that hit is determined, roll on the random hit table with eachsuccessi"e group of missiles mo"ing up or down the chart by one attacker#s choice/.

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?xample The attacker needs a ;2 to hit the target and rolls an ;D. The defender ishit by > groups of missiles. roll on the random table comes up = torso/. The othergroups will hit either locations 0 $ ; $ ;1 or > $ 2 $ A at the attacker#s choice.

9ide ngle Missile Spreads

Capital ships and some mecha/ can fire sal"os of hundreds or thousands ofmissiles in a single attack. This makes the hit rolls to gain full power of their shots nearlyimpossible4 how do you roll ;11 o"er the - to hit to get all the missiles to hit: 9henfiring a large sal"o of missiles 01 or more/, the attacker can choose instead of targeting asingle target or hoping for all missiles to lock onto a target see cross$scale combat below/ to set the missiles to detonate in an area and hit anything there.

Missiles with a blast radius already set will detonate in a pattern that o"erlapssomewhat, granting a (last rating e7ual to half the missile "olley fired. Missiles without a blast radius will get a (last rating e7ual to ;K;1th of the missile "olley fired.

-efense s. Missiles

-efending against missiles can be dealt with in four different methods. ll fourtypes of missile defense re7uire one action per attempt.The first and most common method is to shoot them down. Since most missile

"olleys tra"el within blast radius of each other, shooting down a single missile can potentially take out the whole "olley. To shoot down missiles, the player must use a pro%ectile or energy weapon with a ( burst "alue/ and roll M! Mecha 9eaponry 9 ;d;1 against the attack roll of the missile "olley. If the weapon used is notHphalanx "ariable or Hall purpose, the character suffers a $2 penalty to the roll total. Foreach point that the attack roll exceeds the attack roll of the missile "olley will shoot downone missile assuming that the missiles only ha"e ;* each/ and has a B1 chance ofdetonating the rest of the "olley. "olley of at least Y the missiles to be shot down may be used, but only if the missile is countermissile capable normal penalties if it isn#t/, andhas ;11 effecti"eness in destroying the incoming "olley. !emember that the ad"ancedhigh$maneu"erability missiles can dodge attempts to shoot them down.

The second defense is to dodge the missile "olley. The pilot makes a M! Mecha &ilot ;d;1 roll against the attack roll for the missile "olley. If the pilot succeedsin making his dodge roll, he a"oids being hit for one round. Many missiles ha"e only aone$round tracking capability, although the more ad"anced )M type missiles see TechManual/ will seek the target for multiple rounds. ?ach chaffKflare used in a dodge attemptwill increase the effecti"e dodge roll of the pilot by =.

The third method is to e"ade, or Hditch, the missile "olley. This is more effecti"ethan dodging, but is more difficult. The pilot makes a dodge roll as abo"e with a 8= penalty due to the timing re7uired. For e"ery point on the total roll that exceeds the attackroll for the missile "olley will cause one missile to either Hlose lock or hit other targetssuch as the ground, cliff sides or a capital ship/. ?ach chaffKflare used in an e"adeattempt will automatically distract up to =* worth of missiles.

The fourth method is to use an anti$missile ?CM suite. The player rolls his I'T ?lectronic 9arfare ?CM alue ;d;1. number of missiles e7ual to the ?CM alue plus the amount the ?CM roll exceeds the attack roll of the missile "olley will Hlose lock

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and are lost. Many dual$seat mecha are designed to ha"e the passenger take care of ?CMattempts so that the pilot can focus on combat.

Jptional cinematic missile rule If the +M wants missiles to be more of a threat,as shown in the "arious Macross anime, all missiles are treated as Hseek and will follow

their target for a number of rounds e7ual to the *ills of damage they inflict ;d;1 ;0skill/. )igh$maneu"erability missiles will track for an additional 2 rounds ;d;1 ;Askill/.

Crosslin,e" an" Mate" $eapons

9eapons that are crosslinked or mated together can be fired together as if it werea single weapon. Jnly one attack roll is needed, and it counts as a single action.Crosslinked weapons still re7uire an attack roll for each weapon although mated weaponsuse a single attack roll a"erage the 9 modifier/.

Thro+ing

Mecha can throw items weighing up to half of their arm ser"o#s *ills roundedup/, modified as follows9eight round up/ ModifierY ton 0 hexesX ton ;; ton 10 tons $;> tons $0E tons $=

&n"irect 6ire

Indirect fire is not aimed at a target, but rather a gi"en hex. This has twore7uirements. First the weapon must ha"e a blast rating. Second, the weapon must be ableto fire in an arc 8 thus must be a missile, grenade or pro%ectile weapon. The attacker rollshis +I< thletics 9 ;d;1 or M! Mecha 9eaponry 9 ;d;1 against adifficulty based on range.-istance !ange -ifficulty;$0 )exes &oint (lank ;1=$> Close ;22$E Medium 01D$;A <ong 02;B ?xtreme =1?nemy is not in sight, but is in "iew of an ally 2 -iff/?nemy is not in sight, or behind co"er ;1 -iff/

9hat makes indirect fire weapons so dangerous is that the effects of o"erpressure,fragmentation and shockwa"es cannot be dodged. If the defending mecha has a largeshield - 81/ or a &(S he may attempt a parry roll if he hunches down behind theshield and prays for the best. successful parry inflicts half damage to the shield andhalf damage to the Torso.

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If an attack roll with an indirect fire weapon misses, consult the charts below todetermine which direction and how far the attack de"iated. thrown grenade can ne"erde"iate behind the defending mecha 8 if that result is rolled, the grenade is dropped or bounces back into the attacker#s hex.dA -irection from -efender

; Forward0 !ight forward flank  = <eft forward flank  > !ight rear flank 2 <eft rear flank  A !ear attacker#s hex if a thrown grenade/

The amount by which the attacker#s failed roll to strike with an indirect fireweapon determines how far from the target the attack de"iated.!oll -istance from -efender;$0 ; hex=$2 0 hexes

A$D = hexes;1 > hexes

Area ffect $eapons

ll indirect fire weapons see abo"e/ and other weapons with a (last rating. (lastweapons are treated a bit different from standard weapons. !ather than inflicting basedamage to a single location, they inflict lesser damage to multiple locations on a thetarget in each co"ered hex/.

?"ery 2*, or partial thereof, of a blast weapon is allotted to different possiblelocations. For instance, a B* blast weapon will inflict 2* and 0*, while a ;D* blast willinflict =x 2* and >*. !oll random hit location for each part of the blast damage.

Melee an" -narme" Attac,s

To use a unarmed or melee attack, the defender must be in the ad%acent hex. llsuch close$combat attacks are automatically called shots with no penalty. This rule onlyapplies to body locations4 extra$special locations such as sensors or eyes must usestandard called shot rules.

Armor Piercing

9eapons and ammunition sometimes ha"e the & 7uality, meaning that thedefender#s armor S& is only considered half round up/ "alue for the purpose of armor penetration. For example, armor with S&2 attacked with & rounds is only consideredS&= to determine if damage gets through to the ser"o underneath.

$eapon 'eating

Many references exist to weapon cooling systems, which of course meansweapons get hot when you fire them. This is an optional rule. 9hen a weapon is fired, itgenerates a certain amount of heat. Jnce a weapon o"erheats, it cannot fire until it coolsdown. 9eapons can tolerate a number of Hheat points e7ual to its *ills x2. burst stillcounts as a single shot for generating heat.

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9eapon )eat per shot(allistic e7ual to maximum damage?nergy X of damageMissiles X of "olley launched?xtended burst 21 heat

)eat dissipated Condition; per round 'ormal0 per round ?nhanced cooling system; per round 6nderwater  0 per round Juter space

For instance, a +6$;; gunpod in space can inflict as much as D* per burst. Firingthe gunpod twice in one round while in space nets ;E points of heat. t the end of theround, the gunpod dissipates = heat ; natural, 0 for being in space/. Jn the next round,the F fires an extended burst. This can inflict up to 0B*, and will generate a total of >1heat and shut down the weapon.

Weapon heat simplified  simpler rule is the weapon o"erheats if it is fired a number of consecuti"e timese7ual to its *ills x=. Thus a +6$;; gunpod that is fired nine times in a row cannot befired again until it is allowed to cool for one round.

Jptionally, if a ; is rolled for attack, the +M may decide the weapon haso"erheated as the penalty.

)plosives

?xplosi"es are the big bang that the military uses to blow up bridges, clearlanding 5ones, destroy buildings and in general make loud boomsR -emolitions is theskill used to utili5e explosi"es in the correct manner.

There is a table below this text with the different explosi"es, their damage perounce applied to a target, the blast radius per ounce, whether the explosi"e type can betamped, and the stability of the explosi"e. There are further tables that ha"e the costs and7uantity of explosi"es, detonators etc. <isted (elow are se"eral different types ofexplosi"es to use as an example.

C$E &lasti7ue explosi"e This is the most common sort of explosi"e. It is the most stableand ad"anced explosi"e of its type. C$E does ; kill and ; meter of blast radius per ounceapplied to the target. It must be set off by a smaller explosion such as that created by a blasting cap. It will burn but not explode if exposed to an open flame. It may be tamped.-etcord$ C$E formed into a cord that can be wrapped around an ob%ect which acts astamping. It does 0* and one meter of blast radius for each meter used. Nust like C$E itmust be detonated with a blasting cap. 'itrogen Jctaiodide n explosi"e that is in li7uid form. It is "ery stable if kept out ofthe air. It becomes "ery unstable when exposed to oxygen. ?"en a slight "ibration willdetonate it after exposure to oxygen. It does =* and a 0 meter blast radius for e"eryounce used. It cannot be tamped. It can be detonated in any manner.T'T The old standby. The explosi"e that has lasted through the centuries. T'T is "erystable unless it is old. In which case it becomes more unstable the older it gets. T'T is

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manufactured in sticks. Jne stick will cause ;* of damage and has a ; meter blast radius.It must be detonated by blasting cap or fuse. Jpen flame will cause it to detonate. T'Tcan be tamped.

0etonators

-etonators are the items used to set off an explosi"e. There are se"eral differenttypes of detonators a"ailable. From a simple lit fuse to a high tech radio controlleddetonation system. They are listed below.

Fuse Fuses are fast burning threads of flammable material that can actually detonatesome explosi"es or set off a blasting cap to trigger an explosi"e detonation. Fuses can be bought as either standard or water$proof "ersions.Timer nother type of detonator is a timer. It is basically a small stop watch with a blasting cap wired to it. It can be set anywhere from 2 seconds to 0> hours. It is water$ proof.(lasting Cap  small explosi"e de"ice similar to a fire cracker that is used to detonate

explosi"es that re7uire a smaller explosion to set them off. They can be triggered byeither a fuse or an electrical current.

Comman" 0etonators

command detonator is one without a preset timer or a fuse. The detonation ofthe explosi"e is entirely up to the person holding the detonation de"ice by pushing a button, sho"ing down a plunger, or turning a hand crank etc. -ifferent types of commanddetonators are listed below.

9ire wire command detonator consists of a wire with a blasting cap on one end and acharging de"ice on the other such as a plunger or clacker. 9hen the charger is acti"ated itsends an electrical current down the wire which detonates the blasting cap.!emote control remote control detonator is much like a wire command detonatorexcept without the wire. ItPs done by radio signal. The range of the transmitter and thenumber of fre7uencies it is capable of working on "aries according to price. The recei"erscan be set to any fre7uency the owner wishes.

#tability

The stability of an explosi"e is its ability to withstand "ibration, shock, or e"enanother explosion without detonating itself.ery stable 9ill not explode if %olted or %arred. May explode if exposed to anotherexplosion on a ; on ;-;1.Stable 9ill not explode when %olted or %arred. May explode if it encounters anotherexplosion on a ;$> on ;-;1.Fairly stable 9ill not explode if %olted or %arred. May explode if exposed to anotherexplosion on a ;$A on ;-;1.Fairly unstable May explode if %olted or %arred on a ;$0 on ;-;1. May explode ifexposed to another explosion on a ;$E on ;-;1.6nstable May explode if %olted or %arred on a ;$> on ;-;1. 9ill explode if it is exposedto another explosion.

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ery unstable May explode if %olted or %arred on a ;$B on ;-;1. 9ill explode if exposedto another explosion.

Tamping

Tamping is the process by which a charge is shaped and molded or ob%ects placed

o"er the charge in order to direct more force of the explosion into the target. The gameeffect of tamping is that the explosion will cause ;.2 times the normal damage to thetarget. To tamp a charge is an a"erage demolitions skill check. If a charge is tamped, it isno longer considered area effect.

EXPLOSIVES STATISTICS

EXPLOSIVEDAMAGE PER

OUNCE

BLAST RADIUS PER

OUNCETAMPING? STABILITY

C-8 1K 1 METER YES STABLE

DETCORD-A 2K* 1 METER** NO* STABLE

NITROGEN

OCTAIODIDE 3K 2 METERS NO VERY STABLE*

TNT 1K*** 1 METER*** YESFAIRLY

STABLE****

* See description **Per eter !sed

*** Per stic" ****#oes do$n 1 %e&e% o' st()i%it per e(r o' (+e,

)plosives 0esign

ny character with a chemistry skill or a demolitions skill of 2 or better may tryto create their own explosi"es. The basic difficulty of this roll is ;2. Charts for

determining the difficulty modifiers of creating the desired explosi"e are pro"ided below.-ifficulty modifiers are based on the form the explosi"e is to be in such as solid, li7uid,or gas. The damage per ounce wished. The stability of the explosi"e and if the typical blast radius of ; meter per kill is ad%usted either up or down.

Three successful skill rolls must be made in order for the desired explosi"e to becreated. If one skill check is failed then the explosi"e will not work as it should. It is upto the game master what sort of effect will result. If two of the rolls are failed then thereis a 21 chance of an explosion resulting. If all three rolls are failed then an explosionwill result. If at any time during the three skill checks a critical failure is rolled then anexplosion will result.

If an explosion occurs during the creation of the explosi"e then the damage of the

explosion will be e7ual to ;K0 of the intended kill "alue of one ounce of the explosi"e.(ase - V ;2

; - per *ill per ounce; - per meter of blast added or remo"ed

FormSolid $0 -&owder 1 -<i7uid ; -

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+asKerosol 0 -

Stabilityery 6nstable $2 -6nstable $= -

Fairly Stable $; -Stable = -ery Stable 2

)tra Cre+Some mecha re7uire, or allow, extra crew beyond the main pilot. This grants

certain bonuses and benefits.In the case of aircraft, including "ariable fighters, this second crewman is a !IJ

radar intercept officer/. This person is trained to run communications, computeroperations, ?CMK?CCM, deploy countermissiles, operate the pinpoint barrier and helpthe pilot in tracking enemy units. )a"ing a !IJ grants both the pilot and !IJ an extra

action per round three each/, but imposes a $0 penalty to both member#s !?F rolls. (oth players can spend 0 J& to negate this penalty, representing that they ha"e workedtogether long enough to function smoothly. If either person is replaced, the penaltyreturns until the +M feels the new pair has worked together long enough to regain suchsynergy.

The )9! Monster series of destroids re7uires a crew of three to function properly. This includes the commander, gunner and pilot. The pilot co"ers all pilotingand dodge rolls, while the gunner operates all weapon systems. The commander functionssimilar to the !IJ, but can make a <eadership roll at - ;1 to negate the !?F penalty.The commander can grant two additional actions per round, which he can assign tohimself or either of the other two crewmen.

)9!$11$Mk II Monster cockpit

Mecha >ung 6uMost "ariable fighters are nimble enough to mimic the range of human motion

needed to perform combat maneu"ers, although destroids do not. 6nless the pilot has theMartial rtist talent and ranks of a martial art form, they may only perform similar basicattacks while piloting their mecha. ll unarmed attacks use M! Mecha Combat 9 ;d;1. 9hile in space, the "erniers and main thrusters of the mecha pro"ide the

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e7ui"alent mo"ement needed for a maneu"er. -amage modifiers are based on the ser"oused.

Specific attacks can target other locations of a target depending on the situation.For example, a mecha can punch another mecha only in the legs if the target is higherthan the attacker. ll locations assume both combatants are standing on e7ual ground.

)and StrikesThis includes all basic punches and strikes using the arm ser"os. ll punch attacks

are automatically called shots, but use the listed 9 modifiers in place of the standardcalled shot table.&unch 8 )ead, Torso and rms only. 81 9Claw 8 )ead, Torso and rms only. 81 9Nab 8 Sensors only. 82 9, ;* 

*ick ttacksThis includes the basic kick as well as se"eral fancy martial arts leg strikes. <ike

 punches, these are automatically called shots and use the 9 listed.*ick 8 <egs only. 81 99heel *ick 8 Torso only. 8; 9, ;* Crescent *ick 8 )ead and rms only. rm shot causes the mecha to drop what is in thathand. 80 9, 0* Thrust *ick 8 Torso only. *nocks the defender back ; hex. 8= 9, =* Spin *ick 8 )ead only. 8> 9, >* 

*nockdownThis includes throws, slams, trips and sweeps.

Throw 8 9 is 8; per ;1 tons hea"ier the defender is o"er the attacker. The defender isthrown into an ad%acent hex and loses one action, but suffers no damage.Slam 8 9 is 80 per ;1 tons hea"ier the defender is o"er the attacker. The defender isthrown into an ad%acent hex and loses one action. 0* Trip or Sweep 8 *nocks the defender down with no damage. ; 9

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+rapplingThis includes grabs, pins, bear hugs, entanglements and dismemberings.

+rab 8 Take one ob%ect from the opponent or pick up a human $2 9/ 8; 9&in 8 &ins one arm or leg of the opponent with your own such as an arm lock/. 81 9(earhug 8 &ins both of the defender#s arms to their sides with your own. 8; 9

-ismember 8 ttempt to rip a ser"o clean off the defender. This attack ignores thedefender#s armor, and the damage is dependant on the defender#s ser"o class and theclass of your mecha#s paired ser"os used in the attack. Can be used on all ser"os exceptthe torso. 80 9

 Mecha Dismemberment Table attacker on top, defender on side/S< <9 ST! MS )S M9 <) M) ) S) Mg)

S< ;* 0* =* >* 2* A* B* E* D* ;1* ;;*  

<9 1 ;* 0* =* >* 2* A* B* E* D* ;1*  

ST! 1 1 ;* 0* =* >* 2* A* B* E* D*  

MS 1 1 1 ;* 0* =* >* 2* A* B* E*  

)S 1 1 1 1 ;* 0* =* >* 2* A* B*  

M9 1 1 1 1 1 ;* 0* =* >* 2* A*  <) 1 1 1 1 1 1 ;* 0* =* >* 2*  

M) 1 1 1 1 1 1 1 ;* 0* =* >*  

) 1 1 1 1 1 1 1 1 ;* 0* =*  

S) 1 1 1 1 1 1 1 1 1 ;* 0*  

Mg) 1 1 1 1 1 1 1 1 1 1 ;*  

Full (ody ttacksStomp 8 6sed to s7uish gun emplacements, cars, and unfortunate bystanders. If the attacksucceeds, the target is no more. If used on a prone mecha, use kick rules instead. 82 9Tackle 8 *nocks the defender into the next hex and he loses one action. Causes nodamage. ttacker must ha"e arms. ; 9

!am 8 Inflicts damage to both the attacker and defender based on the attacker#s mass;* per 0M mo"ed that action takes up only one action to ram/. The hea"ier mecha isleft in that hex after the attack, with the lighter one bounced into an ad%acent hex.

Rammer Target 0amage

;$0D tons =* to each

=1$>D >*  

21$AD 2*  

B1$BD A*  

E1$ED B*  

D1$DD E*  

;11 D*  

-rop 8 This a dropkick onto the target from abo"e. Inflicts the same damage as a ram, but the attacker takes no damage. ttacker must ha"e legs. 80 9

Cross:#cale CombatThere are se"en scales of si5e used in Macross. uite often characters will find

themsel"es fighting opponents of a different scale, such as "ariable fighters against acapital ship or humans against macroni5ed 3entraedi.

