

The following material is an adaptation of events
from MACROSS 7, a sequel to the original Japanese
MACROSS
TV series (which became Robotech here in the U.S.). Please feel free to use,
copy, and distribute it as you see fit. All I ask is that you give proper
credit to me and do not claim that it is your own work. Comments and
suggestions are welcome.

Written by DAVE DEITRICH (deitrich@mcs.net)
Background info provided by the MACROSS ONLINE COMPENDIUM
| These rules deal with the more metaphysical aspects of the Macross 7 TV show which many fans have a hard time dealing with. Consequently, using these rules in your Macross or other Palladium RPG may alienate some players and interfere with game play. GMs should carefully consider the effects of these rules on their campaigns before using them. |
Spiritia was first discovered by the ancient race of humanoids known as the
Protoculture hundreds of thousands of years ago during their war with the
Inspection Army and their Protodeviln masters. Spiritia served as a catalyst
for the Protodeviln's extra-dimensional energy, and they fed on the
Protocultures' life forces to maintain and strengthen their powers. But the
Protocultures learned how to use their spiritia to resist the Protodeviln and
break their hold over other enslaved humanoids. Eventually a group of
mystics called the Anima Spiritia who were trained in the use of
spiritia powers confronted the Protodeviln on their icy homeworld and sealed
them in special anti-spiritia containers where they would hopefully sleep for
eternity. This effectively destroyed the Protodeviln empire but by that time
the damage was already done. Over 85% of the galaxy-wide Protoculture
civilization had been destroyed, and without a strong central government the
surviving worlds soon collapsed into anarchy and civil war. The knowledge of
Spiritia and the Anima Spiritia themselves were forgotten as the Protocultures
disappeared from space.
Centuries later the human race was discovered on Earth by the remains of the Protoculture's Zentraedi army, and war soon broke out between the two forces. Humanity quickly discovered that their culture shocked and overpowered the Zentraedi forces, and this knowledge was used throughout the war, cumulating in the "Lynn Minmay" Operation during the final battle of Space War I. At the time the UN Spacy assumed that the Zentraedi's reaction was due to their rigid military structure and lack of experience with "pleasurable" sensations, but much later certain eccentric scientists such as Dr. Gadget M. Chiba aboard the Macross 7 would theorize that humanity's victory was due to their unconscious use of Spiritia against the Zentraedi forces. Regardless of the reason, the Zentraedi were defeated and integrated into Earth culture.
Then in 2043 a research group from the Megaroad-13 colony mission began exploring the Varuta system, which contained the ancient ice world which was once the home base of the Protodeviln. The research team accidentally released one of the imprisoned Protodeviln, Gepernich, from his slumber. Gepernich immediately mentally enslaved the research team and eventually gained control over the entire population of the Megaroad-13, thus creating the Varuta military forces. The Protodeviln then began seeking other humanoids outside of the Varuta system to capture and consume. The Varuta forces encountered the Macross 7 and Macross 5 colony missions and attacked them, thus starting the UN Spacy/Varuta war of 2045-2046. Not knowing that the Varuta were brainwashed humans and hoping to duplicate the "culture shock" attacks of Space War I, the Macross 7 military secretly constructed the VF-19 Kai Fire Valkyrie and gave it to Basara Nekki, a young but up-and-coming rock star that had some of the same qualities as Lynn Minmei. While Basara's "cultural" attacks against the Varuta proved largely ineffective at first, he began to exhibit some psychic-like powers in combatting the Varuta's energy-draining tactics. The Varauta and their Protodeviln masters began referring to Basara as an "Anima Spiritia", a term that meant nothing to both him and the Macross 7 intelligence community.
Dr. Chiba eventually discovered that Basara was unconsciously using his Spiritia
energy to fight against the Varuta and Protodeviln attacks, and developed a way
to use technology to augment and focus Basara's powers. This led to the rebirth
of spiritia research and technology as the Macross 7 command staff created special
teams such as Sound Force and the Jamming
Birds to try and exploit these spiritia powers against the Varuta. With
the development of the Sound Energy System and the Sound
Boosters, the Macross 7 was finally able to face the Protodeviln on even
terms. Eventually Macross 7 forces made an all-out attack against the Protodeviln
on their icy homeworld and (barely) succeeded in destroying the lead Protodeviln.
