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Choose from the following careers: Pilot: Take control of your very own Veritech fighter. Or play as the Zentraedi and take on the RDF! Entertainer: Do what you do best — keep people happy and confuse the enemy as you dazzle onstage.

Spy: No one knows your real name or your real purposes. Are you helping your friends, or just using them? Marine: Pilots get the glory, but ground pounders have all the fun.

Hey marines have Destroids too! Technician: Play as a scientist, doctor, or mechanic. Solve the problems that no one else can solve. Uploaded by Soriehlam on April 4, Internet Archive's 25th Anniversary Logo. Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Every 5 points by which the characters roll beats the missiles will result in 1D incoming missiles being destroyed.

Note that normal use of this action can be combined with a regular dodge. Characters have the option to make full use of point defense fire, allowing the user to roll their gunnery check twice and use the highest roll. Each skill is based on one of six character attributes: Dexterity, Knowledge, Mechanical, Perception, Technical, and Strength. The base level of any skill is that attribute.

For example, brawling is based on Strength, so if a character has a Strength of 3D, their brawling skill is 3D until it is improved. There is no limit on skill improvement. Each skill includes a listing of how long it takes to perform that skill if it is more than one round, a notation of A if the skill is considered Advanced, and common specializations available. A small number of skills are considered to be Advanced. These skills all include one or more prerequisites.

No training in the advanced skill is possible without knowledge of the prerequisite. Advanced skill dice are added to skill checks using the prerequisite skill when appropriate. For example, if a character has a 3D technical attribute, 2D skill in first aid, and 1D skill in Medicine an advanced skill , the character would roll 4D on medicine skill check to diagnose cancer, but would roll 6D on first aid skill checks to treat a gunshot wound.

The use of defensive skills is fully explained in Section 2. Energy Weapons This skill is used to determine hits with energy weapons. The difficulty is determined by range and other modifiers explained in Section 2.

Specializations available include energy pistol and energy rifle. Firearms This skill is used to determine hits with firearms. Specializations available include pistol, SMG, rifle, shotgun, and machinegun.

Grenade This skill is used to determine hits with grenades. Support Weapons This skill is used to determine hits with support weapons. Specializations available include assault cannon, beam cannon, grenade launcher, flame thrower, mortar.

Mecha Gunnery This skill is used whenever one character uses ranged weapons mounted to a Mecha to attack another character, with the exception of missile attacks. Specializations available are based upon specific mecha type. Melee Combat - This skill is used whenever one character attacks another in hand to hand combat with a weapon. The difficulty is determined by the weapon type as listed in each weapons description.

Specializations are available based on weapon type. Parry - This skill is used by a character to parry a hand to hand attack by another character. Pick Pocket This skill is used to pick the pockets of other characters or to plant an object without being noticed.

Running Used for skill checks when a character moves at more than half speed as per Section 2. Thrown Weapons - This skill is used to determine hits with thrown weapons. Specializations available include rock, knife, hatchet, and spear. Specializations are available based on locale.

Time taken: one round to several days. Business The character has a working knowledge of businesses and business procedures, and is capable of running a profitable business. The character also knows how to manipulate business decision makers to get their way and to gather information about particular enterprises.

Available specializations are areas of business. Time taken: one round to one day. Intimidation The characters ability to scare or frighten someone. Through fear, the character can force others to obey commands, reveal information, or otherwise push people around. Intimidate rolls are generally made in opposition to the victims willpower skill. Time taken: one round to one minute. Law Enforcement The character has a working knowledge of law enforcement and police procedures.

Because of this, the character knows how to deal with police officers and can use this skill to know when to cooperate, when to resist, and when to attempt bribery.

Streetwise A character uses this skill when he wants to make contact in the criminal underworld, to purchase illegal goods or services, or to find someone to do something illegal.

Successful use of this skill also allows characters to recognize dangerous situations and likely sources of trouble. Time taken: one round to one day or longer. Survival This skill provides knowledge about how to survive in hostile environments, and allows players access to knowledge about the environment around them. The skill allows characters to improvise shelters, find food and water, and recognize medicinal plants. Time taken: one round to check knowledge, one hour or more to find necessities.

Value This skill represents a characters ability to gauge the fair market value of goods based on local economies, and to judge quality and function of goods.

Willpower A characters strength of will and determination. Used to resist intimidation attempts. Also, when a character fails a stamina skill check, the character can make a willpower check at one level higher difficulty to drive themselves on through sheer force of will.

When a character using willpower in this way fails a check, they are completely exhausted and must rest double the normal length of time. Xenology: Zentraedi This skill involves knowledge of the Zentraedi aliens, including tactics, mecha types, attitudes, ranks, capabilities, and customs. Xenology: Invid This skill involves knowledge of the Invid aliens, including tactics, mecha types, evolutionary stages, hives, and behavior.