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First, the +M must identify which scale the attacker and defender are in, and thencompare them to the chart to see what 9 modifier they get.Tiny 8 includes small animals, some drones and toddlers)uman 8 includes all micronians!oadstriker 8 includes macroni5ed 3entraedi

Mekton 8 includes all but a few mechaCor"ette 8 includes shuttlecraft and some smaller scout shipsStarship 8 includes the bulk of capital ships?xcessi"e 8 includes a few 3entraedi "essels and automated factory satellites&lanetary 8 it could happen

ut of #cale Mo"ifiers

s shown by the table, this gi"es mecha a fairly decent chance against capitalships4 the A bonus helps a mecha to score armor$ignoring shots fairly regularly seeStarship Combat rules below/, assuming they can sur"i"e the CI-S or inflict enoughdamage to matter. 9hile a human is almost guaranteed a critical hit against a starship, he

has to ha"e a weapon capable of inflicting sufficient damage must inflict *ills damage/.Attac,er vs. Target Mo"

Man "s. !oadstriker =

Man "s. Mekton A

Man "s. Ship ;0

!oadstriker "s. Man $=

!oadstriker "s. Mekton =

!oadstriker "s. Ship D

Mekton "s. Man $A

Mekton "s. !oadstriker $=

Mekton "s. Ship A

Ship "s. Man $;0Ship "s. !oadstriker $D

Ship "s. Mekton $A

ut:of:#cale $eapon Accuracy

bbre"iated as JS9a, when one scale attacks different scale, there are bonusesor penalties based on the si5e difference. 9hat if you are using a weapon that is not yourscale: For instance, some mecha ha"e anti$personnel machineguns that inflict )its ofdamage. )ow does this work:

6sing a weapon of a smaller scale 9hen you attack with a weapon that is of a smaller

scale than what you are currently attacking as, you ignore penalties but you gain no bonuses.

?xample Gou are piloting a destroid x; scale/ with an anti$personnel x;K;1scale/ machinegun at some infantry. If you were to fire a particle beam cannon x; scale/at them, you would ha"e a $A penalty to hit, but if you are firing the machinegun at themyou would ha"e a $1 penalty because that weapon is scaled to infantry. If you were to firethat same machinegun at another mecha, you would be at 14 you donPt get the A bonusto hit for the cross scale difference.

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6sing a weapon of a larger scale 9hen you attack with a weapon bigger than your scale,you still use the cross scale bonus.

?xample If a macroni5ed 3entraedi x;K2 scale/ were to pick up a +6$;; gunpodx; scale/ and fires it at the F$; x; scale/ that dropped it, he would keep his = bonus

for cross scale instead of being 1 for Mekton "s. Mekton. If he were to shoot that samegunpod at human x;K;1 scale/ he would take the normal $= penalty for cross scale e"enthough he is firing a x; scale weapon.

This way, out$of$scale weaponry can ser"e the purpose they were intended forwhile bypassing the min$max abuse that could surface.

lthough they do not appear in Macross, the Mospeada mecha from +enesisClimber Mospeada are a prime example of this rule. They are considered roadstrikerx;K2 scale/ mecha e7uipped with Mekton x; scale/ weapons to gi"e them the firepowerneeded for fighting the Inbit while retaining their cross scale bonuses. They can fire *illrated weapons at x; scale mecha and get a = bonus to boot.

*ear Misses

The out of scale modifiers would seem to indicate that humans are extremelydifficult to hit by mecha weaponry. To an extent, they are. )owe"er, most mecha pro"ideenough bonuses to offset this penalty. Furthermore, if someone in a mecha shoots at ahuman and ties with the defense roll or fails by up to 0, he scores a near miss.

near miss means the attacker hits within 21m of the human target use theindirect fire de"iation table/ and inflicts half damage to the target. If the near miss is witha weapon with a blast radius, the human target takes full normal damage.

lso, a mecha can attempt to pick up or stomp on a human$si5ed target. If themecha makes a successful stomp, the target is instantly reduced to a thin paste on the bottom of the mecha#s foot. human picked up by a mecha can attempt to escape duringhis turn, but the mecha pilot can opt to crush him before the target can escape. Thosewearing ;K;1 scale power armor get their full armor "alue if that makes a difference/.

'its vs. >ills vs. 'its vs. #0P

6nlike in the &alladium "ersion of the game S-C "s. M-C/, a weapon thatinflicts )its damage can harm a mecha with *ills armor 8 it %ust takes a lot more damageto get past the armor#s S&. ?"ery 02 )its will inflict ; *ill of damage, and "ice "ersa.The only real difference is that )its$scale weaponry will not cause *ills armor to ablatee"en if the attack penetrates it#s assumed the attack slipped in between the armorsections/. S-& is the same as )its, but applies to non$li"ing things.

 'ote that any )its damage rolled that does not do a full 02 points are lost,eliminating the need to keep track of Hnickel @ dime damage. For instance, a weaponthat inflicts )its damage is used to attack a damaged mecha with only S&0 left on thearmor. The weapon rolls E1 damage work with me here/. The first 21 are shrugged off by the armor since it#s the e7ui"alent of 0* damage4 and the armor does not ablate from)its damage. This lea"es =1 )its to get through. Since ;* e7uals 02 )its, the ser"o takes;* of damage. This lea"es 2 )its of damage that are Hlost.

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Con"ersely, if a weapon that inflicts *ills is used against a target with )its, it ishighly likely that the target will be destroyed outright. rmor ablates e7ual to thecon"erted )its damage. For example, a mecha fires a I!M at a con"entional tank. Thetank has 002 S-& with S& =A1 armor, and the I!M inflicts B* of damage. Con"ert thedamage to )its, which is x02 for ;B2 damage. The armor stops the damage but is reduced

 by ;B2. 'ext round, the mecha fires another two I!M at the tank %ust to be sure/ foranother =21 )its. The armor#s S& is currently ;E2, reducing the damage to ;A2 that getsinto the structure. The tank now only has A1 S-& left and effecti"ely has no armor. tthis point the tank most likely has taken a critical hit or two and is out of commission.

>ills to 'its 0ice Conversion

It has already been established that any *ills weapon con"erts to )its at a rate of;* to 02 )its. Most con"entional weaponry that inflicts )its is gi"en in dice to make amore random le"el of effecti"eness. Simply con"ert e"ery 2 )its of damage into ;dA orcon"ert the total possible damage into dice that come close to the total. For example, a0* weapon inflicts 21 )its, which can be rolled up as EdA or 2d;1. Typically man$si5ed

weapons use dA while "ehicle or support weapons get d;1. The fixed damage rate is tokeep the game 7uick and simple.

Me,ton #cale vs. Roa"stri,er #cale

side from the bonusKpenalty to hit due to the si5e differences, roadstrikers get a2 M! bonus for initiati"e rolls against Mekton scale mecha. This bonus also applies tomacroni5ed 3entraedi fighting Mekton scale mecha.

Pitching a Roa"stri,er

Sometimes a Mekton$scale mecha will pick up a roadstriker and throw it atanother opponent. The damage is the roadstriker#s ram damage plus bonuses for themecha#s arm ser"o and hydraulics.

0amageJnce an actual hit is rolled and ( is determined, then damage is applied. There

are two methods for this. First, if a called shot was made, the full damage is applied to thelocation of the called shot. If no called shot was made, the attacker rolls on the followingchart to determine where the attack struck.

'it Charts % #pecial 0amage Tables

ll hits roll on the mecha random hit chart unless it was a called shot/ first.

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Mecha Ran"om 'it Chart

;d;1 !esult

; )ead0$= Torso> &odW2$A !ight Side <imbB$E <eft Side <imbD JtherW;1 !oll on Special ChartW If there is no &od, the attackhits the Torso. Jther includestails, wings and such.

#pecial 'it Locations

;d;1 !esult;$0 9eapon random, getsarmor S&/= Sensors gets armor S&/> Flight System getsarmor S&/2 Shield Mount no armorS&/A JtherWB Cockpit gets armor S&/E$D !oll on Cinematic Chart

;1 &owerplant gets armorS&, X damage to ser"o/

W Jther counts any othersubassemblies such as storagecompartment, micromanipulatorarms, and the like. The ser"o theassembly is in suffers X damage.

Cinematic 'it Locations

;d;1 !esult; )ydraulics hit. !andomlimb takes X damage and ceasesto function. F cannot transform.0 (lunt hit. Torso takes Xdamage, but damage isconsidered double normal forknockback.= Sensor o"erload. Ser"ohousing main sensors takes X andsensors are out for ;dA rounds.> Flight system. <oseflightK+?SK%ump%ets for ;dArounds and ser"o takes Xdamage.

2 Thruster malfunction. 'ext turn you can only mo"e

forward at full possible flightspeed and hope there is nothing inthe way. Ser"o takes X damage.A mmunition explosion.Jne random stock of ballistic ormissile ammo explodes andinflicts damage to the ser"o first,then the armor.B !andom weapon orsystem malfunctions for ;dArounds and ser"o takes Xdamage.E Controls %am. ll actionsare at $0 until repaired (asicTech at -iff ;2/ and ser"o takesX damage. F cannot transformuntil repaired.D Systems shutdown.Mecha is shut off until next roundand torso takes X damage.;1 &owerplant o"erloads.Fuses blow and the mecha is shutdown until ser"iced by a fullyoutfitted repair facility.

Special note for "ariable fighters lthough the powerplant and flight systems @thrusters are technically the same piece of hardware, they ha"e been built in such a way

that the thrusters could be knocked out without affecting the powerplant4 althoughknocking out the powerplant also knocks out the thruster in that unit.

Crits an" Mega Crits

If your attack exceeds the target#s defense by 2 or more points, you score a criticalhit. 9hat this means is that you get to choose which table you roll on abo"e. If youchoose the cinematic hit location, the target still gains full S&.

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If your attack exceeds the target#s defense by ;1 or more points, you score a megacritical hit. 9hat this means is you get to choose which table you roll on abo"e, and theyget no S&4 represents you hitting the chilles# )eel.

Armor an" Protection from 0amage

There are two important factors regarding protection from damage in Macrossstopping power and staged penetration.

#topping Po+er

ll types of armor ha"e an S& rating to indicate how much damage it can blockfrom getting past to the person or ser"o it co"ers. ttacks that inflict more damage thanthe armor can stop are still slowed enough that not all of the damage gets through. Forexample, a mecha with S&2 armor is hit by a B* plasma gun4 the armor will stop the first2* of the weapon, letting only 0* get past to the ser"o behind the armor.

#tage" Penetration

rmor in Macross works on the concept of staged penetration. ?ach time thearmor is hit by an attack that inflicts ;* of damage or more, the armor in that location hasits S& lowered by ; regardless of whether or not the armor stops the hit or not. 9hen thearmor#s S& is reduced to 1, then there is effecti"ely no armor left on that ser"o.

blati"e armor is cheaper and not as durable, losing S& e7ual to the power of theattack that hit it. Thus if an ablati"e armor co"ered arm is hit by a =* attack, it loses = S&of armor. More ad"anced armors lpha, (eta and +amma/ take stronger attacks thanstandard armor to cause armor to break off. To get staged penetration on these armorsre7uires attacks of 0*, >* and E* respecti"ely.

Mecha 0amage Results

9hen parts break.

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#ervos

9hen a ser"o reaches 1 *ills, it is reduced to a mangled wreck of metal andexposed wiring and effecti"ely loses all weapons and subassemblies in that ser"o. If thecockpit is in a ser"o reduced to 1 *ills, the pilot must make an emergency e%ect roll or bekilled.

Po"

pod has no *ills of structure, although any subassemblies in it might. If a pod#sarmor is reduced to S& 1, it offers no further protection to any contents.

#ensors

9hen a sensor suite is destroyed, the mecha suffers a $> to all rolls unless it has a backup or second system $0 if it has a canopy/.

$eapons

9hen a weapon is reduced to 1 *ills, it is nonfunctional and cannot be used to

attack or parry. 9eapons that contain an internal ammunition clip may or may not besub%ect to an ammunition hit at the +M#s discretion.

Trea"s or $heels

9hen reduced to X of their *ills, the system stops working until the pilot takes atime out and makes a (asic Tech roll at - ;2. t 1 *ills they are destroyed.

Propulsion #ystems

&ropulsion systems themsel"es ha"e no *ills and are 7uite fragile. Since almostall mecha ha"e their propulsion systems split between multiple locations usually bothlegs/ taking a propulsion system hit calls for a random decision which section of the propulsion system is hit. !egardless of how many spaces that part of the propulsionsystem takes up, a single hit trashes the whole section and the mecha loses howe"er muchM that section pro"ided.

For instance, a F$;;C has ;0.2 M in each leg thruster. If one takes a propulsion system hit, the mecha randomly loses the thrusters in one leg and is reduced tohalf of its M4 it may also ha"e flight complications within an atmosphere.

Po+erplant

&owerplant hits are "ery bad for a mecha. Jn a powerplant hit, the pilot rolls ;d;1and on a ; 2 or less for hot engines/, the powerplant detonates. If the powerplant doesnot explode, the LS increases by ; 0 for cold, A for hot/. If it is hit again, it keepsincreasing until the LS reaches ;1 and will automatically explode on the next hit.

If the powerplant explodes, the pilot must make an emergency e%ection roll. Themecha#s explosion functions as an area effect blast weapon inflicting ;d;1 *ills to thehex it is in as well as the surrounding A hexes if it is a cold engine (last ;/. )ot enginesinflict 0d;1 *ills to this same area, and then ;d;1 *ills to the next ring of ;0 hexesaround those six (last 0/.

*eep in mind almost all powerplants in Macross are considered Hhot.

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Coc,pit 'it

9ith a cockpit hit the mecha only gets full armor S& if it is fully armored. canopy only pro"ides 0* protection regardless of the rest of the armor, and a saddlecockpit pro"ides absolutely no protection. pilot can make an emergency e%ection rollon a cockpit hit if he wishes. F with its retractable heat shield extended has some

minor protection against cockpit hits.

A""itive or Multiplier #ystems

These cannot usually be damaged unless they ha"e a *ills rating listed. If there isno *ills to a system, it functions until the mecha or ser"o/ is destroyed, the mecha loses power, or other conditions are met such as with acti"e stealth/.

5erniers

These cannot be targeted normally. If a ser"o with "erniers is destroyed, themecha loses that many "erniers. !educe the mecha#s M and M! to match the le"el ofmaneu"erability pro"ided for the remaining "erniers.

lmost all "ariable fighters and other mecha only ha"e 1.; worth of "erniers,meaning that loss of any ser"o with them will impose a $; M.

>noc,bac, 

9hene"er a mecha is hit by a mecha$scale weapon, there is a chance the mechasuffers knockback from the attack. Mecha do not suffer knockback from taking damagefrom )its weaponry. *nockback is checked for every attack , not for the total damage.)owe"er, the effects of knockback only apply for one turn you suffer only the worstknockback effect for that turn/.

*ills ?ffect;.= 'o effect

>.A !oll StunKShock or lose ; action from the force of the attack B.E <ose ; action from the force of the attack D.;1 *nocked down, lose ; action;;.;0 *nocked down and thrown back ; hex, lose ; attack ;=.;> *nocked down and thrown back ; hex, lose 0 attacks;2 *nocked down and thrown back 0 hexes, lose 0 attacks

9eight d%ustments;$;D tons Mo"e down table 0 ranks more knockback/01$=D tons Mo"e down table ; rank  >1$AD tons 'o ad%ustmentB1$ED tons Mo"e up table ; rank  D1 tons Mo"e up table 0 ranks less knockback/

Multiple )its9hen struck by multiple hits from a single attack, say from a weapon with (,

you do not add together the damage for knockback. Instead, you take the damage of onehit, and multiply it by the *nockback Modifier *M/ below to determine the effecti"edamage of the knockback. The *M is e7ual to the s7uare root of the number of hitsscored4 or %ust look at the handy chart pro"ided.'its >M 'its >M

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;0=>2A

BED

;1;;$;0;=$;>

x;.1x;.>x;.Bx0.1x0.0x0.>

x0.Ax0.Ex=.1x=.0x=.2x=.B

;2$;A;B$;E;D$010;$000=$0>02$0D

=1$=>=2$=D>1$>>>2$>D21

x>.1x>.0x>.>x>.Bx>.Dx2.1

x2.2xA.1xA.2xB.1xB.2

?xample mecha is hit by a +6$;2 and all fi"e hits are scored. The damage is = *ills per hit.Fi"e hits gi"es a *M of x0.0. The knockback is calculated as if B *ills were inflicted = x 0.0 V A.A, roundup to B/.

6alling 0o+n

9hen a mecha falls from being knocked off a cliff, losing thrusters while inflight, etc/ it takes base damage as if it made a ram attack, ;* per 0 hexes fallen. Falling

mecha mo"e at ME straight down. fter crashing, roll ;d;1 to see how the mechalands;d;1 <ands; 6pright damage to legs first/0$A Jn your back  B$;1 Jn your face

mergency (ection

If a mecha takes a critical hit to the cockpit, powerplant or other important spot,the pilot can attempt to e%ect before the mecha explodes or he is killed. The player canspend luck points like normal, but has to spend them before the roll. If the player

 permanently expends a luck point on this roll for an automatic success, assume the playergets a score of ;0.

+I< ;d;1 !esult;$2 Gou are "apori5ed without knowing what hit you.A Gou get to scream and feel some pain before you go lucky you/.B Gou get to yell the name of a lo"ed one, then die.E Gou get a small flashback to the happiest moment of your life.D Gou get to make a short, heroic speechZ then explode.;1 Gou ha"e time for a long heroic speech and a flashback before you die.;; Gou escape with ma%or wounds4 ;dA )its to all locations.

;0 Gou escape with minor wounds4 ;d= )its to all locations.;= Gou escape unharmed.

ModifiersCockpit in head ser"o 0?scape a self$destruct >?scape a powerplant hit $0?scape a cockpit hit $>

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 'o escape pod or e%ection $A

5ariable 6ighter 0amage *otes

Since "ariable fighters ha"e two or three forms, the damage tables may not alwaysmake sense for the form the F is currently in.

rmsMost "ariable fighters ha"e the arms tucked under the fuselage in fighter form. In

gerwalk form, the arms can either be tucked underneath as with the fighter form, or can be extended out to the sides for use. If an arm is rolled on the hit chart when the arms aretucked underneath, but the attack came from abo"e, roll a d;1 ;$B torso is hit, E$;1 tail ishit/. Models with a left arm$mounted ballistic shield are hit on the shield on an arm hitfrom abo"e while in fighter mode or gerwalk mode with the arms retracted.

?xceptions The F$00 arms are tucked inside the torso in fighter form. ll armhits automatically strike the torso while in fighter form. The F$;B and ($A ha"e thearms on the upper side of the fuselage, so re"erse the angle for determining if the arms

are hit in fighter form.

<egsMost "ariable fighters ha"e the legs tucked underneath and to the rear in fighter

form to pro"ide main thrust for the F to fly. The gerwalk form has the legs extendeddown as normal. If the legs are rolled on the hit chart while in fighter form and the attackcame from abo"e, roll a d;1 ;$2 leg is hit, A$E torso is hit, D$;1 tail is hit/.

?xceptions The F$00 legs are tucked inside the torso in fighter form. ll leghits automatically strike the torso while in fighter form. The ($A legs become the sidesand wings.

9ingsMost "ariable fighters ha"e the wings tucked into the back of the mecha in

 battroid form. If a wing hit is rolled on the chart while in battroid form, the attackautomatically strikes the torso unless it originated from behind the mecha.

?xceptions The F$;D series has the wings folded back along the outside of thelegs in battroid mode like skirt flaps and may be hit normally. The F$> and S$2; ha"ethe wings folded along the shoulder and may be hit normally. The ($A has no Hwings per se any wing hit is considered a leg hit.

