Sketchley's Macross Gateway
RPG stats by AARON SKETCHLEY (aaronsketch@hotmail.com)

Ver 1.6 2009.10.25

Background and Skills (Generic OCC)

Table of contents
Everyone starts somewhere
Step 1: Class - Base Skills and MOS choices and limitations
Step 2: Upper class
Step 2: Middle Class
Step 2: Lower Class
Step 2: Indigent Class
Step 3: Education Table
For those continuing on to the military
Step 4: Skill Programs
Step 5: Secondary Skills

Everyone starts somewhere

The following is designed to provide a balanced background and base of skills to better reflect the reality of Macross.

The advance of mankind to the stars has been fast and furious, far outreaching the social programs and capabilities of the UN Government and any local non-aligned governments. Some of the most basic of social programs begin to decline and change to meet the needs of the time and place. The primary example of this is education.

Education in the years 2020-2050 matched and then surpassed the educational systems of the 19th and 20th centuries. Typically giving students full primary and secondary education to the clones upon their being released into society, and natural teaching methods graduating students at the ages of 16 and 17; both with the option of taking post-secondary education thereafter. However, this only hold true on the Core Worlds, major colonies and the emigration fleets. The further one stretches ones hand into the reaches of known space, the lower the quality of the education.

By 2050 the UNG lists literacy at 97%. However, inaccessibility to a large portion of the population for census skews this number by between 10 to 25%. A general literacy rate in the outlying and un-unified or identified colonies is believed to be just shy of 70%. By the same factor, UNG citizens sport a bold figure of 99% junior high school graduation, with 80% of those further graduating from high school and 52% of non-military educated citizens receiving post secondary education. These numbers are only true in the Core Worlds. Even as close as Britannia and New Patagonia we see the number drop considerably, frighteningly so for post secondary education, at little over 10%. This is a repeat of the Renaissance age of earth, the days of Medieval Warlords and constant battle to the tears of the peasants. Even those colonies started by emigration fleet show an immediate and striking drop in education levels. Certainly with a stronger unification of the populated systems, and a greater focus and freedom of movement this trend will change, however, we see a predictable trend that will leave the human race gasping for literate air for yet one hundred years and beyond.

Even though the above general information is true, there are always exceptions to every rule. In the core systems, there are a large number of people living below the poverty line, unable to even receive the basic education requirements set out by the UNG. Conversely, in the more distant systems, where the majority of the population are poorly educated, there are upper class families that can afford higher quality education then is available in the core systems to the elite of the UNG's youth. Such is the nature of humanity when other needs, such as immediate survival and propagation of the human race supercede egalitarian values.



Step 1: Class - Base Skills and MOS choices and limitations

The basic skills are very much dependant on the nature of the character's background. If you do not have a clear idea of where the character is from, roll 1D4, and choose an appropriate location from the list of Macross RPG and canon locations. Non-humanized Zentraadi characters are automatically Space Born and Bred and are of the Indigent Class. If you do not have a clear idea of the type of settlement that the character is from, roll 1D100, and check the result along the settlment row under the appropriate locale.

The GM will roll 1D100 to determine your character's class. As this is primarily being used as a tool to determine skills, it is possible to have a totally different background for your character.

No matter what the result, the Basic Skills and Part-Time/High School Education skill programs can be selected by the player. If the result is a background where the character has studied in post secondary school(s), and possibly worked for a few to many years prior to enlisting in the UN Forces, they will have a greater range of skill options to reflect their past experiences.


