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

Ver 1.0 2010.02.14

Character Creation Step 8: Equipment and Final Approval

Return to Step 7

a: Determine Accomodation & Transportation
b: Equipment
c: Savings
d: Wage & Rank
e: wait for final approval
... once received, you're character is

Ready to play


Table of contents

1 Determine Accomodation & Transportation
2 Determine Equipment
3 Determine Savings
4 Wage and Rank...............................
5 Final Approval
6 Optional Rules
7 Example Character...............................

A: Determine Accomodation and Transportation

Generally, there are two types of characters: those who mostly stay in one place, and those who move about from place to place; either due to a wanderlust nature (M7's Basara) or work (M+'s Isamu). Those who stay in one place tend to have larger and better furnished apartments, larger wardrobes, and a permanent vehicle in their possession (M+'s Guld). Those who move about tend to have smaller and not as well furnished apartments, smaller wardrobes, and a rented vehicle (M+'s Isamu).

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.


B: Determine Equipment

Most characters already have personal items like clothes, mobile phone, music, personal momentos, portable computer or datapad (equivalent of a tablet PC), toiletries, etc.

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.


C: Determine Savings

Savings: ¥1D10x10,000.

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.


D: Determine Wage and Rank

Each month your character will get more money based on their salary. 50% of your character's salary automatically goes to accomodation, basic character expenses and taxes. This includes going out to eat at cheap places, a round of beer at the local pub, gas, new underwear, replacement clothes and toiletries, and so on.

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.

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.


E: Final Approval

The GM will review your character sheet. If no changes are requested, the GM will inform you that the character is ready to play, and will give you instructions on how to join the game.


Optional Rules

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

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.


Example character:

Description:

Character Sheet:
    Name: Elp Ams

    Age: 20
    Gender: female
    Height: 168 cm
    Weight: 57.6 Kg
    Hair colour: black
    Eye colour: light blue
    Description: always wears a friendship bracelet on right arm (gift from mother). Has dyed a couple of blonde streaks in her hair.

    Handedness: left
    Birthplace: M15 emigration fleet

    Family Origin: human - Europe (non-English speaking)
    Birth Order: 3rd of 3
    Family: father, mother, brother, sister, grandparents.

    Who do you value most: yourself
    What do you value most: power

    Basic Personality: Stable and serious
    Your world view: I'm neutral to most people
    Current outlook: I crave more money and power.
    Likes and Dislikes: like peanut butter, dislikes natto

    Belief System: Pragmatism and Vegetarianism
    Closest Ally or Friend: lover
    Worst Enemy or Rival: 3 enemies: bitter ex-lover, bitter ex-friend, powerful group.

    Biggest Secret: entire family was exiled. Returned under an alias.
    Character Goals - Short Term Goal: get more power (money will come with it)
    Long Term Goal: restore family's status
    Reason For Joining: to get more power

    Childhood event: your entire family was exiled. You returned under an alias. Life Events:

    1. Enemy - bitter ex-lover
    2. You incurred the wrath of a powerful person, family or group. Enemy complication.
    3. Enemy - bitter ex-friend
    4. Happy love affair.

    Background:
    Space Born and Bred: Colonization Fleet - Middle Class.

    Attributes:
    IQ: 13
    ME: 10
    MA: 8
    PS: 10
    PP: 18
    PE: 8
    PB: 12
    Spd: 11

    HP: 21
    SDC: 22

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

    Experience: 1 year

    Base Skills
    Language: English 123%
    Language: Zentraadi 79%
    Pilot Wheeled Vehicles 60%
    Navigation 69%
    Zero Gravity Movement 130%

    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

    Equipment
    Apartment: medium, not bad
    Car: medium sized, kinda old
    Cooking utensils, pots and tablewear: kinda expensive. Doesn't have enough time to use it.
    First aid kit: 5 uses
    Pack of Cards and poker chips
    Personal Items; slightly larger wardrobe as she occasionally has to "blend in" on body-guarding jobs; at least one set of black clothes for night jobs.
    Small Laptop: drop and waterproof, and hardened to space radiation.
    Small tool kit
    9 mm Caseless


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


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