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

Ver 1.2 2009.05.29

How to make a character:

Instructions are on the left. Example character on the right.

Character Sheet


Step 1: the Attributes.

Roll 3D6 for each attribute. If the result is 16, 17, 18, roll another 1D6. If that roll's result is 6, roll another 1D6.

(Optional rule: roll 5D6, remove the highest and the lowest results.)

See Attributes for more information.

Example character:
IQ: 13 (6+1+6)
ME: 10 (5+3+2)
MA: 8 (2+1+5)
PS: 10 (5+4+1)
PP: 18 (5+5+6; bonus +2)
PE: 8 (1+1+6)
PB: 12 (5+3+4)
Spd: 9 (5+2+2)

Step 2: Background and Skills

Instructions within link: Background and Skills. And more information on skills.

The following is step-by-step example PC construction:

a) For the purposes of this example, I know my PC is space born and bred and in a colony fleet. So, I move along to determining class. Result of the 1D100 is 33; middle class.

Don't forget to copy the space born and bred skills!

Example character:
Space Born and Bred: Colonization Fleet - Middle Class.

bi) Roll 1D100 in the appropriate section

At the Middle Class section, the result of another 1D100 is 64; "you're pretty much a regular person."

bii) Adding the base skill chance roll modifier (+20%) to the chance number (ex: (72% chance) One additional language (...), becomes 92%), I roll 1D100; 18! Add skill to base skills (I'm choosing Zentraedi), and repeat for the remainder.

biii) add any skill % modifiers (none, in this case).

Example character:
Base Skills
Language: English 98%
Language: Zentraedi +15%
Math: Basic +5%
Computer Operation +8%
Pilot Automobile
Hand to Hand: None
Navigation: Space +5%
Zero-G Movement +5
EVA skill frozen at: 15%

ci) Education Table Roll

Including the education roll table modifier (+8% in this case), roll 1D100 on the Education Table.

I roll 08. 08+8=16; Trade School/on the job training. A bit disappointing, but OK.

My PC gets 2 skill programs, +20% to those skills, limitation B, and 8 secondary skills. Limitation B is: Choose one or none from Career/College Education. Choose remaining skill programs from: Part-time/High School education only.

As I'm making a regular person in this example, I choose the Office Assistant Skill program and Bodyguard & Bouncer/Doorman Skill Program (I want my character to have some muscle. Maybe he works for the mob?)

Example character:
Office Assistant Skill Program
Math: Basic +20%
Math: Advanced +20%
Computer Operation +20%
Editor +20%
Research +20%
Writing +20%
Choose one of pilot automobile, motorcycle or truck +20% (I choose motorcycle)
Choose one of Lore: Accounting or Business Management +20% (I choose Accounting)

Bodyguard & Bouncer/Doorman Skill Program
Athletics
Detect Ambush +20%
Intelligence +20%
Hand to Hand: Basic
Pilot Automobile +20%
Streetwise +20%
Lore: Body guarding +20%
WP: Pistol +20%


cii) Simplify:

You may notice that some skills are the same as the base skills. For the moment, we'll only add this new bonus % after the bonus % from the base skill, so we should end up with:
Example character:
Base Skills
Language: English 98%
Language: Zentraedi +15%
Math: Basic +5%+20%
Computer Operation +8%+20%
Pilot Automobile +0%+20%
Navigation: Space +5%
Zero-G Movement +5
EVA skill frozen at: 15%

Office Assistant Skill Program
Math: Advanced +20%
Editor +20%%
Research +20%
Writing +20%
Pilot Motorcycle +20%
Lore: Accounting +20%

Bodyguard & Bouncer/Doorman Skill Program
Athletics
Detect Ambush +20%
Intelligence +20%
Hand to Hand: Basic
Streetwise +20%
Lore: Body guarding +20%
WP: Pistol +20%


ciii) Choose Secondary Skills

Example character:
Dance
First Aid
Prowl
Swimming
Appraisal
Cardsharp
Gambling
General Repair & Maintenance


Step 3: Experienced?

3a) To determine the years of experience, roll 1D100
01-50: add 1 year. Roll again.
51-00: move on to step 3b.

Example character:
I roll a 36. Next roll is an 83. +1 year.

3b) +1D10% per year of experience to the skill programs, half that to all other skills, & add +1D20% on one skill per year of experience
The one skill can either be one already selected, or a new skill. If it is a new skill, it starts at 0% + the applicable attribute.

Example character:
I roll a 5. I'll be adding 5% to the two skill programs, and half of that (2.5, rounded to 3%) to all the other skills. For the moment, we'll do it the same as in cii.

