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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.12 2022.01.03
Non-OCC PBP Character Creation (quick)
Palladium & The Generic Character Generation System

Note: green is Official Setting information, blue is Extended Universe information, and brown is dojinshi information.


Introduction

Step 1: Inqury/Proposal
Step 2: Fleshing out the Background
Step 3: Attributes
Step 4: Derived Attributes, Attribute-like Skills, and HP
Step 5: Skills
Step 6: XP, Savings, Wage, Rank and Equipment
Step 7: Final Approval

Introduction
(From the MRG's Creating a Character)
Depending on who your Game Master is, periods longer than a month can pass before there is a battle in Play By Post (PBP) RPG. Player participation is expected during the exciting and not so exciting parts. Be patient with the pace of a message board. Some games update weekly. Some are quicker. Also be patient in the process of creating a player character (herafter PC). Creating a new PC takes several steps. Being an expert on Macross and role-playing is not a requirement to play, but we will require that you have a minimal level of knowledge of both. Our initial appraisal of you is by your ability to create a PC. Take your time. Be prepared to do a rewrite if requested. Lastly, don't grow too attached to your PC. Through the course of a game, a PC could die...

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Step 1: Inqury/Proposal

First, find out which system your GM is using, and select the appropriate sheet from the following:
  • Character Sheet - Standard (Palladium)
  • Character Sheet - Generic Character Generation System
  • 1) Start a new topic. Although you may wish to fill in all of the sections on the character sheet, provide only: your name, your e-mail, and a brief character proposal (1 paragraph). In addition to providing a starting point for discussion on the character with your GM, the proposal provides a lot of clues to the type of character you're making - which helps when it comes to rounding out the character's background and working on the character's game mechanics. Making the perfect proposal isn't required. Don't be disappointed if the proposal is rejected or drastic changes are required (the reason why only a brief proposal is needed at this stage). There are usually very good reasons for them (not altering the preexisting setting of the game or unbalancing the game are some common reasons).

    • provide a brief summary of your character's life (1 paragraph)
    • don't focus on one event, but give a general overview of how your PC got to where they are now
    • try to come up with a proposal that will be both fun and interesting for you to play, as you're making a PC that you might be playing for the next few years.
    • use the Extended Background Information Ideas & Roll Charts to help create the basics of the character. The results are suitable for most Macross games (though still subject to GM approval). You could use the results as a basis for the summary in your character proposal.
    • if you get stuck or need some ideas, refer to the Character Creation Tips.

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    Step 2: Fleshing out the Background
    1) When your character proposal has been approved, you can flesh out the background (bottom of the Character Sheet). This doesn't have to be very much. Three (3) paragraphs are generally sufficient. Keep in mind that the background is the source of RPing cues for the GM in the game, a guide to the types of skills the character will have, and that it's a general summary of your character's life up until the start of the game. You can also start filling in the other background (non-game mechanic) sections of the character sheet (lower half).

    2) Once you've fleshed out the background, wait for GM review. Keep in mind that you may be required to make minor changes due to the preexisting setting of the game you're joining.

    Age: Usually 18+. (18 comes from [high school graduation age, usually 16] + [years of college/university education and/or training (usually 2-4)] + [years of experience]). *Note: this is also used to determine character stats. You could have a wildly different age than the roll results. To randomly determine the years of experience, roll 1D10: 1-5: +1 year. Roll again. 6-10: no more experience. Stop rolling.
    Gender, Handedness, Hair colour, Eye colour, Family Ethniticity (family origin), Height, and Weight:
  • Background Information Ideas & Roll Charts
    Description: Write a line or two on your character's physical description. Include any distinguishing features (the distinguishing feature does not have to be unique feature, it is merely what helps to tell your PC apart from others). It's best to approach this as the answer to: "how would you describe your PC to someone who's going to go and pick them up at the airport but has never met them before?"
    Birthplace World, Birthplace Settlement, Birthplace Class, and Birth Order:
  • Background Information Ideas & Roll Charts
    Family: List the names of parents and siblings in the PC's family. You can also add things like their occupation, current location, and status, if that's not already in the background.
    Who do you value most, and What do you value most:
  • Background Information Ideas & Roll Charts
    Morals (Alignment):
  • Choose one (1): Good (principled, scrupulous) Selfish (unprincipled, anarchist) Evil (miscreant, aberrant, diabolic)
    Basic Personality, World view, and Current Outlook:
  • Background Information Ideas & Roll Charts
  • Belief System: What does your PC believe in? It could be a religion (E.g. Buddhism), a philosophy (E.g. Confucianism), a political-economic paradigm (E.g. Communism), a simple lifestyle choice (E.g. Vegetarianism), or a combination of two or more. Your character doesn't have to preach their beliefs to others, but it does form part of their moral code and motivations for doing—or not doing—things.
    Likes: What does your character like? Generally three (3) items is enough.
    Dislikes: What does your character dislike? Generally three (3) items is enough.
    Biggest Secret: What is it that your character absolutely does not want anyone else to know? (It's just as likely to be something mundane as it is earth shattering. See Life Events for ideas.)
    Closest Ally or Friend: Who is your character most likely to turn to in their time of need? (See Life Events for ideas.)
    Worst Enemy or Rival: Who is always out to get your character whenever they cross paths? (It can be someone harmless, like a high school bully or sports rival. See Life Events for ideas.)
    Reason For Joining: Why did your character join the military/agency/company/etc.?
    Short Term Goal: What does your character hope to achieve in the next 6 months?
    Long Term Goal: What does your character hope to achieve (or where do they hope to be) in 5 years?
    Childhood, and Life Events:
  • Background Information Ideas & Roll Charts

