Pre-formatted Open Office character sheet: here
For über-simple creation:
Simply determine the skill percent as indicated. It is recommened that for this, and subsequent steps, calculation be saved until after all skills have been selected.
Optional: psionics as spiritia abilities. It's a quick and dirty representative of spiritia abilities.
Random Spiritia Ability (Psionics) Table:
01-04 Major Spiritia Abilities (Psionics) - results of 01 are anima spiritia. Alas nothing further at this time.
05-13 Minor Spiritia Abilities (Psionics)
14-00 No Spiritia Abilities (Psionics)
In the world of Macross, spiritia powers are somewhat common. Even an average person may have some degree of spiritia power.
A minor psionic selects two powers from any one of the following psionic categories: Sensitive, or Physical, or Healer. The number of Inner Strength Points (I.S.P.) is determined by taking the number from M.E., roll 2D6 and add both numbers together. This is the base I.S.P.; add the roll of 1D6 per each level of experience.
A major psionic is a character who has an impressive amount of paranormal abilities. Unlike the minor psychic who can only select from one category, this individual can select a total of eight (8) powers from one category or a total of six (6) from any of the three categories available. The categories from which a major psionic can select includes: Sensitive, Physical, and Healer. This means the psychic can have a combination of power types. The number of I.S.P. for a major psionic is determined by taking the number from M.E., roll 4D6, and add both numbers together. This is the base I.S.P.; add the roll of 1D6 + 1 per each level of experience.
Change from Level of experience to experience based system: 1 level equals 10% (maximum 150%). Players start at ME% (bump up to 10% for players with less than 10).
NOTE: A player may skip this entirely if he or she does not want a character with psionics.
Refer to the "Rifts" core book (original) for the description of psionic powers.
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1 The Scale
2.1 IQ 2.2 ME 2.3 MA 2.4 PS 2.5 PP......................................................... |
2.6 PE 2.7 PB 2.8 Spd 3 Optional Rules 4 Example Character............................... |
23-30: godlike
17-22: exceptional
13-16: above average - tried out for the Olympics?
7-12: average
1-6: low
10-12 being average, then 25+ is extremely out of typical range, and 20-24 are fairly removed in and of themselves. Talking to them would be like try to have a conversation with someone who knows way more than you on any given topic.
It is interesting to note that most high IQ people have low MA attributes, although this is not always universally true. It's proportional in cases where it is true, meaning the higher it goes, the lower the other goes. But that is more a function of being more "distant" from day-to-day concerns and being locked into a higher mode of thinking. The higher the IQ is, the more they see the big picture, as well. A high-IQ character may condemn a hunt to kill off excess predators in the area because he realizes it is a cycle of Nature and a necessary step in reestablishing the balance of Earth's ecosystem. They tend to think in grand and sweeping strokes and rarely see things in terms of people and dreams but rather resources and plans.
Perception:
Perception is a derived value that filled an important gap that existed in the grey area of combat data (initiative mostly) and IQ. This is NOT the ability to PROCESS the information, since that falls under IQ, but is simply the ability to COLLECT information. Again, it is both a blessing and a curse; while you may be able to see all and know all, you will be overwhelmed in your senses at the higher levels.
Note that a high Perception does not necessarily mean that you UNDERSTAND the information, just that you noticed it. Sherlock Holmes would have a huge Perception, but he has an equally huge IQ to deduct it all out. For instance, if you have a low MA and a high Perception, you may be really deft at picking together facts and figures, but you would probably not be able to read people well. Sure, you can tell that Joey has dark circles under his eyes and is in a bad mood and is glaring at Sue, but that doesn't mean that you know that they had a fight last night. Consolidating the data gleaned is another function of IQ that I am too tired to alter up there.
The major use for it is to gauge the general mental stability of the character; the ability for the character to handle shocks and surprising news, their general emotional barometer and their tendancy to swing moods or lose control of their emotions. Low ME people are subject to very emotional outbursts and tend to follow their passions more while higher ME people are more adept at keeping control of their emotions and being able to repress their passions if they need to. People with higher ME scores don't "fly off the handle" or make snap decisions based on the heat of the moment, and can restrain themselves to think it through.
Characters with MA beyond 24 get far too ridiculous to play effectively and a character with that much empathy would literally be overflowing with sheer emotional crises always, much like a very young child. If you are going to put in a very high MA character into your game, they had best be a plot device and not an antagonist, because it will get out of control too quickly.