)eadll "ariable fighters keep the head of the mecha tucked into the middle of the

upper fuselage or the underside next to the shoulder connections while in gerwalk orfighter forms. If a head hit is rolled on the chart while the mecha is in fighter or gerwalkform and the attack comes from abo"e or below as appropriate/, roll a d;1

)ead is underneath ;$0 head is hit, =$A an arm is hit, B$;1 torso is hit)ead is abo"e ;$0 head is hit, =$;1 torso is hit.

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9eaponsMany weapons are open in all modes to get the best use of them. +unpods are

typically carried on a weapon mount on the underside of the fuselage in fighter andgerwalk form unless the gerwalk is using the gunpod as a hand$held weapon/.

?xceptions The F$00 and F$;B carry their gunpods in internal weapon bays

due to their stealth functions. If a gunpod is hit while in fighter or gerwalk modeassuming the weapon is stowed/, roll a d;1 ; gunpod is hit, D$;1 leg is hit.

The !:6actor +undam FactorOIn many mecha anime, there are multitudes of mecha that blow up with a single

shot. This is an optional rule that is intended mainly for handling the hundreds orthousands of Hbackground mecha the characters may be up against.

The rule is simple. !oll ;d;1 each time an attack penetrates armor by at least ;*.If the roll is higher than the remaining ser"o *ills, that ser"o explodes. Short and sweet.This rule should ne"er be used against the player characters. For different si5ed targets,

simply Hscale the dice as appropriate ;d;1x;1 if penetrated by ;1) or more for human,;d;1x;1 if penetrated by ;1* or more for cor"ette, ;d;1x;11 if penetrated by ;11* ormore for starship, ;d;1x;111 if penetrated by ;111* or more for excessi"e/.

Roa"stri,er RulesFor the most part, roadstrikers use the same rules as Mekton scale mecha, but

ha"e some minor changes because of their si5e differences. Macross itself showed noroadstriker class mecha, but this table finds use in the Macross 0121 sourcebooks such asSouthern Cross and Mospeada.

 Roadstriker Dismemberment Table attacker on top, defender on side/

S< <9 ST! MS )S M9 <) M) ) S) Mg)S< 2) ;1) ;2) 01) 02) =1) =2) >1) >2) 21) 22)

<9 1 2) ;1) ;2) 01) 02) =1) =2) >1) >2) 21)

ST! 1 1 2) ;1) ;2) 01) 02) =1) =2) >1) >2)

MS 1 1 1 2) ;1) ;2) 01) 02) =1) =2) >1)

)S 1 1 1 1 2) ;1) ;2) 01) 02) =1) =2)

M9 1 1 1 1 1 2) ;1) ;2) 01) 02) =1)

<) 1 1 1 1 1 1 2) ;1) ;2) 01) 02)

M) 1 1 1 1 1 1 1 2) ;1) ;2) 01)

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) 1 1 1 1 1 1 1 1 2) ;1) ;2)

S) 1 1 1 1 1 1 1 1 1 2) ;1)

Mg) 1 1 1 1 1 1 1 1 1 1 2)

>noc,bac, 

9hene"er a roadstriker is hit by a roadstriker or human scale weapon, there is achance the mecha suffers knockback from the attack.

In the case a roadstriker is hit by a Mekton$scale weapon, con"ert *ills to )its asnormal and then add ;1 to the total to determine knockback from Mekton scale weapons.*eep in mind the rule for multiple hit knockback as abo"e.

)its ?ffect2.;2'o effect01.=1 !oll ShockKStun or lose ; action from the force of the attack =2.>1 <ose ; action>2.21 *nocked down, lose ; action22.A1 *nocked down and thrown back ;1m, lose ; action

A2.B1 *nocked down and thrown back ;1m, lose 0 actionsB2 *nocked down and thrown back 01m, lose 0 actions

9eight d%ustments1.;$;.D tons Mo"e down table 0 ranks more knockback/0.1$=.D tons Mo"e down table ; rank >.1$A.D tons 'o ad%ustmentB.1$E.D tons Mo"e up table ; rank D.1 tons Mo"e up table 0 ranks less knockback/

Ram Table

Rammer Target 0amage1.;$0.D tons ;2) to each

=.1$>.D 01)

2.1$A.D 02)

B.1$B.D =1)

E.1$E.D =2)

D.1$D.D >1)

;1.1 >2)

2) per 0 hexes tra"eled

#tarship RulesThese rules include cor"ette, starship and excessi"e scale "essels and some of thelargest mecha.

#tarship vs. #tarship Combat

Most battles between capital ships are o"er in %ust a few short minutes. The sheerfirepower that most capital ships can bring to bear will shred another capital ship inminutes, e"en with a pinpoint barrier. fleet "s. fleet battle will typically last longer

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since there is more to be destroyed and it is not uncommon for multiple capital ships toall target the same opponent which will waste shots. flagship will typically ha"e theHIn"incible trait, which pre"ents it from being destroyed casually see Tech Manual fordetails on this/.

#hip &nitiativeTypically a ship will act after all other mecha ha"e taken their actions, althoughthe players# ship will get to roll initiati"e. Multiple ships can roll initiati"e to determinewhich among them acts first or roll once for each side in a fleet "s. fleet battle/.

#hip Actions

Since a ship has an entire crew to make it function, a ship is not limited to thenumber of actions it may take other than weapon firing rates. -uring a single combatround, a ship can do any or all of the following

• Mo"e its full engine M

• <aunchKreco"er mecha up to ;K;1th of its total compliment

•Fire any or all main weapons

• 6se pinpoint barriers to deflect incoming attacks

• 6se CI-S to attack mecha that get too closeShips do not take extra action penalties since each function is handled by one or morecrewmembers and the assistance of the ship#s systems.

Capital #hips % 0o"ging

9hen people and mecha dodge, they completely a"oid damage unless the weaponhas a blast radius. Capital ships are too bulky to dodge entirely, howe"er on a successfuldodgeKe"ade roll, a capital ship can turn %ust enough to take a glancing blow and onlysuffer half damage. Typically a capital ship will rely on its &&( system to ward off

attacks.Capital ships get to make a defense roll against mecha attacks for the purpose of

determining if a mecha scores a critical hit.

'eavy Particle /eam Cannon vs. Pinpoint /arrier #ystem

This massi"e weapon can destroy small fleets with a single shot. pinpoint barrier system can block all damage from one if > or more indi"idual shields are layeredto block the beam. The &&( operator must make a !eflector Systems +I< ;d;1 rollagainst a - 01 to succeed4 failure means the barriers were not stacked in time and thatcapital ship is now space dust.

<ight &&( systems will automatically be fused and re7uire ma%or reconstruction

0d;1 days/. Medium &&( systems will be fused as abo"e on a ;$A on ;d;1, otherwisethey can be reset in >d;1 rounds. )ea"y &&( systems will be fused as abo"e on a ;$= on;d;1, otherwise they reset in 0d;1 rounds. Jmnidirectional barriers will not fuse andonly take ;dA rounds to reset.

Missile #+arms vs. Mecha

9hen a starship fires a "olley of missiles at a group of mecha, ;d> missiles fore"ery ;1 to 01 fired will lock onto each a"ailable target, up to the amount fired. If a

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capital ship fires a "olley of missiles and there is only a single target nearby, 21 of themissiles fired automatically lock onto their target. Missiles use the same defense rules asabo"e, there#s %ust more of them.

#hip 0amage Results

9hen a ship takes a hit, the )ull automatically takes the shot unless there is acalled shot for another location. If the attack roll beats the defend roll shields ormaneu"ering turn/ by 2 or more, a Critical )it is scored and the following table is used;d;1 Ship )it <ocation;.= !andom 9eapon> CI-S or phalanx system2$A Sensor rrayB$E ?nginesD Crew;1 &owerplant

$eapon Jne of the ship#s weapon systems determine randomly/ takes the hit instead ofthe ship#s )ull. )owe"er, the weapon does get full armor S&. 9hen a weapon system isreduced to 1 *ills, it is destroyed. Jptionally, small turret weapons get ;K;1th the normalS& of the ship. *eep in mind that most capital ships ha"e do5ens or hundreds of weaponsystems.

Special note about hea"y particle beam cannons because of the energy capacitorsof such a massi"e weapon, treat the destruction of this weapon as a powerplant hit at LS2 E if fully charged to fire/.

C&0#

?ach time the CI-S takes a hit, it suffers a 8; 9. 9hen the 9 reaches 8;1,the system is disabled. The CI-S gets full armor S&.

#ensor #uite

?ach time the sensors are hit, the ship suffers 8; 9 to all weapons, excludingthe CI-S. 9hen the system reaches 8;1 9, the ship loses all fire control. Sensors getfull armor S&.

ngines

?ach hit on the engines reduces the ship#s M by ;dA. 9hen the ship#s Mreaches 1, it is Hdead in the water. ?ngines get full armor S&.

Cre+

?ach crew hit causes the ship to lose ; off of all dice rolls due to loss of internalcontrol. If the penalty e7uals the crew bonus such as -$+rade getting to 8E/, then theship lacks sufficient crew to do anything other than maintain critical systems. If the penalty exceeds this "alue by > or more, the entire crew is considered to be dead.

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Po+erplant

&owerplant hits are resol"ed the same as those for mecha, although ship powerplants are always considered to be )ot LS 2/. &owerplant hits get full armor S&.

!:6orce

Flight re7uires consideration of three ma%or factors. The first is the "ehicle in7uestion. ?"en the best pilot in the galaxy is in gra"e danger if there is a ma%or electricalor mechanical failure. The second is oxygen. t higher altitudes, the air is too thin to breath, and ob"iously there is none in space. ll 6' mecha ha"e pressuri5ed cockpits aswell as a flight suit with emergency air supply, while original 3entraedi mecha ha"e %ustthe air supply in their armor. The third consideration is physics.

The +$forces can easily be thought of as a weight multiplier. For instance, at =+s, a 2E.2 kg man effecti"ely weighs ;B2.2 kg. 'ow this means when performing high$+maneu"ers, it can force blood away from the pilot#s brain and cause blackouts.  pressuri5ed flight suit has air bladders, or more sophisticated systems in later years.These bladders press against the body during high$+ maneu"ering, which in turn forces

the blood back to the brain.)ow much can a person take before it#s too much: Consider an a"erage person

with (J- >$2. This person can handle = +s safely. t > +s, he#s pretty much %ust alongfor the ride. t 2$A +s they will start to get tunnel "ision and there will be static at thecorners of the eyes, and concentration becomes difficult $= all skillKstat checks/. t B$E+s, the pilot will pass out. t D$;1 +s, the pilot will feel the hurt and take ;$0 )its perround to each body location from internal damage. nything o"er ;1 +s will inflict;dA0 )its per + o"er ;1/ per round to each body location and is considered lethal. Thisdamage can be reduced through body toughness, but ignores any kind of armor.

proper flight suit allows the pilot to withstand B$E +s for hours at a time, and upto ;1 +s for ;$0 turns at a time. 3entraedi and Meltrandi are designed to be tougher. )alf$

 blooded 3entraedi can withstand ; + to each threshold. Full$blooded 3entran canwithstand 0 + to each threshold and full$blooded Meltran can withstand = + to eachthreshold. Thus a full$blooded Meltran ace pilot can withstand up to ;= +s before it becomes lethal ;> +s/.

Jk this all assumes Noe "erage with (J- 2 is a pilot. 9hat about the tougher orweaker guys:

(J- Safe !ide Strain (lackout )urts <ethal

;$= 0 = >$2 A$B E D

>$2 = > 2$A B$E D$;1 ;;

A$E > 2 A$B E$D ;1 ;;

D$;0 2 A B E$D ;1 ;;

;=$;A 2 A$B E D ;1 ;;;B$01 A B E D ;1$;; ;0

These modifiers stack. Thus, a full$blooded Meltran ace with ;0 (J- canwithstand ;>+ before its lethal.

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MechaJk what about mecha: lmost all "ariable fighters ha"e a +$force tolerance

listing. ?"en if a pilot can withstand high + forces due to stamina and pressuri5ed flightsuits, the mecha might not be able to handle the same stress on its %oints and structure.

For each turn that a mecha is exceeding its maximum +$force tolerance, it suffers

;* damage to each location affected per ; + o"er limits due to sheering effects and possible atmosphere friction. d"anced armor takes this damage once per number ofturns in accordance to its class alpha takes ;* e"ery 0 turns, beta takes ;* e"ery > turns,gamma takes ;* e"ery E turns, ablati"e takes 0* e"ery turn/.

For an example, see +uld#s fight with the L$D in Macross &lus.

uter #pace9hen fighting in outer space, certain considerations must be made. Further

optional rules concerning en"ironmental ha5ards of space will be found in Sourcebook =The +alaxy.

Capital #hipsIt#s assumed they were designed for use in space and ha"e no modifiers. )owe"er

if a na"al "essel ends up in space, such as the &rometheus and -aedelus, they cannotmo"e under their own power and will drift in a random direction. ttacks of ;1* per hullclass or stronger will knock the "essel in the opposite direction at ; M per ;1*, as will(last weapons that catch the "essel in the radius of effect smaller blasts do cause theship to mo"e, but it#s negligible/.

Mecha

Most mecha ha"e space en"ironmental modifications, so sur"i"ing in space is notmuch of a concern. Those few atmosphere$only mecha ending up in space will suffer a $0

 penalty to M! and M due to the lack of micro$"erniers to stabili5e their mo"ements.Furthermore, if the ser"o containing the cockpit typically torso/ is breeched any hit that penetrates the armor/ the pilot must roll <6C* at - ;0 or be exposed to hard "acuumand die unless they are wearing a sealed space suit or flight suit see below/. Firing a ballistic weapon or missiles will cause the mecha to mo"e in the opposite direction at aM e7ual to the *ills of weapons fired. The +M may ignore this if only laser weaponsare fired if he wishes.

mecha that has no thrusters but has "erniers can fly at a M e7ual to themultiplier cost of that mecha#s "erniers i.e. a mecha with x1.0 cost for "erniers can fly atM 0 in space/. mecha with no "erniers but has thrusters suffers a $0 M penalty toflight rolls, which is cumulati"e with the penalty for not ha"ing space en"ironmental

modifications. Mecha with neither will be knocked adrift by attacks and mo"e at a Me7ual to the *ills of damage inflicted4 if the mecha has either, the combat computer willautomatically engage them to counterbalance the effect.

People

Jb"iously a person exposed to hard "acuum without a space suit will die in anumber of rounds e7ual to half their (J- statW. Macroni5ed 3entraedi can sur"i"e for anumber of rounds e7ual to their (J- stat due to their tougher bodies. Macroni5ed

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3entraedi high command are genetically enhanced to withstand such punishment and cansur"i"e for a number of rounds e7ual to ;.2x their (J- stat. 9hen exposed to hard"acuum, a person takes ;dA )its to all body locations per round from radiation and flashfree5ing4 meaning the person could die from in%uries long before he asphyxiates, althougha macron would likely sur"i"e it.

&eople in space must either rely on "ernier thrusters or use the 3ero$+ Mo"ementskill to get around. 9ithout thrusters, a person can mo"e no more than M ; in space orin a capital ship without artificial gra"ity. Those with the 3ero$+ Mo"ement skill maymake a skill check at - ;2 to mo"e at half their base M round up/.WIf you want the more realistic and gri55ly numbers, refer to Sourcebook = for galacticha5ards.

!roun" 5ehicles

If any of these are put into space, they are most likely going to drift uselesslysince they aren#t designed for use in space. Treat them as mecha with no "erniers orthrusters. -on#t forget there would be no oxygen for the internal combustion engines to

work with and the gasoline would likely free5e or turn to gel.

Aerial 5ehicles

Such "ehicles are designed for use in an oxygen$based atmosphere and will be powerless in space, especially helicopters. ?"en if the "ehicle in 7uestion has athermonuclear powerplant like a mecha, most do not ha"e space en"ironmental sealing.

-n"er+ater9ater$based combat also has some special rules. This can include fighting in deep

marshes or swamps as well as open bodies of water. ssume any combat in waters up tothe combatants# waist le"el is Hunderwater except for weapons abo"e water le"el.

$eapons

9eapons underwater are typically less effecti"e than they are elsewhere.&ro%ectile weapons ha"e their damage, range and speed reduced by half, and the waterdisrupts the path of fire so that the weapon suffers a $0 9 penalty. Flamethrowers,flareKsmokeKgas missiles and similar weapons are ineffecti"e underwater. Missiles ofother types ha"e their range, damage and speed reduced by half, but automatically gain(last ; or ; to existing (last radius. ?nergy weapons are reduced to an effecti"e rangeof > 011m/ and inflict ;* less damage for e"ery hex 21m/ tra"eled. Melee damage isalso reduced by 0*. 7uatic torpedoes are designed for such use and suffer no penalties.

Capital #hipslmost all capital ships are designed to land in water and remain afloat, and will

do so as long as they ha"e not taken more than X of the hull#s total *ills in damage.Capital ships sitting in water can use their secondary engines to mo"e them at roughly ;1knots for docking with other ships. If they need to mo"e long distance or faster, it is moreefficient to use the antigra"ity dri"e to lea"e the water and land elsewhere.

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Mecha

Most mecha are capable of sur"i"ing depths up to ;11m, but do not function wellunderwater. ll mo"ement, whether it is leg ser"os or thrusters, is reduced to ;K= normalM. -estroids and other mecha without thrusters cannot swim or mo"e other than ha"ingto sink to the bottom and walk out or be dredged out by a reco"ery craft. Mecha without

"erniers suffer a $0 M! penalty.If a mecha without underwater en"ironmental sealing takes damage to the torsoser"o while underwater the mecha will begin taking on water and will start to sink unlessit surfaces immediately. Mecha without underwater sealing suffer a $0 9 penalty on allattacks, which adds to the penalties listed under the weapons.

Conventional 5ehicles

ny na"al "essel such as boats and submersibles are designed for water use andignore water penalties. If other "ehicles without the amphibious trait enter the water, suchas cars or airplanes, they will begin to sink immediately. This causes engines to swampwith water, the crew compartment floods, and electronic e7uipment is fried. Jnce such a

"ehicles sinks, it is a goner.

Amphibious % #ubmersible Craft

Some &Cs and aircraft are designed to float on water, and will be able to float aslong as they ha"en#t taken external damage below the waterline. Submersible "ehicleswill always ha"e underwater en"ironmental sealing, and will likely also ha"e high pressure en"ironmental sealing. Mecha and "ehicles without high$pressure sealing willsuffer an additional 0* damage to any attack that penetrates their armor as the pressurecontinues to crumple in the armor around the breech.

Chapter E – #piritia

Spiritia is a spiritual life energy found in most life forms 8 animals, plants, peopleZ nd before the conclusion of the arautaK6' Spacy war, the &rotode"ilnneeded to steal it to sur"i"e. This brings in a new stat

Spiritia S&I!O is a character#s ability to store and use spiritia energy withinthemsel"es. ll people are assumed to ha"e a S&I! rating of ;, although it doesn#t costany points and doesn#t need to be recorded on the character sheet. This is to representtheir natural ability to heal both physically and mentally. Characters also ha"e asecondary stat of Spiritia &ool, which is S&I! x01. Most characters don#t know they ha"espiritia, how to use it or e"en that it exists, and will ne"er likely ha"e a higher S&I! stat.t the +M#s discretion, exceptionally li"ely characters might  ha"e a S&I! rank of 0.Most large animals man$si5ed or bigger/ will typically ha"e a Spiritia &ool of =$;0, and

most small animals will maybe ha"e one point.

Music and Spiritia9hy do songs influence spiritia and deli"er spiritia effects: It is known that

spiritia is life energy, and it is also pro"en that many types of songs influence emotions.9hen the right emotions are increased, it causes a like increase in a person#s life energy.This is why when most people hear a fast paced song they feel more energetic, and slowsongs are calming.