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    Step 3: Attributes
    On the left is über-simple Creation, a stripped down version of the Palladium system (the "full" version starts from here). On the right is the MRG's Generic Character Generation System.

    Find out which system your GM is using before starting on this!

    Palladium Character Generation

  • Roll 3D6 for each attribute or (with the GM's permission),
  • select a Character Archetype, and use the indicated rolls to determine each attribute.

    What does each attribute mean?
    • IQ measures Intelligence
    • ME measures Mental Endurance
    • MA measures Empathy/Affinity with others
    • PS measures Strength
    • PP measures Reflexes & Prowess
    • PE measures Endurance
    • PB measures Attractiveness/Beauty
    • Spd measures Speed

    More information on attributes can be found here.


    Stat Bonuses/Penalties = (STAT-10)/2, round down.
    • ME Bonus: add to mind Saves.
    • PS Bonus: add to damage in unarmed and melee combat. The damage bonus also applies to thrown weapons and bows.
    • PP Bonus: add to combat rolls other then initiative, saving throws, and damage.
    • PE Bonus: add to body saves.
    • Spd Bonus: add to initiative (Spd x5 = max metres run per melee. Spd x1.2 = approx kmph.)
  • Generic Character Generation System

  • You have 54 points to spend on attributes. The minimum value is 1, and the maximum value is 10. The average hero stat is 6 (better than 60% of the population the PC will face in the game).
  • It costs 2 points for each increase above 6. It costs 3 points for each increase above 8. (1 = 1 pt, 2 = 2 pt, 3 = 3 pt, 4 = 4 pt, 5 = 5 pt, 6 = 6 pt, 7 = 8 pt, 8 = 10 pt, 9 = 13 pt, 10 = 16 pt)
  • What does each attribute mean?

    • INT measures Intelligence.
    • COOL measures Mental Endurance and Appearance
    • MP measures Empathy/Affinity with others
    • BOD measures Body type, Strength & Endurance
    • REF measures Reflexes & Prowess
    • ATT measures Attractiveness/Beauty
    • MA measures Speed/Movement Allowance
    • TECH measures Technical Ability.


    Optional Rules:
    a. Conversion to other systems:
    i) Palladium/Max 24 (30):
    Attribute conversion: Intelligence = IQ, Cool = ME & PB, Empathy = MA, Body Type = PS & PE, Reflexes = PP, Attractiveness = PB, MA (Movement Allowance) = Spd.
    Attribute values: attribute x 1.5 + 3.
    Skills: x 20% (values above 100% are possible. It works if difficult tasks are treated as half of the skill %, with moderate tasks = the skill %, and easy tasks are double the skill %).

    b. Determining Values:
    i) Point Distribution—Fractions: 1 point = 3 x 0.3. Add the 0.3 to attributes you want to have a higher score in, in a max 30 game. Note: you will lose 1 point in a max 10 game.
    Optional: ignore fractions when creating. At conversion, the GM roles 1D6. 1, 2 = +0. 3, 4 = +1. 5, 6= +2. (E.g. when converted to a max 30 game, an attribute of 5 becomes either 15, 16 or 17.)
    ii) Random Roll—1D10 method (optimized for max 10): roll 12D10. Ignore the lowest 3 results. Apply the remaining to the attributes as you see fit.
    iii) Random Roll—3D6 method (optimized for max 30): Convert to max 10 by dividing by 3. Keep track of fractions during conversion if the PC needs to be converted back to a max 30.