After their leader's defeat, the survivng Protodeviln quickly abandoned their
homeworld to search for a "spiritia paradise" outside of our galaxy. Without
leadership, the few surviving Varuta forces fell apart, quickly ending
the UN Spacy/Varuta war.
The rediscovery of spiritia and spiritia technology has been slow, mostly because the UN Spacy military has a hard time accepting the mysticism of the powers and the concept of "singing" against a foe. However, Basara Nekki and Sound Force have proved the validity of the concept, and spiritia research is slowly spreading across human territory. Eventually Anima Spiritia forces such as Sound Force and the Jamming Birds may become a standard part of UN Spacy forces everywhere.
NOTE: GMs, don't feel as if you have to track every character's spiritia level during every minute of the adventure. 99% of the time a character's SP level will be at their base level, which is equal to their ME.
Spiritia points are the basis for spiritia powers. Most people burn off spirita energy through normal everyday activities. However, certain gifted people can store up spiritia within their body, and especially talented people such as Anima Spiritia can project this energy into a variety of metaphysical powers. Spiritia can also be shared and combined with other people to further strengthen their powers. These powers are documented below in the Spiritia Powers section.
As a character's spiritia points drop below their base level the character will begin to feel lethargic and numb. In order to do any action at all the character must make a ME roll at a penalty equal to the number of spiritia points that have been drained. For example, if 5 spiritia points have been drained so far then the character must make a ME roll at -5. Even if the person succeeds in his ME roll all skill rolls are at -20% and all attributes rolls have an automatic -5 penalty.
Once a character's spiritia points have reached zero further spiritia draining lowers the character's ME attribute. At this point the character has fallen into a complete trance and cannot perform any actions at all. Furthermore, as their ME attribute drops the character becomes more succeptible to brainwashing and can be turned into a living drone. If spiritia draining stops at this point the character will do whatever the drainer tells him to do until his ME level returns to normal. However, the character will continue to act sluggish; skill rolls are made at -10% and attribute rolls have a -2 penalty. If left alone the character will eventually break the trance himself (see below), although the Varuta have developed technology that can keep a person in this suggestible state indefinitely (see Spiritia Technology).
Once a character's ME has reached zero the person falls into a coma. This is automatic and the character does NOT get a PE roll to resist. At this point the person has been completely drained of spiritia and no further energy can be taken. However, the character will remain in the coma indefinitely until his spiritia is healed to the point where his ME is equal to 1.
Spiritia draining is very stressful on the target's system. If a character is drained of more than 3 spiritia points in a single round he must make a PE roll or fall unconscious from the strain. If the spiritia drain continues at 3 or more points for multiple rounds the target must make PE rolls every subsequent round at a cumulative -1 penalty; for example, after the second round of draining the character must make a PE roll at -1, after the third round at -2, and so on. Furthermore, if spiritia is drained from a target at 10 or more points per round the person will actually be physically damaged by the draining. For every round where 10 or more points are drained from a person he receives 1D6 points of damaged deducted directly from hit points (SDC does not reduce damage). It is possible for a person to die if spiritia is continuously drained at a high rate.
If a character's spiritia points are below his normal level but above zero the person will regenerate spiritia at a rate of 1D6 points per day. As long as the person's SP level is above zero he can also temporarily increase his spiritia by 1D6, 2D6 or 3D6 points (GM's option) if exposed to strong positive emotions. However, these positive emotion points are temporary and will drain back down to the person's current spiritia level once the excitement is over.
EXAMPLE: Mylene (who normally has a base SP level of 12) is attacked by a Vampire and drained of 6 points of spiritia. Fortunately Gamlin saves her before any more spiritia is drained, leaving her current base SP level at 6. Later Basara sings to inspire her, and the GM decides that his singing gives Mylene a temporary 2D6 SP boost. She rolls a total of 9, raising her spiritia to 15. However, once Basara stops singing Mylene's spiritia drops to 6 again. After a good night's rest Mylene rolls a 4 on a 1D6, and her base spiritia level goes up to 10. Given one more day of rest she will probably return to normal.
