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

Ver 2.2 2010.08.19

Character Creation Step 3: Education Table and Skill Programs

Return to Step 2

Determine the skills and subsequent education opportunities for your character by:


a: roll for the highest level of education the character attained. (For characters that join the military immediately upon graduating high school: take the High School Graduate option, and move to step bi.)
bi: choose if the character has joined the armed forces
bii: choose which Military Skill Programs (MSP) the character has trained in
c: choose which skill programs the character has been educated in

For über-simple creation:

link to Step 4


Table of contents

1 Education Table
2 Military Training
3 Determine Skill Programs....................
4 Optional Rules
5 Example Character...............................

A: Education Table

Roll on the folling table to determine the amount of skill programs, the skill bonus, and the number of secondary skills your character has. You don't have to choosee any skill programs, and can skip to military training.

1D100 + IQ + education table roll modifier; check result on the following chart:

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.

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% C 10
93-100 Doctorate/Ph.D 4 +35% C 10
85-92 Master's Degree 4 +30% C 10
76-84 Bachelor's Degree 3 +25% C 10
67-75 4 years of University 3 +20% B 8
57-66 3 years of University 3 +15% B 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


B: Military Training

Anyone can join the military. * Non-humanized Zentraadi automatically join the military. Their military costs 2 skill programs (High School Graduates do not receive the High School Program, and automatically join the military.)


C: Determining 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:

C: Skill programs from High Level/University and Career/University cost two (2). Skill programs from Career/College Education and Part-time/High School education cost one (1). 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.

B: Skill programs from High Level/University cost three (3). Skill programs from Career/University cost two (2). Skill programs from Career/College Education and Part-time/High School education cost one (1). 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 Skill Program from Part-time/High School education only.

Note: 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.

Link to Step 4


Optional Rules

The following are up to the GM. They may be applied all the time, some of the time, or never.

Additional Skill Programs from Work Experience: there is a possibility of an additional skill program for every 2 years of post-education experience (not including post-training service in the armed forces): Roll 1D100 + and add the educational table roll modifier. 1 additional skill program if the result is 51% or higher. Roll 1D10 for the bonus %.


Example character:

Description: Including the education roll table modifier (+8% in this case), 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?)

Character Sheet:
    Space Born and Bred: Colonization Fleet - Middle Class.

    Attributes:
    IQ: 13
    ME: 10
    MA: 8
    PS: 10
    PP: 18
    PE: 8
    PB: 12
    Spd: 9

    Perception 46%
    Base Loyalty 40%
    Affected By Disease/Resistance to Disease 40%
    Get Noticed 60%

    Base Skills
    Language: English 98%
    Language: Zentraadi +15%
    Math +5%
    Computer Operation +8%
    Pilot Wheeled Vehicles
    Hand to Hand: None +0%
    Navigation +5%
    Zero Gravity Movement +15%

    Office Assistant Skill Program
    Intelligence +20%
    Streetwise +20%
    Math +20%
    Computer Operation +20%
    Research +20%

    Bodyguard & Bouncer/Doorman Skill Program
    Camouflage +20%
    Athletics +20%
    Hand to Hand: Basic +20%
    Streetwise +20%
    WP: Pistol +20%

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


Sketchley's Macross Gateway