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

Ver 1.8 2010.06.06

Skills reexamined

Table of contents
  • Task Difficulty
  • Attributes and Skills
  • Outstanding Success and Catastrophic Failure
  • Different Skill, Same Action
  • Skill Programs
  • Improving Skills
  • No Skill and Learning New Skills
  • Master List of Skills
  • Skill Percents, New Skills and Changes to existing Skills

  • Task Difficulty

    Tasks are divided into three basic categories - Easy, Average, and Difficult. For example, if my PC has auto mechanic 60%, I'd do an oil change (an Easy task) at 120%, an alignment (an Average task) at 60% and an engine rebuilding (a Difficult task) at 30%.

    Any easy action with a skill over 50% pretty much automatically succeeds; which is the point: that when you get good at something, doing the little things is just second nature.

    There are more generalized complications that can be introduced as well; ever try and fix a car with no real tools? That average mechanic roll just bumped up to difficult. Tracking across the hard, dry ground just became a difficult Tracking task.

    Environmental complications and lots of other things can also effect the difficulty; doing your paramedic work in a nice UN Forces base is a little easier than doing it out in the pouring rain in the middle of a battle. There are a lot of things that can turn a perfectly simple, easy roll, into one of epic proportions.

    Keep in mind that there are some tasks that are simply impossible. Trying to build a new engine out of orange peels and love won't work, no matter how skilled your character is. You have to use a little common sense.


    Attributes and Skills

    IQ Bonus to Skills
    (If applicable) the bonus will only be applied to mental skills, and not physical skills. Simply because physical skills are a function of different attributes (ME for the mental aspects) than raw processing power (IQ).


    Outstanding Success and Catastrophic Failure

    If the task roll succeeds by less than 10% of the target number (for example, a 6 or less for an average task roll for Mechanic 60%), then an outstanding success has occurred. Generally some sort of unintended beneficial effect occurs (GM's discretion). Perhaps the engine is not only repaired, but gets better mileage now.

    If the character fails the task by a roll of 90 or higher, a second task roll is made. If the second one fails also, a catastrophic failure has occurred. In the above example, perhaps not only does the engine remain damaged, but the head is cracked and won't run, ever again.

    Note: the catastrophic failure shouldn't be used every single time, but in dramatic situations. Its real purpose is to dissuade characters from trying tasks far above their skill levels, and have consequences if they do decide to try. Pride, the fall, etc..


    Different skills, same action?

    Different skills at different difficulty levels can be used to solve the same basic task in this rearrangement of the system; at the GM's discretion. For example, if I had to tune up an engine, it would be an easy Automotive Mechanics skill roll. The same action would be an average Basic Mechanics skill roll, or a difficult General Repair & Maintenance roll.

    Sometimes, you will find a task that is equally suited to two different skills - players can use whichever one they like. In many cases, the players can pick whichever character has the highest ability in the skill to perform the action.


    Skill Programs

    What are skill programs? They are considered to be school, university, and technical college courses, as well as work experience.

    Skill programs available for the game:

  • High School Education and Basic Skill Programs (0 years)
  • Career/College Education Skill Programs (2 years)
  • Career/University Education (4 years)
  • High Level University Education (6 or more years)


    Improving skills

    Instead of improving all skills and ablities at the same time, skill improvement and experience points will be handled in the following way:

  • GM hands out skill experience points, rather than the generic brand.
  • Each time a skill is used successfully, the player gains a skill experience point in that skill.
  • One point may be earned by a character who tries a Difficult task and just barely fails.
  • Two points are earned if an outstanding success was achieved.
  • No points are gained for using a skill level over 50 for an Easy task, outstanding success or not. The reward should fit the task, and the task should genuinely need doing, not just frivilously using a skill.
  • Character's can gain one point by observing someone performing a skill, if the person performing the skill is taking time to explain what is going on and such, and generally extends the normal length of time the task takes by anywhere from 50% to 100% longer. This cannot be done if under some sort of time pressure or if the character performing the task refuses to explain it.
  • Generally, only one point can be gained per encounter or day.
  • Applicable to all skills above 98%: the skill experience modifier is 0.02.
  • Maximum skill level is 196% (aka 98% chance at a difficult task.)