If a character's spiritia points are drained to zero and his ME is reduced below his standard level (but above zero) the victim will remain in a trance until his ME regenerates to its standard level. During this time the person will be unable to take any independent action on his own, but can be instructed/ordered to do activities and take care of himself by others. If left alone the character's ME will regenerate at a rate of 1 point per day. However, Dr. Chiba developed a sound therapy treatment that when used increases this rate of recovery to 1D6 ME points per day. Extra points on the last day of recovery go towards increasing SP.
If a character's SP and ME points are both drained to zero the character will remain in a coma for 20+6D6 days. During this time the victim must be cared for constantly or he will die in a number of hours equal to his PE. Dr. Chiba's sound therapy decreases the number of days in a coma by 6 days for every 1 day the therapy is applied.
EXAMPLE: Lt. Docker (who has ME and base SP level 11) is drained of spiritia in the very first battle of the UN Spacy/Varuta war to the point where he falls into a coma. He rolls 24 on 6D6, so normally he would be in a coma for 44 days, followed by 11 days of rest to recover his ME and several more days for his SP level to return to normal. However, after 20 days in a coma Dr. Chiba perfects his sound therapy and uses it on Docker. 4 days later (44 - 20 = 24, 24 / 6 = 4) Docker has regained consciousness. 3 days of rest returns his ME to normal (he rolls 4, 3 and 5 on 1D6 for the three days; on the last day the 1 extra point increases his SP level to 1) and can return to work. His SP level is still dangerously low, however. It will a few more days of rest before Docker is back to his exhuberant self.
The above rules assume that no spiritia healing is used on the characters during their recuperative period. The effects of spiritia healing powers are outlined below in the Spiritia Powers section.
Accumulating and using spiritia is somewhat similar to using magic. The first step in using this ability is believing that you have it. A character does not necessarily have to believe in spiritia (or even know what spiritia is) in order to accumulate it, but instead must firmly believe that his attitudes and actions have a fundamental effect on everyone and everything around him. The person must believe that he can literally change the universe with his convictions. This belief requires complete dedication on the character's part; any doubts in his mind will cause him to loose all spiritia he has accumulated up until that point.
Once the character believes, he can store excess spiritia energy within himself well above his base SP level. The person's SP will naturally increase by 1D6 per day indefinitely. In order to get this level to rise more rapidly the character can engage in vigorous practice or activities that excite him both physically and mentally. (There's a reason why Fire Bomber practices several hours a day every day and gives 1-3 concerts per week.) Every hour of strenuous activity increases the character's SP level by 1D6 to 6D6 points; a typical hour-long practice will only provide 1D6 points while a concert in front of thousands of screaming fans will provide 6D6 points. The GM is the final arbiter of how many points are provided per activity.
The one caveat of stored spiritia points is that point losses from negative emotions are permanent instead of temporary. If a character has stored spiritia points and starts feeling negative emotions (for example, grief after losing a friend in battle) he will lose 2D6 spiritia points per hour until he stops feeling the emotions. (GMs, use your discretion as to the duration of the negative emotions.) The only way to get these points back is through more practice.
Stored spiritia points may be expended in the form of Spiritia Powers (see below).
Long ago the Anima Spiritia discovered that they could use spiritia energy to make dramatic changes in the local space-time continuum. These changes could range from small expressions such as motivating a roomful of people toward a common goal to repelling and imprisoning the immensely powerful beings known as Protodeviln. Some of these powers could be done on their own, while others required technological augmentation in order to use their spiritia to maximum effect. All knowledge of these powers were lost eons ago when the Protoculture empire disintegrated, and have only recently been rediscovered by Sound Force. Discovering the full powers of spiritia has been a slow process, and it is safe to say that it may take decades of research before all secrets of the Anima Spiritia are rediscovered.