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    Step 4: Derived Attributes, Attribute-like Skills, and Hit Points

    Note: derived Attributes and Derived Attribute-like Skills are applicable to both the Palladium and the Generic Character Generation systems.

    Derived Attributes:

    Luck: Measures the number of points you may use, each day, to influence the outcome of an event. Use it by adding any or all of it to an important die roll. It replenishes itself at the end of each day. In play-by-post games, unless if otherwise indicated by the player, the GM *may* add remaining luck points to failed defence rolls.

    Loyalty: Measures how much loyality you can instill in others.

    Affected By Disease/Resistance to Disease: Measures how resistance you are to disease.

    Derived Attribute-like Skills:

    Skills that are based on attributes, but can be improve by skill points and—just like skills—can be improved over time.

    Charm/Impress/Seduction: 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 the MA bonus).

    Get Noticed: Your ability to get noticed (or avoid being noticed).

    Perception: Your ability to perceive things.

    Sense of Balance: Success means you haven't fallen over.

    Trust/Intimidate/Leadership: 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 the MA bonus).


    Palladium Character Generation

  • HP = PE + 1D6
  • SDC = 5D6. If the character has joined the military, roll 1D6:
  • 1-2 = +5 SDC 3-4 = +10 SDC 5-6 = +15 SDC


    Optional Rule: HP & SDC increases are tied to Hand-to-Hand combat skill improvements. Refer to your character's Hand To Hand Combat skill for suggested skill % increased points (divide the % by 2 for games with a skill cap of 100%).

    Generic Character Generation System

  • HP = BOD

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    Step 5: Skills

    Palladium Character Generation

    Palladium Skills List
    Restrictions:
  • Espionage and Military Skills are limited to specialized training, and can NOT be selected unless the player has an excellent reason why their character has them.
  • a Skill Program can be selected only one (1) time.
  • any skill the character gets a 2nd time gives a one time +5% bonus to the skill.

  • * With the GM's permission, you may use the full version (Skill Programs) to select skills. However, use the über-simple rules for skill % and usage outlined here.

    1) Decide if your character has a Combat Focus or a Non-Combat Focus:
  • Combat Focus: combat skills are 60% +5% per level, and non-combat skills are 40% +5% per level.
  • Non-Combat Focus: combat skills are 40% +5% per level, and non-combat skills are 60% +5% per level.
      Combat skills are for any skill involved in combat, including piloting skills.
      Non-combat skills are everything else.
  • 2) Base Skills—add these to the character sheet:
    Math +5%
    Computer Operation +8%
    Language: English 98%
    Language: Pick 1 +15%
    Hand to Hand: None With the GM's permission, you may use the full version (Base Skills).

    3) MOS/COS Skills—choose, and add to the character sheet:
  • choose any three (3) Skill Programs from High Level/University, Career/University, Career/College Education, and Part-time/High School Education, or...
  • the quick-to-make VF pilot:
  • - choose any one (1) Skill Program from Career/College Education, or Part-time/High School Education. - get the following Military Training:
    UN Spacy Basic
    Climbing
    Running
    Zero Gravity Movement
    WP Pistol

    Security MOS
    Prowl
    Pilot Wheeled Vehicle
    WP: Rifle
    Hand to Hand: Expert
    Variable Fighter Pilot MOS
    Radio
    Pilot Aircraft
    Pilot Variable Fighter
    Mecha Combat: choose 3 Variable Craft
    Navigation
    Read Sensory Instruments
    Weapon Systems

    *apply the following for games set after 2058:
    Mecha Combat: choose 2 Variable Craft
    Pilot Power Armour (additional skill)
    Mecha Combat: EX Gear (additional skill)

    4) Secondary Skills - choose, and add to the character sheet:
    Choose eight (8) from either the Master Skills List or the Secondary Skills List. With the GM's permission, you may use the full version (Secondary Skills).


    Using Skills:

    Expanded rules (also includes rules on how to improve skills and learn new skills).
  • 1D100 vs the skill % (the normal way), or
  • 1D20 + ([attribute + skill %]/20) vs. target number (GM determines):
  • 5 (easy tasks) 12 (average tasks) 20 (difficult tasks)
  • Combat rolls are determined the same way, but the target number is the opponent's roll result.
  • Valkyrie (mecha) combat is determined using the G-Factor Rules (same as Combat Rolls, but includes the vehicle's maneuverability in the bonus).
  • Generic Character Generation System

    GCGS Skills List
    Characters get two (2) types of skills; formative and occupational.

    1) Formative Skills:
    These are skills based on your character's background.
  • Available Points: INT + Tech + 10
  • try to pick skills that could logically be acquired during the PC's formative years.
  • In general, combat skills are not possible.


