Robotech II: the Sentinels, Pathfinder Edition

Game Master Elton

Since players want to play some of the exotic alien races, the Campaign begins after the SDF-3 arrives in the Fantoma System. Your peaceful mission to the Robotech Masters has turned into a war for survival against the vengeful Invid!


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Silver Crusade

PATHFINDERS IN SPACE!

Ahem! Feeling out for a Robotech: the Sentinels RPG in order to test out the Mecha Pilot class to tweak it. Play in the Robotech Universe using not the 4I3T$ RPG system but the Pathfinder system. Knowledge of the BESM 3rd Edition a PLUS! Because I want to use the Item attribute rule from BESM 3rd instead of Own a Big Mecha.

Options:
* Play Earth Humans of the REF or the U.N. Spacey and fight alongside with Rick Hunter, Lisa Hayes Hunter, Maximilian Sterling, and Miriya Sterling.
* Play Zentrans and Meltrans!
* Play Perytonians as Sorcerers from Pathfinder (yep, Sorcerers from Pathfinder in a Space Opera), if you don't like Magic in space . . .
* Play a vulpine (or is it feline?) Garudian trained in a class from Psionics Unleashed!
* Fly the Alpha and Beta Veritech Fighters!
* Or fly Valkyrie Variable Fighters from the Macross Universe including the VF-1X, VF-4, VF-11 Thunderbolt, and the Metal Siren Valkyrie.
* Ride the Cyclones (signature mecha of the New Generation chapter of Robotech) against the Invid.
* Do battle against the Invid Regent and his Inorganics, armed even with a Variable MAC Mark IV (idea from Macross: Frontier).
* Fly in the SDF-3 to Tirol, and encounter things unexpected!

BESM d20 Classes available:
--- Adventurer
--- Mecha Pilot (mecha d20 Version)
--- Tech Genius

Pathfinder Class available (for Perytonians only):
--- Sorcerer

Psionics Unleashed classes available (for Garudans only):
--- All.

Story:
The story takes off before the SDF-3 takes off from the Earth. Then we will play through a campaign that is supposed to follow the Sentinels storyline. I think. Player characters are newly enlisted as part of the REF, and so do not join the forces of the Army of the Southern Cross. So, you also encounter the selfish Colonel T.R. Edwards -- who has a grudge against Rick Hunter for saving the life of Lisa Hayes over his own life (Col. Edwards blames Rick for his prominent facial scars -- among others things).

Who is interested?

Dark Archive

I'm going to tag this with both my interest and my realization that it's been way too long since I've watched Robotech. I'm going to have to rewatch a bit of that now.

I'd be interested in a Garudan or a Zentraedi. I'm assuming they'll be adjusted somehow...

Silver Crusade

Well, the Zentrans and Meltrans (Zentraedi) are the hardest to convert, so we may have to adjust them during play. Garudans not so much, I think I got them accurately.


I'm interested though what are the rules other than the classes? Also the races, other than humans what stats are you using? (I'd be playing a Garudan as I wish to use psionics)

Silver Crusade

Davachido wrote:
I'm interested though what are the rules other than the classes? Also the races, other than humans what stats are you using? (I'd be playing a Garudan as I wish to use psionics)

I've done all the rules for a Pathfinder - Robotech: Sentinels game as webpages using Dreamweaver. They aren't published now since I'm still working out the major details. That is, working out the R.E.F. Mecha at least. I'll publish them as a ZIP file on 4Shared.com once I'm done and I'll try to write them out here. :)

All of the races are done except Zentrans and Meltrans. I'm trying to keep them from becoming an LA+1 race.

The Rules are a mixture of BESM d20 and Pathfinder. Basically, they are an update of BESM d20 to Pathfinder rules. The only things to update to the new rules for Hard and Fast conversions are the Skills and some Attributes. Feats have to be cherry picked, again. Although getting the original Pathfinder classes into the Game isn't very practical, as there are hard feelings about the original d20 system classes getting into BESM d20 in the first place over what Mark had done with them.

A note on Garudan psychics and Perytonian mystics: I'd like to use Advanced d20 Magic for Perytonian sorcerers at least. However every time I introduce it, some Pathfinder player gets their panties in a bunch, though. Too much math, they say. So the Sorcerer and Psionics classes are going to stay the way they are for now.


Right, going to wait until I see those rules before I think of an idea for this as I'm not sure what you've changed or done between the two systems. Considering character creation on the two systems is wildly different. Also 'they way they are for now' do you mean, base pathfinder progression or something?