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Songs are not the source of spiritia, but they ser"e as a good focus for the creati"eenergy that spiritia represents. It is not known if the ancient &rotoculture used song tochannel their spiritia or if they had more spiritual foci for their powers. It is know that theanima spiritia can generate a form of spiritia that is Qtoo pureQ for &rotode"iln to absorb,which causes them weakness, confusion, pain and can e"en disrupt their own spiritia

stores.

Sound ?nergy-r. Chiba disco"ered the link between music and spiritia generation in 01>A

during the Macross BKarauta war. Chiba named this energy Hsong energy and ismeasured in HChiba Song 6nits. ?ach point of spiritia is roughly ;,111 song energyunits.

Chiba first de"eloped the sound energy con"erter4 a backpack si5ed unit worn bymembers of Sound Force. This de"ice allows the singer to con"ert sound energy into physical effects and to help channel spiritia powers. ?"entually this is attached to the seatof each of the *ai mecha. Initially it took a few moments of singing to Hcharge up

enough sound energy to acti"ate the sound energy system, but as the members of SoundForce de"eloped their power, they were able to acti"ate the de"ice on a moment#s notice.The sound boosters that were later de"eloped for the *ai mecha amplify the

 powers of Sound Force. To acti"ate the sound booster re7uires the singer to charge up;11,111 units of Hsong energy or ;11 spiritia points4 again re7uiring a charging timeinitially and then nearly instant after the members become more proficient with their powers.

Sound ?nergy Con"erter This is a smaller "ersion of the Sound ?nergy System designed for personal use.

It works not unlike an ?S&er <ens that enhances the user#s spiritia powers. This is listedas 6' Spacy military e7uipment as it was designed and built by the science team of theMacross B fleet and is not a"ailable to the public.

9hat this de"ice does is this for e"ery ; point of spiritia expended by the wearer,it boosts it as if 2 points of spiritia were spent. It takes 2 points of spiritia to acti"ate thede"ice, and will remain acti"e until the wearer stops all spiritia powers. Furthermore, it pro"ides a 21 to all spiritia power ranges. 9hen a spiritia power is used, the characteris surrounded in a nimbus of energy. The color of this energy will often match the currentemotional state of the person using the power pink for lo"eKaffection, purple for %ealousy, and so forth/.

Sound ?nergy System HSound (oosterThis was a mecha scale de"ice de"eloped to further boost the spiritia powers of

the pilot. This was used in con%unction with a S?C, which was later built into the seat ofthe Nammingbirds and the Sound Force units. The Sound ?nergy System works not unlikean ?S&er <ens that enhances the pilot#s spiritia powers.

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This unit ups the con"ersion rate of the S?C to ;1 spiritia points per ; spiritia point spent and re7uires ;11 spiritia points to acti"ate. <ike the S?C, this stays acti"euntil the pilot ceases all spiritia powers. For lower le"el characters, this will take a fewrounds of using the S?C to get enough spiritia generated to empower the S?S. This alsoamplifies the ranges of all spiritia powers by x;1.

Spiritia <oss9hen a person loses spiritia reduced to less than X maximum/, they become

moody and lethargic, suffering a $= penalty on all skill checks. If a sub%ect has theirspiritia forcefully ripped away "ia &rotode"iln or a spiritia drain weapon/ also suffers asubstantial loss of will. For e"ery 2 points of spiritia stolen, the "ictim also suffers a loss

of ; CJJ<. If the attacker continues to drain after the "ictim is out of spiritia, they lose 0CJJ< each round transferring as 01 points of spiritia to the attacker as the "ictim goesHnegati"e/. Jnce the "ictim reaches 1 CJJ<, they go into a coma$like state. 9hile inthis state, they cannot reco"er spiritia or heal, and become open to mental suggestion andare easy to brainwash effecti"ely no resist roll/, as well as running the possibility ofdeath without medical attention they won#t eat on their own/.

Spiritia -rain

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Spiritia drain is especially dangerous for &rotode"iln since it is one of the onlyways to actually harm or kill them. Ma%or &rotode"iln suffer a loss of si5e and strength ifthey lose too much spiritia see indi"idual &rotode"iln entries in Sourcebook 0/. If a&rotode"iln is drained to 1 spiritia, they are not slain, but rather they become dormant andcan be sealed away. If a &rotode"iln with 1 spiritia is sub%ected to drain, they will suffer

2* per round to all Hser"os until completely destroyed. See the &rotoculture sourcebookfor more information about the &rotode"iln.

Spiritia (oost9hen a person takes in enough spiritia that it raises their total abo"e their normal

maximum, they feel a great burst of energy and enthusiasm, gi"ing them a 0 bonus onall skill checks and they fatigue at half the normal rate. Furthermore, the person goes intoa bit of a manic streak and can#t settle down, suffering a $0 penalty on any rolls thatre7uire focus and delicate work, or attempts to relax or meditate. ?xcess spiritia pointsare lost at a rate of 0 spiritia per hour.

Spiritia !eco"ery!eco"ery of CJJ< comes first, usually at the rate of ; point per week4 or ; point per day if the sub%ect is exposed to a strong spiritia source or something uplifting such asmusic +M discretion/ or sub%ect to the spiritia healing power. fter the sub%ect hasregained his full CJJ< stat, he begins restoring his spiritia pool e7ual to his S&I! stateach day. Jnce he has restored his spiritia pool, he is back to his normal li"ely self. Sucha sub%ect can return to daily acti"ities once he regains at least X of his spiritia pool, but issluggish and unenthusiastic $= to all skill rolls/.

Spiritia &owersCharacters must ha"e a minimum Spiritia stat of 0 to acti"ely use any spiritia

 power other than ?nhance !eco"ery. The most powerful of spiritia users are referred to by the &rotode"iln and arauta as Hanima spiritia, a title coined back in the time of theStellar !epublic. Spiritia powers work similar to psionics see Mekton 3eta &lus/. ?ach power has a spiritia point cost to acti"ate, and many ha"e maintenance costs that must be paid at time inter"als listed under each power. Certain powers are unsuitable for combatwithout a S?S booster system to magnify them, although certain situations can cause a person#s spiritia powers to amplify themsel"es without a sound booster.

?ach spiritia power is treated much like a skill4 each can be bought up to amaximum of ;1 ranks. To use a spiritia power that is not automatic, the character mustmake a S&I! spiritia skill ;d;1 roll at a difficulty set by the +M unless it is acontested roll see Skills abo"e/. Increasing a spiritia power costs twice as much as anormal skill.

The anime showed some spiritia effects not detailed here such as (asara#sreaction to follow +raham on 3ola/. The +M can feel free to cause any Hincidentaleffects he needs for plot de"ices. Some places in nature ha"e spiritia powers, such as thehealing springs and the galactic whale gra"eyard on 3ola.

nima Spiritia

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Ran,  'one

Re=uirements +M permission, S&I! 2

/ranch Ci"ilian4 can be a military specialistif attached to a Nammingbirds s7uad

The nima Spiritia is an indi"idual with great spiritia powers, and is powerful enough toimprison &rotode"iln. It is unknown if the title was gi"en to all spiritia adept indi"iduals,or only those of a certain mastery. This template is only a"ailable with +M permission or

may be restricted for '&Cs only. Characters do not ha"e to take this template to de"elopa small amount of spiritia powers.

#,ills ?xpert Spiritia, Sing, &lay Instrument, Concentration, choice of > spiritia skills

#piritia in the Macross #aga

Macross 8 The original story was set =2 years before -r. Chiba theori5ed the power ofsound energy and its link to spiritia, but Minmei most definitely tapped into its potentialwhich inspired Chiba#s work/. Minmei did not ha"e the same power le"el that (asaralater de"elops, but she does cause many 3entraedi in rlitwhai#s fleet to defect to the sideof the 6'. s stated by ?xsedol Hher song has awakened a genetic memory of our lostculture, one that we must not be allowed to lose again. This kind of trigger would not

occur with [%ust a song#, and was most likely a spiritia reaction.

Macross Plus 8 Sharon pple is an ad"anced I with self awareness, but she is not trulya li"ing being. s such, she does not ha"e any spiritia powers. Sharon used subliminalsuggestion through her holography and music to ensla"e the citi5ens of Macross City.Myung did  break Isamu out of Sharon#s hypnosis with her own song, but it is unlikelythat Myung possessed any spiritia powers.

 'ote about Sharon pple and spiritia it may be possible she had spiritia powers,since in the Macross B series the arauta picked up spiritia readings from recordings ofFire (omber being played, and also their recordings helped to bring early "ictims out oftheir coma states. So it may be possible for mechanically producedKtransmitted spiritia

effects4 albeit on a weaker effect.

Macross F 8 It is in this part of the Macross saga in which spiritia is defined and sees themost use. Jn board the Macross B fleet, -r. Chiba comes up with the theory of soundenergy and creates the sound booster and sound energy system for the Sound Force andNammingbirds. -uring the war with the &rotode"iln and arauta many indi"idualsdisplay spiritia powers (asara, Mylene, effidas, and the Nammingbirds.

Macross ?ero 8 Set two years before the e"ents of the original Macross, this story doesseem to follow the spiritia concept. The priestess of the island of Mayan, Sara, displaysspiritia powers e"en though she is unaware that she possessed any such power. )er song

causes the regeneration of plants around her and caused the marked rocks at the spring tofloat around, as well as causing the reacti"ation of the ancient &rotoculture relic on theocean floor near the island.

Macross 6rontier 8 There is no mention or indication of spiritia in this series. Instead,songs and emotions are pro%ected "ia space fold wa"es produced by fold 7uart5 or theType infection.

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thers 8 Se"eral of the Hofficial Macross "ideo games detail a Minmei ttack in whicha rogue 3entraedi fleet is disrupted by holographic and audio pro%ection of Minmei oranother cute idol singer/. The effects are mostly %ust culture shock, although using thesame theory for mechanically transmitted spiritia see Macross &lus abo"e/, it is possiblethat some type of spiritia effect is created with this stratagem.

#piritia Po+ers

?ach of the following powers are a"ailable4 each ha"ing multiple ranks, and aretreated a special skills.?motion Manipulation?nhance !eco"erySpiritia bsorptionSpiritia -efenseSpiritia -isruptionSpiritia +enerationSpiritia )ealing

Spiritia MaskingSpiritia &ro%ectionSpiritia SealSpiritia Sensing

motion Manipulation

Cost to cti"ate = spiritia per skill le"el!esist CJJ< Spiritia -efense

This is one of the more commonly shown powers in Macross B, as it was one ofthe first powers to manifest. The anima spiritia can focus his emotions through his spiritiaand pro%ect it to others. If the target fails to resist, then they will begin to shift to the sameemotional state as the anima spiritia. This is primarily used in Macross B to Hget theaudience into the groo"e and by (asara as a method of communication to the arautaand &rotode"iln.<e"el ?ffects; ffects up to 0 people0 ffects up to > people= ffects up to E people> ffects up to ;A people2 ffects up to =0 peopleA ffects up to A> peopleB ffects up to ;0E peopleE ffects up to 02A peopleD ffects up to 2;E people;1 ffects up to ;10> people

nhance Recovery

Cost to cti"ate 'one passi"eO<e"el ?ffects

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Gou regain a number of extra points of spiritia per time period see spiritiareco"ery abo"e/ e7ual to your skill rank. 9hen reco"ering lost CJJ< from spiritia drain,you restore ; CJJ< per week at skill ranks =, A and ;1.

#piritia Absorption

Cost to cti"ate 'one!esist CJJ< Spiritia -efenseThis power allows the character to absorb spiritia from "arious sources, ranging

from ambient background energy to a focused attempt to drain another creature ofspiritia.<e"el ?ffects; The character can only draw spiritia from willing persons, such as the audience of aconcert. The character can draw up to 0 spiritia per round from a group of people.0 The character can draw up to = spiritia per round from a group of willing people.= The character can draw up to his S&I! from a single target> The character can draw up to his S&I! x0 from a single target, or up to 2 spiritia per

round from a group.2 The character can draw up to his S&I! x= from a single target, or up to his S&I! froma group of people.A The character can draw up to his S&I! x2 from a single target, up to = per round fromthe en"ironment, or up to his S&I! x0 from a group.B The character can draw up to his S&I! xB from a single target, his S&I! from theen"ironment, or up to his S&I! x= from a group.E The character can draw up to his S&I! x;1 from a single target, his S&I! x0 from theen"ironment, or his S&I! x> from a group.D The character can draw up to his S&I! x;2 from a single target or his S&I! x> fromthe en"ironment or from a group.;1 The character can draw up to is S&I! x2 from the en"ironment or a group of people,or up to his S&I! x01 from a single target.

#piritia 0isruption

Cost to cti"ate ; spiritia per skill le"elThis is one of the most commonly shown powers in Macross B, used by (asara

and Mylene on se"eral occasions and by effidas once/. This power causes a disruptionin the spiritia of the &rotode"iln, making them unable to channel their spiritia in anymanner. This power causes great discomfort to a &rotode"iln, being e7ual parts of painand excitement an emotion that is relati"ely unknown to them/. Some &rotode"iln may be affected differently, as Si"il was sexually excited and confused by (asara#s use of this power rather than hurt.<e"el ?ffects

For each le"el of skill, the character imposes a 80 penalty to all skill rolls of atargeted &rotode"iln and Hlocks up to ;1 of their maximum spiritia from being used.t the maximum le"el of ;1, this imposes a 801 to all rolls and locks ;11 of theirspiritia pool from being accessed4 effecti"ely paraly5ing the &rotode"iln from taking anyaction other than 7ui"ering in hesitation.

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#piritia !eneration

Cost to cti"ate ; spiritia per le"elThis power allows the character to generate excess spiritia for others to tap into.

(asara uses this power when Si"il takes him and +igile on a galactic %oyride, as well asduring the last battle against +epernitch.

<e"el ?ffectsThe character can generate up to his S&I! x skill le"el spiritia points for himselfor others to draw upon. Ges, it re7uires a small amount of spiritia to build a largeramount.

#piritia 'ealing

Cost to cti"ate > spiritia per le"elThis power allows the character to heal others with his own energy. t lower

le"els it can heal mild problems, while at high le"els it can "irtually raise the dead. ?achuse of spiritia healing may be used only once on any gi"en person per in%ury treated.

For example, if using the power to restore lost CJJ< from spiritia drain, the

character could not use it a second time on the same person unless that "ictim lost CJJ<from a separate drain after he was restored.<e"el ?ffects; The character can heal minor in%uries ;dA hits/0 The character can heal light in%uries ;dA S&I! hits/= The character can heal serious in%uries 0dA S&I! hits/, or restore ; CJJ< fromspiritia drain> The character can heal great in%uries =dA hits/ or mend fractured bones2 The character can heal =dA S&I! hits or mend broken bones, or restore 0 CJJ<from spiritia drainA The character can heal >dA hits, mend shattered bones, or heal minor illnessesB The character can heal >dA S&I! hits, heal serious illnesses, or treat mild mentaldisorders, or restore = CJJ< from spiritia drainE The character can heal 0dA hits to a number of people e7ual to their S&I!, heal ma%orillnesses, or treat serious mental disordersD The character can heal =dA hits to a number of people e7ual to their S&I!, treat ma%ormental disorders or heal a single person to full hits, or restore CJJ< from spiritia draine7ual to your S&I! ;1 The character can heal >dA hits to a number of people e7ual to their S&I!, heal ;dAhits to a number of people e7ual to their S&I! x0, or bring to life a person who has beendead for less than ;1 minutes restores them to ;dA hits/

#piritia Mas,ing

Cost to cti"ate none-efend see text

This power allows the user to make a resisted CJJ< Spiritia Masking rollagainst another person#s use of Spiritia Sensing to mask their spiritia from them. Ifsuccessful, the user appears to be Hnormal S&I! rated as with the rest of their race.

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#piritia Pro(ection

Cost to cti"ate 0 spiritia per le"el per round-efend 'K

This power was used by Mao in Macross 3ero to pro%ect a miniature image ofherself to communicate with Shin *udo. 9ith this, the anima spiritia can communicate

o"er distances with others, regardless of the recipient#s spiritia capabilities or lackthereof. The range of this power is the skill le"el x S&I! x 0km.

#piritia #eal

Cost to cti"ate 01 spiritia per le"el-efend see text

This power was used by anima spiritia to seal away &rotode"iln. To use this power, the character enters an extended spiritia battle with the target &rotode"iln that has21 or less of its maximum spiritia points left this power has no effect on other beings/.?ach round, both participants roll S&I! CJJ< ;d;1, plus the anima spiritia adds hisrank in this skill4 whiche"er side rolls higher gains one Hstep towards domination. For

each ;1 under half power that the &rotode"iln is, it suffers a 80 cumulati"e penalty onthis roll and for each ;1 o"er 21 it gains a 0 cumulati"e bonus4 which is why animaspiritia use spiritia drain first to weaken the target.

If the anima spiritia wins the roll, the &rotode"iln is one Hstep towards sealed. Ifthe &rotode"iln wins the roll, it is one Hstep towards freed. This battle continues until theanima spiritia wins ten rolls and seals the &rotode"iln in stasis, the &rotode"iln wins tenrolls and breaks the anima spiritia#s attempts, or outside forces disrupt the battle.

sealed &rotode"iln is instantly reduced to 5ero spiritia points and goes intostasis to a"oid dying. The &rotode"iln can then be further drained to destroy it or sealedaway fore"er hopefully/. 6nfortunately, the &rotoculture either did not know this fact orhad some reason not to destroy the &rotode"iln.

#piritia #ensing

Cost to cti"ate none if passi"e, 0 spiritia per le"el if acti"e-efend CJJ< Spiritia Masking

This power allows the user to detect sources of spiritia. Passive 9hen the user is within his Spiritia Sensing x2 meters of a target with abo"enormal spiritia people with a S&I! of 0 or greater/, he may make a Spiritia Sensing ?M& roll at a target of 01 8 S&I! of target to notice it. ctive 9hen acti"ely searching for spiritia sources, he will automatically notice anyspiritia sources of abo"e normal ability within his Spiritia Sensing x21 meters, and maymake rolls as abo"e out to his Spiritia Sensing x;11 km.

Chapter F – A 'istory of Macross&resented below is a timeline of the Macross 6ni"erse canon "ersion/. This main

timeline includes the e"ents of the anime Macross 3ero, Macross, Macross &lus, MacrossFlashback 01;0, Macross B, Macross Frontier and Macross -G!<4 and the "ideo gamesMacross M=, Macross -igital Mission F$L, Macross -igital Mission F$L0, Macross?ternal <o"e Song, Macross !emember Me, Macross Scramble alkyrie and Macross01=A.

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/.C./C 2G8GGG8GGG8GGGs 

(ig (ang. This uni"erse as well as an ad%oining sub$uni"erse is bornsimultaneously. !eal world science places this at ;=.B billion years ago./

/C 18GGG8GGGs In the sub$uni"erse, a spiritual energy life$form comes into being. It gradually

e"ol"es into a sentient life$form. In this uni"erse also, life is born, e"ol"es, and becomesits first sentient life$form, &rotoculture./C DGG8GGGs 

First year of &rotoculture Calendar &C 1/.PC 2GGs 

&rotoculturePs first space coloni5ation begins with the use of sub$light$"elocityspaceships/. !P" #$%%s& PC 2777

&rotoculture encounter the a%ra, an insectoid lifeform that they come to fear,

respect and deify. The &rotoculture seek to emulate the a%ra through technologicalmeans, de"eloping superdimensional space fold/ engines, omnidirectional barriers andhea"y particle beam weapons. The later ?"il series would be influenced by theiradmiration of the a%ra.PC 2DGGs 

The mass production of giant biological weapons for proxy warfare, Q3entraedi,Qis begun. The Q3entraediQ contribute greatly to the expansion of the &rotoculturePs sphereof influence.!P" #$%%s& PC 2FGGs 

&rotoculturePs second space coloni5ation begins by super$light$"elocityspaceships using fold na"igation/.