    At some point, the GM decides it is time to reconcile the skill experience. This is done by subtracting the skill level from 100, and then dividing it by 100. The result is the experience multiplier, which is then used to multiply by the skill experience points to result in the final gain.

    Example: if one accumulated 6 points in Auto Mechanics, and has Auto Mechanics 43%, then:


    Skills, when they are low, will tend to raise quickly; but a little past the midpoint, the skill experience points needed to raise the skill start to increase (representing the fact that you already know a lot). As professionals (60%+), characters will have more realistic chances of failure or success, avoiding the whole problem that Palladium doesn't recognize any difficulty levels for skill rolls.

    Adding task difficulties and linking skills to attributes makes it evidently clear to the player how hard or easy something is for his character. This also allows skills to rise above 98% in canon Palladium because Difficult tasks with heavy situational modifiers can be tried better by characters with 100%+ in their skills. Getting any skill to 100%, much less beyond, is quite a task, but it's quite possible; and superior NPCs can certainly already be there in some things.

    While it seems like it would be slow, you can easily control its rate of growth by how many skill experience points you give out. You could theoretically pace a character at the standard skill improvement rate if you gave out enough. In addition, you can alter the rate of giving out the points in different ways - if you want characters to initially skill up quicker, give out more points to start with and then slow the pace as they pass 60%. The pacing is entirely up to you.

    Ammendment 1: In PBP RPGing, until the character reaches 100%, the skill experience point will be applied as is. After a skill has passed 100%, the calculation will be applied to the skill after subtracting 100. (Ie: in the above example: Auto Mechanics 143% becomes 143-100=43. The 43 is used for determing the % improvement.

    Ammendment 2: Calculation "cheat sheet": Attribute Bases Skills % modifier chart


    No skill and learning new skills

    It's impossible for a character to start with training in all skills. Therefore, if a player doesn't have the applicable skill (or doesn't have a similar skill that can produce a similar result), within reason, a percentile vs. an attribute is rolled.

    For example if my character has an IQ of 17 and a PS of 18, the character would be able to do Basic Math, Radio: Basic, and Computer Operation at 17%, and Swimming, Climbing, and Prowl at 18%.

    More complex skills are virtually impossible. Though there is the random luck factor. Therefore, if reasonable, a roll vs. half the attribute value could be used. Using the example, complex skills like Advanced Mathematics, Radio: Scramblers, and Computer Hacking (pending that the character knows what a computer is) are potentially at 9% (or 18% for easy tasks, or 5% for difficult tasks; not including any attribute bonuses or situational modifiers).

    New skills are learned, starting from the same percentage value, as per normal skill improvement rules. In the example, if my character went to school for 10 days to learn Radio: Scramblers (a complex skill starting at half the attribute value), the character would have the skill at 18% at the end of the schooling.


    Master List of Skills

    The following are the skills available. If you cannot find the particular skill that you want, use Lore: [insert skill name].

    Notes:

    Communications Skills
    Cryptography (Scramblers, ECM and ECCM)
    Radio (Basic, Laser, Construction, Satellite, Microwave, Fold Communication & beyond)
    Cultural/Domestic Skills
    Note: Characters can attain professional quality by selecting the same domestic skill twice.

    Art: choose type: Acting, Calligraphy, Dance, Drawing, painting, Photography, Sculpting, etc.
    Cook: choose specialty area: Chinese, English, French, Indian, Italian, Japanese, Korean, Turkish, etc.
    General Repair/Maintenance
    Play Music Instrument: choose instrument
    Sewing
    Sing


