a: Determine Accomodation & Transportation
b: Equipment
c: Savings
d: Wage & Rank
e: wait for final approval
... once received, you're character is
Accommodation: pending background, skill programs and GM approval, this could be anything from a small, damp, cold basement suite to a luxury mansion.
Transportation: choose one of: automobile, bicycle, motorcycle, truck or anything else the GM permits.
Pending background, skill programs and GM approval, this could be used, rusted and on it's last legs, to the latest luxury model.
Standard equipment varies pending the character's background, skill programs (their job) and GM approval. In general, work-sites will provide additional equipment and facilities for the job. (Ie: a cook has access to a restuarant, hotel or other, and it's personnel, kitchen and dining room(s), as well as food supplies and a food supplier. A doctor would have access to a hospital or clinic, and affiliated medical equipment and personnel.)
Starting Equipment for Specific Occupations:
Civilian:
Civilian Variable Vehicle Test Pilot: Variable Vehicle, Tactical Life Support Suit (Flight suit), 2 Work Uniforms.
Civilian Variable Vehicle and Mechanical Designer: Technical, Aeronautical & Aerospace Engineering manuals, High Powered Laptop Computer, 2 Coveralls Uniforms, 1 Lab Coat.
Police: Pistol, ID Card and Police Badge, Duty Uniform, Parade Uniform, Police Vehicle (by P.O.S.), Police Radio, Utility belt (extra ammo pouches, handcuffs, notepad, etc.).
Terrorist: recieve only what the organization can afford. Usually it is a Semi-Automatic Pistol, Terrorist Uniform (if applicable), Combat/Survival Knife, and First Aid Kit: 5 uses. Anything else is up to the GM
Mercenary: Assault Rifle, Semi-Automatic Pistol, 4 Camouflage Uniforms, Body armour (Kevlar Vest) or Armoured Flight Suit, Load-Bearing Vest w/parachute & rucksack attachment points, and Field Kit.
Pirates: Semi-Automatic Pistol, Spacesuit (could be an armoured flightsuit), GM's discretion for anything else PC may request.
Zentraadi: (full sized, hasn't joined humans): Energy Pistol, Assault Rifle, Uniform, Body Armour, Shield (if required), Battle Pod/Fighter Pod/Power Armour/etc. per their role.
Military
All: ID/Security Badge, 2 to 4 Work/Camouflage Uniforms (DPM Uniforms with 1 x Kevlar Vest & 1 x Kevlar Helmet), 2 Dress Uniforms, 1 Mess Uniform, First Aid Kit: 5 uses, and Field Kit or CSW.
Intelligence Specialist: Assault Rifle, Semi-Automatic Pistol, Casual Clothes, Disguise Kit, civilian automobile or truck, Spacesuit/Armoured Flightsuit pending assignment.
Medical Officers: Medical Bag (Standard), Field Surgical Kit bag, Semi-Automatic Pistol, 2 Surgical Robes
Military Police: Assault Rifle, Semi-Automatic Pistol, military automobile or truck, Spacesuit/Armoured Flightsuit pending assignment.
UNA/UNAF/UNSAF Officers, and enlisted: Assault Rifle, Semi-Automatic Pistol, Spacesuit/Armoured Flightsuit.
UNN/UNS officer & enlisted: Long Dufflecoat, Waterproofs, Semi-Automatic Pistol, Assault Rifle (officers)
UNN/UNS Warship Captain: UNN/UNS Warship, Long Dufflecoat, Waterproofs, Semi-Automatic Pistol, Assault Rifle (officers)
UNSM Marine: Assault Rifle, Semi-Automatic Pistol, Load-Bearing Vest w/parachute & rucksack attachment points, Ammunition (7 magazines for weapon).
Variable Craft Pilot: Variable Craft, Armoured Flightsuit, Semi-Automatic Pistol, Flotation Vest (UN Navy VF pilots).
UN Zentraadi officer and enlisted: Characters will have two sets of this equipment where clothing and equipment are concerned. A giant Zentraedi size version and a human version: UN/Zentraadi Mecha of choice, Semi-Automatic Pistol/Energy Pistol, Assault Rifle, Armoured Flightsuit/Armour.
Notes:
Field Kit: rations (2 weeks worth), 2 or 3 Canteen (1x 2 L, 2 x 1 L), cooking equipment, Thermal Blanket, Waterproof Poncho, 3 Signal Flares, Infrared Distancing Binoculars, Pocket Flashlight, Compass, Combat/Survival Knife.