Silver Crusade

Davachido wrote:
Right, going to wait until I see those rules before I think of an idea for this as I'm not sure what you've changed or done between the two systems. Considering character creation on the two systems is wildly different. Also 'they way they are for now' do you mean, base pathfinder progression or something?

Vancian Magic System of course.

Silver Crusade

Classes are done! :)


I would love to join this!

Silver Crusade

Okay, I got a basic conversion/Campaign Primer document up. I can only share it privately, I am not ready to put it up on the Web at this time. I'll add Campaign info this Sunday Morning on the Online Campaigns this Sunday Morning. The document also does not carry an OGL at this time, but figure that the OGL on Paizo's Website stands in.

This document provides most of the races/species available for play. The only races not available are Haydonites and Spherians. Reasons: I didn't want to stat the Spherians, and I think an OGL rock race can stand in for them; and as for the Haydonites . . . I didn't want to stat them.

Document includes classes, and the Alpha mecha. There is a link to d20 Mecha on scribd.com if you want to try to your hand at statting/converting your favorite mecha. Must be GM approved (note, Cyclones will be less than 200 mecha points).

Rules on Mecha Conversion: All Valkyries up to VF-11 must typically be 400 mp or less. The exception are VF-1Xs and the Prototypes, their Mecha Points must stand at more than 800 mp, and less than 1600 mp at the most. Destroids must be at 800 MP except for the M.A.C. III Monster -- that has to be at 1200 MP.

Please PM me privately for the Link.

What is Closed -- Anything having to do with Robotech or Macross properties, including images, skill descriptions, languages, that sort of thing.
What is Open Content -- Any game stat that does not specifically mention the Robotech or Macross Properties. Any flavor text is closed. :)

----------------------
For busybodies and know-it-alls

OGL Section 15
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
BESM d20 (c) 2003 Guardians of Order. Author: Mark McKinnon.
Mecha d20 (c) 2004 Guardians of Order. Author: David Pulver.
Advanced d20 Magic (c) 2006 Guardians of Order. Authors: David and Michelle Lyons
Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Silver Crusade

Camris wrote:
I would love to join this!

I've got a working rough draft ready to download. :)

Silver Crusade

Okay, we could use about two to three more players. :)


Ah, my antivirus programs keep flagging your downloads as hostile.

Silver Crusade

Camris wrote:
Ah, my antivirus programs keep flagging your downloads as hostile.

I see. As in, you can't download something from 4shared. I'll try a conversion again in just a sec before uploading it into my dropbox. Then you can try downloading it from my dropbox.


I've got the thing running though it doesn't show the character creation rules is that missing a link or something wrong with my files.

Silver Crusade

Davachido wrote:
I've got the thing running though it doesn't show the character creation rules is that missing a link or something wrong with my files.

Thank you for bringing that to my attention. I think I got it dealt with appropriately. Remember, some of the pages have a fly out menu on the left. :) I'll add something new to make it operable. :)


My wife and myself are most definitely interested...we just need to figure out where to get the besm stuff....

Silver Crusade

havoc xiii wrote:
My wife and myself are most definitely interested...we just need to figure out where to get the besm stuff....

The stuff you need are on scribd and can be downloaded from RPGnow/Drivethru at good prices. Oh, and d20 Mecha and BESM d20 are entirely for free. The System Reference Document links have been sent to you. So there is no reason why you shouldn't get it for free. :)


OK so we'd pick mecha pilot Veritech/Valkryie for a pilot. What are the stats for each veritech cause I can't seem to find those...

Silver Crusade

havoc xiii wrote:
OK so we'd pick mecha pilot Veritech/Valkryie for a pilot. What are the stats for each veritech cause I can't seem to find those...

Which one would you like? Almost all of them can fit without any trouble.


Got it finally!
So we are working up a combined squadron of mecha pilots? Like we all have a call sign, etc.?


I guess both'd be piloting VF-1R Valkryies or VFA-6 Alphas. Even if it'd be cool to pilot skull-one its impossible seeing as it was decommissioned. ;(

edit: If we all have call signs I'm claiming XIII just sayin. Its his lucky number ;)

Silver Crusade

havoc xiii wrote:
I guess both'd be piloting VF-1R Valkryies or VFA-6 Alphas. Even if it'd be cool to pilot skull-one its impossible seeing as it was decommissioned. ;(

Alright. I'll convert the VF-1X. Skull One is -- Level 8 type mecha though (you got to have around 1600 mp in your item to be assigned Hunter's mecha -- and he flies a VFA-6H styled Alpha). :) The VFA-6 Alphas have been converted all ready, and I'm halfway done with the VF-11.