  • 2) Occupational Skills:
    These are skills learned for your character's role your character in the game.
  • Available Points: 50
  • Pick skills required for the role of the PC in the game. E.g.: a VF pilot will be using a lot of these points for VF piloting and combat related skills.


  • 3) Skill point allocation:
  • Minimum value: 1 (better than 10% of the population)
  • Maximum value: 10 (better than 100% of the population
  • Costs 2 points for each increase above 5, 3 points for each increase above 8:
  • 1 = 1 pt
    2 = 2 pt
    3 = 3 pt
    4 = 4 pt
    5 = 5 pt
    6 = 7 pt
    7 = 9 pt
    8 = 11 pt
    9 = 14 pt
    10 = 17 pt


    Using Skills:

  • 1D20 + attribute + skill vs. target number.
  • Combat rolls are determined the same way, but the target number is the opponents roll result.
  • Valkyrie (mecha) combat is determined using the G-Factor Rules (the same, but includes the vehicle's maneuverability in the bonus).
  • Note: each GM is different and may use a different system.


    Skill Improvements:

    In general, 1 point is gained per encounter or day. The player can apply it to any skill—either one of the skills already on the character sheet, or an entirely new skill!

    Skills Values:
    0 unskilled
    1 low beginner
    2 high beginner
    3 low intermediate
    4 high intermediate
    5 low advanced
    6 high advanced
    7 low expert
    8 high expert
    9 professional
    10 master!



    Optional Rules:

    a. Task difficulty: easier tasks = x2 skill %/modifier. Difficult tasks = 1/2 %/modifier.

    b. Max skill value of 20 (200%): (even extremely skilled players get a normal skill %/modifier even when doing difficult tasks.)

    b. I) Improving Skills (max 200%) per each, individual skill): • In general, only 1 point can be gained per encounter or day per skill. • 1 point: each time a skill is used successfully. • 1 point: may be earned for just barely failing a difficult task. • 2 points: for an outstanding success. • 0 points: for doing an easy task with a skill over 50%, outstanding success or not. Same for an average task with a skill over 100%. • 1 point: for observing someone performing a skill, if the person performing the skill is taking time to explain what is going on 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.


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    Step 6: Experience, Savings, Wage, Rank & Equipment

    Experience
    For every year of experience above 16:

    Palladium Character Generation

  • add 1D10% to all Basic Skills and Skill Programs, and half (1/2) that to all other skills.
  • add 1D20% to any one (1) skill. This can be an existing skill or a new skill. If it is a new skill, it starts at the base percent (%).
  • Generic Character Generation System

  • add 2 points to any skill.
  • a maximum of 30 points can be acquired this way

  • Savings:
  • ¥1D10x10,000
  • * If your character is 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.
    Rank, and Wage:
  • Refer to Rank and Wage for details.

  • Basic Equipment:
    This is the materials provided by the character's employer to do his or her job.
  • refer to Equipment for details.
  • Additional Equipment:
    Decide if your character is someone who:
  • Stays in one place, or...
    These characters tend to have larger and better furnished apartments, larger wardrobes, and a permanent vehicle in their possession (like Guld [M+] or Ozuma [MF].)
  • Moves about from place to place.
    These characters tend to have smaller and not as well furnished apartments, smaller wardrobes, and a rented vehicle (like Isamu [M+] or Basara [M7].)

  • Accommodation & Transportation:
  • refer to Equipment for details.


  • Optional Rules:

    1. For other equipment options, refer to a similar OCC to the skills you've selected. Additional non-standard equipment is still subject to GM approval.
    2. For ease, assign civilians a rank equivalent to easily determine of wage, and to act as a guidline for raises.

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    Step 7: 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.

    Disclaimer: the Generic Character Generation System has been created to form a common character mechanic for numerous diverse systems. There are bound to be inconsistencies. We're not aiming for the perfect system, just one that works efficiently in its adaptation and conversion between the main systems used in the MRG. The goal of the Generic Character Generation System is to be adaptable to whatever combat system the GM wants to employ. Ideally it is a simple, self-explanatory process that can be easily adapted into the rules that each game in the MRG uses. At present, generation is optimized for Mekton and Palladium games.

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    REFERENCES
  • Based on input from:
    Sketchley, Jet Jockey, Cerebellum von Doom, Aythati, Cobalt, Halley, & Hegemon.
  • Based in part on the work of:
    Jester, Celebmacil, Jet Jockey, Lanji, Crimson Reaver, & Sketchley.

  • © Aaron Sketchley
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