PC 2HGGs 6nification of Stellar !epublic by &rotoculture.PC 2HEG 

9ithin the excessi"ely o"er$expanding Stellar !epublic, internal rifts beginforming. The internal rifts e"entually de"elop into large$scale conflicts that split theStellar !epublic into two.PC 2HED 

-e"elopment on powerful biological weapons based on the 3entraedi, Q?"ilSeries,Q begins. 'ote Q?"ilQ pronounced as Q?h$"il.QO ?"il is the abbre"iation of the&rotoculture term for Qad"anced 3entraedi/ all$en"iron biological weapon.Q Trial production takes place on a scientifically ad"anced planet the first planet of the star

system later known as arauta/, but because of irresol"able problems with the weaponsP power exceeding the fighting capability re7uirements, trial production is halted.PC 2HEH 

Jn the aforementionedO scientifically ad"anced planet, the existence of a sub$uni"erse is confirmed. ccording to sur"ey results, this sub$uni"erse is abound withsuper high le"els of extra$dimensional energy, and this energy is disco"ered to ha"e the potential for application.

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The trial production of super dimension energy gates which can supply energyfrom the sub$uni"erse is begun, and genetically engineered biological super dimensionorgans are de"eloped. These biological super dimension organs are extremely compact,and they are expected to supply enormous amounts of energy.

(ecause of power problems, the trial production begins implementing the

technology from the terminated Q?"il Series.Q 'o problems are unco"ered in simulations.The internal conflicts within the Stellar !epublic re"i"es the de"elopment of theQ?"il Series.QPC 2HFG 

&rotoculture sur"ey ship stops temporarily on Q?arth.Q (y geneticallyreconstructing the nati"e life, it plots the emergence of a sub$&rotoculture adapted to the planetary en"ironment, Q)umankind,Q to prepare for future coloni5ation. -uring itsreturn to its home planet, the sur"ey ship is destroyed by military ships opposed to theStellar !epublic. !ecords of ?arth and )umankind are e"entually lost. !P" #'%%& PC 2HF1 

Jn the aforementionedO scientifically ad"anced planet, trial production of the

Q?"il SeriesQ for final tests is begun. Se"en ?"il Series weapons of se"en types includinga highly mobile, humanoid QSi"ilQ for search$and$destroy functions and a super$scale,high$powered Q+la"ilQ for fleet warfare are completed. The ?"il Series tests are begun, but at the same time biological super dimension organs o"erload and extradimensionalenergy is released. The ?"il SeriesP bodies are occupied by the spiritual energy life formfrom the sub$uni"erse and thus creating, from the massi"e fighting capability of the ?"ilSeries and the enormous potential of the spiritual energy, beings with extraordinaryfighting ability and a co"eting for life energy, QSpiritia.Q They co"et Spiritia in order tocontinue existing as extra$dimensional beings in this uni"erse. They begin in"ading thesurrounding planets and systems using spaceships and weapons of people from thescientifically ad"anced planet that they brainwashed. They later become known as theSuper"ision rmy/.

Three months later, the internal conflicts of the &rotoculture Stellar !epublic arehalted as efforts are de"oted against the extra$dimensional energy beings occupying the?"il Series, dubbed Q&rotode"iln.Q )owe"er, o"er =1 of the Stellar !epublic andse"eral hundred systems are under &rotode"iln control and the Spiritia$depri"ed peoplenumber se"eral hundred billion. The 3entraedi faction fight but, due to the primedirecti"e Q-o not interfere with &rotoculture,Q are unable to fight effecti"ely against the brainwashed &rotoculture people under the control of the &rotode"iln.PC 2HF2 

 'ine months after the emergence of &rotode"iln, o"er E2 of life in the&rotoculture is lost. -irect combat between the &rotode"iln with their army ofOmanipulated &rotoculture people Super"ision rmy/ and the 3entraedi.

pproximately one year after the emergence of &rotode"iln, their power begins torapidly decline.

Q&rotode"iln sealing operation.Q &eople known as nima Spiritia/ who aresignificant in the war against the &rotode"iln are determined to ha"e influential powerso"er the &rotode"iln. &rotode"iln faction are completely sealed in special chambersthrough the efforts of nima Spiritia.PC 2HFD 

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The network among each coloni5ed planet disintegrates. Control of the 3entraedifaction is lost and the reissuing of the prime directi"e Q-o not interfere with &rotocultureQ becomes ineffecti"e.PC 4GGG 

-issolution of Stellar !epublic.

Jpposition between the Super"ision rmy and 3entraedi factions begins.PC DGGG In what still remains of the Stellar !epublic, only a small number of separated

coloni5ed planets, coloni5ation fleets, space colony clusters !bunches&, and other populations at the edge of the galaxy are left.PC 2D8GGG 

 'ear annihilation of &rotoculture.PC 12G8GGG (C =E1,111/

nnihilation of automated reaction weaponry production plants.PC 22G8G1G (C 0BB,DD1/ [280,000 cycles before the present]  

-estruction of +laug automated production system by all$front Super"ision rmy

attack on !oi7uonmi weaponry plant. date based on 01;1OPC IG8GGG (C B,DD0/ [10,000 cycles before the present] 

Technologically ad"anced &rotoculture remnants Hredisco"er earth. There theymodify the -' of the nascent nati"es of Mayan Island to be able to use the artifactsthey lea"e there as proof of their "isit, through ritual chantKsong. They lea"e the Hbird$man there and pass down warning to a"oid the Hkadun of war and hatred or else the bird$man will sing the song of destruction and wipe out all of humanity to pre"ent warfrom returning to the stars/. date based on 011EOPC I28GGG (C 2,DD1/ [8,000 cycles before the present] 

!ogue 3entraedi fleet +leg disco"ers a long forgotten &rotoculture colony thathas been dominated by an unknown minor &rotode"iln who a"oided imprisonment byanima spiritia and was using the colony as his personal spiritia farm. )e dominates +legand tra"els in search of more spiritia. date based on 01;1OPC IE84GG (C ;,AD1/ [3,700 cycles before the present] 

lmost new +laug units reco"ered from an opened weapons storage facility. date based on 01;1O

A.0.1ID ugust A @ D

6se of nuclear weapons in actual combat.1IEI Nuly 01

 'eil rmstrong of pollo (( marks )umankindPs first walk on the Moon.1IH1 pril ;0$;>

Maiden flight of the space shuttle "olumbia.1IIG March =

;>11 Misa )ayase born in Napan to Takashi and Sakiko )ayase.1II4 

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ugust ;2Misa )ayase has been li"ing for half a year in ustralia due to her father dmiral

Takashi )ayasePs stationing with the !im &ac lliance Force. She has also becomefriends with !iber Frurink li"ing nearby.Jctober ;1

<inn Minmei born in Gokohama, Napan. !)ew Marine Tower completed in*okohama+ ,apan-& 1IID Nune

!.pace .tation 'ew Frontier  completed in satellite orbit-& 1IIF May 01

Misa )ayase performs a piano recital. )er mother Sakiko enters a hospital due toillness and later passes away.1IIH Nanuary

?xperimental nuclear fusion reactor surpasses critical temperatureO point.1III Nuly ;BThe Super Dimension Fortress Mcross

T/ 0pisode %( 1ooby Trap

11=1 Napan Standard Timeapproximately/ The Space Station 'ewFrontier located =A,111 km abo"e the &hoenixIslands detects an intense radioacti"e phenomenon at the <unar orbit, followed by anappearance of an ob%ect of great mass.Furthermore, it confirms that ob%ect is headingtowards ?arth, coming 2.EE km closer e"ery second. fter approximately ;E hours, it willfall onto the ?arthPs surface. 6pon recei"ing the report, the 6nited 'ations Space gencyconfers with the heads of e"ery nation. They each e"entually adopt a response plan.

1A11 Napan Standard Time The falling ob%ect is determined by its form and otherfeatures to be an unknown ob%ect "ery different from a meteorite, and its forecasted pathafter atmospheric entry is made public but as a meteorite/.

1B11 Napan Standard Time Since Napan is only separated by about ;211 km fromthe predicted crash point, the news is announced in Napan in the form of an earth7uakewarning due to the panic predicted. The response plan is adopted.

;E;2 Napan Standard Time midst a dispute between a faction ad"ocating todestroy it by nuclear attack and factions ad"ocating for no attack, the ob%ect namedQ?Q e"angel, which means the +ospel of the Coming/ enters the atmosphere abo"e(urma. -ue to the high temperatures and terrific shock wa"es, it reduces the summit ofMount ?"erest by nearly ;111 meters, destroys Moscow and Stockholm, and inflictsdamage while passing o"er all parts of ?urope. Furthermore, it tra"els o"er Iceland and+reenland, causes "olcanoes to erupt in Canada, and falls onto the South taria Island atthe southernmost tip of the Jgasawara Islands abo"e the Tropic of Cancer.

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huge mysterious comet !meteor& from outer space crashes on ?arth.

Nuly6pon in"estigation by the 6nited 'ations, the

meteorite is determined to be an alien spaceship. It is

designated with the codename SS$; lien Starship$;/.Jfficial announcements are made that an asteroid = km indiameter and composed of great 7uantities of metal fell.

-ue to the great destructi"e damage, abnormalweather, and star"ation caused in all parts of merica,!ussia !.oviet 2nion&, ?urope, and the rest ofO the world by the shock wa"es accompanying the fall of the SS$;,the existence of aliens is treated as top secret until the confusion is brought under control.9hat begins as an emergency summit meeting between merica and !ussia !.oviet

2nion& becomes a summit meeting between e"ery nation.ugust

6nited 'ations In"estigation Teams organi5ed. Thorough study of SS$; begins by 6nited 'ations In"estigation Teams. South taria Island designated a 6nited 'ationssphere of %urisdiction.-ecember

ccording to the first report of the SS$; study, the alien spaceship is determinedto be a war "essel, and its alien crew to be giants whose height is fi"e times that of)umans.

In preparation for alien warfare, a plan is drafted to unify the countries of ?arthand to establish an ?arth 6nited 'ations +o"ernment.2GGG March

?stablishment of JT?C, an alien technology analysis research institute, through %oint Napanese$merican$!ussian!.oviet&$!West& +erman$?nglish$French collaboration.pril

!esearch on anti$giant combat weaponry systems later designated as (attroid and-estroidO begins.Nune

The existence of aliens officially announced except for their si5e and otherdetails which are kept top secret/. Following this, framing plan for ?arth 6nited 'ations+o"ernment officially announced.Nuly

Jutbreak of dispute in &eoplePs !epublic of +aralia in theMiddle ?ast. The fre7uent disputes and internal conflicts occurringhereafter in all areas of the world become collecti"ely known as the6nited 'ations 9ars.Jctober

In the Sea of Tran7uility on the <unar surface, constructionof a large$scale permanent base, Qpollo,Q begins.-ecember

-esigning of the )9!$11 Monster series begins.

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2GG1 Nanuary

Inauguration of ?arth 6nited 'ations +o"ernment. Founding &rime Minister,)arlan N. 'i"en !)iiben 3sic4&.

?stablishment of ?arth 6nited 'ations Forces.

February&ro%ect startup with JT?C as the heart of pro%ect on the restoring andreconstructing of the fallen SS$; alien spaceship for reuse as a capital battleship of the?arth 6nited 'ations Forces.

)ereafter, the SS$; spaceship is renamed S-F$; Super -imension Fortress$;/.Space launch scheduled for 011A May.

StonewellK(ellcom design team completes initial (attroid design based on thedesign later designated asO the -estroid.March

Successful de"elopment of new materials by JT?C. hyper$carbon alloyOMay

Construction of large$scale space manufacturing station begins at <$2 in <unarorbit.Nuly

Construction of permanent Mars base begins.Ci"ilians begin immigrating to South taria Island for the SS$;Ps restoration.

ugustTheory of S-F$;Ps thermonuclear reaction system explained.-esigning of the F01= begins.

SeptemberTrial production of the anti$giant ground$combat weaponry system later

designated as theO Q-estroidQ begins. 'o"ember

Theory of S-F$;Ps Main &article (eam Cannon firing system explained.2GG2 

Mass production of the F$0111- ghost fighter.February

Tentati"e plan introduced for all$en"iron "ariable combat system for use againstthe giants. F$1 &ro%ect begins.

Mass production of the F$0011 ghost drone and use in actual combat begins.March

+rand Cannon System Theory completed.pril E

Misa )ayase enters a military %unior academy.pril Mis !yse" #hite $eminiscences 

Misa )ayase and !iber Frurink meet at a party held to celebrate Takashi )ayasePsnew command. They "isit Gokohama, Napan and the Minsharou Chinese restaurant.May

Construction of ?arth 6nited 'ations Military )ead7uarters for anti$stellar$warfare begins in laska. Jn the same site, +rand Cannon System I is constructed.

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-esigning of the M(!$1> Tomahawk series begins.Nune

!"onstruction of RMD system begins-& Nuly

First -efensi"e (attle for South taria Island against an nti$6nited 'ations

rmy attack. 'o"emberIn JT?C, ?arth$made thermonuclear reaction plant surpasses critical

!temperature& point.2GG4 

F01= formally adopted as main fighter of the 6nited 'ations Forces.-e"elopment begins on a competing fighter !to be known as& F$L$0 to the

fighter !to be known as& /56(- March

(runo N. and Miho +lobal marry.!iber Frurink is commissioned as First <ieutenant in the 6nited 'ations Spacy

after graduating from the 6nited 'ations Spacy JfficersP cademy.prilt the <$2 manufacturing station, construction of !M- series space carriers, as

well as space destroyers, begins.Nuly

-esigning of the M(!$1B Spartan series begins. 'o"ember

In a factory beneath pollo <unar (ase, using feedback from restoration work onSS$;, construction begins on S-F$0, a stellar space battleship entirely of ?arth origin.

n assignment of 6nited 'ation Spacy personnel arri"es at Mars (ase.-ecember

Trial production of the M(!$1> Tomahawk series begins.2GG 

Misa )ayase decides to %oin the 6' Spacy at the beginning of the year.Nanuary

JT?C de"elops thermonuclear reaction bomb. Thermonuclear reaction bombcompleted by JT?C.

FebruaryJn the <unar surface, successful test of thermonuclear reaction bomb explosion.

MarchConstruction on +rand Cannon II begins in the ustralian utonomous !egion.

NuneJ [The Super Dimension Fortress Mcross" The %nite& 'tions #rs]  The Plun"ering

6leetJ

M) This is a story, written by *en$ichi Matsu5aki, which tells of one of theexploits of (runo N. +lobal and dmiral )ayase during the 6nited 'ations 9ars. Itappears on pgs. 2A$2D of Macross Perfect Memory-OSeptember

Super$small$scale thermonuclear reaction plant finished by JT?C.Jctober

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Construction on +rand Cannon III begins in frica in the ictorian utonomous!egion.

 'o"ember-eterioration in world economy due to extensi"e delays on, and defense expense

increases for, the S-F$; !estoration &ro%ect.

-ecember6se of reaction explosions begins during +rand Cannon construction work.First F$1 completed.

2GGD (asic design of "ariable fighter system completed.-e"elopment begins on a fighter !to be known as& F$L$=.-e"elopment begins on a fighter !to be known as& F$L$>.

NanuaryJutbreak of rioting !in Russia& in the *irghi5, and *a5akhutonomous !egions. The Second -efensi"e (attle forSouth taria Island.

FebruaryTrial production of the M(!$1B$Mk I begins.March 0D

The first 7berth class space destroyer is commissioned.pril ;>

Founding ?arth 6nited 'ations +o"ernment prime minister  !representative&)arlan N. 'i"en !)iiben 3sic4& is assassinated. !obert . !hysnink  !Rhysling& is installedas his successor.Nuly

Jutbreak of guerilla warfare all o"er merica.ugust

9ithdrawal from Mars (ase led by )arry Miler.September

The third 7berth class space destroyer Tsiolkovsky is hi%acked by the nti$6nited 'ations Military Jrgani5ation.September E

;E11 The return fleet from Mars is destroyed with =122 6nited 'ations forces personnel onboard by this aforementionedO destroyerPs attack.September ;1

Jfficial announcement of the Mars return fleetPs destruction by the 6nited 'ations Military )ead7uarters.September

The 6nited 'ations Forces destroy the nti$6nited 'ations MilitaryJrgani5ationPs captured space destroyer Tsiolkovsky "ia an attack with reaction weaponry by Captain (runo N. +lobalPs space destroyer 8oddard . First use of reaction weaponry inactual combat./Jctober

Trial production of the )9!$11 Monster series begins. 'o"ember

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In an nti$6nited 'ations rmy retaliatory attack on the 6nited 'ations Forces,the under$construction +rand Cannon II is destroyed in ustralia.-ecember

Through the use of JTM, the super$large$scale semi$submersible aircraft carrierCS$;1; Prometheus is commissioned.

2GGE  s one new weapon after another is introduced by both opposing forces, morewar erupts in all areas of the world

Trial prototype production of F$L "ariable fighter system begins early in theyear.March

In the <unar 'orth &olar !egion, construction on +rand Cannon I begins.pril

S<$;;; !"L/6(((&  Daedalus is commissioned as a super$large$scale assaultlanding "essel .May

Jutbreak of the Third -efensi"e (attle for South taria.Nune-ecision made to formally adopt the M(!$1> Tomahawk series of -estroids.

Mass production begins.September 0>

Misa )ayase li"es in the 6nited 'ations Military JfficersP cademy housing asthe 6nited 'ations 9ars nears their conclusion.Jctober

In the Central !ussian dministrati"e !egion, the nti$6nited 'ations rmyuses strategic !tactical& nukes. St. &etersburgPs !Leningrad9s& destruction demonstratesthat the nti$6nited 'ations rmy also has the capability for retaliatory strikes usingthermonuclear reaction weaponry on the earthPs surface. 'o"ember

-efensi"e (attle for South taria Island ends.2GGF Nanuary 01

Conclusion of 6.'. 9ars.Nanuary

Training center for S-F$; crew established on South taria Island.February

The F$L nontransformable flight test "ehicle as well as the F$L; prototype"ariable fighter begins first flight tests.

!ollout of M(!$1>$Mk I.March

Stationing of -estroids aboard the S<$;;; Daedalus begins.May

Construction on +rand Cannon begins in the (ra5ilian utonomous !egion inSouth merica.Nune

Space tests of the F$L; begins.

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 'o"ember-ecision made to formally adopt the F$L;. F$; series mass production

scheduled toO begin.!ollout of M(!$1>$Mk I !Mk :::& Tomahawk.

2GGH 

Nanuary!ollout of M(!$1B$Mk I Sparta.February

n alien relic is disco"ered and reco"ered from the bottom of the ocean near theisland of Mayan.

!ollout of M(!$1B$M* I Spartan.Nune

M(!$1B$Mk I Spartan upgraded to Mk II with impro"ed T searching systemand added anti$air weaponry.Nuly

Space carrier !M- I commissioned.

 Mcross (ero The Mayan Conflict breaks out between the 6.'. Forces aircraft carrier sukaand nti$6.'. lliance Forces.

The 6.'. go"ernment and nti$6.'. forces secretly deploy the F$1 and S$2;Mayan in the South &acific Jcean. The e"ents are kept secret for at least fi"e decades./

The (ird )uman that was the alien relic awakens and goes out of control.ugust

F$; series scheduled toO begin deployment for actual combat. )owe"er, usageis to ha"e been limited to Fighter mode only./

September -ue to the e"ents of Jperation Iconoclasm in Nuly, many nations that %oined thenti$6' forces announce their withdrawal.!ollout of the first )9!$11$Mk I series model.

Jctober!M- II commissioned.

 'o"emberll$en"iron "ariable fighter F$; series mass production begins.

 'o"ember 0=!ollout of the first trial production F$; "ariable fighter.

 'o"ember 0DMaiden flight of the first trial production F$; "ariable fighter.