MA also counts a lot for animals, and animals recognize the inherent magnetism in higher MA characters. Animals recognize when an unstable (low MA) character is around and respond accordingly, not necessarily disobeying but being around warily and keeping a mild eye on the character. It goes without saying that MA is not the deciding factor in a character's interpersonal relationships, but it is that which represents the inherent "beneath the looks" slant of the character and certainly should play a much larger role than it currently does.
While this does not cover psychological excitability, it does cover physiological excitability, and a character's metabolic rate is determined between this and PE. In general, the more difference between PP and PE, the more the character must consume to maintain his high PP. Which is to say, as a character's body reacts faster, it requires more energy to keep it going at that level. It sounds pithy at first, "So, my character has to eat more, whoopee, I have a +100 to dodge" but it can be truly terrible once the game begins and the GM reminds you of your ration requirements.
The primary use of this is for resisting diseases and determining endurance. The importance this attribute and its proper use cannot be overstated, because the little things like diseases are easily forgotten. One disease can make for a horrible plot twist (good horrible that is) and even more so if it is alien in origin. It also applies to resisting animal and plant poisons, another threat, and also to drinking contaminated water.
Another important consideration for PE is that it determines the amount of g-force the character can take.
PB represents the general appearance of the character, and this covers a wide array of things. Low PB could indicate terrible scarring, unsightly features, no fashion sense, or any such sort of typically "superficial" sort of thing. An important thing to remember though is the very subjective nature of this attribute! There are generally some basic features that people can agree are beautiful or not, but beyond this it varies so extremely between people (and races!) that it really should be taken into account, which is why the appearance must be explained.
Characters with high PB should not just be able to charm everyone they meet and get whatever information they like out of them. These are other PEOPLE, and are not simply walking, talking resources. Members of the same sex will get jealous of high PB characters and probably mock low PB characters, while the opposite sex may end up with a pile of unwanted travelling companions , and when they learn they are unwanted as a rule, they do not react well, especially if this was after a quick tryst that the PC thought he could get away with.
Extreme beauty and extreme ugliness are the different sides of the same cursed coin. The character's PB rating will determine the relative obscurity level of him. Of course, the other side of this is that if you are very good looking, certain, shall we say, unsavoury elements may notice you and wish to enlist you into their stables, or else another more powerful warlord or crime boss might equally enlist you. Be careful what you wish for...
The metabolic rate effect described under PP should DEFINITELY be in use here.
Determining Attributes:
instead of the 3D6, you roll 5D6 and remove the highest and lowest results.
PS:
A sadistic GM will multiply the strength rating by 5 to get the chance that the character forgets his own strength. This is only applicable for realistic situations where the character might actually, believably forget that he actually has a PS of 25.
PE:
Each point of difference between PP and PE is a 10% chance that overeating develops (must consume the equivalent of 5 or 6 meals a day (10 or 12 to feel sated). If can't, then feels cold, lightheaded, and weak. Reduce all combat bonuses and initiative by -1. They will feel mild anxiety and be afflicted by pangs of hunger. If they see food, they will feel a nearly irresistible urge to drop anything they're doing and consume a meal (save versus insanity (plus M.E. bonuses, if any) is necessary to resist the urge at inappropriate times). Eating less than 10,000 calories (but at least 2,000) a day will severely weaken the character: reduce all combat bonuses by -1 (cumulative) per day. If they don't eat for a day, all the bonuses and melee attacks are halved, and the character will be racked with hunger pains. The starving character must save versus insanity to avoid going crazy at the first sight of food. Failing the roll means the character dives in and eats whatever he can get his hands on (and will fight, perhaps kill, to get it)!
Increasing and Decreasing Attributes In addition to increasing attributes through skills, it is possible to increase attributes by player action. Some possibilities are plastic surgery, experimental chemicals, brain training activities and so on. In some cases the effects are permanent, in other cases they are temporary. GM's choice if it is possible, and if so, how many points. Some recommendations are: +1, +1D2 or +1D4 depending on the seriousness that the character persues the increases, and the method persued.
Inversely, it is possible to lose attribute points in ways other than injury and mental trauma. Some possibilities are lifestyle choices (such as being a couch potato) and lack of actions to maintain high or above average attribute levels. As it is hard to quantify how much of what causes what detremental effects, it is recommended that a GM either make the effects temporary, or at worst, reduce attributes back to a pre-skill increase level; with the option of the player character needing to take action to regain the lost points if the player so desires.
Perception 46%
Base Loyalty 40%
Affected By Disease/Resistance to Disease 40%
Get Noticed 60%
REFERENCES USED
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