These ships normally require large well-coordinated crews for efficient operation. This skill is. Capital Ship Shields This skill covers the operation of barrier and pinpoint shields present on some capital vessels. Communications This skill covers the use of telegraphy, radios, lasers, and other types of communications devices. The skill includes knowledge of common encryption systems, descrambling, and interception of enemy signals. Driving This skill covers the operation of wheeled and tracked land vehicles, from motorcycles to Main Battle Tanks.

This skill is also used by a character driving a land vehicle to dodge any ranged attack. Specializations available: motorcycle, automobile, truck, tank. Horse Riding This skill is used to ride a horse or other live mount. This skill is also used by a character riding a horse to dodge any ranged attack. This skill is also used by a character piloting a hovercraft to dodge any ranged attack.

Hyperspace Fold Operation A This skill is used to determine successful plotting and execution of hyperspace fold jumps, the only known form of faster than light travel. Prerequisite: Capital Ship Piloting. Time taken: one minute to one hour. Pilot Aircraft This skill is used to fly conventional aircraft including planes, helicopters, gliders, jet packs, and ultralights. Specializations are available by specific aircraft type. This skill is also used by a character piloting an aircraft to dodge any ranged attack.

Pilot Mecha This skill is used to operate all models of mecha in both aircraft and battaloid modes. Specializations are available by specific mecha type. This skill is also used by a character piloting a mecha to dodge any ranged attack. Sensors This skill allows characters to use sensors of all kinds, including radar, sonar, IR, UV, thermal, etc. One scanning roll can be made per round, and the character making the skill check. Sensors can be used to detect and to identify. Vehicle Gunnery - This skill is used whenever one character uses ranged weapons mounted to a Vehicle to attack a target, with the exception of missile attacks.

Specializations available are based upon specific vehicle type. Time taken: one minute. Command This skill is a measure of a characters ability to convince non-player characters and subordinates to do what they are told. The skill is also used to coordinate the actions of large numbers of people to accomplish specific tasks. Con This skill is used to trick characters, or otherwise convince them to do something that isnt in their best interest. Time taken: from one round to several minutes or more, depending on how long it takes the character to say what he needs to.

Conceal Characters with this skill are good at hiding objects from view. This skill is used when hiding weapons on ones person, hiding goods within luggage, hiding objects in a room, etc. The Conceal characteristic on weapons and other equipment show what bonus, if any, the concealing character will receive while attempting to hide the item on their person.

This skill is also used for purposes of long-time concealment and resisting searches. When characters attempt to spot concealed objects they must make an opposed search or perception check, including modifiers deemed appropriate by the GM. Forgery This skill is used to falsify printed or electronic documents to say what the character wishes, such as permits, ID, or photographs.

Time taken varies wildly with the nature of the item to be forged, but will almost never take less than hour. Gambling This skill is used to increase a characters chances of winning games of chance. Purely random games are not affected by this skill, but games requiring opposed skill rolls, such as poker, are. The skill is also used if a character attempts to cheat or spot cheating attempts by other gamblers.

Time taken varies according to game. Hide This skill is used to conceal oneself from view, and determines the difficulty of the opposing search or perception check. Investigation This skill is used to gather information and analyze it. Use of this skill will be role-played wherever possible. Persuasion This skill is used to convince a character to go along with the users request without paying them which would be bargaining and without tricking them which would be conning.

There is some overlap with those skills however, as potential rewards can be offered, etc. Time taken: one round to one hour. Search This skill is used when the character is trying to spot hidden objects or individuals.

If the subject of the search has been purposefully concealed, then the skill check will be opposed. If not, the difficulty is determined by the appearance of the object or person and the characters knowledge of the object or person. Sneak This is the characters ability to move without being seen or heard. This skill is used to oppose the perception or search check of a character searching for them.

The base difficulty for an unarmed attack is Very Easy. Characters have the option of grappling their opponents rather than just hitting them. When grappling, a character attempts to subdue their opponent so that they cannot fight back, which increases the difficulty of the attackers brawling check to Moderate. If the attacker achieves a stun result or better, the defender is pinned in some fashion and their movement is restricted.

Difficulty is based on the distances involved, gear available, and degree of agility required. Lifting This skill is used for lifting and carrying heavy objects. The difficulty depends on the weight of the object and how long it will be carried. The lifting chart in the Star Wars book, page 86 will be used as a guideline.

Stamina Stamina checks are made when characters exert themselves for long periods of time. Whenever a character fails such a roll, they are fatigued and are at a -1D penalty to all actions until they rest for a time equal to the amount of time spent exerting themselves. Stamina checks are used only when a character is being pushed to his or her physical limits, so they should be rare.

A willpower roll will allow a character to keep going despite the failure. A second failed stamina check causes a further -1D penalty to all actions, and on a characters third failure the character collapses and may be injured at GMs discretion. Swimming A characters ability to move through water. Failure indicates that the character is beginning to flounder and drown.