    Electrical Skills
    Basic Electronics (Computer Repair)
    Electrical Engineer: Requires: Math
    OverTechnology (mecha) Electronics: Requires: Electrical Engineer
    Espionage & Rogue Skills
    Escape Artist (Binding)
    Gambling (Cardsharp)
    Impersonation (Disguise, Forgery, Imitate Voice)
    Intelligence (Interrogation)
    Palming (Concealment, Pick Pockets)
    Pick Locks (Safecracking)
    Streetwise
    Mechanical Skills
    Aircraft Mechanics
    Automotive Mechanics
    Basic Mechanics
    Boat Mechanics
    OverTechnology (mecha) Mechanics (Spaceship Mechanics): Requires: Electrical and Mechanical Engineering
    Mechanical Engineer (Armorer, Locksmith): Requires: Basic Electronics and Math
    Medical Skills
    Criminal Sciences & Forensics: Requires: Biology, Chemistry and Math
    First Aid
    Medical Doctor (Field Surgery): Requires: Biology, Paramedic, Pathology, Chemistry and Mathematics
    Paramedic (Holistic Medicine): Requires: First Aid
    Pathology: Requires: Biology and Chemistry
    Psychiatry (Psychological Warfare)
    Military Skills
    Camouflage (Detect Ambush, Detect Concealment)
    Demolitions (Explosive Ordnance Disposal)
    Sniper
    Physical Skills
    Acrobatics
    Aerobics
    Athletics (Running, Sports, Surfing, Water Skiing)
    Body Building and Weight Lifting
    Climbing & Rappelling (Mountaineering, Spelunking)
    Contortionist
    Gymnastics
    Meditation
    Prowl
    Running := Marathon?
    Skiing
    Swimming (S.C.U.B.A. at 1/2%)
    Tai Chi
    Track and Field
    Yoga
    Zero Gravity Movement (EVA)
    Hand to Hand Combat
    Basic
    Boxing: Requires: Hand to Hand Expert
    Expert: Requires: Hand to Hand Basic
    Martial Arts (choose type: Aikido, Commando, Karate, Kendo): Requires: Hand to Hand Expert
    Wrestling (Judo): Requires: Hand to Hand Expert
    Piloting Skills
    AIR

    Aircraft (Airplane, Jet Aircraft, Jet Fighter, Lighter-than-Air Vehicles)
    Helicopter
    Parachuting (Jet Packs)
    GROUND
    Destroids
    Horsemanship
    Motorcycle (Hover Craft)
    Power Armour
    Tracked Vehicles (APC, Construction Equipment, Tanks)
    Wheeled Vehicles (APC, Automobile, Truck)
    SEA
    Boat (Hydrofoil, Motor, Sail, Ship)
    Submarines
    SPACE
    Mecha: choose one: Variable Vehicle, Destroid, Micron Power Suit, Varauta Variable Fighter, Zentraadi, other
    Mecha Combat: Choose Type
    Spacecraft (Shuttle, Space Fighter, Spaceship)
    Pilot Related Skills
    Land Navigation
    Navigation (Navigation Space): Requires: Math
    Read Sensory Equipment (Optic Systems, Surveillance Systems, Surveying & TV/Video)
    Weapon System
    Science Skills
    Astronomy
    Biology (Marine Biology, Exo-Biology is 1/2%)
    Botany
    Chemistry Requires: Math
    Geology: Requires: Math
    Math (Basic & Advanced)
    Physics: Requires: Math
    Technical Skills
    Computer Engineer: Requires: Computer Operation & Computer Programming
    Computer Operation
    Computer Programming: (Artificial Intelligence, Avionics Repair, Computer Hacking) Requires: Computer Operation, Math
    Construction (Carpentry, Fortification): Choose Building or Vehicle
    Language
    Lip Reading (Sign Language at 1/2% until experienced)
    Lore: (choose area of knowledge)
    Research
    Teaching
    Tracking (animal and people)
    Trap/Mine Construction and Detection
    Wilderness Survival (Fishing, Identify Plants and Animals, & Hunting)
    Ancient Weapon Proficiencies
    Note: GM approval is needed before selecting any other than knife.
    W.P Blunt (Chain)
    W.P Bow
    W.P Knife (Small Thrown Weapons, Juggling: though both are non-standard uses)
    W.P Staff/Spear
    W.P Sword
    Modern Weapon Proficiencies
    W.P Pistol (Automatic Pistol, Energy Pistol, Revolver, Sub-Machinegun)
    W.P Rifle (Bolt Action, Energy Rifle, Semi & Fully automatic Rifles)
    W.P Heavy (Heavy Energy Weapons)

    Skill Percents, New Skills and Changes to existing Skills


    Communications Skills:

    IQ

    Domestic Skills:

    IQ

    Electrical Skills:

    IQ

    Espionage & Rogue Skills:

    IQ unless one of the following:
    Escape Artist: PP
    Impersonation: MA
    Palming: PP
    Pick Locks: PP