Spiritia powers are roughly categorized into three different types. Minor spiritia powers can generally be done by people without the aid of technology, relying instead on their own belief and stored spiritia. Medium spiritia powers are extremely difficult for people to achieve on their own without spiritia technology, although they can sometimes be done with the aid of a group of people. Major spiritia powers are the most dramatic expressions of spiritia power, and can usually only be done with the aid of major spiritia technology.
Each spiritia power has an associated Sound Energy Cost with it. This is the amount of Sound Energy Points it takes for an Anima Spiritia character to use that particular power. Sound energy points are slightly different than spiritia points in that they represent the amount of spiritia power a character is generating. By himself, a character can expend one sound energy point by using up one stored spiritia point. However, with certain examples of spiritia technology such as the Sound Energy System (SES) a character may be able to expend 10 or 100 sound energy points for every spiritia point he uses. Commonly the only way a character will be able to generate enough sound energy points to use a medium or major spiritia power is with the aid of an SES.
NOTE: In several episodes of Macross 7 Dr. Chiba refers to the amount of energy Sound Force is producing in terms of Chiba Song Units. In RPG terms one sound energy point is roughly equal to 1,000 Chiba song units.
The first requirement for using spiritia powers is that the character believes in himself and his goal 100%. If there are ANY lingering doubts or insecurities the person will be unable to mentally focus himself enough to use his spiritia powers. Second, in order to access stored spiritia points the character must have a way to express himself. Performance is the best form of expression, therefore the character must have at least one of the three following skills:
NOTE: A character does NOT have to be an Anima Spiritia O.C.C. to use spiritia powers. In the entire Macross 7 saga Basara Nekki is the only one who MIGHT qualify as an Anima Spiritia. The only requirements are a performance skill and a strong conviction.
(Insert something about learning spiritia powers)
Characters using spiritia powers in combat can use only one spiritia power per melee. Furthermore, since using a spiritia power requires constant performance the character cannot attack or do any other melee action for the duration of the power. The only permissible action is attempts to dodge incoming attacks.
In order to use a spiritia power the player must declare at the beginning of the round which power he will use. If he needs to power up a Sound Energy System prior to using the power this takes an additional round, otherwise the player may activate the power when his turn comes during the round. The player rolls against his performance skill, and if successful gets to use the power as outlined in the description. If the character fails his roll he may try the same power again the next round or declare a different power to use. Once a power is successfully used the player must continue to dedicate his attention to it until he cancels the power, the duration expires, or he is interrupted.
Unless otherwise noted targets generally do not get a saving throw versus spiritia powers. In the case where a target is allowed a saving throw he must roll a 20-sided die against the following table. Note: Experience Level is the attacker's level of experience, not the target's.
Experience Level Save vs. Spiritia Power 1st, 2nd and 3rd 11 or higher 4th, 5th and 6th 12 or higher 7th, 8th and 9th 13 or higher 10th, 11th and 12th 14 or higher 13th, 14th and 15th 15 or higher
If a character is struck before or while using a spiritia power he must roll under his ME on a 20-sided die to maintain the power. If he fails the roll the character is stunned for 1D6 rounds before he can gather his wits and re-use the power. Any spiritia expended during a failed attack is lost.
| Range: | 500 feet (152 m) |
| Time to Use: | 60 seconds/4 round |
| Duration: | Instant |
| Saving Throw: | None |
| Sound Energy Cost: | 1 per spiritia point per target, 3 per ME point per target |
One of the most basic and useful powers of Anima Spiritia is the ability to transmit
spiritia from themselves to other beings. For every point of sound energy the user
expends the target gains one point of spiritia. The target's spiritia level cannot
rise above their basic SP level (equal to ME). If the target's SP level is at 0 and
has lost ME points the Anima Spiritia can replenish them at a rate of 3 sound energy
points per ME point. If the target's ME is zero and he is in a coma the Anima
Spiritia must first use Spiritia Revival (below) before he can transfer spiritia to
the victim.