2GGI -e"elopment begins on a space fighter !to be known as& F$2.

NanuaryS-F$; is christened Macross-

February BThe Super Dimension Fortress Mcross )ol* )" $hpso&y in +oe

 Mcross +oe MacrossP space launching ceremony. The 3entraedi rmyPs rlitwhai Fleet

arri"es within the Solar System. -uring its enemy search operation for Super"ision rmy

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sur"i"ors, the fleet happened to detect traces of a Super"ision rmy gunboatPs MacrossP/defold reaction from ;1 light years away and came in pursuit. Macrosss Main Cannonautomatically fires.

Jutbreak of Space 9ar I between ?arth and the 3entraedi. 'ote Studio 'ue hadoriginally set these e"ents in 011D Nuly B or 011D Jctober.O

The Super Dimension Fortress Mcross -for Sony .lySttion 2/Sony &layStation 0 +ame Stage &$1; 1ooby Trap  pilot ser"es as Skull S7uadronPs se"enth member during Space 9ar I.T/ 0pisode %# "ountdownT/ 0pisode %; .pace 5old 

 Macross miss$na"igates during its fold andfolds out of the ma%or planetsP orbits ofO the SolarSystem. It begins the return "oyage to ?arth bycon"entional space tra"el due to the space foldengine "anishing.

.ony Play.tation # 8ame .tage P6%# .pace

 5old T/ 0pisode %< Lynn Minmei

)ikaru Ichi%yo and <ynn Minmei strand themsel"es within Macross9  holds fortwel"e days.March

!M- III commissioned.City area completed aboard Macross-T/ 0pisode %= Transformation

 Macross9  transformation..ony Play.tation # 8ame .tage P6%; Transformation!ollout of M(!$1>$Mk L -efender.

pril =T/ 0pisode %$ Daedelus ttack .ony Play.tation # 8ame .tage P6%< Daedalus ttack 

May!M- I and !M- commissioned.

Nuly-e"elopment of M(!$1>$Mk LII &halanx begins.

ugust!M- I commissioned.

JctoberT/ 0pisode %> 1ye61ye Mars

 Macross9s (attle of Mars (ase..ony Play.tation # 8ame .tage P6%= 1ye61ye Mars

!M- II commissioned.6nited 'ations SpacyPs SMT$;10 s7uadron of T$; alkyrie trainers

assigned to !M-$1> for three months.Jctober ;1 Dremin/ .relu&e" My Fir Minmei  

T/ 0pisode %? Longest 1irthday

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6' Spacy awards )ikaru Ichi%yo with the Titanium Medal, promotes him fromStaff Sergeant to Second <ieutenant, and assigns him to lead the ermillion Team. <ynnMinmei celebrates her ;Ath birthday the week after the (attle of Mars (ase.Jctober

T/ 0pisode %' Miss Macross

 Macross9s onboard T station begins broadcasting. 'ote Macross (roadcastingSystem holds Miss Macross Contest the week after <ynn MinmeiPs birthdayO..ony Play.tation # 8ame .tage P6%$ Miss Macross

T/ 0pisode (% The 1lind 8ame.ony Play.tation # 8ame .tage P6%> The 1lind 8ame

The Skull S7uadronPs ermillion Team escorts an ?S$;;- CatPs ?ye with Misa)ayase on a reconnaissance mission while the same s7uadronPs &urple Team escorts asecond ?S$;;- CatPs ?ye with ?mma +ranger. 'o"ember

T/ 0pisode (( 5irst "ontact 

Four Macross crewmembers, Misa )ayase, )ikaru Ichi%yo, Maximilian Nenius,

and )ayao *aki5aki, become prisoners of the 3entraedi4 and the first contact between?arth )umans and 3entraedi occurs.-ebut of singer <ynn Minmei.T/ 0pisode (# The 1ig 0scape

.ony Play.tation # 8ame .tage P6%? The 1ig 0scape

T/ 0pisode (; 1lue Wind 

 Macross returns home to ?arth.T/ 0pisode (< 8lobal Report 

T/ 0pisode (= "hina Town

 'o"ember 0>T/ 0pisode ($ @ung 5u Dandy

uam5inPs ship attacks ?arth. 'o"ember 0A

T/ 0pisode (> Phantasm

 'o"ember =1T/ 0pisode (? Pineapple .alad -eath of !oy Fokker..ony Play.tation # 8ame .tage P6%' Pineapple .alad 

-ecember A$BT/ 0pisode (' 1urst Point -estruction of 'orth mericaPs Jntario utonomous !egion by the bursting of

 Macross9s omnidirectional barrier..ony Play.tation # 8ame .tage P6(% 1urst Point 

-ecemberT/ 0pisode #% Paradise Lost 

 Macross+ under orders to sortie away from ?arth, lea"es ?arthPs atmosphere again.'ote In the film comics, )ikaru Ichi%yo dates a letter Q01;1Q before the Macross lea"es?arth. )owe"er, in the actual animation, he does not date this letter $$ in fact, he ne"erfinishes this letter. Napanese letters are dated at the end./ $$ ?<O

!ollout of M(!$1>$Mk LII &halanx.

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Misa )ayase returns to her Macross bridge position. She and )ikaru Ichi%yo are promoted in the 6nited 'ations Spacy to Ma%or and Captain respecti"ely.March

Conclusion of Space !.tellar& 9ar I. ?arth atmospheric purification operation begins. total of se"eral hundred thousand !to approCimately one million& sur"i"ors

confirmed in the +rand Cannons !:+& III and , the <unar surfacePs pollo (ase, and thespace colony clusters !bunches& plus the forty$thousand sur"i"ors onboard the Macross.pproximately eight million sur"i"ing 3entraedi choose to li"e on earth.March =

Misa )ayase celebrates her 01th birthday with Claudia <a Salle, (runo N. +lobal,Maximilian and Milia Nenius, anessa <aird, Shammy Milliome, *im *abiro", and)ikaru Ichi%yo.pril

?stablishment of new 6nited 'ations +o"ernment !new 2nity 8overnment&.?ducation programs for 3entraedi begin. Two$year plan to microni5e all 3entraedi onearth commences.

3entraedi micron Timoshie -aldanton %oins the 6' Spacy.MayMacross City reconstruction begins. !Macross "ity reconstruction completed-&Mass cloning of people as well as animals and plants through the use of

&rotoculture technology begins.Start of nature reclamation pro%ect. ?arth ecosystem rehabilitation begins

Nunet the <unar surfacePs pollo (ase, the half$constructed S-F$0 is renamed

 Megaroad6%(+ and construction resumes as a coloni5ation ship. t the same time, patrolsof the Solar System begin using Super alkyries based at pollo (ase.ugust

Sur"i"ing parts plants scattered around the space colonies and the <unar surfacePspollo (ase begin producing F$; alkyries again.September 

<ynn Minmei falls in lo"e with her cousin by marriage/ <ynn *aifuun. &ressurefrom her relati"es to marry him, but she refuses. 'o"ember

 'ew "ariable fighters designed from con"erted alkyries begin firstde"elopmental test flights.-ecember

!epairs to rlitwhai *ridanikPs flagship are completed, and it is recommissionedas the first battleship of the new 6nited 'ations Forces space fleet. Microne processingrate of 3entraedi exceeds 21.2G11 

&opulari5ation of sports amongst macroni5ed3entraedi, particularly boxing and wrestling.Macroni5ed Meltran wrestling becomes "ery popular.

Shinnakasu and Stonewell (ellcom begin a %oint pro%ect for de"eloping the "ariable fighter !to be known

as& F$2111 with high maneu"erability in atmosphere.

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MarchMaximilian and Milia Fallyna Nenius concei"e the first stellar interracial child.

She is named *omilia Maria Fallyna Nenius.May E

!T/ 0pisode #' Lonely .ong& 

ugust+iant 3entraedi riots begin breaking out in all parts of ?arth. &atrols begin tomaintain public law and order. Formation of 6nited 'ations ir ForcePs B0=rd TacticalFighter 9ing at 'ew Miramar (ase. !egular patrols begin at the borders of newlyforming nations.September

-rafting of )umankind emigration pro%ect begins. (oth;. super$long$distance coloni5ation by means of specially$designed largecoloni5ation ships for the chief purpose of preser"ing the species/ and0. close$range coloni5ation implemented by con"erting old$style transport shipsto counteract ?arthPs population explosion and shortage of resources/

are undertaken in parallel.JctoberJutbreak of armed resistance by 3entraedi.T/ 0pisode #? My lbum

'ote Further information on the time period between 01;1 February ;; and01;; Jctober can be found in the article Q!The .uper Dimension 5ortress Macross& The<ost Two GearsQ by Sho%i *awamori on pages A1 to AE of Macross Perfect Memory-Michael )ouse @ ?gan <oo/O

T/ 0pisode #' Lonely .ong  T/ 0pisode ;% /iva MariaJperation to capture a factory satellite begins.

 'o"emberFactory satellite arri"es at ?arth.T/ 0pisode ;( .atan9s Dolls

T/ 0pisode ;# 1roken Eeart 

uam5in *ra"sheraPs forces begin maneu"ers. The <ynn Minmei hostageoperation.-ecember 02

T/ 0pisode ;= RomanesFue

t about 1B01, uam5in *ra"shera launches a strike on Jnogi City to capture areaction engine power condenser.2G12 

The aircraft de"elopment di"isions of Shinnakasu Industry and Stonewell(ellcom merge to form a new company, Shinsei Industry. Its first de"elopmental pro%ectis the F$2111 fighter.

)alf a year after taking the first Factory Satellite, o"er01 3entraedi Factories Satellites were confiscated by the 'ew 6.'. +o"ernment.Nanuary

T/ 0pisode ;$ 5ly Eigh

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-efensi"e (attle of Macross City. uam5in sur"i"es and goes into hiding.)umankind emigration pro%ect publicly announced.February

F$> mass production begins.Nune

)ikaru and Misa n]e )ayase/ Ichi%yo marry. 'ote Se"eral dates ha"e beenoffered for the Ichi%yo wedding, including 01;0 Jctober ;1  Macross 8uidebook /, 01;;Jctober ;1  Macross 8raffiti/ and 01;= Nune  Macross Times/.OugustThe Super Dimension Fortress Mcross" Flsh 4c 2012 

<ynn MinmeiPs Farewell !.ayonara& Summer Concert Tour. Minmei, now grownup, sings and records Qn ngelPs &aintsQ !GTenshi no 0noguG&.

September Megaroad6%( launches as part ofO the first long$distance coloni5ation fleet.

Construction of mass$produced super$long$distance coloni5ation ships Megaroad6%# and 6%; based on the Megaroad- )ereafter, one or two super$long$

distance coloni5ation ships are constructed yearly. 2G14 First year of the 'ew ?ra calendar 'ew ?ra

111;/. Miku Ichi%yo born to )ikaru and Misa Ichi%yo.F$2Ps first flight.&roduction of the S-F' class warship begins.

total of twel"e are built, using "arious powerplants andweapon systems from medium$si5e 3entraedi "essels.pril

<aunches begin for one close$range coloni5ationfleet after another. The main ob%ecti"e is the search and coloni5ation of planets within;11 light years of the Solar System./ 'o"ember

n inhabitable planet is disco"ered ;;.B light years from the Solar System in the+roombridge ;E;A Star System. It is named Q?denQ and coloni5ation begins.2G1 

dmiral (runo N. +lobalPs installment as 6nited 'ations +o"ernmentrepresentati"e. <aunches of the second and third super$long$distance coloni5ation fleet Megaroad6%# and 6%; ships/. )ereafter, super$long$distance coloni5ation fleets areroutinely launched.

+uld +oa (owman born on ?arth. Mcross M3 

6nited 'ations Forces dispatch Maximilian Nenius and Milia Fallyna Neniusaboard the 6' Forces cruiser lgenicus to form the -ancing Skull special forces teamand combat internal re"olts and conflicts.

 M; 0pisode ( erial DanceInterceptionO (attle of 'ew labama <akeThe -ancing Skull special forces team intercept an enemy aerial unit attacking a

6' Spacy replenishment base and an spy piloting a captured F$> <ightning III on the planet 'eo Gork.

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2G1D F$2 mass production begins.t the end of the year, production of the F$; series ends. -uring the final

 productPs rollout, a commemorati"e paint scheme is applied.March 0B

Isamu l"a -yson born on ?arth. 'o"ember ;9ilbur +arland is born.

2G1E rlitwhai *ridanikPs appointment as 6nited 'ations SpacyPs commander.Myung Fang <one born on &lanet ?den.

Nuly Megaroad6%(9s communications cease near the center of the Milky 9ay +alaxy.

'ews about this ship is not publici5ed./2G1F 

JT?C merges with se"eral other companies, forming +eneral +alaxy

fter earning doctorates in flight and bio$electronic engineering, former (oddole3er Main Fleet technician lgus Sel5aa is in"ited to be the chief pro%ect ad"isor of+eneral +alaxy at its founding.

Miracle Nenius born.* Cool !eally born.Marge +ueldoa born.

September =1!ay <o"elock born.

2G1H F$2111Ps first flight.F$D de"elopment begins. M; 0pisode # Dancing Tightrope

nnihilationO (attle of 'ew 'ile 9eaponry (aseThe -ancing Skull special forces team assaults the 'ew 'ile weaponry base and

encounter a 3entraedi ariable +laug on the planet Cristrania.February 0D

Scarlet Jhara born.2G1I 

<ucy Macmillan born.Mahara Fabrioh born.Megaroad$;= launched.

Jctober 01!eiko Stefany born.

2G2G  'ew ?dwards Test Flight Center, a weapons testing center under direct military

 %urisdiction, is established on &lanet ?den.F$> <ightning III replaces F$; alkyrie as main "ariable fighter in 6nited

 'ations Spacy.F$2111 mass production begins. M; 0pisode ; 0scort of /isitor 

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Jperation ?scort F$2111The -ancing Skull special forces team escort the Shinsei Industry F$2111 being

tested aboard the 6' Forces cruiser lgenicus o"er the planet 'eo Gork. The Free Gork<iberation <eague launches two attacks to capture the F$2111.2G21 

F$DPs first flight.-ecember 0> 'atasia *iniskey born.

2G22 F$> mass production ends with the E0>2th fighter.F$;; de"elopment begins. M; 0pisode < 1lack "elebration

In"asion of the Secret !elics (aseThe -ancing Skull special forces team destroy an abandoned 6' Forces

 biological weapons research base at the site of &rotoculture ruins on the planet 'ew sia,after the base is deemed a bioha5ard.

Muse and Therese Nenius born.Max and Miriya Nenius adopt Moaramia Nifon.Moaramia Nifon %oins -ancing Skulls S7uadron as Q&urple SkullQFi"e Fads born.

March =;Miho Miho born on 9hite Flora satellite city in Nupiter orbit.

Jctober 01?lla Frit5gerald born on )enry (eggs satellite city in enus orbit

2G24 F$2 mass production ends.F$D mass production begins.*aren llen born.

February 02)o Sidok born.

Jctober =*im Saintlaurent born on the +rande Sa"oie residential area of 'eptune.

2G2 ?milia Nenius born.Gang 'eumann born.

February 0>&hysica S. Fulcrum born the second of three siblings on ?den.

March ;D<ora Continental born.

pril ;2)o Sidok born. :O

Nune ASally S. Ford born on the Moon !i"erside City residential area, on the MoonPssurface.

ugust ;2(asara 'ekkei born birthplace unknown/.

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2G2D F$;> de"elopment begins. Megaroad6(; disco"ers an inhabitable planet near the center of the Milky 9ay

+alaxy. The mission names the planetPs system /arauta and immigration begins.Nune ;0

Nohn (irks +illespie born.2G2E F$;B de"elopment begins.Miranda Nenius born.

Nanuary+amlin *i5aki born on ).+. 9ells City at Mars.

pril 0DSu5ie 'ewtlet born.

September =!ex born.

2G2F 

F$;>Ps first flight.pril 029olf born.

May =1Shine and Fine (rockenglitts born.

 'o"ember ;2+hana born at !eds 9ood satellite city in Saturn orbit.

2G2H  M; 0pisode = 5east of .andstorm

-efensi"eO (attle of the 9eapons !esearch &lantThe -ancing Skull special forces team protect the weapons research plant on the

 planet Susia from 3entraedi guerilla land units and aerial bomber formation.Ma%or Maximilian Nenius appointed as ship captain of the stealth space cruiser

 Earuna.F$;;Ps first flight.F$;> mass production begins.

-ecember ;E<iatris born.

2G2I ?migration begins on the planet ?lysium in the +$&' EE Star system. M; 0pisode $ 5ire "arnival 

InterceptionO (attle at -ahanPsO Satellite JrbitThe -ancing Skull special forces team intercept an space unit and two 3entraedi

ariable +laugs from a warship of the 3entraedi terrorist organi5ation Struggle in orbito"er the planet -ahan.

Captain Milia Nenius appointed as ?agle 'est erial Tactics Center instructor.F$2111 mass production ends.F$D mass production ends.!ak 'abekasi born.

May

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-uring construction, Megaroad 0> @ 02 explode along with the satellite factorydock.Nune A

ioletta born.ugust 0

Canari Minmay born.-ecember 2!afale born in the ;2th district of Miranda satellite city in Nupiter orbit.

2G4G Jn ulcan, third planet of the Sharma star system, end of operation making the

en"ironment similar to ?arth.($A *^nig Monster de"elopment begins.!ay <o"elock ser"es as a F$;;( elite pilot in the &ink &eckers s7uadron with

*inryu and Stephan. Stephan dies in action against rogue 3entraedi.?uri Gui born.Shiba Midou born on the Cemetary class ship Eeaven.

pril  M; 0pisode > Devil 8ate Drive

6nited 'ations +o"ernment Chairperson !escue Jperation.Maximilian Nenius and Milia Fallyna Nenius temporarily re%oin the -ancing Skull

special forces team with Moaramia Fallyna Nenius.The -ancing Skull special forces team rescue 6nited 'ations +o"ernment

Chairperson <awrence Gun *emal, being held hostage by anti$6nited 'ations forceswith two shield$enhanced -estroid Monsters on the planet (ellfan.

-uring the operation, the prototype GF$;;s also known as FL$;;sO areintroduced into actual combat for the first time.

 M; 0pisode ? Dancing .kull 

InterceptionO (attle J"er SusiaThe -ancing Skull special forces team intercept two aerial attacks on the 6nited

 'ations head7uarters on the planet Susia, including one by three unidentified 3entraedicombining units.

fter the completion of the operationsO, the two NeniusesO are granted speciallea"e.Nune =

<i5a born in the ;>th district of Miranda satellite city in Nupiter orbit..ugust ;;

Freesia born.September

The space launch of the first )ew Macross class super$massi"e coloni5ation battleship. This coloni5ation fleetPs population numbers in the proportions of ; million people. 'o"ember

rmed re"olt by the giant 3entraedi li"ing on ?arth. The Second -efensi"e (attleof Macross City. )ereafter, giant 3entraedi are prohibited from li"ing on ?arth.

Timoshie -aldanton is decorated for shooting down o"er 21 3entraedi aircraftduring the battle.

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-eserters from the A=02>;1Dth 3entraedi Juter Space rmy captured a F$L$;;e7uipped with fold booster. It will ser"e as the basis for future Q&heyos alkyrieQ.-ecember

(ecause of the increase in hereditary childrenPs diseases due to the o"eruse ofcloning, mass cloning is terminated.

F$;; mass production as the main "ariable fighter begins.F$;; Thunderbolt replaces F$> <ightning III as main "ariable fighter in 6nited 'ations Spacy.2G41 

!ay <o"elock and (asara 'ekkei meet for the first time.+illiam ngreat graduates from 6.'. SpacyPs ir Force School.9ilbur +arland graduates from the 6.'. SpacyPs !ecruiting Center for the next

F pilots generation.Immigration begins on planet ulcan.Nune <ey Mines born.?nika Chillini born.