    Mechanical Skills:

    IQ

    Medical Skills:

    IQ unless one of the following:
    Psychiatry: MA

    Military Skills:

    IQ unless one of the following:
    Sniper PP
    20% +1 aimed
    50% +1 aimed and burst
    80% +1 aimed
    115% +1 aimed and burst
    150% +1 aimed
    185% +1 aimed and burst
    194% +1 aimed

    Physical

    Acrobatics: PP. +10% to Climbing, +5% to Prowl.
    20% +1 roll with punch/fall
    40% +1 PP
    60% +1 PE
    80% +1 PS
    100% +1D4 SDC
    120% +1 roll w/ punch/fall
    140% +1 PP
    160% 1 PE
    180% +1 PS
    194% +1D4 SDC

    Aerobics: PE
    20%: +1 roll with punch/fall
    40% +1 PB
    60% +1 PE
    80% +1 Spd
    100% +1 roll with punch/fall
    120% +1 PB
    140% +1 PE
    180% +1 Spd
    194% +1 PB

    Athletics: PE
    20% +1 roll w/ punch/fall
    40% +1D4 Spd
    60% +1 PS
    80% +1D8 SDC
    100% +1 parry/dodge
    120% +1 initiative
    140% +1 action
    160% 1D4 Spd
    180% +1D8 SDC
    194% +1 roll w/ punch/fall

    Body Building and Weight Lifting: PS
    20% +1D2 PS
    40% +1D6 SDC
    60% +1D2 PS
    80% +1D6 SDC
    100% +1 PS
    120% +1D6 SDC
    140% +1 PS
    160% 1D6 SDC
    180% +1 PS
    194% 1D6 SDC

    Climbing & Rappelling: PE

    Contortionist: PP

    Gymnastics: PP. +5% to Climbing, +10% to Prowl.
    20% +2 roll with punch/fall
    40% +1 PP
    60% +1 PS
    80% +1 PE
    100% +1D6 SDC
    120% +1 roll w/ punch/fall
    140% +1 PP
    160% 1 PS
    180% +1 PE
    194% +1 roll w/ punch/fall

    Meditation: Special: check vs. ME. 60 minutes, +15 min 2,3,4,5; +1 hour every lvl thereafter: use same % as hand to hand combat

    Prowl: PP

    Running ME
    15% +1 PE
    30% +1D4 Spd
    45% +1D6 SDC
    60% +1D4 Spd
    75% +1 PE
    90% +1D4 Spd
    105% +1D6 SDC
    120% +1D4 Spd
    135% +1 PE
    150% +1D4 Spd
    165% +1D6 SDC
    180% +1D4 Spd
    195% +1 PE

    Skiing: PP

    Swimming: PE (S.C.U.B.A. at 1/2%)

    Tai Chi: ME
    15% +1 maintain balance
    30% +1 grabbing/throw techniques
    45% +1 roll with punch/fall or impact
    60% +1 ME, 75% +1 maintain balance
    90% +1 grabbing/throw techniques
    105% +1 roll w/ punch/fall or impact
    120% +1 ME
    135% +1 maintain balance
    150% +1 grabbing/throw techniques
    165% +@roll w/ punch/fall or impact
    180% +1 ME
    195% +1 ME

    Track and Field: PE
    15% +1 throw
    30% +1 PS
    45% +1 PE
    60% +1D4 Spd
    75% +1 PP
    90% +1 throw
    105% +1 PS
    120% +1 PE
    135% +1D4 Spd
    150% +1 PP
    165% +1 throw, +1 PS
    180% +1 PE +1D4 Spd
    195% +1 PP

    Yoga: PP. +10% Meditation
    20% +1 maintain balance
    40% +1 MA
    60% +1 PP
    80% +1 ME
    100% +1 maintain balance
    120% +1 MA
    140% +1 PP
    160% +1 ME
    180% +1 MA
    195% +1 ME

    Zero Gravity Movement (EVA): PPx5
    Penalties for those without skill: -15% all skills, -1 action, -2 initiative, Spd and combat bonuses are half.