Quote:
edit: If we all have call signs I'm claiming XIII just sayin. Its his lucky number ;)

I haven't even seen your characters yet. :P

Silver Crusade

Camris wrote:

Got it finally!

So we are working up a combined squadron of mecha pilots? Like we all have a call sign, etc.?

Yep. :)


GM Elton wrote:
havoc xiii wrote:
I guess both'd be piloting VF-1R Valkryies or VFA-6 Alphas. Even if it'd be cool to pilot skull-one its impossible seeing as it was decommissioned. ;(

Alright. I'll convert the VF-1X. Skull One is -- Level 8 type mecha though (you got to have around 1600 mp in your item to be assigned Hunter's mecha -- and he flies a VFA-6H styled Alpha). :) The VFA-6 Alphas have been converted all ready, and I'm halfway done with the VF-11.

Quote:
edit: If we all have call signs I'm claiming XIII just sayin. Its his lucky number ;)
I haven't even seen your characters yet. :P

That's fine cause I'm not sure what character creation rules were using yet. ;). Or what we are rolling for stats.

Silver Crusade

havoc xiii wrote:
GM Elton wrote:
havoc xiii wrote:
I guess both'd be piloting VF-1R Valkryies or VFA-6 Alphas. Even if it'd be cool to pilot skull-one its impossible seeing as it was decommissioned. ;(

Alright. I'll convert the VF-1X. Skull One is -- Level 8 type mecha though (you got to have around 1600 mp in your item to be assigned Hunter's mecha -- and he flies a VFA-6H styled Alpha). :) The VFA-6 Alphas have been converted all ready, and I'm halfway done with the VF-11.

Quote:
edit: If we all have call signs I'm claiming XIII just sayin. Its his lucky number ;)
I haven't even seen your characters yet. :P
That's fine cause I'm not sure what character creation rules were using yet. ;). Or what we are rolling for stats.

you have 32 Character points. 25 of which are used to determine your stats through the Paizo regular point buy method. The other 7 are used to purchase Attributes, Feats, and Defects. It's all explained in the Html files you download.

Silver Crusade

Everyone:

Campaign Info has been updated to a link to the finalized HTML pages for the campaign in Zip format. Below the page is an explanation of how to navigate it. :)


When I try and unzip it I'm told its corrupted.


I have to ask, since 'combat skills' are basically your BAB the skill based classes basically will have the most combat skills. So anyone who wants to use weaponry that has low skill points and/or dumps int is basically giving up more skills in order to fight properly? That seems a little weird and very harsh.

2 skill points a level have to go into a weapon skill and your defense so your CMD doesn't balls up, 1 more if you wish to have that ranged defense too. So a character that has 4 skill points a level and no int basically has 1 skill point for a skill. Unless I'm misunderstanding something here that is really really harsh.

Silver Crusade

Davachido wrote:

I have to ask, since 'combat skills' are basically your BAB the skill based classes basically will have the most combat skills. So anyone who wants to use weaponry that has low skill points and/or dumps int is basically giving up more skills in order to fight properly? That seems a little weird and very harsh.

2 skill points a level have to go into a weapon skill and your defense so your CMD doesn't balls up, 1 more if you wish to have that ranged defense too. So a character that has 4 skill points a level and no int basically has 1 skill point for a skill. Unless I'm misunderstanding something here that is really really harsh.

There is an attribute called highly skilled that gives you 4 more skill ranks. That offsets the problem. You can take it as many times as you want, giving you 4 skill ranks each time.

Silver Crusade

havoc xiii wrote:
When I try and unzip it I'm told its corrupted.

It's corrupted?

Send me a private message with your email and I'll send you another copy of the zip.


So people using weapons need to take 'highly skilled' to offset the problem of staying effective and being skilled, yet spellcasters don't? So spellcasters are free to use those attribute points on something else. Considering you are taking away the advantage those classes had, higher BAB, and then giving them a tax of an attribute point to get them back on level? That ain't fair in my book.

Silver Crusade

Did you look at all of those attributes? Some of them are really fantastic (alternate form, Adaptation, etc). But here is another attribute you missed --

ATTACK COMBAT MASTERY
Cost: 3 Points/Rank
Relevant Ability:None
Progression: The character's Base Attack Bonus is increased by 1
Point/Rank
Combat Mastery denotes either an innate "killer instinct" or the character's intimate knowledge of a wide range of offensive combat techniques covering all aspects of armed and unarmed encounters (including ranged weapons). Individual Combat Skills (page 80) let a character specialise with particular weapons or specific styles, but Combat Mastery allows a character to pick up any weapon (or use none at all) and still be dangerously proficient. See page 96 of Step 10: Determine Calculated Values for more information on the Base Attack Bonus.