Core World Core World to Inner Rim World Outer Rim Worlds and Beyond Space Born and Bred Education1
Settlement: 41-00 urban 01-40 Rural 51-00 urban 01-50 Rural 61-00 urban 01-60 Rural 26-00 Colonization Fleet 01-25 Other
Upper class 75-00 90-00 85-00 95-00 95-00 99-00 85-00 00
Middle Class 25-74 50-89 35-84 60-94 50-94 60-98 30-84 75-99
Lower class 05-24 10-49 10-34 15-59 15-49 25-59 05-29 50-74
Indigent Class 01-04 01-09 01-09 01-14 01-14 01-24 01-4 01-49

1 Space born and bred characters have the following skills as part of their base skills:

Navigation: Space +5%
Zero-G Movement +5%
EVA skill: attribute + 15%


Step 2: Upper class

Roll percentile dice: Basic Skills
Language: English 98%
Language: choose 1 +30%
Math: Basic +10%
(72% chance) Computer Operation +8%
(40% chance) Math Advanced +5%
(35% chance) Chose 1 Domestic Skill +5%
(10% chance) Pilot Automobile
Hand to Hand: None

Continue to Step 3: the Education Table


Step 2: Middle Class

Roll percentile dice: Basic Skills
Language: English 98%
(72% chance) Language: choose 1 +15%
(72% chance) Math: Basic +5%
(52% chance) Computer Operation +8%
(30% chance) Math Advanced +5%
(30% chance) Chose 1 Domestic Skill +5%
(15% chance) Pilot Automobile
Hand to Hand: None

Continue to Step 3: the Education Table


Step 2: Lower class

Roll percentile dice: Basic Skills
Language: English +25%
(52% chance) Language: choose 1 +5%
(52% chance) Math: Basic +5%
(32% chance) Computer Operation +5%
(15% chance) Math Advanced +5%
(30% chance) Chose 1 Domestic Skill +5%
(15% chance) Pilot Automobile
Hand to Hand: None

Continue to Step 3: the Education Table


Step 2: Indigent

Roll percentile dice: Basic Skills
Language: English 98% (Non-humanized Zentraadi characters get Language: Zentraadi)
(72% chance) Language: choose 1 +15% (Non-humanized Zentraadi characters are limited to Language: Protoculture)
(72% chance) Math: Basic +5%
(52% chance) Computer Operation +5%
(20% chance) Choose 1 Domestic Skill +5% (Non-humanized Zentraadi characters choose 1 Physical Skill)
(5% chance) Pilot Automobile (Non-humanized Zentraadi characters get Pilot Hovercraft)
Hand to Hand: None

Continue to Step 3: the Education Table


Step 3: Education Table

Roll 1D100, and add the average of IQ, ME, and MA (IQ+ME+MA/3) and the education table roll modifier.

Non-humanized Zentraadi characters are limited to Trade School/on the job training, as per the following, but the skill bonus is equal to the education table roll modifier from Step 2.

Note: if skills are starting at attribute levels (ie: ignoring the base skill percents in the game books), then the following optional rules are recommended:

Other optional rules

Education Score Level Number of Skill Programs Skill Bonus Limitations Number of Secondary Skills
101+ Same as Doctorate/Ph.D 5 +1 at 110%, +2 at 120% +35% F 10
93-100 Doctorate/Ph.D 4 +35% E 10
85-92 Master's Degree 4 +30% D 10
76-84 Bachelor's Degree 3 +25% C 10
67-75 4 years of University 3 +20% C 8
57-66 3 years of University 3 +15% C 8
42-56 2 years of college 2 +15% B 8
22-41 1 year of college 2 +10% B 8
02-21 Trade School/on the job training 2 +20% B 8
01 or lower High School graduate 1 & the High School Program +5% A 10

Note: This is immediately post graduation/starting work. For characters experienced in the same job (no career changes), add 1D10% (1-2 years) or 1D20% (3+ years) to the main skill program's skills, and 10% of that result to all the other skills.


For those continuing on to a military OCC

Anyone can join the military. Joining costs 1 skill program*. See the following for more details:

* Non-humanized Zentraadi automatically join the military. Their military costs only 1 skill program.


Step 4: Skill Programs

A skill program is an area of study, training and knowledge attained form formal education. ALL the skills listed under the program heading are known. Apply the skill bonus to each.

