Robotech: the role playing game pdf download






















Roy Fokker would fall into this alignment. Scrupulous Characters Will. Keep his word to any other good person. Lie only to people of selfish or evil alignments. Never attack or kill an unarmed foe. Never torture for pleasure, but may use muscle to extract information from criminals or evil characters. Never kill for pleasure; will always attempt to bring the villain to justice alive no-matter how vile he may be. Attempt to work within the law whenever possible.

Bend and, occasionally, break the law when deemed necessary. This means they may use strong arm techniques, harass, break and enter, theft, and so on. Distrust authority. Evil alignments are a step beyond the self-gratification of the selfish alignments. Evil characters are ruthless individuals who are willing to say or do anything to achieve their goal.

Human life has little meaning to them, and friends tend to be but not always people to use and discard when they are no longer of value. Evil aligned people do not automatically slay any good aligned person because of different ethics and philosophy. All the better to use good to achieve their own goals, for the end always justifies the means. Work with groups, but dislike confining laws and bureaucracy red tape.

This is the Man Solo, Star Wars, character. The guy who is always looking for the best deal, associates with good and evil characters, is continually tempted to lie and cheat, and hates himself for being loyal and helping others.

The beautiful, but self- absorbed, Lynn Minmei would be unprincipled. Unprincipled Characters Will. Have a high regard for life and freedom.

Keep his word of honor. Lie and cheat if necessary especially to those of anarchist and evil alignments. Will not kill an unarmed foe but will take advantage of one. Help those in need. Not use torture unless absolutely necessary. Work with a group, especially if profitable. Dislike authority.

Never betray a friend. Miscreant Evil This self-serving, unscrupulous character is out only for himself. Power, glory, wealth, position, and anything that will make his life more comfortable is his goal.

It matters not who gets caught in the middle, as long as he comes out smelling like a rose. This person will lie, cheat and kill anyone to attain his personal goals. Khyron is a perfect example of miscreant. Miscreant Characters Will. Not necessarily keep his word to anyone.

Lie and cheat anyone; good or evil. Most definitely attack an unarmed foe those are the best kind. Use or harm an innocent. Use torture for extracting information and pleasure. May kill for sheer pleasure. Feels no compulsion to help without some sort of tangible reward. Work with others if it will help him attain his personal goal.

Kill an unarmed foe as readily as he would a potential threat or competitor. Has no deference to laws or authority, but will work within the law if he must. Will betray a friend if it serves his needs. Anarchist Selfish This type of character likes to indulge himself in everything. He is the insurgent, con-man, gambler and high roller; the uncommitted freebooter seeking nothing more than self-gratification.

This character will, at least consider, doing anything if the price is right. These people are intrigued by power, glory and wealth.

Life has meaning, but his has the greatest meaning. Laws and rules infringe on personal freedom and were meant to be broken. An anarchist aligned person is always looking for the best deal, and will work with good, selfish or evil to get it; as long as he comes out of the situation on top. The anarchist is continually teetering between good and evil, rebelling, and bending the law to fit his needs. Anarchist Characters Will. May keep his word. Lie and cheat if he feels it necessary.

Not likely to kill an unarmed foe, but, certainly, knockout, attack, or beat up an unarmed foe. Never kill an innocent but may harm or kidnap. Not likely to help someone without some ulterior motive even if it's only to show off. Seldom kill for pleasure. Use torture to extract information not likely to torture for pleasure. Not work well in a group this is the cocky, loudmouth who is likely to do as he damn well pleases. Have little respect for self-discipline or authority.

May betray a friend. Aberrant Evil The cliche that there is "No honor among thieves" is false when dealing with the aberrant character. This is a person who is driven to attain his goals through force, power, and intimidation. Yet the aberrant person stands apart from the norm with his own, personal, code of ethics although twisted ethics by the standards of good. He expects loyalty from his minions, punishing disloyalty and treachery with a swift, merciful death.