    Hand to Hand Combat: PE
    Your character can have only one type of hand to hand combat at a time. If your character learns a new type (only Hand to Hand: Basic can be self-taught, the others can only be learned from a teacher), the % starts at the beginning. Any combat bonuses acrued in the original Hand to Hand combat remain until an equal level is attained in the new Hand to Hand combat. The new combat bonuses replace the original combat bonuses (that's erase the old, add the new). HP and SDC improvements are also frozen until the new Hand to Hand combat achieves a level higher than the original Hand to Hand was at.

    Hand to Hand: None: 2 actions at 0%. +1 action at 56%, 108% and 155%. HP and SDC bonus are the same as in the chart for Hand to Hand: Basic, Expert and Martial Arts.

    Hand to Hand: Basic, Expert and Martial Arts:
    0% = 2 actions
    15% = level 1 bonus to pull/roll, +1D6 to HP and SDC.
    29% = level 2, +1D6 to HP and SDC.
    43% = level 3, +1D6 to HP and SDC.
    56% = level 4, +1D6 to HP and SDC.
    69% = level 5, +1D6 to HP and SDC.
    82% = level 6, +1D6 to HP and SDC.
    95% = level 7, +1D6 to HP and SDC.
    108% = level 8, +1D6 to HP and SDC.
    120% = level 9, +1D6 to HP and SDC.
    132% = level 10, +1D6 to HP and SDC.
    144% = level 11, +1D6 to HP and SDC.
    155% = level 12, +1D6 to HP and SDC.
    166% = level 13, +1D6 to HP and SDC.
    176% = level 14, +1D6 to HP and SDC.
    186% = level 15, +1D6 to HP and SDC.

    Con't

    Hand to Hand: Boxing: Spd
    Note: same as Hand to Hand: Expert, with the following bonuses.
    20% +1D2 PS
    40% +1D6 SDC
    60% +1 parry and dodge
    80% +1 action
    100% +1 initiative
    120% +1D2 PS
    140% +1D6 SDC
    160% 1 parry and dodge
    160% +1 action
    180% +1 initiative
    194% +1D2 PS

    Hand to Hand: Wrestling: PE
    Note: same as Hand to Hand: Expert, with the following bonuses.
    15% Pin/incapacitate 20
    30% +1D6 SDC, Crush/Squeeze 1D4
    45% +1 PE, Body Block/Tackle 1D4 and opponent must dodge or parry to avoid being knocked down
    60% +1 roll w/punch/fall, Pin/Incapacitate 19-20
    75% +1 PS, +1D6 SDC,
    (75% con't) Pin/Incapacitate 18-20
    90% +1 roll w/ punch/fall
    105% +1 PS
    120% +1 PE
    140% +1D6 SDC
    155% +1 PE
    170% +1 roll w/punch/fall
    185% +1 PS, +1D6 SDC
    194% +1 PE


    Pilot:

    ME unless one of the following:

    Horsemanship: PE.
    On horseback: +1 parry/dodge, +4 damage (aimed shots impossible)

    Pilot Mecha: PP.
    choose one: Variable Vehicle, Destroid, Micron Power Suit, Varauta Variable Fighter, Zentraadi, other. The skill can be taken multiple times. Take for each mecha type that you want to have training in. Percent increase is only in each specific mecha type. Experience percent increases are applied equally (a 1:1 ratio) with the specific Mecha Combat that the experience was acquired with.

    Mecha Combat: PP.
    The skill can be taken multiple times. Take for each mecha you want to have training in. Percent increase is only in each specific mecha. Experience percent increases are applied equally (a 1:1 ratio) with the specific Pilot Mecha that the experience was acquired with.

    COMBAT BONUSES
    NOT A NEW SKILL.

    • Average the Pilot Mecha and Mecha Combat skills for the percentage. This is the percentage used when piloting the mecha.
    • Refer to the following chart for the combat bonuses.
    • The following chart superseeds all of the combat training bonuses in the mecha stats. In general, missile combat bonuses and any bonuses acquired from Super Parts (FAST packs, etc.) are not affected and are still applicable.
    • The VBA (VF/Vehicle Base Ability) bonus or penalty is applied to any bonuses acquired.

