Sketchley's Statistics MRG - play stats here ABOUT LINKS logo_macross30th (4K) MAIN INDEX
LOCATIONS TRANSLATIONS FAQ & RULES UPDATES
By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 1.2 2018.05.28

Official Setting information is in darkgreen. Extended Universe information is in steelblue.

Sourcebook: über-Simple Palladium

What is über-Simple Palladium? It's the Microlite Platinum rules revised for quick, Macross-themed gameplay. Microlite Platinum is a trimmed-down, sub-miniature revision of the Palladium rules, that have been designed to be quick and easy to play - with the goals of creating a simpler game and one where all of the resources of the system could be utilized.

This game cannot be played without a core book of one of Palladium Books' games. Recommended are Robotech RPG Book One: Macross, Macross II the RPG or Rifts.

Distribute freely.

Quick Find Table
  • Stats
  • Spiritia Abilities/Psionics
  • Character Origin, Occupation and Skills
  • Skills
  • Experience "Points" (SEP) and Skills
  • Learning New Skills and Improving Skills
  • Combat Basics
  • Basic Attacks
  • Basic Defences
  • Impact, Stunned, and Hand to Hand Combat Damage
  • Expanded Combat Basics
  • Advanced Combat Moves
  • Expert Combat Moves
  • Healing, Comas and Death
  • Saving Throws
  • STATS
    Roll 3D6 for each attribute. If the result is 16, 17, 18, roll another 1D6. If that roll's result is 6, roll another 1D6.
    Max for any attribute is 30.


    Stat Bonuses/Penalties = (STAT-10)/2, round down.
    Derived abilities

    SPIRITIA ABILITIES/PSIONICS Optional
    Players can skip this if they don't want a character with spiritia abilities/psionics.

    Spiritia abilities are basically psionics that need some kind of action (usually singing) before the ability manifests. Refer to the "Rifts" core book (original) for the description of psionic powers.

    To determine if your character has Spiritia abilities, roll 1D100:

    Psychics regain 2 ISP per hour of rest or sleep, or 6 if Meditating.

    * Players start at ME*1=% (bump up to 10% for players with an ME less than 10). Level up when the skill % is 10% higher (20%, 30%, etc.).

    CHARACTER ORIGIN, OCCUPATION AND SKILLS
    Base Skills
    Start at IQ*3%. Add the education table skill bonus (ETSB) when determined.
    Note: as this step is primarily being used as a tool to determine skills, it is possible to have a totally different background for your character.

    1. determine Type of World and Settlement of origin (either by choice or randomly rolled)
    2. roll for class
    3. roll for education quality (follow links on class chart)
    4. roll for potential base skills (same as c)

    Skill Program and MOS Skills
    Start at IQ*1% + ETSBx2%.
    If a skill has been selected more than once, add 1D12% (with results of 11 and 12 being +0%) to the skill for every additional appearance or selection after the first time.
    Quick Characters:
    You've joined the Forces right after graduation. You have:
  • +15% ETSB
  • 8 Secondary Skills.
    Go to Military Skill Program and MOS and follow the selection instructions therein.
  • Developed Characters:
    Determine the education opportunities and skills for your character by:
    1. Roll for the highest level of education the character attained
    2. Choose if the character has joined the armed forces
    3. Choose which skill programs the character has been educated in.
    4. Choose which Military Skill Programs (MSP) the character has trained in.

    Secondary Skills
    Start at IQ*3%.
    Experienced, Age, and base SDC and HP
    1. Years of Experience: roll 1D100. 01-50: add 1 year. Roll again. 51-00: No more experience.
      For every year of experience: add 1D10% to the Base Skills, Skill Program, MOS, and Secondary Skills. Also add 1D20% to any one skill (this could be a new or existing skill).
    2. Age: add the length of education + any years of experience + 16.
    3. base HP: PE+1D6.
    4. Base SDC: 5D6. If the character has joined the military, roll 1D6: (1-2 = +5 SDC, 3-4 = +10 SDC, 5-6 = +15 SDC)

    Determine Skill Percentage and Attribute Bonuses

    SKILLS
    Roll less then the skill percentage on 1D100 to succeed at skill checks. Skill percentages may go above 100% and may cancel penalties, but rolls of 99-100 automatically fail. Rolls of 01-02 automatically succeed.
    Skill Checks can be done on 1D20: 21-(%/10)= roll needed to beat on 1D20. A roll of 20 automatically succeeds, and a roll of 1 automatically fails.