An aberrant person will always keep his word of honor and uphold any bargains. He will define his terms and live by them, whether anyone else likes it or not. Breetai and Exedore fit this category. Aberrant Characters Will. Always keep his word of honor he is honorable. Lie to and cheat those not worthy of his respect.

May or may not kill an unarmed foe. Not kill may harm, kidnap an innocent, particularly a child. Never kills for pleasure. Not resort to inhumane treatment of prisoners, but torture, although distasteful, is a necessary means of extracting information.

Never torture for pleasure. May or may not help someone in need. Work with others to attain his goals. Respect honor and self-discipline. They are not maniacal people actively seeking to harm innocent people. Nor are all evil characters sadistic and untrustworthy. Many evil characters may actually seem kind or likable. There is nothing wrong with playing an evil character, although he may not survive too long if he betrays or harms too many people. This is fantasy role-playing, not reality.

You can play any type of character Diabolic Evil This is the category where the megalomaniacs, violent, and most despicable characters fall. This is the cruel, brutal killer who trusts no one and has no value for anyone or anything that gets in his way. Aberrant aligned characters find these unhonorable people just as revolting as a good aligned character. General Dolza fits this description. Diabolic Characters Will. Rarely keep his word and have no honor.

Lie to and cheat anyone. Most certainly attack and kill an unarmed foe. Use, hurt and kill an innocent without a second thought or for pleasure.

Use torture for pleasure and information. Kill for sheer pleasure. Likely to help someone only to kill or rob him. Not work well within a group consistently disregarding orders to do as he pleases. Despise honor, authority, and self-discipline.

Associate mostly, with other evil alignments. Betray friends after all, you can always find friends. After all, nothing can substitute for real experience, especially in a combat situation. Readers will also notice that each Occupational Character Class O.

The varying levels of experience needed for each O. The accumulation of heroic deeds, friends, prestige, weapons, equipment, knowledge and skills, can be construed to be the results of winning.

If a character survives and meets with success in his endeavors, that is winning. However, there are rewards besides the acquisition of material goods and reputations, and that's developing your character's skills, knowledge and abilities.

This is accomplished through the gathering of experience points. Why An Experience Point System? The reason I use an experience point system is because I find them extremely realistic and practical.

Training is useful, but there is no substitute for experience. I don't know how many times I've read a comic book with the main character thinking to himself; something like — "Only my years of experience enabled me to beat him. Practical experience in the field is an important and real factor in the development of a character. The experience system is specifically designed so that characters will mature fairly rapidly, tapering off as they reach higher levels of experience around fifth or sixth level.

Why do the experience levels only go to level 15? Because characters are not likely to ever reach that level, even after years of regular play.

In my original, Palladium Role-Playing Game, play-test campaign; after two years of weekly, long average 9 hours , playing sessions; the characters averaged 7th to 9th level and progressing, ever so slowly, toward tenth level. Realistically, a high level character is not, necessarily, all that fun to play, unless the campaign maintains a high level of challenge and adventure. Experience Points and Their Application It's difficult to devise a point system by which a game master can judge and reward his players fairly.

The ultimate purpose of experience points and experience levels is to provide a means in which the player's character can grow and develop. Many fantasy role-playing games have their own unique system, charts, equations and computations for distributing experience points. You may want to adopt one of these systems to this game if that's what you're comfortable with. On the other hand, I use a very subjective method of observation and logic.

I feel that any twit can chop or blast a creature that has just pounced out from around the corner. Most experience points concentrate on the "kill factor", but what about the thought process? What about the decisions, plans, or motives for a particular action? Doesn't clever- ness and a cool head count? Aren't these the true ingredients of good role-playing?

It seems unfair to me that the person who devises a clever plan should get much less experience points than the players who carry out the plan because they are better skilled to do so. And what about role-playing?

Shouldn't the brilliant medical student playing a character with an I. Hell yes! Considering how flexible and subjective most of the other role-playing conditions and rules are, I don't see the logic in having a strict, limited, experience point system. So, here is my chaotic, subjective, experience system.