Special Restrictions:

Available skill programs:

F: Choose one, two, three or none from High Level/University. Choose remaining skill programs from: Career/University, Career/College Education or Part-time/High School education only. Bonus skill programs can be picked from any category.

E: Choose one, two or none from High Level/University. Choose remaining skill programs from: Career/University, Career/College Education or Part-time/High School education only.

D: Choose one or none from High Level/University. Choose remaining skill programs from: Career/University, Career/College Education or Part-time/High School education only.

C: Choose one or none from Career/University. Choose remaining skill programs from: Career/College Education or Part-time/High School education only.

B: Choose one or none from Career/College Education. Choose remaining skill programs from: Part-time/High School education only. Non-humanized Zentraadi characters can choose any MOS that is reasonable for a non-humanized Zentraadi. There are some skill programs, such as the Music Producer, which are not possible given the non-humanized Zentraadi culture.

A: Choose from Part-time/High School education only.

After gameplay has begun, new skills can be learnt at any time by the character. The skill may or may not start at the base % (GM's option), and the % will only go up if the skill is used or studied extensively in-game.

Step 5: Secondary Skills

Secondary skills are skills learnt and developed on one's own through observation, practise and self education. Secondary skills are mainly limited to the following list. Secondary skills not in the following list may be selected, with GM approval and possibly a negative modifier of some kind.

Non-humanized Zentraadi characters can choose any secondary skill that is reasonable for a non-humanized Zentraadi, as per the rules outlined above. There are some secondary skills, such as domestic, which are not possible given the non-humanized Zentraadi culture.

Secondary Skill List
  • Communications
    Radio: Basic
    Optic System
    TV/Video
  • Domestic
    Art
    Cook
    Dance
    Fishing
    Musical Instrument
    Sew
    Sing
  • Electrical
    Basic Electronics
    Computer Repair
  • Espionage
    Escape Artist
    Forgery
    Land Navigation
    Wilderness Survival
  • Mechanical
    Basic Mechanics
    Auto Mechanics
    Computer Repair
  • Medical
    First Aid
    Holistic Medicine
  • Military
    None (any if in the military)
  • Physical
    Hand to Hand: Basic
    *Hand to Hand: Martial Arts
    Athletics (general)
    Body Building and Weight Lifting
    Climbing and Rappelling
    Juggling

    Mountaineering
    Prowl
    Running
    Skiing
    Swimming
    Tai Chi
    Yoga
  • Pilot
    Airplane; single or twin engine
    *Helicopter
    Parachuting
    Automobile
    Destroid: civilian types only
    Horsemanship
    Motorcycle
    Truck
    Boats - Motor and hydrofoils
    Boats - Sail Type
    Water Skiing and Surfing
    EVA
    *Variable Fighter: civilian types only
  • Pilot Related
    Navigation
    Navigation Space
    Read Sensory Instruments
  • Rogue
    Appraisal
    Cardsharp
    Computer Hacking
    Concealment
    Forgery
    Imitate Voice
    Gambling
    Lip Reading

    Palming
    Pick Locks
    Pick Pockets
    Safecracking
    Streetwise
  • Science
    Basic Math
    Advanced mathematics
  • Technical
    Carpentry
    Computer Operation
    Computer Programming
    Construction
    Editor
    General Repair/Maintenance
    Hunting
    Identify Plants and Animals
    Journalism
    Land Navigation
    Language
    Lore
    Meditation
    Photography
    Research
    Sign Language
    Teaching
    Writing
  • WP
    W.P. Blunt
    W.P. Chain
    W.P. Knife
    W.P. Revolver
    W.P. Automatic Pistol
    W.P. Rifle
    W.P. Sub-Machinegun

* Hand to Hand: Martial Arts and Pilot: Helicopter each count as two skill selections


REFERENCES USED
  • Numerous players of the MRG and MRC over the years who have play-tested these.


Sketchley's Macross Gateway