CSW (Combat Survival Waistcoat): Rescue Radio/Emergency Locator Beacon (Encrypted), Compass/Handheld GPS (Global Positioning System) or universal direction finder, Small packet of water (1 pint), 2 Signal Flares, Pocket Flashlight, Combat/Survival Knife.
If you wrote your character as being super rich. Consider this your spending money. After all you can't stay rich if you spend it like water. Getting access to larger funds is something that will be played out in the game.
Military characters receive a fixed income according to their rank. Civilians make whatever the GM's decides they make. Civilians do not hold any Military rank.
Rank: ranks used in the game come from the Macross Compendium. The UN Spacy Database is used to fill in the blanks.
Wages and Normal Ages for Rank:
The following are the pay scales for the 10 Enlisted/NCO ranks and 10 Officer. E-1 is the lowest Enlisted/NCO rank and O-1 is the lowest Officer rank. Also, in brackets is the normal age to be expected for someone holding that rank. Although this is not exactly accurate across the world today, it will give you a good idea of the general ages. Feel free to modify as you see fit.
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E-10.....¥260,000/month (46).....
E-9.....¥220,000/month (43) E-8.....¥200,000/month (40) E-7.....¥190,000/month (35) E-6.....¥185,000/month (31) |
E-5.....¥180,000/month (28).....
E-4.....¥170,000/month (24) E-3.....¥150,000/month (21) E-2.....¥100,000/month (19) E-1.....¥80,000/month (16) |
O-10.....¥900,000/month (47).....
O-9.....¥700,000/month (44) O-8.....¥600,000/month (41) O-7.....¥550,000/month (37) O-6.....¥500,000/month (34) |
O-5.....¥460,000/month (31).....
O-4.....¥380,000/month (28) O-3.....¥320,000/month (25) O-2.....¥240,000/month (23) O-1.....¥200,000/month (21) |
Hazard Pay:
Hazard pay is given to personnel that must undertake dangerous jobs, flying patrol, bomb disposal, guarding dangerous prisoners, and so on. This is reflected by a 10% bonus on top of their monthly wages.
Combat Pay:
Combat pay is additional wages given to personnel that undertake pre-meditated combat situations; such as assaults, war, and rescue missions where combat will be involved. This is reflected by a 20% bonus on top of their monthly wages.
Starting wage of specific jobs:
Civilian Test Pilots start from O-4.
Civilian VF and Mecha designers start from ¥400,000/month, or O-5.
Police start from ¥120,000 a month, increasing by ¥40,000 per month for every rank increase, or E-2.
Terrorists rarely makes any money as this is something they do in between their regular civilian day job. However those working full time receive ¥80,000 a month.
Mercenary makes whatever the Company, Battalion, or Regiment Commander decides. If they are independent, it can be anywhere from ¥100,000 to ¥1,000,000 credits a month.
Pirates receive a share of whatever they steal or sell, thus their `wages' are dependant on the GM's position. Pirates hold no particular ranks, just specific jobs. The only ranks that a Pirate can hope one day to obtain is 1st Officer or Captain of a Pirate ship.
Zentraadi receive no wages. Zentraadi who have joined with humans will hold a similar rank or position as a human in the same occupation.
Intelligence Specialist & UNA/UNAF/UNN/UNSAF/UNSM Officers, UN Zentraadi Officer start at O-1.
UNA/UNAF/UNN/UNSAF/UNSM Enlisted start at E-1.
UNN/UNS Warship Captain start at O-4.
Variable Craft Pilot (any branch) start at O-1.
Medical Officers start at O-3.
Military Police start at E-3.
UN Zentraadi enlisted start at E-4.
For other equipment options, refer to a similar OCC to the skill program(s) and MOS you've selected. Additional non-standard equipment is still subject to GM approval.
For ease, assign civilians a rank equivalent to ease determination of wage, and to act as a guidline for raises.
Age: 20
Handedness: left
Family Origin: human - Europe (non-English speaking)
Who do you value most: yourself
Basic Personality: Stable and serious
Belief System: Pragmatism and Vegetarianism
Biggest Secret: entire family was exiled. Returned under an alias.
Childhood event: your entire family was exiled. You returned under an alias. Life Events:
Background:
Attributes:
HP: 21
Perception 46%
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Base Skills
Office Assistant Skill Program
Bodyguard & Bouncer/Doorman Skill Program
Secondary Skills
Additional Skills:
Combat Bonuses:
Equipment
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REFERENCES USED
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