The game master GM should make a list of his players at the beginning of the game and jot down each player's experience points as they gather them throughout the course of the game.

At the end of the game, the GM totals each player's points and gives them each totals, so that they can keep track of their growing experience and skills. The difficulty with this system of determining experience points is the subjectivity. The GM must utilize the preceding experience outline with some thought. Example: Eight, third level characters, armed to the teeth and in heavy armor, kill an average opponent. The eight players should receive experience points for killing a minor menace.

After all, the creature didn't have a chance and presented no real threat to the characters. However, if one or two, first or second level characters killed or subdued the same opponent, they should receive experience points for killing a major or even a great menace, because the threat and the ingenuity involved is much greater.

I've found this method stimulates imaginative playing instead of promoting slash and kill. GM's, don't be Santa Claus, heaping wonderful amounts of experience points; be fair and tolerant. Let your players truly earn their experience points, growing in skill and knowledge. If you have a group of players rising rapidly in experience levels, you will know it's because they are clever and imaginative players. And that's what this game is all about. Character O. A character involved in an adventure gains experience points for his thoughts, actions and deeds.

As these experience points accumulate, the character will reach new plateaus, indicating his continual growth, development and mastery of his chosen O. Each time a player's character accumulates enough experience in a particular O. This is why the skills are listed by levels. A clever plan, a quick attack all earn experience points. The more experience a character receives, the higher the level he attains in that occupation; the greater the skills.

Players: Be certain to keep a careful record of the experience given to you at the end of each game. When a character attains a new level, be certain to tell the GM so that your skills and hit points can be increased accordingly.

Experience and Hit Points Each time a character reaches a new level of experience, the player gets to roll one, six-sided die and add the number rolled to the character's hit points. This indicates the physical development and maturity of the character as he develops. Per Level of Experience Per level of experience, or per each level of experience, or per level of the and O. This often indicates the amount of damage that can be inflicted or a duration. Clever, but futile idea. Clever, useful idea or action.

Quick thinking idea or action. A critical plan or action that saves the entire group or many people. Endangering the character's own life to help others. Self-sacrifice or potential self-sacrifice in a life and death situation like leaping in front of a blast, meant for someone else, to save that person, even though likely to die; or offering own life to save the group or another.

Avoiding unnecessary violence. Good judgment. Playing in character bonus. Daring clever or not. Killing or subduing a minor menace. Killing or subduing a major menace. Killing or subduing a great menace. Note: More than one phobia, obsession, psychosis, and affective disorder is possible. If the same one is rolled, ignore it and roll again.

In the context of this game, we will assume that all our heroes are mentally and emotionally sound. Trauma I've found that having a character roll on the insanity tables after a terrible trauma is very appropriate, realistic and fun; adding a new element to the game. What constitutes a traumatic experience is, in part, up to the game master and the actual situation. The following is a guide to some traumatic situations requiring a roll on the Random Insanity Tables.

Two to eight weeks: Roll once on the Insanity Table. They could be anybody!! Roll once on the Phobia Table. If extremely traumatic, lengthy, or reoccurring hallucinations: roll on the Random Insanity Table.

A real life encounter with the subject of the traumatic hallucination is likely to cause more trauma. Witnessing or experiencing a shockingly grotesque atrocity. Roll on the Phobia Table. Terrible, frightening or unusual brush with death. Roll on the Random Insanity Table. The following minuses apply during critical, or high pressure moments battle, danger, watched by others, etc.

Witnessing the terrible or shocking death of a deeply loved one. Roll on the Psychosis Table. The cause accidental of several innocent people's death. Schizophrenia; you are passive and easily frightened; jumpy. You hear voices telling you that all the angels are dead; worry about what angels are. Become a psychiatrist and try to cure everyone around they're all sick, even if only you have the perspicacity to tell ; be sure to demand stiff fees.

The former is likely to cause the obsessed person to obtain his desire, while the latter is likely to cause the obsessed person to avoid or destroy the object of his obsession.