This power can also be used on groups of people, but the energy cost is multiplied
by the number of people affected.
| Range: | 3,000 feet (915 m) |
| Time to Use: | 1 relee round/15 seconds |
| Duration: | Instant |
| Saving Throw: | Target automatically resists if unwilling |
| Sound Energy Cost: | None (See below) |
Anima Spiritia can also absorb spiritia energy from willing volunteers to
replenish their internal stores of energy. However, there are several conditions
to this voluntary transfer. First, a person can only contribute spiritia points
above his basic SP level (equal to ME). Therefore the person must first be
motivated enough to raise his spiritia above his basic level as outlined in the
Spiritia Points section. Second, the Anima Spiritia
receiving the energy must be conscious and have at least 1 point of ME available.
Third, [...] Every 2 points of spiritia the volunteer provides raises the
Anima Spiritia's level by 1 point. The Anima Spiritia can also regenerate his ME
attribute by 1 point for every 6 points a volunteer contributes.
The best example of this power is in the final episode of the Macross 7 series,
where a huge crowd of fans sings to Basara at the hospital where he has recently
awakened from a spiritia-draining induced coma. The spiritia energy contributed
by the crowd allows Basara to quickly replenish his stores of spiritia and
continue to fight the Master Protodeviln Gepernich.
| Range: | 100 feet (30 m) |
| Time to Use: | 5 minutes/20 rounds |
| Duration: | Instant |
| Saving Throw: | None |
| Sound Energy Cost: | 20 |
This is the ability to bring a person out of a coma caused by excessive spiritia draining. The victim must be within sight and sound of the Anima Spiritia while he performs for no less than 5 minutes. If successful the person wakes from the coma and his ME attribute is raised to 1. The Anima Spiritia can then use Imbue Spiritia (above) to restore the victim's attributes to normal if necessary. If the Anima Spiritia misses his roll he can try again in 5 minutes.
| Range: | 500 feet (152 m) |
| Time to Use: | 30 seconds/2 rounds |
| Duration: | Instant |
| Saving Throw: | None |
| Sound Energy Cost: | 5 |
Anima Spiritia and animals seem to have an innate empathy for one another. Even if an Anima Spiritia encounters an animal he has never seen before he can calm the creature with his singing. Calmed animals will not attack the Anima Spiritia nor his friends, but neither will they help them. This power can be used on herds of animals, but the energy cost is multiplied by the number of animals affected.
| Range: | 10 feet (3 m) |
| Time to Use: | Instant |
| Duration: | Continuous (see below) |
| Saving Throw: | None |
| Sound Energy Cost: | 100 per round |
Anima Spiritia can use spiritia projection to generate a protective force
field in front of him. This circular field provides only 50 MDC protection
against normal physical and energy weapons, but provides 500 MDC protection
(!) against attacks from Protodeviln. The field continually regenerates to
full MDC value every round, and can be maintained as long as the user is
not disturbed and has spiritia remaining.
Because of the defensive nature of this power, the Anima Spiritia may
substitute it for a spiritia attack he is building up at any time during
the round, provided that he has not already used a spiritia power for
that round. For example: Basara is getting ready to use his Attack
Protodeviln I power against Valgo for 200 sound energy points. Valgo
attacks first, however, and fires an energy beam at Basara. Since
Basara lost initiative and hasn't finished his attack yet, he shifts
to generating a Minor Energy Shield to deflect the blast. This only
costs 100 sound energy points, so the extra 100 is returned to Basara
for use next round. However, this counts as Basara's only spiritia
attack for this round.
| Range: | 1,000 feet (305 m) |
| Time to Use: | 30 seconds/2 rounds |
| Duration: | Instant |
| Saving Throw: | None |
| Sound Energy Cost: | 250 |
Anima Spiritia have the ability to physically heal some injuries through a process not quite understood by medical experts. When used, this power sends a beam of light from the user to the injured part of the target's body. When the beam strikes it instantly heals 3D6 hit points of damage, and can even restore some functions to crippled limbs and organs. Mylene first used this power shortly after development of the Sound Energy System to heal Basara's injured vocal chords.
