Sketchley's Macross Gateway
RPG stats by AARON SKETCHLEY (aaronsketch@hotmail.com)
Ver 2.0 2010.08.14
Character Creation Step 6: Determine Skill Percentages and Attribute Bonuses
Return to Step 5
- Determine Skill Percentages:
Add the bonus percent to the base skill percent.
- Determine Attribute Bonuses:
Refer to the appropriate attribute bonus chart.
- Determine the Initiative Modifier:
Add (IQ+PP)/2 to initiative rolls.
For über-simple creation:
- calculate skill %, if you haven't already done so.
- Ignore ALL bonuses that are granted by skills to combat, stats, and SDC, except for number of attacks, range, and Hand to Hand combat increases other than combat bonuses. Ignore skill bonuses granted by other skills. (Or ignore entirely, for über-über-simple character creation).
- Do not determine the initiative modifier.
- Determine attribute bonuses using the following:
Stat Bonuses/Penalties = (STAT-10)/2, round down.
- IQ: no bonus.
- ME: Add to Mind Saves.
- MA: Add to all social skills. Bonus*10 = chance to invoke trust or intimidate. Success means a temporary 25% reduction to all of the subject’s abilities (when in the invoker’s favor) for one scene, 15 minutes, or 1 round of combat (cumulative with MA’s skill bonuses).
- PS: Add to damage in unarmed and melee combat. The damage bonus also applies to thrown weapons and bows.
- PP: Add to combat rolls other then initiative, saving throws, and damage.
- PE: Add to Body saves.
- PB: Add to all social skills. Bonus*10 = chance to charm or impress. Success means a temporary 25% reduction to all of the subject’s abilities (when in the invoker’s favor) for one scene, 15 minutes, or 1 round of combat (cumulative with MA’s skill bonuses).
- Spd: Add to initiative.
Table of contents
A: Determining Skill Percentages
To determine the percentages, add the bonus percent to the base skill percent as per the standard rules.
For games using Attribute-based skills:
- All skill percentage increases acquired during character creation are applied as-is, without using the skill experience points system up to 100%.* Experience acquired during gameplay in a PBP (play by post) game is applied as is up to 100%, too. Thereafter, the skill experience points system is applied.
- Base Skills: attribute % x3, except when a specific percent (eg: 98%) is given + education table skill bonus.
- skill programs: attribute % + education table skill bonus x2.
- MOS skills: attribute % + 30% + education table skill bonus.
- Secondary skills: attribute % x3.
- For Skills Starting at the Attribute level that have been selected twice or more: add 1D12% to the skill for every additional appearance or selection after the first time; with results of 11 and 12 being +0%.
*It is recommended that after 100%, the Attribute Based Skills Percent Increase Modifier chart is used for every 25% if the remaining percent is greater than 25%.
A note on learning new skills:
- +1 attribute percentage per week for the first two weeks. Thereafter, +1D10% per week. (Eg: PC with IQ 9. First week of training, the skill is 18%. Second week of training, it's 27%. Third week, it's 35% (rolled an 8 on a D10.) Etc..)
- If the training is particularly intensive, double the rate of progression. (Eg: End of first week is 27%. The second week it's 45%. The third week it's 54% (rolled 9 on a D20.)
B: Determining Attribute Bonuses
Refer to the appropriate bonus chart in either "Robotech RPG Book One: Macross", "Robotech II RPG: The Sentinels", or "Macross II the RPG".
Attribute-based skills: refer to the appropriate bonus chart, but ignore the skill bonuses from IQ.
Use of an online attribute bonus chart is acceptable, but ignore any bonuses (or penalties) for attributes under 16.
C: Determining 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.
Link to Step 7.
Optional Rules
The following are up to the GM. They may be applied all the time, some of the time, or never.
Ignore the attribute bonus chart. Instead, for each and every roll of the dice, add an attribute. For example, characters with high intelligence would have a higher chance to complete most skills. Characters with high PP would have a greater chance to strike, parry and dodge.
Example character:
Character Sheet:
Space Born and Bred: Colonization Fleet - Middle Class.
Age: 20
Experience: 1 year
HP: 21
SDC: 22
Attributes:
IQ: 13
ME: 10
MA: 8
PS: 10
PP: 18
PE: 8
PB: 12
Spd: 11
Perception 46%
Base Loyalty 40%
Affected By Disease/Resistance to Disease 40%
Get Noticed 60%
Base Skills
Language: English 123%
Language: Zentraadi 79%
Pilot Wheeled Vehicles 60%
Navigation 69%
Zero Gravity Movement 130%
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Office Assistant Skill Program
Intelligence 58%
Streetwise 58%
Math 76%
Computer Operation 79%
Research 58%
Bodyguard & Bouncer/Doorman Skill Program
Camouflage 58%
Athletics 58%
Hand to Hand: Basic 56%
Streetwise 58%
WP: Pistol 61% +3 aimed, +1 burst
Secondary Skills
Art: Dance 42%
General Repair & Maintenance 42%
Gambling 42%
First Aid 42%
Prowl 50%
Swimming 30%
Pilot: Spacecraft 38%
Wilderness Survival 42%
Additional Skills:
Cooking 22%
Combat Bonuses:
+(16) initiative
2 actions
+2 strike
+4 parry
+4 dodge
+2 pull punch
+3 roll w/ punch/fall
+2 roll w/ impact
Kick attack 1D6
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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