February 0(irth of Bth child, Mylene Flare Nenius, to Maximilian and Milia Fallyna Neniusonboard the space carrier Red Moon in flight near the ?ta Carina 'ebula.February ;E

&assero born at (rangogne satellite city in Nupiter orbit.FebruaryThe Super Dimension Fortress Mcross" Do 5ou $emember +oe6 The Super Dimension Fortress Mcross for Sony &layStation 0O

.ony Play.tation # 8ame .tage 6%( Raiding ttack  011D FebruaryO

.ony Play.tation # 8ame .tage 6%# Transformation 011D MarchOpril 0=

Molly born.The Super Dimension Fortress Mcross the Moie" Do 5ou $emember +oe6  Mcross" Finl utpost" rth 

.ony Play.tation # 8ame .tage 6%; 8iants 011D NulyO

.ony Play.tation # 8ame .tage 6%< 0nemy .earch 011D NulyO

.ony Play.tation # 8ame .tage 6%= 0nemy .hip 011D ugustO

.ony Play.tation # 8ame .tage 6%$ 8od of War  011D ugustO

.ony Play.tation # 8ame .tage 6%> Ruins 011D SeptemberO

.ony Play.tation # 8ame .tage 6%? Do *ou Remember LoveH 011D September;0O

Space 9ar I made into a mo"ie, Q-o Gou !emember <o"e:Q &remiere of thismo"ie which portrays the (attle with +olg (oddole 3er and the lo"e of <ynn Minmei. It becomes a big hit, and the Minmei boom rekindles.2G42 

-e"elopment of acti"e stealth system using F$;> Tomcat fighters+illiam ngreat %oins the 0Eth super$long$distance coloni5ation fleetPs defense

units.9ilbur +arland %oins the 0Eth super$long$distance coloni5ation fleetPs defense

units.

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Nessica (lanc is born.($A *^nig Monster enters mass production.

Nanuary 2J5ma <ee is born.

2G44 

Jn the planet ?den, separation of the friends Myung Fang <one, Isamu l"a-yson and +uld +oa (owman.The Macross > super$long$distance emigration fleet finishes modifying the

en"ironment of Sephira, the <aramis star system#s fifth planet. The immigration beginswith approximately one million immigrants.May ;0

oi Tsuwabuki born.<eon Mishima born.

2G4 -e"elopment program for the next main "ariable fighter begins.GF$;D de"elopment begins.

GF$0; de"elopment begins.Testing of acti"e stealth on the F$2111 chassis to see if it is compatible with"ariable fighter technology.

board the super$long$distance emigration fleet led by 'ew Macross =, Timoshie-aldanton is integrated in the Q(lack !ayQ unit as captain.

Success of the 0Eth super$long$distance emigration fleetPs %ourney.+illiam ngreat is transferred to the B0Bth independent s7uadron F$L unit after

 passing the harsh training at the S7uare Crow 'ew Special -uty Training Center, whichser"es as a basis for the F$L unit, selecting pilot candidates and assesses their merits.September ; September 0:O

Isamu l"a -yson enters 6nited 'ations Spacy ser"ice.2G4D 

F$;; updated with upgraded engines and a"ionics.F$;BPs first flight.($0Ps de"elopment begins in this period.+eneral +alaxy is contracted by the 6' with reproduction of ueadlunn$!au.-esign and impro"ement started in the next year, in addition to restoring theuimeli7uola Factory Satellite Costs were held down, rather than building a new production line for the mecha, which re7uires a special manufacturing process/.Test flight of acti"e stealth on an F$;> Tomcat

pril 0Isamu l"a -yson punished for curfew break = days confinement/.

May 2Isamu l"a -yson assigned to 6'' ?nterprise.

May ;EIsamu l"a -yson punished for "iolation of military discipline = days

compensatory labor/.Nuly 0=

Syun Tohma born.Nuly 0A

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Isamu l"a -yson participates in the -elta 9ar.ugust ;2

Isamu l"a -yson con"icted of parking "iolation.-ecember 2

Isamu l"a -yson participates in the Formor riot.

2G4E  Formation of B0Bth Independent S7uadron QF$L !a"ensQ.Jn the &ukirases star system 2th planet, Maximilian Nenius disco"ers a galalasi

)ePll gi"e it later to her daughter Mylene who calls him +u"a"aO.Contacted a few years pre"iously by *am%in "ia &rotoculture communications

de"ice, the 'eld fleet arri"es in the Sol System. +org 'eld is killed and his fleet scatters.6' Spacy upgrades all remaining F$; units to 8! with enhanced targeting systems tohelp deal with the 'eld fleet in"asion. The S-F$; Macross once again flies into combat.

Test flight of S9$L$; non$transformable prototype. unofficialOFebruary ;=

Isamu l"a -yson participates in the planet "emaria -ispute.

ugust DIsamu l"a -yson participates in the planet )ydra Ci"il 9ar.Jctober ;;

Isamu l"a -yson punished for "iolation of command on board suspension for =days/.Jctober =1

Isamu l"a -yson assigned to Moon (ase to aid in the last line of defense shouldthe 'eld fleet penetrate the first line at Nupiter.

-ecember 0ACatherine +lass is born.

2G4F Isamu l"a -yson wins the Focker &ri5e.&owan )owan born.Contacted a few years pre"iously by *am%in "ia &rotoculture communications

de"ice, the (urado fleet arri"es in the Sol System. Shortly after, the <eplendis Meltranfleet arri"es. +org (urado is killed and his fleet scatters, howe"er Moruk <eplendis onlycommits a fraction of her fleet and withdraws to plan a suitable strategy against theinheritors of the &rotoculture legacy.Nanuary 0=

Isamu l"a -yson assigned to ?arth -efense Force to aid in the last line ofdefense should the (urado and <eplendis fleets penetrate the first line at Nupiter.February 0;

Isamu l"a -yson punished for contempt of superior officer salary cut ;1 for =months/.March =

Isamu l"a -yson con"icted for in%ury.May ;=

Isamu l"a -yson punished for "iolation of command on board suspension for ;week/.Nune B

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Isamu l"a -yson participates in 6' !e"olution 9ar.2G4H 

<aunch of the =Bth long$distance coloni5ationfleet centering around the Bth )ew Macross class battleship. Captain Maximilian and Second$in$

Command Miriya Fallyna Nenius are assigned to it. Thecoloni5ation fleet tra"els towards the center of theMilky 9ay +alaxy. ?xsedol Folmo accompanies fleet asan obser"er. +amlin *i5aki boards the long$distanceship as an immigrant.

!ay <o"elock and (asara 'ekkei form the band Fire (omber. They meeteffidas Fea5e around this time.

Isamu l"a -yson wins the Focker &ri5e.Manfred (rando gets rank ; rewards for his classical management of ?arth

Culture *eeping Festi"al. )e enters 6SCCM "ia special entry.February D

Isamu l"a -yson assigned to ?uropa (ase B.May 02Isamu l"a -yson participates in planet Sal"ation 9ar.

pril 0DIsamu l"a -yson punished for contempt of a superior officer salary cut 01 for

A months/. 'o"ember ;

Isamu l"a -yson assigned to the +alaxy &atrol.2G4I 

Test flight of GF$0;.-e"elopment of the Mind System leads to a fatal accident during militarytraining.Isamu l"a -yson wins the Focker &ri5e.Jn the Macross B fleet, an incident occurs during a mind system test.

March ;Isamu l"a -yson assigned to 6' ir Force on &lanet Iota.

May ;DIsamu l"a -yson punished for neglect of duties confinement for ; week/.

Nune ;EIsamu l"a -yson participates in the -elta 9ar II.

NulyShinsei Industry rolls out the GF$;D demonstrator prototype fighter 'o. ;.

SeptemberFirst flight of GF$;D prototype 'o. ;.S9$L$; pro%ect cancelled in fa"or of the GF$;D.

September =Isamu l"a -yson punished for disregard of operations depri"ation of all his

 pri5es/.Jctober 00

Isamu l"a -yson assigned to Juter Space Special Science Force.

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-ebut of Sharon pple, a "irtual singer. )er explosi"e popularity grows. 'ote fterol. ; of the Macross Plus "ideo "ersion, QMacross Future ChronicleQ lists the debutof Sharon pple in 01>1.O2GG 

*lan *lang is born.

(rera Stern (rera Mei/ is born.The 'ew 6.'. go"ernment first encountered and confirmed the existence of thea%ra around this period, but kept their existence a secret.

uimeli7uola Factory Satellite is restored and renamed Quimeli7uola V !hearsenalQ. &roduction restarts at <agrange I on &lanet ?den.

 'ew Macross = reaches the planet Q?den =Q.Timoshie -aldanton reorgani5es the Q(lack !ayPsQ in special unit.Manfred (rando graduates from 6SCCM. )e incorporates the 6SC.n autonomous go"ernment is established on planet ulcan.In"estigation of ?ndebald, the =rd planet of the Gork star system, begins.

 Mcross .lus 

GF$;D and GF$0; prototype competition is conducted at 'ew ?dwards TestFlight Center on )umankindPs first coloni5ed planet, ?den.Nanuary 2

Isamu l"a -yson assigned as se"enth test pilot of GF$;D at 'ew ?dwards Test Flight Center on?den.

ll of Isamu l"a -ysonPs exploits aredepri"ed by 6.'. irforce.March

Macross City holds the =1th anni"ersary celebration of the end of Space 9ar I.QThe Sharon pple Incident.Q

2G1 -ecision made to adopt F$;D as the next generation main fighter.t ;2 years of age, +amlin *i5aki enters the ir Force School in 6' Spacy "ia

special entry.The 02th 'ew Macross class emigration fleet 22th Super <ong$distance emigrant

fleet $ Frontier Fleet/ lea"es ?arth.t ;1 years of age, Mylene Flare Nenius obtains her dri"erPs licence class. )er

father Maximilian gi"es her a red sports car.Settlers abandoned the planet ?lysium.

2G2 ($0Ps deployment beginsMichel (lanc is born.In"estigation about a possible emigration on &lanet ?den = begins.Timoshie -aldanton retires from the army.Maria elas7ues )oilie dies in 3olaPs orbit.

prilMilia is installed mayor of Macross >  by election.

Nuly 0B

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lto Saotome is born.-ecember

-ecision made to adopt F$00S as special operations fighter.2G4 

<uca ngeloni is born.

 'anase Matsuura is born.9hile the arauta research fleet sur"eys an Qice planetQ in the system, scientistsdisco"er a mysterious energy field underneath the ice surface. 9ith an undisturbedlegacy of &rotoculture apparently inside the field, a field$deacti"ation experiment is begun.

The field strength drops and &rotode"iln are awakened, starting with +epernitchwho possesses I"ano +unther +yuntar:/ and +igile who possesses <t. utolmeur.

+amlin *i5aki graduates ir Force School in 0 years students normally take =years/ and gets assigned as F$;B pilot on -iamond Force.

+illiam ngreat is promoted to Ma%or and becomes the captain of the B0Bthindependent s7uadron, F$L !a"ens.

In"estigation ends on planet ?ndebald.Manfred (rando graduates from the 6SC as "aledictorian.pril 0D

!anka <ee !anka Mei/ is born.2G 

egis Focker graduates from military academy after repeating one year/ and isassigned as second lieutenant to the FF stationed at 'ew nderson (ase.

F$>111KIF$BS prototype first flight at 'ew ?dwards Test Center, &lanet ?den.2GD 

IF$BS +host begins mass production.Manfred (rando is installed as !epresentati"e -irector of Critical &ath

Corporation.9ilbur +arland is promoted to Colonel during the inauguration of the ;1E1

Stellar Sector Command. This command includes the H!a"ens Special IndependentS7uadron !which is independent of the local sector& .

+illiam ngreat refuses his promotion for the ;1E1 Stellar Sector Command. )eremains at a local assignment.

?n"ironmental modification pro%ect beings on ?den =.&lanet ?ndebald passes under 6.'. Forces control.S9$L$; prototype brought out of storage and modified GF$;D parts are

integrated. unofficialOMarch Mcross 7  

> 0pisode %( .peaker Pod 

The Fire (omber band performs their first li"e concert with Mylene Nenius. )ew

 Macross %>  %ourneys near &lanet arauta. ?xsedol Folmo has warned against comingclose to this planet, but Maximilian Nenius did not heed his warnings ...

Macross 1B coloni5ation fleet encounters a mysterious enemy the arautarmy/.

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(asara 'ekkei of the rock band Fire (omber begins singing at the scene of the battle.

> 0pisode %# .piritia Level > 0pisode %; 5ire .cramble

> 0pisode %< /ampire .oldier 

arauta operati"es infiltrate City B. Jutbreak of Q"ampire incidents.QMayJ6ire to Tomorro+J 

> 0pisode (( Minmei /ideo> 0pisode (# .piritia 5arm

-ue to the efforts of the arauta operati"es, City B is manipulated into folding.)ereafter, City B begins to wander in space.Nune

> 0pisode (< 5ighting Woman Mayor Milia

Military doctor Chiba completes most of his sound energy theory.> 0pisode (= /irgin ,ealousy

> 0pisode ($ 1attlefront Music 1oCThe arauta soldiersP identity are re"ealed as brainwashed )uman and 3entraedi by the capture of arauta soldier Irane !:rena& )ayakawa.Nuly

> 0pisode (> Pretty Devil 

wakening of &rotode"iln Si"il. -iamond Force leader *inryu is absorbed ofSpiritia by Si"il.

(asara dri"es away Si"il.> 0pisode (? 5allen Little Devil 

City B folds to an unknown destination again.ugust

> 0pisode ## Men of 1urning 5ire

City B is captured by star lpha ;;1;Ps gra"itational pull. City B returns tocoloni5ation fleet.

 Mcross 7 Docin/ Festil" Sin/in/ Ses the 9l:y;6 September

> 0pisode #; .ound 5orce

Formation of Sound Force.> 0pisode #= Late6)ight Duet 

Macross B coloni5ation fleet arri"es at planet !ax.> 0pisode #$ Death on Planet RaC

Confirmation of Macross 12 coloni5ationPs annihilation. )ostilities with+epernich Fleet and arauta main fleet. s a result of this, the Macross B coloni5ationfleet lands on planet !ax. *inryuu dies sa"ing City B.

> 0pisode #> .even6"olor .ong 0nergy

-r. Chiba completes the Sound ?nergy System and e7uips each Sound Forceelement with it. Sound Force repels +la"ilPs attack with Sound ?nergy System.Jctober

> 0pisode #? )ew .ound Weapon Sound (ooster successfully de"eloped.

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 'o"ember> 0pisode ;# ,ammingbirds QNammingbirdsQ is formed.> 0pisode ;; 1ackstabbing and a 8irl9s Tears > 0pisode ;< The Day 8igile .ang  

Si"il is successfully captured but escapes with +igile.-ecember> 0pisode ;$ Men of Passionate .ong  -isco"ery of &rotoculture ruins.> 0pisode ;> Mystery of the .pace RuinsH The truth about the &rotode"iln is unco"ered.> 0pisode ;? 5orbidden Planet9s .ivil  In order to sa"e Si"il, +igile self$destructs. -ue to +igilePs power, algo is also

destroyed, and &lanet !ax is annihilated.2GE 

!acing with restoredKmodified "ariable fighters, called an7uish !acing, begins

to become popular.Test flight of F$;B;.Timoshie -aldanton is found to be part of the terrorist organi5ation, (lack

!ainbow.egis Focker is promoted to First <ieutenant and captain of the 'ew nderson

 basePs FF.Su5ie 'ewtlet passes the examination of the 6.'.Spacy ir Force School and

gains the first rank because of her skill. Mcross 7" Fleet of the Stron/est #omen

Macross B fleet encounters a large Meltrandi fleet lead by Chlore. -espite beingoutnumbered 21$to$;, (asara#s song stops hostilities. ?xsedol is gi"en command to firethe Macross Cannon, but QaccidentallyQ miscalculates the aim. Mcross 7" ncore

-ue to Fire (omber#s increasing popularity, a T section is done on their origins,and is wildly inaccurate.Nanuary Mcross 7 Trsh 

The war with the mysterious arauta rmy continues. 0B$year$old First<ieutenant Mahara retires from acti"e duty in the 6nited 'ations Spacy and crosses pathswith ;B$year$old Shiba Midou at a rather opportune moment.

> 0pisode <# Desperate "apture 7peration

&rotode"iln capture operation by Sound (arrier. Mcross 7 the Moie" The 9l:y<s llin/ Me; 

(asara folds to a planet inhabited by 6nited 'ations colonists and encounters anunknown mecha piloted by ?miyia Nenius. (asara and ?milia dri"e away the modified 'atter algo.February 0

> 0pisode <; .eparated 5rom 7thers

Mylene Flare Nenius celebrates her ;2th birthday.February

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!elease of Fire (omberPs album Q!adio FireQSpring

Fire (omber mericanPs ?nglish FireRR album gains widespread popularity. Mcross Dynmite 7" Mylene 4et  

Mylene Nenius ponders independence by starting her own act aboard the Macross

B, but returns to Fire (omber after nearly being raped by her female producer. Mcross 9enertion board the super$long$distance emigration Macross D fleet, aspiring idol singer

&assero and her friend <i5a  pass auditions to participate in the Q<ynn Minmay StoryQmusical under the eyes of the idol Canari Minmay, but &assero is in trouble andencounters 9olf , an assassin on the run from the Mafia, and !afale, a Cosmo (ike !acer.Nuly 0= Mcross Di/itl Mission )F?@  

;D01 ?arth Standard Time The idol singer group Milky -olls are captured duringa concert and taken to an abandoned colony planet ?lysium :/ 'o"ember 

<eading &rotoculture researcher, -r. Mao 'ome, publishes paper QManagementand &re"ention of $type InfectionQ with %oint$researchers !anshe Mei and +raceJPConnor, in "osmos )ature academic %ournal.2GH 

egis Focker relocates as unit leader of (eneb star systemPs FF ngel 9ings.Test flight of S9$L$; transformable prototype. unofficialOThe S-'F$> +lobal, flagship of the;;B th large$scale in"estigation fleet is

destroyed by an alien race designated as a%ra. The 6' go"ernment co"ers up theincident as a space defold malfunction.

Su5ie 'ewtlet assigned as Fleed Star erospace base test pilot.2GI 

Su5ie 'ewtlet ends her test pilot assignment at the same time she relocates ?arthPs<agrange > space unit.Syun Tohma promoted to 6.'. Spacy pilot. )e %oins the !uby Mace elite unit. )e puts the li"es of his teammates in danger twice.

2GDG !emaining F$; units are upgraded to 8! &lus units with pinpoint barrier

systems.The F$;B; 'ightmare &lus replaces the F$;;CKF$;D as the mainline "ariable

fighter for the 6' +o"ernment.&lanet Sephira is inhabited by approximately six million people.

pril D Mcross )F?@ 2 

6nited 'ations Forces reassigns Captain egis Focker to the B0Bth IndependentSpecial Command F$L !a"ens.

September BMacross F$L0 Mission 0 Q9i5ard of J3Q. F$L !a"ens intercepts terrorist

Timoshie -aldantonPs hea"y bombers en route to )yde City.September 0=

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Macross F$L0 Mission = Q-ie 3auberfloteQ. C 2A2 Saratoga II are attacked by a group lead by Critical &ath Corporation president Manfred (rando.Jctober >

Macross F$L0 Mission > QSnow 9hiteQ. ssault on (ase Magic Mirror.+illiam ngreat is declared MI. Su5ie 'ewtlet and Syun Tohma are reassigned to B0Bth

Independent Special Command F$L !a"ens.Jctober ;>Macross F$L0 Mission 2 QMoby -ickQ. Terrorist con"oy is intercepted and

destroyed by F$L !a"ens. 'o"ember ;>

Macross F$L0 Mission A QSinginP in the !ainQ. F$L !a"ens liberate )ydeCity, under the control of Timoshie -aldanton and the +%agra"an a <and 9eapon.-ecember ;

Macross F$L0 Mission B Q&inocchioQ. F$L !a"ens intercept !or7ualsubmarines on &lanet ?den.-ecember 0A

Macross F$L0 Mission E Q*ing @ IQ. Timoshie -aldanton and his (lack!ainbow terrorist group attempt to use laser satellites on &lanet ulcan.2GD1 Nanuary ;A

Macross F$L0 Mission D QMary &oppinsQ. (attle at rea S!E0E=011.February 0

Macross F$L0 Mission ;1 Q?aster &aradeQ. nnabella <asiodora Mobile9eapon is destroyed at Ceres (ase.February ;>

Macross F$L0 Mission ;; QMy Fair <adyQ. 9ilbur +arland is killed abo"eMacross City.