| Range: | 4,000 feet (1,219 m) |
| Time to Use: | 30 seconds/2 rounds |
| Duration: | Instant |
| Saving Throw: | Standard |
| Sound Energy Cost: | 100 per target |
Anima Spiritia can override the programming of captured soldiers who have been brainwashed by the Protodeviln. When used, this power resembles a large beam of light that shoots through the brainwashed pilot. If successful, the pilot regains his independent will (ME is raised by 2 points). The victim will be confused for 1D4 rounds but can be ordered to do simple actions (like land his mecha). This power can be used against multiple targets, but the energy cost is multiplied by the number of targets affected.
| Range: | 500 feet (152 m) |
| Time to Use: | 15 seconds/1 melee round |
| Duration: | 1D6 hours |
| Saving Throw: | Standard |
| Sound Energy Cost: | 150 |
Although Protodeviln are dependent on spiritia for their survival, they cannot stand large amounts of "positive" spiritia directed against them. Therefore Anima Spirita have been able to repel them by directing their own spiritia against a Protodeviln target. Any protodeviln targeted by this power must roll a saving throw or flee in terror. Once driven away the protodeviln will continue to hide for 1D6 hours before moving again. This power cannot be used on protodeviln that have possessed a person (see Protodeviln Exorcism below). Certain protodeviln are naturally resistant to this power and get bonuses to their saving throws. See individual protodeviln descriptions for details.
| Range: | 2,000 feet (610 m) |
| Time to Use: | 1 relee rounds/15 seconds |
| Duration: | Continuous (see below) |
| Saving Throw: | Standard (see below) |
| Sound Energy Cost: | 200 per round |
The Anima Spiritia have the power to purge spiritia energy from Protodeviln
against their will, which is the main reason why Protodeviln consider them
to be so dangerous. The Anima Spiritia can generate a beam of pure "positive"
spiritia energy that drains 1D6x50 stored spiritia points from Protodeviln
per round. This drained spiritia is NOT absorbed by the Anima Spiritia;
it is simply dissipated from the Protodeviln's body. This beam can also
penetrate Protodeviln force shields at a rate of 1D6x100 MDC per round (the
protodeviln's shields must be broken first before their spiritia can be
drained). For every round a Protodeviln is attacked with this power it
must make a saving throw or flee in terror from the Anima Spiritia.
This power was first used by Basara and Mylene in episode 27 to drive away
Glavil from the Macross 7 fleet on the planet Lux.
| Range: | 20 feet (6 m) |
| Time to Use: | 60 seconds/4 melee rounds |
| Duration: | Instant |
| Saving Throw: | Standard |
| Sound Energy Cost: | 250 |
Minor protodeviln have the power to temporarily possess humanoid beings and inhabit their bodies, allowing them to use their victims to infiltrate their enemies. The Anima Spiritia can drive a protodeviln out of a person's body by flooding it with positive spiritia. The protodeviln must make a saving throw to resist and remain in their host body. If failed, the protodeviln will be driven out and repelled (as above) and the victim will be released, unconscious but otherwise unharmed. This power CANNOT be used to negate the Absolute Possession power of greater protodeviln.
| Range: | 5,000 feet (1,525 m) |
| Time to Use: | Instant |
| Duration: | Continuous (see below) |
| Saving Throw: | Standard (see below) |
| Sound Energy Cost: | 1,000 per round |
This is a much-improved and much more dramatic version of the Protodeviln Attack power, which can be done by an Anima Spiritia only with the help of a Sound Booster. The beam generated by this attack will drain 1D6x200 spiritia points from a protodeviln per round, in addition to 1D6x100 MDC damage to the protodeviln's main body. Any shields generated by the Protodeviln are instantly shattered (provide no protection). For every round a Protodeviln is attacked with this power it must make a saving throw at a -5 penalty or flee in terror from the Anima Spiritia.
| Range: | |
| Time to Use: | 1 relee round/15 seconds |
| Duration: | |
| Saving Throw: | |
| Sound Energy Cost: |
This is a power description.
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http://www.mcs.net/~deitrich/index.html deitrich@mcs.net |