    Task Difficulty:
    Tasks are divided into three basic categories - Easy, Average, and Difficult.
    Outstanding Success and Catastrophic Failure:
    A roll that succeeds by less than 10% or a natural 20 means an outstanding success. Generally some sort of unintended beneficial effect occurs (GM's discretion), in additional to doubling combat damage.
    A roll that fails by more than 90% or a natural 1 means a catastrophic failure. Generally some sort of unintended negative effect occurs in additional to failing the skill check/combat move (Eg: engine block is cracked, and the engine cannot be repaired, at all.)
    Different Skill, Same Action:
    Different skills at different difficulty levels can be used to solve the same basic task; at the GM's discretion. 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.

    EXPERIENCE "Points" (SEP) AND SKILLS
    The GM hands out Skill Experience Points (SEP), rather than 'experience points' at the end of the session or encounter. In general, only 1 point per skill can be gained per encounter or day.

    Above used until the character's skill reaches 100% (+1 experience point will be applied as-is to the skill (+1%)). After a skill has passed 100%, use the following:
    1. Skill %-100 = Skill Level (SL)
    2. Consult the Experience Multiplier Chart for the Experience Multiplier (EM).
    3. EM x Skill Experience Points (SEP) = skill % increase. Add to the skill.
    4. Maximum skill level is 196% (aka 98% chance at a difficult task.)
    Example: Auto Mechanics 143% has an SL of 43. The EM of 43 is: 0.57.

    LEARNING NEW SKILLS AND IMPROVING SKILLS
    New skills can be learned at any time.

    COMBAT BASICS
    The Melee Round:
    15 seconds long. With actions that require more than 1 action to complete, the remaining actions are reduced from the total remaining, and don't invalidate the character's next action in the next phase, if any remain. Divide 15 by the number of character actions to roughly determine how much can be done in each of the character's attacks/actions.


    Phase:
    1 turn during the Melee Round. Each character makes one (1) action during their turn if they have actions remaining.

    All combat rolls except damage are a D20+ applicable bonuses. Bonuses are from attributes and a skill, if applicable.
    High roll always wins. Ties go to the defender.


    In PBP and speedy games:
    Halve the number of attacks. All partial actions are rounded up (eg: 3/2=1.5:=2. 4/2=2. 7/2=3.5:=4). All defensive actions are free. However, if a player wants more than 1 flare/chaff or a release of smoke, it must be called before rolling. All defensive actions are considered to have all applicable bonuses as if an action was spent on it.

    Also, any movement or movement change that takes place before or after an attack is free. For vehicle combat, this includes transformation to a new facing, and makes it possible to transform to battroid, turn around and shoot tailing missiles with a gun pod in one action. Transform back to fighter and resume original heading would require another action. Characters with a skill of 75% or higher can do it all in 1 attack.


    1. Initiative: 1D20+bonuses, if applicable. Highest roll goes first. Tied players roll again, and the higher roll among the tied players goes first. At the end of the Melee Round, initiative is rolled again, and combat continues until one side is defeated, surrenders or gets away.
    2. Actions [Attacks]: is any action, from a combat attack on an opponent, fleeing, leaping behind cover, moving, performing a skill or transforming to a different mode. Even though magic isn't applicable to the game, it can be quickened with the following change: 1 attack for spells that take 1/2 a melee. 2 attacks for spells that take 1 melee. 3 attacks for spells that take 2 melees, and so on.
    3. Defend: attacks must be defended against. If a character fails to defend against an attack, they receive damage. If a character fails to parry or dodge, in many cases, they can attempt to roll with the blow, to reduce damage.
    4. Damage: roll the damage dice of the weapon type, and apply any modifiers (either a bonus to the amount of damage in hand to hand combat or a reduction due to the opponent having rolled with the blow.
    5. Repeat in Order of Initiative: until all characters are out of actions. Then reroll initiative and repeat.