The game master Obsessions Timeliness either a fanatic about being punctual or always late. Note: This insanity may drive a character to incredible, even outrageous lengths, to satisfy his or her obsession. Requires a minimum of three months of therapy, with the following results: No effect; requires another three months of therapy.

Requires a minimum of six months of therapy with the following results: No effect; requires another six months of therapy. Phobia: There is no cure for phobias, but prolonged or repeated exposure to the object of the fear will lessen the intensity of the fear. Requires a minimum of three months of therapy with the following results: No effect; requires more therapy.

Therapy sessions generally cost 75 credits each, with two sessions per week this includes treatment for each category of insanity. Similar therapy can help obsessions. Hyper, agitated, always moving, distracted; -2 on initiative. Very sick, shaky, insecure. Still shaky, insecure, craves alcohol. Roll for both weeks. Third through Sixth Week: -2 on initiative. Still shaky, insecure, but feeling more confident.

Roll for each week. Roll for each pressure situation, such as near death of self or friend , major failure, crucial situation relying heavily or entirely on the person, etc. Roll for each drink. Note: A character can attempt to fight alcoholism repeatedly, regardless of numerous failures. Most references to drug addiction refers to hard drugs, such as L. Has difficulty following movement; - 4 to parry and dodge, - 2 to strike.

Drug addiction can be cured, and requires a willingness to seek treatment and being slowly weaned off its dependency by gradual substitutes. Total withdrawal, or going "cold turkey", is the sudden abstinence from any drugs. Requires regular observation and facilities. Weak and insecure, but feeling considerably better. Fourth Week: Completely detoxified, only psychological addiction remains. The next six months: This is the battle to stay dry. Note: A character can attempt to fight addiction repeatedly, despite numerous failures to do so.

Consequently, I've assembled a series of optional tables to satisfy those details. All tables require the roll of percentile dice.

Age I think it's best to generally assume most characters are young; late teens to mid-twenties. Likes combat. Both alive and well. Both died in the Zentraedi global assault. Only one still alive; father, mother. Orphan, never knew your parents. Human O. Requirements Destroid Pilot I.

Only the Veritech Fighter Pilot O. The term "Other Skills" refers to other areas of training the character can select. These are broken into 12 categories. Each category contains a number of skills. In some cases the category contains several skills, in other, only a few, while still others will be offered only a limited number of skills to a particular O. When selecting an O. Is it recapturing the basic Macross T.

Space adventures? Predominately combat? These are important things to know before selecting an O. Generally, I think most players will be playing in the post-destruction of Earth period which picks up where the Macross Saga ends with the destruction of the SDF-1 and 2 and prior to Sentinels and Southern Cross.

This is a period of great civil unrest with local, new and old governments vying for power; continual Zentraedi uprisings and assaults; human and alien rebels, bandits, mercenaries, rogues, and cutthroats of all kinds eager to take advantage of this grim circumstance.

It is a desperate world beset by famine, broken communication and the threat of alien invasion. Lost mine years ago. Bedrockbrendan Hero Member Posts: I should pick that one up. Would like to find out which one it was. Administrator Hero Member Posts: I remember picking it up at the comic store around the corner when it first came out. Other than the Robotech info, it was one of the worst games I ever bought. Brett M. Quote from: brettmb; Play daring Veritech pilots or Destroid commanders inside giant walking tanks ready for action.

Based on the classic s space opera anime, Robotech: The Macross Saga Roleplaying Game puts you in the pilot's seat of an epic struggle to save humanity from extinction. Whether you take up the call and join the Robotech Defense Force or prefer to entertain the troops, there are unlimited options for you to make your way through the Macross.

Alternately, the footage.. The unique system allows for personal level, mecha level, and naval level action. Take on conflicts and drama to secure your future and get the SDF-1 home. Every turn, with every action, you have something interesting to do. Along with the amazing art and scenarios are short stories about the Robotech Universe. Immerse yourself in the fiction. This is the time!

Get your copy now! Play as an iconic Robotech Hero, or build your own. Choose from the following careers: Pilot: Take control of your very own Veritech fighter.



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