Sketchley's Statistics | MRG - play stats here ABOUT LINKS | MAIN INDEX | ||
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LOCATIONS | TRANSLATIONS | FAQ & RULES | UPDATES |
By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) | Ver 2.12 2022.01.03 |
Note:
First, find out which system your GM is using, and select the appropriate sheet from the following: | |
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1) Start a new topic.
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.
Palladium Character Generation
• 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
• 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. 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. |
Loyalty:
Affected By Disease/Resistance to Disease:
Charm/Impress/Seduction:
Get Noticed:
Perception:
Sense of Balance:
Trust/Intimidate/Leadership:
Palladium Character Generation
Optional Rule:
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Generic Character Generation System |
Palladium Character Generation* 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:
Non-combat skills are everything else.
Math +5%
Computer Operation +8% Language: English 98% Language: Pick 1 +15% Hand to Hand: None 3) MOS/COS Skills—choose, and add to the character sheet:
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.
Using Skills:Expanded rules (also includes rules on how to improve skills and learn new skills).
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Generic Character Generation SystemCharacters get two (2) types of skills; formative and occupational. 1) Formative Skills:
These are skills based on your character's background.
2) Occupational Skills:
These are skills learned for your character's role your character in the game.
3) Skill point allocation:
Using Skills: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:
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): |
Experience
For every year of experience above 16:
Palladium Character Generation |
Generic Character Generation System |
REFERENCES
Sketchley, Jet Jockey, Cerebellum von Doom, Aythati, Cobalt, Halley, & Hegemon. |
Jester, Celebmacil, Jet Jockey, Lanji, Crimson Reaver, & Sketchley. |
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