    BASIC ATTACKS

    Skill % as an additional Combat Bonus:
  • Easy: skill %/10
  • Average: skill %/20
  • Difficult: skill %/40

    E.g.: Pilot Skill 80% becomes +8 (easy task), +4 (average task), or +2 (difficult task)
  • G-Factor Combat Bonuses: (reflects pilot and vehicle ability in the combat bonus)

  • 1D20 + (skill % + attribute + G-Load)/20 [round down]) vs. target number or opponents roll.
    - G-Load is generally the max G-limit of the pilot or the vehicle, whichever is lower. The pilot's G-limits may be increased due to the Flight Suit and Anti-G Systems.

    E.g.: 1D20 + 4 (skill 75% + PP 12 + VF-1 7) vs. 1D20 + 4 (skill 63% + PP 15 + VF-17 15)
  • Note: Missiles: for convenience, use the same combat bonus as the pilot.

    BASIC DEFENCES

    IMPACT, STUNNED, AND HAND TO HAND COMBAT DAMAGE
    Impact Damage applicable to body armour and power armour:


    Chance of Being Stunned
    Stunned: no attacks, -9 to combat rolls.
    Hand to Hand Combat Damage:
    Untrained: 1D4: for all attacks

    Trained (Hand to Hand: Basic & Expert):
    1D4: backhand, elbows, forearm, head butts, punches, and trips
    1D6: body blocks, fore-knuckle fist, kicks, knees, palm strike, tackles and throws
    Well Trained (Hand to Hand: Boxing, Martial Arts, and Wrestling):
    all trained damages on the left, and:
    1: fingertip attack
    1D6: claw hand, knife hand
    1D8: double-knuckle fist
    1D10: power punch
    2D4: double-fist punch (cannot parry during this strike)

    EXPANDED COMBAT BASICS:
    Helpful in rounding out and clarifying things.

    ADVANCED COMBAT MOVES
    Anyone character can attempt these. All use a 1D20 and cost 1 action.
    Bonuses only apply if the character has received one from hand to hand combat or if using a weapon he or she has a WP in that is designed for the move (staffs to trip/throw, net or lasso to entangle, sword breaker to break a sword, and so on).

    EXPERT COMBAT MOVES
    Only the characters who have learned the specific move from hand to hand combat or a skill can attempt one of these.

    HEALING, COMAS AND DEATH:
    Healing:
    Type HP per day SDC per day
    Natural healing (untreated):
    Paraprofessional Treatment (first aid, paramedic):
    Professional Treatment (doctor, medical facilities):
    1 HP
    2 HP
    4 HP
    2 SDC
    4 SDC
    6 SDC


    Coma:
    A character must roll 1D100 above the following target numbers 2 out of 3 times to come out of a coma. The character can survive a number of hours equal to their PE. The body save bonus x3 is added to the roll:
  • 10% Untreated
  • 20% Treated by someone with minor medical knowledge
  • 30% Treated by paraprofessional (for instance, a nurse)
  • 40% Treated by doctor without proper facilities
  • 50% Treated by doctor at a clinic
  • 60% Treated by doctor at hospital
  • 70% Treated by doctor at major hospital, or by magic, psionics, or other powers

  • Death:
    Characters lapse into a coma when they reach 0 HP. They can survive injury down to their PE score below 0. Anything further down and they die. They can survive a number of hours equal to their PE score untreated. After a number of days equal to their PE score in a coma, the character is likely to die, or if they wake up, to have sustained brain damage.

    SAVING THROWS
    All saving throws use 1D20. Roll the target number or higher to save.
    Saving throws DO NOT go up as a character gains experience and new levels. Arsenic is just as poisonous to a beginning character as it is when he reaches high level.


    REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • Siembieda, Kevin. Rifts Conversion Book 1. Detroit: Palladium Books, 1991. Print

  • © Aaron Sketchley
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