    0% = +2 actions.
    15% = +1 action, +3 to pull/roll with punch, fall or impact.
    29% = +2 to strike, +3 to parry, +2 to dodge.
    43% = Booster punch costs 1 action.
    56% = +1 action.
    69% = Spinning leap kick, automatic critical hit.
    82% = transform or leap up, turn around and shoot at incoming missiles,
    (82% con't) transform back or land, and resume original heading costs 1 action.
    95% = +1 strike, parry and dodge
    108% = +1 action.
    120% = Booster punch costs 1 action, automatic critical hit
    132% = +1 initiative
    144% = +1 strike, parry and dodge
    155% = +1 action.
    166% = +1 initiative
    176% = +1 strike, parry and dodge
    186% = +1 action.
    194% = +1 action, +1 initiative, +1 strike, parry and dodge
    Depending on the specification of the vehicle, there may be additional bonuses or penalties.

    • Variable F are generally +1 strike air targets, and -1 strike ground targets from the air.
    • Variable A are generally -1 strike air targets, and +1 strike ground targets from the air.
    • Variable B are generally -1 strike air targets, and +2 strike ground targets from the air or ground, and are -1 to dodge (VB-6 is -2)
    • Variable T have no bonuses or penalties.
    • Variable E have no bonuses or penalties.

    Pilot Related Skills:

    IQ

    Science Skills:

    IQ

    Technical Skills

    IQ and the following provide bonuses to other skills:
    Computer Programming: +5% all other computer skills
    Wilderness Survival: +5% tracking, +5% cook (the catch)

    Weapon Proficiencies - Ancient

    PP

    WP Blunt:
    20% +1 strike
    40% +1 parry
    60% +1 strike
    80% +1 parry
    100% +1 strike
    120% +1 parry
    140% +1 parry
    160% +1 strike
    180% +1 parry
    194% +1 strike

    W.P Bow:
    0% = ROF (Rate of Fire) 1
    15% +1 parry
    +6 m Range
    29% +2 ROF, +6 m Range
    43% +1 strike, +6 m Range
    56% +1 ROF, +6 m Range
    69% +1 strike, +6 m Range
    82% +1 ROF, +6 m Range
    95% +1 strike, +6 m Range
    108% +1 ROF, +6 m Range
    120% +1 strike, +6 m Range
    132% +1 ROF, +6 m Range
    144% +1 strike, +6 m Range
    155% +1 ROF, +6 m Range
    166% +1 strike, +6 m Range
    176% +1 ROF, +6 m Range
    186% +1 ROF, +6 m Range
    194% +1 ROF, +6 m Range

    W.P Knife:
    The ROF is for the number of objects juggled as well as able to be thrown in a round. Covers knives, small thrown objects, lasso tricks, and the like.
    0% = ROF (Rate of Fire) 1
    15% +1 ROF
    29% +1 throw, +1 ROF
    43% +1 ROF
    50% +1 strike, +1 parry
    56% +1 ROF
    69% +1 throw
    82% +1 ROF
    90% +1 strike, parry
    95% +1 ROF
    108% +1 throw
    120% +1 ROF
    132% +1 ROF, +1 strike, +1 parry
    144% +1 throw
    155% +1 ROF
    166% +1 ROF, +1 strike, +1 parry
    176% +1 throw
    186% +1 ROF, +1 strike, +1 parry
    195%+1 throw.

    W.P Staff/Spear:
    15% +1 strike
    29% +1 throw
    43% +1 parry
    56% +1 throw
    69% +1 parry
    82% +1 strike
    95% +1 throw
    108% +1 parry
    120% +1 strike
    132% +1 throw
    144% +1 parry
    155% +1 strike
    166% +1 throw
    176% +1 parry
    186% +1 strike
    194% +1 parry

    W.P Sword:
    30% +1 strike
    60% +1 parry
    85% +1 strike
    110% +1 parry
    130% +1 strike
    155% +1 parry
    165% +1 strike
    175% +1 parry
    182% +1 strike
    190 +1 parry


    Weapon Proficiencies - Modern

    PP

    All modern WP use the following:

    15% +1 aimed
    25% +1 aimed
    40% +1 strike (aimed and burst)
    65% +1 strike
    75% +1 strike
    90% +1 strike
    105% +1 strike
    120% +1 strike
    135% +1 strike
    150% +1 strike
    165% +1 strike
    180% +1 strike
    195% +1 strike


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


    Sketchley's Macross Gateway