Macross F$L0 Mission ;0 Q!emember <o"eQ. 6.'. Forces defeats theindirance terrorist group.

The S-F$; Macross is destroyed by the 6' Spacy ?arth -efense Fleet.Macross ;= destroyed.

2GD4

Mio <e"inas, from the illustrious <e"inas family, %oins the =Bth super$long$distance emigration fleet new Sound Force.2GDD

lto Saotome enrolls in Mihoshi cademy#s theatre program.Nessica (lanc dies of an apparent suicide after a friendly fire accident.

2GDF

Nune 0>&rototype F$02Ps first flight. Macross Frontier comes near a newly disco"ered

star system in the M22'+CAD1D planetary cluster/ for resource collection. series oftest flight programs began on the =rd planet designated Messiah 102/ where theatmosphere was deemed suitable for testing the new "ariable fighter along with the rk!oyal$class carrier QShanghai IIIQ ser"ing as an orbital base for testing..hinsei :ndustry

Test 5light "enter+ Planet 0den+ Lagrange point L# 5actory "olony-O-ecember ;;

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&rototype F$0BPs first flight from the small aircraft carrier Q*atmandu IIIQ.2GDH

 Mcross the $i&e

!acing mixed with battroid combat using restored "ariable fighters, calledQan7uishQ becomes popular amongst Macross Frontier fleet citi5ens as a break from

their monotonous li"es. Secretly the 6' +o"ernment and &MCs pri"ate militarycontractors/ participate to collect illegal combat data on weapons de"elopment.2GDI

-e"elopment of F$02 based on the halted GF$0> ?"olution design is continuedon the Macross Frontier by pri"ate company <..I.

-e"elopment of the GF$0B based on the GF$0> ?"olution design is continued onthe Macross +alaxy.March Mcross Frontier 

 Macross 5rontier T/ episode ( 6 G"lose 0ncounterG $ The 0;st 'ew Macrossclass immigrant fleet from planet ?den, Q+alaxy FleetQ, passes near the Macross Frontier

fleet. Idol Sheryl 'ome "isits. 9hile the Macross Frontier fleet is en route towards thecenter of the galaxy in search of inhabitable planets, it is attacked by the mysteriousextraterrestrial lifeform a%ra. The Macross Frontier fleet enters into a conflict withspace$lifeform, a%ra.

 Macross 5rontier T/ episode # 6 GEard "haseG  $ !anka <ee is on her way toS.M.S. to drop off some items for her older brother J5ma <ee when she happens to meetSheryl 'ome. lto Saotome also shows up when the two arri"e at an obser"ation park, but then the a%ra loom o"er from the skies abo"e.

 Macross 5rontier T/ episode ; 6 G7n *our MarksG  $ lto Saotome unexpectedlymeets !anka <ee and Sheryl 'ome again at an obser"ation park. )owe"er, the a%ra alsoshows up again in the skies abo"e the three, so they immediately head to the parkPsemergency shelter and are trapped inside.May ;

Sheryl 'omePs QSayonara <i"eQ concert. Macross 5rontier T/ episode > 6 I5irst ttackJ $ Macross +alaxy !escue

Jperation.May 2

!anka <ee performs Q'in%in <o"es Gou GeahRQ at Folmo.May D

 Macross 5rontier T/ episode ? 6 IEigh .chool KueenJ $ !anka <ee transfers toMihoshi cademy.May =;

Macross Frontier T episode ;1 $ H<egend of 3ero $ !anka <ee gets a small rolein the Q(ird )umanQ mo"ie.Nune ; $ Nune =

!anka <ee films her role on the Q(ird )umanQ mo"ie her participation isextended through Nune 0;/.Nuly ;0

(ird )uman mo"ie/ !oadshow.ugust 0

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 Macross 5rontier T/ episode (# 6 G5astest DeliveryG  $ Michael (lanc brings!anka <ee to a specially$installed stage at the ==rd Marine ForcesP base on +allia >.+race acti"ates a dimension eater de"ice, destroying approximately ;K> of the planet andexposing the core.ugust ;2

 Macross 5rontier T/ episode (> 6 G8oodbye .isterG  $ !anka <ee#s first li"e performance lthough originally scheduled for ugust =, !anka was reco"ering after being rescued from the a%ra/. fter her first li"e performance, !ankaPs popularityincreases further.ugust 02

 Macross 5rontier T/ episode (' 6 GTrianglerG  $ The Frontier fleet celebrates aftercompleting the Bth ultra$long$distance fold, declaring the day Qimo Memorial -ayQ. commemorati"e ceremony is held with a performance at Mihoshi cademy.

 Macross 5rontier T/ episode #% 6 GDiamond "revasseG $ Influenced by !ankaPsfeelings, large numbers of a%ra appear inside the Frontier colony and begin brutalattacks. &resident )oward +lass is assassinated heading to (attle Frontier.

 Macross 5rontier T/ episode #( 6 G1lue 0therG  $ The presidentPs death is falsified by Chief of Staff <eon Mishima, who sei5es command and deploys (attle Frontier. Thea%ra are drawn to Island = by !anka <ee in a strategy by S.M.S. to use a dimensionaleater bomb. The a%ra and Island = are annihilated.ugust 0B

!anka <ee attends mourning ceremony. She announces she is 7uitting singing.ugust 0E

!anka <ee reunites with adult form i$kun. She and (rera Sterne lea"e to find thea%ra homeworld and return i$kun to his kind.September 0

+race JPConnor uses !anka <ee to control the a%ra with her song, launching anattack on Macross Frontier. '6'S forces use Sheryl 'omePs song in an attempt tocounter !anka <ee.

!anka <eePs consciousness is restored through combined efforts of lto Saotome,Macross uarter and S.M.S. She returns to Macross uarter, her strength returned andSherylPs strength amplified !anka causes the Type infection to become Qnati"eQ toSheryl as it is for !anka/.

The combined force of the S.M.S., Macross uarter and the a%ra destroyMacross +alaxy and +race JPConnor.

Macross uarter lands on the a%ra homeworld, claimed as their new colony.2GEG

Mylene Flare Nenius continues her solo career.

ResourcesGayR )ere is a list of places I ha"e drawn information and images from to

compile this !&+ and sourcebooks. There are se"eral other sites I ha"e drawn upon thatare no longer there, or I ha"e simply forgotten which ones they were. ll of these aregreat websites for additional pictures and information for using Macross in other gamesystems, so please "isit them.Macross Mecha -esigns httpKKwww.steelfalcon.comKmacrossmecha.html

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Macross Compendium httpKKmacross.anime.netKwikiKMain_&age The nti*e"s httpKKwww.geocities.comKTimesS7uareK!ealmKB;D>Kantike"s.htm

 'anashi#s Information +roup httpKKwww.macrossmecha.infoK6' Spacy -atabase httpKKunsd.macrossrpg.comK&alladium (ooks httpKKwww.palladiumbooks.comK

Talsorian (ooks httpKKwww.talsorian.comKMecha nime ) httpKKwww.mah7.netKmechaKmacrossKmacross.htmKMacross !&+ Community httpKKwww.macrossrpg.com Macross !&+ +alaxies httpKKwww.macrossroleplay.orgKforumsKindex.phpSketchleyPs Translations httpKKwww.macrossroleplay.orgKSketchleyKportalKtranslations.htm

lso used in making this game are 7uotes and screenshots I took from the "ariousMacross animated series, music soundtracks and "ideo games.

6A % rrataThis should co"er any possible 7uestions that might arise and will need to be

addressed.

8 9hy does characterO ha"e certain "alues for their stats or skills: 8 For most of the characters done for the &alladium game, I con"erted their stats andskills o"er as closely as possible, with corrections for *e"inisms. For all others, I basedtheir stats and skills on what they showed in the anime. Most stats were figured as thecharacter was intended rather than how many people "iew them. dditionally, manycharacters from the original Macross seem "ery incapable compared to later informationabout them for instance Miriya being an expert at knife$fighting in the comics, butlooked somewhat sloppy in Macross/.

8 9hy do books for Macross II, Southern Cross, Mospeada, Mega5one 0= and!obotech if they aren#t part of the official Macross canon storyline: 8 ll four of these ha"e been fore"er linked to Macross in one manner or another, sofor the sake of completeness I added them. lso, they offer interesting possibilities ifused in parts for story elements. &lus, I was bored.

8 9hy does this characterKmechaKshipKetcO ha"e a different name than I recogni5e: 8 There#s a couple possibilities.

First being that this game uses Macross names, not !obotech 'ames. Thus youwill ne"er see any reference to !ick )unter or <isa )ayes since their names are )ikaruIchi%yo and Misa )ayase.

The second possibility is that some names had multiple romani5ations. Forinstance, the supreme leader of the 3entraedi fleet has been spelled as (odol5a, (odol5aa,and (oddole 3er. rlitwhai has also been spelled as (reetai, both being pronounced thesame. 9here possible I used the most common spelling and listed alternates in their profiles. nother issue is minor spelling differences, like <inn "s. <ynn and Minmay "s.Minmei. In concern to 3entraedi names, there were some romani5ations used that wereintentionally bi5arre to make the 3entraedi that much more Halien.

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nother issue is with the Napanese !$< issue. Is her name Miria or Milia: Is herdaughterPs name *omiria or *omilia: <ikewise, is the other characterPs name Clan Clan,Clan Clang, *lan *lang, *uran *uran or *lan *lein: In most cases I took the mostcommonly used names, or the official english translation from the Macross websites.

In the case of capital ships, some ship classes were actually the names of

indi"idual ships in that class4 such as the 6raga being an rk !oyal class ship.

8 9hy isn#t particular characterO listed: 8 ?ither I forgot or the character was considered too minor to gi"e stats for. lso, I didnot list certain characters specific to some of the side stories and "ideo games because itis highly unlikely for those '&Cs to be encountered. For the most part, I ga"e stats and background for bridge crews and main characters4 people most likely to interact with&Cs.

8 9here is South taria Island: 8 It is the southernmost tip of the Jgasawara Islands in the 'orth &acific.

!eal$life 'ote The southernmost tip of the Jgasawara Islands in the 'orth&acific is Minami Iou Nima or HSouth Iwo Island. lthough it is approximately the samesi5e and shape, its unfertile sulfur soil composition is unlike how South taria Island is portrayed. Coordinates 0>', ;>;?

8 particular F model wasn#t included in the mecha profiles, but it was in the modellisting. 8 Some models had no differences in Mekton stats. Jne example is the differences between the F$;; and F$;;(, that were mostly cosmetic. (oth ha"e the same statsand costs, so there is little reason to list profiles on both. 'otes are added to a particularentry if there are other models with the same Mekton stats.

8 9hy are there mecha and ships listed that I thought didn#t exist: 8 Jk, in particular there were some upgraded mecha and ships that were created in the0101#s to 01=1#s in a couple of "ideo games for the &C and Turbo +rafix ;A console.This includes Macross Scramble alkyrie, Macross !emember Me and Macross ?ternal<o"e Song. These games present four indi"idual 3entraedi three 3entran and oneMeltran/ fleets that attack the Sol System in 01=A and 01=B but are ne"er mentioned inthe official storylines. Nust because the anime didn#t co"er them doesn#t make them lessimportant to the story.

Fortunately, canon e"ents do help support these e"ents. -uring the attacks in 01=Aand 01=B, Isamu -yson was transferred to the lunar base pollo and then to the earthdefense fleet, respecti"ely. It would make sense that the 6' would want their best pilotsdefending earth from such enemy forces.

8 9hy is there contradicting information in regards to Space 9ar I: &articularlyconcerning <aplami5: 8 -o Gou !emember <o"e was a film about Space 9ar I, created by the citi5ens fromthe S-F$; that premiered in February of 01=;. The film became an enormous successand re"i"ed the Minmei (oom the same year. It influenced later portrayals of Space 9ar

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I and inspired many 6nited 'ations citi5ens including 'ekkei (asara, a pi"otal figure inthe &rotode"iln 9ar 01>2 March$01>A February/. 'ote that the real mo"ie of -G!< isthe Hsame mo"ie made by the S-F$; citi5ens.

For propaganda reasons, the film de"iated from the historical e"ents. 3entraedifemale commander Moruk <aplami5 was intentionally portrayed as a commander of an

entire QMeltrandiQ main fleet separate from the (oddole 3er Main Fleet, in order toemphasi5e the existence and danger of main fleets besides the (oddole 3er Main Fleet.The mo"ie populari5ed the 3entraedi term QMeltrandiQ for female 3entraedi in general./The mo"ie employed the 0ast River  training ship to portray (oddole 3erPs mothership,using holography to alter the shipPs outer appearance.

&roduction 'otes Se"eral episodes of Macross > , particularly episode ;;QMinmei ideoQ/ and the third unaired episode QFleet of Strongest 9omenQ/, excerptedthe Do *ou Remember LoveH film. This film purportedly produced within the world of Macross has se"eral differences from the similarly named film, The .uper Dimension

 5ortress Macross !the Movie& Do *ou Remember LoveH ;DE>/. The 01=; film in the Macross world has Max and Miriya fighting in space, which did not occur in either the

;DE> film, or the first Macross series ;DE0/. It also portrays Max and Miriya#s marriage,which was not included in the ;DE> film.For those characters and mecha that ha"e large changes between the T and

mo"ie "ersions.Jne ma%or instance is regards to <aplami5. I wrote her into this !&+ specifically

as her mo"ie "ersion, commanding her own fleet of Meltrandi. In the T series she wasshown as the subordinate of uam%in, e"en though there are se"eral references to the3entraedi and Meltrandi not working together.

<ast of all, nearly >1 years of rebuilding has passed since then. -on#t forget thatthe earth was annihilated in 01;1. If it took the 6' go"ernment almost >1 years to findrecord of the F$1 pro%ect, it#s not so hard to accept that records of the war might not becompletely accurate most records would come from the S-F$; crew, and would likely be full of misconceptions, propaganda and guesswork/.

8 9hat are some of the alternate spellings and romani5ations: 8 )ere is a partial list. I probably won#t list e"ery possible "ariation, especially!obotech changes. The creators specifically romani5ed the 3entraedi names to be as alienas possible, as they are neither merican nor Napanese. 'ame 6sed lternates3entraedi 3%entohlauedy, 3entradi, 3entrady, T#sentraetiMeltrandi MeltohlaundyMiriya Miria, MilliaMicrone Micron, MicloneMacrone Maclone+epernich +epernitch, +eperniti?xsedol ?xedore, ?xedolsauam%in uam5in, *am%in*lan *lein *uran *uran, *lan *lan, *lan *langueadlunn ueadluun

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8 9hat is the Hsuper"ision army: 8 The Super"ision rmy also translated as Inspection rmy/ is the forces of&rotoculture and their 3entraedi fleets that were dominated by the &rotode"iln after theiremergence. It is presumed that the army was largely composed of the fleet protecting the&rotoculture#s research facility in the arauta system, and that it expanded slowly as the

&rotode"iln dominated more and more of the opposing forces.s the Schism 9ar continued to escalate, one side of the &rotoculture de"elopedthe ?I< series 3entraedi as a means to end the war, only to end up creating a new one.

8 Is it true that during space fold, people become Qlo"ey$do"eyQ: 8 fold is a kind of warp. 9hile mo"ing, it is easy to feel high from tripping out asthe sensation of separation from the ethereal body is a kind of drug. In addition, peoplewho play around ha"e an acti"e sex lifeO appear one after another, because of that lo"elo"e$makingO mode coupled with the feeling of tension from death4 as the act of foldingsits side by side with the act of dying. This state is called QFold <o"eQ. Jr to put itcrassly, space folding tends to make people randy.

Recommen"e" 5ie+ing

nimeMacross, Macross 3ero, Macross &lus, Macross B, Macross Frontier, Macross

-G!<, Macross Flashback 01;0 $ These, plus their side stories, form the core of thisgame.

Mega5one 0= $ 9hile not part of Macross, it gi"es an interesting idea for adifferent type of colony ship setting.

+undam $ gain, not part of Macross, but it gi"es some interesting ideas for anti$6' forces who belie"e they are right in fighting for their so"ereignty and independence.

Jrguss $ Get again not part of Macross, but the storyline talks of using a time$space detonation weapon that causes the ?arths from o"er ;11 realities to o"erlap whilethe ?arth is rapidly heating up from unnatural global warming.

Tele"isionThe 6ni"erse $ This series has great information about space and what is in it.The *nown 6ni"erse $ More information on deep space.)ow the ?arth 9as Made $ This series explains how our planet works, and could

gi"e good reference for making information on planets for the campaign.(attlestar +alactica $ grim story about a few ships struggling for sur"i"al

against unrelenting alien forces and internal political factions "ying for power whiletrying to find a new planet to call home... sound familiar anyone:

Stargate 6ni"erse $ Many condemn this series as being a clone of (attlestar+alactica, but it has some interesting ideas for what lies at the boundary of the entireuni"erse. Could the &rotoculture ha"e disco"ered a similar phenomena: Could that black portal the Megaroad$1; entered ha"e taken them somewhere on the other side of theuni"erse:

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tion Points

Location Chart

c. Head Torso R.Arm L.Arm R. Leg L.Leg

0 1 2-4 5 !-" #-0

sP

aracter %ame _________________________________ 

yer Name_____________________________________ 

ncept ________________________________________ e ___________________ $e& ____________________ 

__________________Skin ______________________ 

ght/Weight ___________________________________ r/Eyes _______________________________________ 

earance _____________________________________ 

____________________________________________ 

Primary Statistics

e((igence

o(

sence

path*hnica( A+i(it*

e A((oance

* T*pe

(e&es

terit*

ength

ractieness

cation

 _______________ 

 _______________ 

 _______________ 

 _______________  _______________ 

 _______________  _______________ 

 _______________ 

 _______________  _______________ 

 _______________ 

 _______________ 

Secondary Statistics

drance   [Bod x1!n   [Bod x1!

d* T*pe ,odiier

oer*   [Bod " Str!

istance   [#ool x$!

nta( $ta+i(it* [Emp x1 %x&'!

c   [(nt " )e*!

ement   [+A x1m!

n [+A x$m!

p %stand/r,n' [+A%or r,n'/.m!me -eap [+A x1&m!

m [+A x1m!

,3

[Str x1kg!

o0  [Str x$m!

 _______________ 

 _______________ 

 _______________  _______________ 

 _______________ 

 _______________  _______________ 

 _______________ 

 _______________  _______________ 

 _______________ 

 _______________ 

 _______________  _______________ 

 _______________ 

 _______________ 

Otard Character Description

 _____________________________________________

 _____________________________________________

 _____________________________________________

 _____________________________________________

 _____________________________________________

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 _____________________________________________

 _____________________________________________

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 _____________________________________________

 _____________________________________________

 _____________________________________________

 _____________________________________________

 _____________________________________________

 _____________________________________________

$piritia $piritia Poo(

Insert character picture or symbol here

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$i(( $tat Ran Tota( Ta(ents 6 Pers Ran

Comp(ications $e

Poers 6 A+i(ities Ran

7eapon 7A Range Damage / 8$hots Conc C(ass 7

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3ear 7eight 'n-Depth Character notes

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