Sketchley's Macross Gateway
RPG stats by AARON SKETCHLEY (aaronsketch@hotmail.com)
Ver 2.0 2010.08.14
Character Creation Step 4: Simplify and Secondary Skills
Return to Step 3
- Simplify the basic and skill program skills (keeping track of how many times a skill has been selected)
- select secondary skills.
For über-simple creation:
- Skip simplification.
- Ignore ALL bonuses that are granted by skills to combat, stats, and SDC. Ignore skill bonuses granted by other skills.
- Select secondary skills as per normal. Simply add the choosen skill under the section that it is found in.
- Example: Language: French is added under Technical, so the skill becomes:
Technical IQx1%
- Language: French
- The additional % bonus is determined by multiplying the base attribute % by 2. The result should be:
Technical IQx1%
- Language: French IQx3%
- Skills can be selected more than once. If a skill has been selected more than once, add 1D12% (with results of 11 and 12 being +0%) to the skill for every additional appearance or selection after the first time.
Table of contents
A: Simplify
Depending on what skill programs you've selected for your character, there may be skills that are repeated in the basic skills as well as other skill programs. Simply erase the repeated skills on the character sheet, favouring the skills in the skill programs; as they generally get larger bonuses than the basic skills. Keep track of the number of times that a skill as repeated, as the character may gain a skill percent bonus each time.
Make sure you carry over any non-education percent bonuses. Education bonuses only apply once.
B: Select Secondary Skills
Secondary skills are skills learnt and developed on one's own through observation, practise and self education. Any skill can be selected as a Secondary skills. However, skills not related to the characters education and work experience, or are not considered common knowledge, will start with a negative modifier (usually half the standard percent value) and are subject to GM approval.
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 traditional Zentraadi culture.
The full list of skills can be found here.
Link to Step 5.
Optional Rules
The following are up to the GM. They may be applied all the time, some of the time, or never.
Multiple selections of the same skill: it is possible to select the same skill multiple times to increase the skill percentage.
Example character:
Description: Doubled skills have been simplified, and Secondary Skills have been selected.
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%
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Office Assistant Skill Program
Intelligence +20%
Streetwise +20%
Math +20%+5% +1x
Computer Operation +20%+8% +1x
Research +20%
Bodyguard & Bouncer/Doorman Skill Program
Camouflage +20%
Athletics +20%
Hand to Hand: Basic +20%
Streetwise +20%
WP: Pistol +20%
Secondary Skills
Art: Dance
General Repair & Maintenance
Gambling
First Aid
Prowl
Swimming
Pilot: Spacecraft
Wilderness Survival
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REFERENCES USED
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- Numerous players of the MRG and MRC over the years who have play-tested these.
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Sketchley's Macross Gateway