Each Rank in this Attribute raises the character's Base Attack Bonus by one. This may provide a character with additional, secondary attacks should it increase the characterÕs Base Attack Bonus above +5, +10, or +15 (see page 14).

-----------------------------

Under Pathfinder, this is the only attribute that can directly increase one's base attack bonus. The combat skills increase your proficiency to hit with a specific weapon or category of weapons.

Also, a spellcaster needs to take ranged attack in order to use his rays effectively (except for magic missile, which even Wizards stated was a little overpowered); as his ranged touch attack is affected by that skill. What the combat skills do is do away with the need for Weapon Focus and Weapon Finesse; making your attacks be modified by skill instead. A wizard/Sorcerer relies on Weapon Focus (Rays) to make his touch attacks effective -- except for Magic Missile. Under these rules, he needs training in sharpshooting. Thus the combat skills become important for him. He would train in Special Ranged Attack.

A mecha pilot relies on his Gunnery Skill to become more proficient with his weapons, since Weapon Focus isn't needed any more. However, Attack Combat Mastery is like going through Basic Training, they train you how to effectively use all or any weapons.

The rules are balanced, or else Mark would have balanced them more before publishing BESM d20. The trick is seeing how they are balanced.


No, I saw that attribute and read the others too. That just buffs the amount of attacks he can do, rules as written. Considering as per the skills section: "Combat skills increase your CMD and your Attack bonus with a particular weapon, not your Base Attack Bonus." Thus a 3 point per rank attribute does not even increase your chance to hit, just that if it rolls over to +6, +11 etc it will give you an extra attack.

A wizard in this system still does not need those skills as he can just use 'save' spells that do not require ray mastery or an attack roll. To shore up on attacking if he needs it he just takes magic missile and isn't down anything at all.

I do not get why BAB can't just determine your hit (as per normal considering all the classes have it) and not skills. This system just may not be for me as this just widens the gap between spellcasters and frontline characters even further.


Well we do have the added bonus as pilots of piloting giant mechs. Though I do believe it'd be easier to just use Pathfinder's combat mechanics. Maybe just have the skills add to those specific weapons ie weapon focus.

edit:Just remembered that the sorcerer is one 2+ int and are based off charisma...so really its not as bad as it could be. And as pilots we don't need to buff str and con...wouldn't dump them off course but it could be given a bit of space.

Also are certain abilities not attributes not allowed? Cause ones like adaptation don't really fit in the robotech world...

Silver Crusade

havoc xiii wrote:

Well we do have the added bonus as pilots of piloting giant mechs. Though I do believe it'd be easier to just use Pathfinder's combat mechanics. Maybe just have the skills add to those specific weapons ie weapon focus.

edit:Just remembered that the sorcerer is one 2+ int and are based off charisma...so really its not as bad as it could be. And as pilots we don't need to buff str and con...wouldn't dump them off course but it could be given a bit of space.

Also are certain abilities not attributes not allowed? Cause ones like adaptation don't really fit in the robotech world...

Correct. Some of them are not allowed for biological carbon based lifeforms. All of them have been added for completeness.

You can have:
Armor
Art of Distraction
Attack Combat Mastery
Aura of Command
Combination Attack
Computer Scanning
DAMN HEALTHY!
Defense Combat Mastery
Divine Relationship
Energy Bonus
Enhanced (Ability)
Extra Attacks
Extra Defenses
Flunkies
Healing
Heightened Awareness
Highly Skilled
Item (for your Mecha, of course)
Mechanical Genius
Organizational Ties
Servant
Sixth Sense
Unique Attribute
and....
Wealth

Quote:
Well we do have the added bonus as pilots of piloting giant mechs. Though I do believe it'd be easier to just use Pathfinder's combat mechanics. Maybe just have the skills add to those specific weapons ie weapon focus.

Precisely.


Still under construction.

Silver Crusade

Wayne "Duke" Lenez wrote:
Still under construction.

Pretty good so far. You roll a will save every game two weeks to see if you get a nightmare or not. :)


Are we to build our own mechs, or are there prefabbed stat blocks? The materiel references a lot of Palladium rule stats.

Silver Crusade

Wayne "Duke" Lenez wrote:
Are we to build our own mechs, or are there prefabbed stat blocks? The materiel references a lot of Palladium rule stats.

Shush -- don't tell Palladium that. :)

The statistics aren't from Palladium, they are from technical websites. Although the dimensions are from Palladium's books since the websites are often scanty on the details. The Invid Inorganics have to be converted from Palladium Books' Robotech II: The Sentinels since the Robotech Wiki is lacking any technical data.