Example character:
Base Skills
Language: English 98%
Language: Zentraedi +15%+3%
Math: Basic +5%+20%+3%
Computer Operation +8%+20%+3%
Pilot Automobile +0%+20%+3%
Navigation: Space +5%+3%
Zero-G Movement +5+3%
EVA skill frozen at: 15% +3%

Office Assistant Skill Program
Math: Advanced +20%+5%
Editor +20%+5%
Research +20%+5%
Writing +20%+5%
Pilot Motorcycle +20%+5%
Lore: Accounting +20%+5%

Bodyguard & Bouncer/Doorman Skill Program
Athletics
Detect Ambush +20%+5%
Intelligence +20%+5%
Hand to Hand: Basic
Streetwise +20%+5%
Lore: Body guarding +20%+5%
WP: Pistol +20%+5%

Secondary Skills
Dance +3%
First Aid +3%
Prowl +3%
Swimming +3%
Appraisal +3%
Cardsharp +3%
Gambling +3%
General Repair & Maintenance +3%


Step 4: Determine age.

Add up the years of education, and the years of experience (if any).
Example character:
High school graduation (17 or 18), +2 (from Trade School/on the job training) +1 year of experience, for a total of 20.


Step 5: Determine HP and SDC

HP: PE+1D6.

SDC: 5D6
If the character has joined the military, roll 1D6: (1-2 = +5 SDC, 3-4 = +10 SDC, 5-6 = +15 SDC)

Refer to the modified Hand to Hand skills to learn how to increase the HP and SDC.

Example character:
HP: 16 (PE (8)+3+5.
SDC: 14 (1+4+2+4+3)


Step 6: Round out the character

Random Character Background Rolls
Optional: handy for quick-roll PCs and NPCs, or providing a guide or inspiration if you have writers block.

With just a few, quick rolls of the dice, we've got ourself a rather interesting background, with plenty of things to embellish. I'll only paste them into the character sheet, as the embellishment isn't part of this sample PC creation.

Example character:
Gender: female
Hair colour: black
Eye colour: light blue
Family Origin: human - Europe (non-English speaking)
Height: 168 cm
Weight: 57.6 Kg
Birth Order: 3rd of 3
Basic Personality: Stable and serious
Who do you value most: yourself
What do you value most: power
Your world view: I'm neutral to most people
Background: childhood event: your entire family was exiled. You returned under an alias.
Life Events:
  • 1 Enemy - bitter ex-lover
  • 2 You incurred the wrath of a powerful person, family or group. Enemy complication.
  • 3 Enemy - bitter ex-friend
  • 4 Happy love affair.
    Current outlook: I crave more money and power.

  • Step 7: Fill-out remaining sections of the character sheet

    Write up the background and fill out any remaining detail in the character sheet not filled in at Step 5.
    Example character:
    N/A


    Step 8: Determine skill percentages, attribute bonuses and combat bonuses

    Saved for last - as the GM (me!) likes creative writing (that's interesting, not excellent, long, or whatever). Therefore, he occasionally gives out bonus skill % for exceptionally creative or interesting writing in the background. Don't bust a nut doing this, as it's what stands out that gets a bonus (if at all), so if everything is exceptional, that means nothing stands out, and no bonus.

    8a) Determining skill % is pretty simple:

    I'll use the Math: Basic +5%+20%+3% from the example PC. It has three (3) bonus percentages. The first is the easiest to calculate. Simply add it to the base % for the skill. In this case, it's 5% + 80%, for 85%.

    The remaining two bonuses take a little bit more work. For ease of calculating, we'll lump the two remaining bonus % together. 20%+3% is 23%.

    Now, don't just add that to the skill! We subtract the skill (85%) from 100: 100-85=15. We then divide that by 100: 15/100= .15.

    0.15 is our multiplier. We multiple the bonus % by the multiplier: 23x0.15= 3.45. Which is rounded to 3. We add that to the skill, and our example PC has Math: Basic 88%.

    Do the calculations for the remaining skills.

    You might be scratching your head and wondering about this. There's a reason for the madness: skill improvements (scroll down).