Roll 2D at the beginning of each round after the failed swimming check. If the result is less than the number of rounds that the character has been drowning, the character drowns and dies. While drowning, all non-swimming actions are subject to a -3D penalty. A character can attempt to save themselves once per round by making a swimming check at one level of difficulty higher than the one they originally failed. The difficulty depends on the degree of damage. Time taken: fifteen minutes to two hours, depending on the degree of damage.

At GMs discretion, this skill may be used to modify and improve armor. Capital Starship Repair This skill is used to perform maintenance, repairs, and upgrades on capital starships. Time taken: fifteen minutes or more, depending on the job. At GMs discretion, this skill may be used to modify and capital starships.

Capital Starship Weapon Repair This skill is used to perform maintenance, repairs, and upgrades on capital starship weapons. At GMs discretion, this skill may be used to modify and capital starship weapons. Computers This skill is used to repair, operate, and program computers. This skill also covers security procedures and how evade them. When a character attempts to defeat computer security and get access to restricted data or programs, the difficulty is determined by the level of security on the target system.

Failure may cause a warning to be sent to the administrator of a system. Demolitions This skill represents a characters ability to set explosives and his knowledge of how to place them to achieve desired results. Difficulty depends on the toughness of the target, amount of explosive available, and other complications. Time taken: one round to several hours depending on the complexity of the task.

Energy Weapon Repair This skill is used to perform maintenance and repairs on energy weapons. Time taken: fifteen minutes to two hours, depending on the job.

At GMs discretion, this skill may be used to modify and improve energy weapons. Firearms Repair This skill is used to perform maintenance and repairs on firearms. At GMs discretion, this skill may be used to modify and improve firearms. First Aid This skill covers the application of medpacs and other emergency lifesaving procedures.

Healing rules are listed in Section 2. Mecha Repair Bio-maintenance Engineer training. This skill is used to perform maintenance and repairs on mecha.

Time taken: fifteen minutes to several days, depending on the job. At GMs discretion, this skill may be used to modify and improve mecha. Specializations available by type of mecha. Allows players with access to advanced facilities to provide intensive medical care beyond treatment of battle injuries.

Includes surgery skills and installation of cybernetics. Specializations available by field of medicine. Also boosts first aid skill. Time taken: one minute to many hours. This skill provides an in depth understanding of the technology that allows protoculture-powered mecha to work, and an understanding of the unique properties of protoculture.

This skill boosts mecha repair skill rolls. Time taken: fifteen minutes to many hours. Security This skill provides expertise in physical security systems, including locks, alarms, traps, and other exotic systems.

This includes installation, operation, maintenance, and evasion of such mechanisms. Specializations available: locks, alarms, safes, traps, snares. Time taken: one round to several minutes. Vehicle Repair This skill is used to perform maintenance, repairs, and upgrades on nonprotoculture powered air and ground vehicles. At GMs discretion, this skill may be used to modify and improve vehicles. Specializations available by type of vehicle: motorcycle, automobile, tank, GEV, plane, etc.

Character Templates The following player templates are available to all players. The PCs are expected to be heroic, and the stats in these templates reflect their exceptional qualities.

The sections of each template should be self explanatory. Make sure to fill in the blank sections name, height, weight, sex, age, etc. Each template has 18D worth of attributes, with between 2D and 4D where the typical range of human variation is 1D to 3D for each of the six. The skills and equipment included in each are relatively arbitrary, but can be adjusted as characters develop.

The blank spaces next to each skill are there to note skill improvements. Every beginning character gets 7D that can be split amongst their starting skills. No skill can be raised by more than 2D to start. The base level of every skill is equal to the characters relevant attribute, so if you have a 3D Strength and add 1D to your brawling skill at the start of the game, your brawling is now 4D. Every character starts with between 3 and 7 character points, the use of which is explained in Section 2.

The number of character points is also fairly arbitrary, and is intended to balance some of the Templates that start with extra skills and equipment. Every character is also assigned a movement rate of , based on their probable age and physical conditioning. This number represents the number of meters the character can travel in a round at full speed as a single action.

Normal movement will be made at half this rate. A character can make up to 4 movement actions per turn, as explained in Section 2. At the end of each game, players will be awarded additional character points based upon their role playing and their characters accomplishments. Character points can be used to improve skills, but this becomes more expensive as characters skills improve.

A skill may only be increased by one pip at a time. Attributes can also be raised, although it costs 10 times as much per pip as raising a skill. If the opportunity arises, characters can learn new skills by paying for one pip based on the skills underlying attribute.

This pip is not applied to the skill, but allows the player to write the skill on their character sheet and buy real pips later. If none of the templates included below appeal to you, talk to your GM about modifying one or making up a new one to represent the type of character you have in mind. At an early age you were selected for training as a Mecha Pilot, and even among your elite peers you have stood out for your skill.

Objectives: Although you have no memory of your homeworld, you shared in the fleets rage upon learning of the invasion and are as eager as any of your elders to liberate Earth. Quote: Tower, this is Ghost Rider requesting a flyby. Also has access to REF Mecha of choice.

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