You can build your Alpha or Valkyrie from scratch. Here is the technical website for the Valkyries: http://www.macross2.net/m3/m3-index.htm; and here is the technical website for the mecha from Genesis Climber MOSPEADA: http://members.optusnet.com.au/cyc01/

Armor has to be equal or better to the F-16, which is 5, though. Alphas, Betas, and most Valkyries (VF-1X, VF-11, VF-2SS) have to be 400 pt. Items. If you can find it, you should go hunting for GoO's military vehicles book on scribd. It should contain the specifications for the F-14. Which you can copy to make the VF-1's.


I know the Pathfinder rules say you get an extra feat as a human, but I don't see it saying so in your rule set. Is that in effect here?

Silver Crusade

It should be. I copied the race rules for "Human" directly from the PRD.

Silver Crusade

Testing. . . Testing new avatar . . . Testing one-two-three.

Shadow Lodge

Testing again . . . Testing. . . Testing. . . 1-2-3.


Nice ;)

Shadow Lodge

I'm glad you like it. :)

Shadow Lodge

I may have to start another recruitment drive next month. :)


It's a little slow going for me, the files I finally got were all disjointed from one another and the pictures.
Also, can I see an example of a Mech you want us to create? Like a VF-1 Valkyrie?

Silver Crusade

Wayne "Duke" Lenez wrote:

It's a little slow going for me, the files I finally got were all disjointed from one another and the pictures.

Also, can I see an example of a Mech you want us to create? Like a VF-1 Valkyrie?

\

How about a VF-2SS Space Variable Fighter from Macross II? I was refining it's story today.

VF-2SS from Macross II

Type: Transformable Fighter (Fighter -> Guardian -> Battloid)
Class:Variable Space Fighter
Size: Huge
Hit Points: 47 points
Occupants: 1 Pilot (operator)
Armor: 9
Defense: +6
Strength: 26
Air Speed: 750 mph (6,600’)
Dramatic Spaceflight: 1 G
Ceiling: 60,000’
Handling: -4/+9 (65 mp)

Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Life Support, Laser Designator, Re-entry Shield
Exotic Abilities: Transformation
Defects: Hanger Queen, Very Noisy, Organizational Ties (REF), Reduced Endurance (a few days), Stall Speed 160 mph, Startup Time - 5 minute, Volatile, Windows

Guardian Mode Stats

Type: Transformable Fighter (Fighter -> Guardian -> Battloid)
Class: Variable Space Fighter
Size: Huge
Hit Points: 47 points
Occupants: 1 Pilot (operator)
Armor: 9
Defense: +6
Strength: 26
Air Speed: 750 mph (6,600’)
Land Speed, running: 120 mph
Dramatic Spaceflight: 1 G
Ceiling: 60,000’
Handling: -4/+9

Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Life Support, Laser Designator, Re-entry Shield
Exotic Abilities: Transformation
Defects: Hanger Queen, Very Noisy, Organizational Ties (REF), Stall Speed 160 mph, Reduced Endurance (a few days), Startup Time - 5 minutes, Volatile, Windows

Soldier/Battloid Mode Stats

Type: Giant Robot
Class: Variable Space Fighter
Size: Huge
Hit Points: 47 points
Occupants: 1 Pilot (operator)
Armor: 9
Defense: +6
Strength: 26
Land Speed, running: 120 mph
Dramatic Spaceflight: 1 G
Ceiling: 60,000’
Handling: -4/+9

Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Hover, Life Support, Laser Designator, Re-entry Shield
Exotic Abilities: Transformation
Defects: Hanger Queen, Very Noisy, Organizational Ties (REF), Stall Speed 160 mph, Reduced Endurance (a few days), Startup Time - 5 minutes, Volatile

2 x semi-fixed anti-aircraft laser cannons (mounted center ventral section in Fighter/GERWALK mode, becomes head turret in Battroid mode)
Damage: 4d6
Critical: 20
Type: Laser (energy)
Increment: 6,400’
Magazine: Effectively Unlimited
Notes: Fixed Arc of Fire (front), Unlimited

1 x medium-sized rail gun
Damage: 4d8
Critical: 20
Type: Ballistic
Increment: 160’
Magazine: 515
Notes: Automatic x2, Extra Ammo x3 (515 shots); Fixed Arc of Fire (front); Alternative weapon

Hand-to-Hand Combat: 1d6 damage/x2 Critical.

This is without the point values.


We're just trying to get started on making our characters even started to rewatch robotech macross saga.

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