Sketchley's Macross Gateway
RPG stats by AARON SKETCHLEY (aaronsketch@hotmail.com)
Ver 2.0 2010.08.14
Character Creation Step 5: Experienced, Age, and base SDC and HP
Return to Step 4
Determine the starting experienced, age, and base SDC and HP of your character by:
- roll 1D100. 01-50: add 1 year. Roll again. 51-00: No more experience.
For every year of experience: add 1D10% to the skill program skills, and half that to all other skills; add +1D20% to any one skill.
- Add up the years of education, and the years of experience after high school.
- base HP: PE+1D6. Base SDC: 5D6. If the character has joined the military, roll 1D6: (1-2 = +5 SDC, 3-4 = +10 SDC, 5-6 = +15 SDC)
Note: As step A is primarily being used as a tool to determine skill percent (%) bonuses, it is possible to have a totally different amount of experience in your character's background.
For über-simple creation:
- Determine experience %, age and as per normal. Add the bonus % to the Base Skills, Skill Program, MOS, and any skill specialties (secondary skills) in the skills. For example, I rolled 5. 5 = +5%.
Do NOT add the bonus percent to the main skill catagories.
- The result should be:
Skills:
Communications: IQx1%
Domestic: IQx1%
Electrical: IQx1%
Espionage & Rogue: IQx1%
Mechanical: IQx1%
Medical: IQx1%
Military: IQx1%
Physical: PEx1%
Pilot: PPx1%
Pilot Related: IQx1%
Science: IQx1%
Technical: IQx1%
- Language: French IQx3% +5%
WP: PPx1%
|
Base Skills IQx3 + ETSB% +5%
Language: English 98%
Language: Pick 1 +15%
Math +5%
Computer Operation +8%
Hand to Hand: None
Archaeologist Skill Program: IQ x1 + ETSB x2% +5%
Wilderness Survival
Paramedic
Pilot Wheeled Vehicle
Land Navigation
Read Sensory Instruments
Botany
Research
|
Table of contents
A: Determining Experience
To determine the years of experience, roll 1D100:
- 01-50: add 1 year. Roll again.
- 51-00: move on to the next part of the step.
For every year of experience:
- add 1D10% of experience to all basic skills and skill programs, and half that to all other skills.
- add +1D20% on one skill per year of experience. This can either be a skill already selected, or a new skill. If it is a new skill, it starts at 0% + the applicable attribute.
B: Determine Age
Decide when your character graduated from high school. This is either 17 or 18.
Add up the years of:
- Post High-school education (determined by the education roll)
- Training in the military (usually 2, but sometimes less)
- years of experience (if any)
The result is your character's starting age.
C: Determine initial HP and SDC
Starting HP: PE+1D6.
Starting 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 Combat skills to learn how to increase HP and SDC as the game progresses.
Link to Step 6.
Optional Rules
The following are up to the GM. They may be applied all the time, some of the time, or never.
Randomly determine the age the character graduated from high school: Roll 1D6, even are 18, odd are 17).
Depending on when the school year graduation is in your game (my games are at the end of March, same as Japan), the result also implies the character's birthday. (In my games, someone who is 17 would have been born after March. Someone 18 would be born before April.)
Example character:
Description:
- Experience: I roll a 36. Next roll is an 83. +1 year.
- 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.
- I'm going to pick a new skill: cooking. Result is
- High school graduation (I pick 17), +2 (from Trade School/on the job training) +1 year of experience, for a total of 20.
- HP: 11 (PE (8)+3.
- SDC: 14 (1+4+2+4+3)
Character Sheet:
Space Born and Bred: Colonization Fleet - Middle Class.
Age: 20
Experience: 1 year
HP: 11
SDC: 14
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% +5%
Language: Zentraadi +15% +5%
Pilot Wheeled Vehicles +5%
Hand to Hand: None +0% +5%
Navigation +5% +5%
Zero Gravity Movement +15% +5%
|
Office Assistant Skill Program
Intelligence +20% +5%
Streetwise +20% +5%
Math +20% +5% +5% +1x
Computer Operation +20% +8% +5% +1x
Research +20% +5%
Bodyguard & Bouncer/Doorman Skill Program
Camouflage +20% +5%
Athletics +20% +5%
Hand to Hand: Basic +20% +5%
Streetwise +20% +5%
WP: Pistol +20% +5%
Secondary Skills
Art: Dance +3%
General Repair & Maintenance +3%
Gambling +3%
First Aid +3%
Prowl +3%
Swimming +3%
Pilot: Spacecraft +3%
Wilderness Survival +3%
Additional Skills:
Coooking +9%
|
REFERENCES USED
|
|
- Numerous players of the MRG and MRC over the years who have play-tested these.
|
Sketchley's Macross Gateway