    8b) Lastly, determine the Initiative Modifier:

    Average the IQ and PP. Add to any other Initiative modifiers (such as those from Hand To Hand and Mecha Combat) when rolling initiative.
    Example character:
    Space Born and Bred: Colonization Fleet & Middle Class: Trade School/on the job training
    Base Skills
    Language: English 98%
    Language: Zentraedi 76%
    Math: Basic 88%
    Computer Operation 75%
    Pilot Automobile 85%
    Navigation: Space 66%
    Zero-G Movement 95%
    EVA 18%

    Office Assistant Skill Program
    Math: Advanced 85%
    Editor 53%
    Research 67%
    Writing 47%
    Pilot Motorcycle 81%
    Lore: Accounting 62%

    Bodyguard & Bouncer/Doorman Skill Program
    Athletics
    Detect Ambush 72%
    Intelligence 67%
    Hand to Hand: Basic
    Streetwise 53%
    Lore: Body guarding 62%
    WP: Pistol +3/1 strike, 53%

    Secondary Skills
    Dance 42%
    First Aid 52%
    Prowl 42%
    Swimming 52%
    Appraisal 42%
    Cardsharp 36%
    Gambling 37%
    General Repair & Maintenance 37%

    Attribute and combat Bonuses:
    +1 PS
    1D6 (4) Spd
    1D8 (7) SDC
    +16 initiative
    2 actions
    +3 parry
    +3 dodge
    +2 pull punch
    +3 roll w/ punch/fall
    +2 roll w/ impact


    Step 9: add equipment & final approval (by GM)

    Add standard equipment. (For the time being, refer to similar OCC to the Skill Program(s) and MOS you've selected.

    Most characters also have:
    Automobile, motorcycle or bicycle (choose 1)
    Accommodation (a small damp and cold basement suite through to a luxury mansion - pending GM's approval)

    Non-standard equipment is by the GM's approval.


    Savings: 1D10x¥10,000.

    Wages, Rank & Experience
    Civilians make whatever the GM's decides they make. Military characters receive receive a fixed income according to their rank.

    Civilians also do not hold any Military rank.

    Once approved, you're ready to play.

    Example character:
    N/A


    Finished example PC:

    Name: Elp Ams
    Age: 20
    Gender: female
    Height: 168 cm
    Weight: 57.6 Kg
    Hair colour: black
    Eye colour: light blue
    Description:

    Handedness: left
    Birthplace: M15 emigration fleet

    Family Origin: human - Europe (non-English speaking)
    Birth Order: 3rd of 3
    Family: father, mother, brother, sister, grandparents.

    Basic Personality: Stable and serious
    Current outlook: I crave more money and power.

    Who do you value most: yourself
    What do you value most: power

    Likes and Dislikes: Your world view: I'm neutral to most people
    Belief System:
    Closest Ally or Friend: lover
    Worst Enemy or Rival: 3 enemies: bitter ex-lover, bitter ex-friend, powerful group.

    Biggest Secret: entire family was exiled. Returned under an alias.
    Character Goals - Short Term Goal: get more power (money will come with it)
    Long Term Goal: restore family's status
    Reason For Joining: to get more power

    Background: childhood event - your entire family was exiled. You returned under an alias.
    Life Events:

  • 1 Enemy - bitter ex-lover
  • 2 You incurred the wrath of a powerful person, family or group. Enemy complication.
  • 3 Enemy - bitter ex-friend
  • 4 Love and war: Happy love affair.
  • Occupation: mafia accountant
    Rank: N/A

    IQ: 13
    ME: 10
    MA: 8
    PS: 11
    PP: 18
    PE: 8
    PB: 12
    Spd: 13

    HP: 16
    SDC: 21

    Level equivalent: 2 (experienced)

    Space Born and Bred: Colonization Fleet - Middle Class: Trade School/on the job training
    Base Skills
    Language: English 98%
    Language: Zentraedi 76%
    Math: Basic 88%
    Computer Operation 75%
    Pilot Automobile 85%
    Navigation: Space 66%
    Zero-G Movement 95%
    EVA 18%

    Office Assistant Skill Program
    Math: Advanced 85%
    Editor 53%
    Research 67%
    Writing 47%
    Pilot Motorcycle 81%
    Lore: Accounting 62%

    Bodyguard & Bouncer/Doorman Skill Program
    Athletics
    Detect Ambush 72%
    Intelligence 67%
    Hand to Hand: Basic
    Streetwise 53%
    Lore: Body guarding 62%
    WP: Pistol +3/1 strike, 53%

    Secondary Skills
    Dance 42%
    First Aid 52%
    Prowl 42%
    Swimming 52%
    Appraisal 42%
    Cardsharp 36%
    Gambling 37%
    General Repair & Maintenance 37%

    Combat Bonuses:
    +16 initiative
    2 actions
    +3 parry
    +3 dodge
    +2 pull punch
    +3 roll w/ punch/fall
    +2 roll w/ impact

    Savings:

    Equipment:

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


    Sketchley's Macross Gateway