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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.3 2015.02.02

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

Character Generation: Step 2 - Class and Base Skills

Return to Step 1

Table Of Contents
  • Summary
  • Expanded Rules
  • World Type
  • Settlement Type and Class (chart)
  • Upper class
  • Middle Class
  • Lower Class
  • Indigent Class
  • Education in the Macross Universe
  • Optional Rules
  • Example Character
  • Step 2 Summary

    Determine the base skills and subsequent education opportunities for your character by:

    a: determining the origin world type and settlement type (either by choice or randomly rolled)
    b: roll for class
    c: roll for education quality
    d: roll for potential base skills

    Note: as this step is primarily being used as a game mechanic tool to determine skills, it is possible to have a totally different background for your character.


    über-simple creation:

    link to Step 3

    Expanded Rules
    If you do not have a clear idea of the character's origin world, settlement and class roll on the following.

    Also roll on the following even if you have a clear idea, to determine your character's skills (in this use, it is possible to have a totally different background for your character).


    A: Determine World Type:

    The basic skills are very much dependant on the nature of the character's background. If you do not have a clear idea of where the character is from, roll 1D4, and choose an appropriate location from the list of Macross RPG and canon locations.
    1 Core World 2 Core World to Inner Rim World 3 Outer Rim World and Beyond 4 Space Born and Bred Education

    Note: Non-humanized Zentraadi characters are automatically Space Born and Bred and are of the Indigent Class.


    B: Determine Settlement and Class

    B1: Settlement: roll 1D100, and check the result on the following chart under the Settlement row under your character's World Type (second row).
    B2: Class: roll 1D100 to determine your character's Class (the last 4 rows in the Settlement column determined in B1).

    World Type: Core World Core World to Inner Rim World Outer Rim Worlds and Beyond Space Born and Bred Education1
    Settlement: 41-00 urban 01-40 Rural 51-00 urban 01-50 Rural 61-00 urban 01-60 Rural 26-00 Emigrant Fleet 01-25 Other
    Upper class 75-00 90-00 85-00 95-00 95-00 99-00 85-00 00
    Middle Class 25-74 50-89 35-84 60-94 50-94 60-98 30-84 75-99
    Lower class 05-24 10-49 10-34 15-59 15-49 25-59 05-29 50-74
    Indigent Class 01-04 01-09 01-09 01-14 01-14 01-24 01-4 01-49

    1 Space born and bred characters have the following skills as part of their base skills:

    Navigation +5%
    Zero Gravity Movement +15%

    Upper class
    C1: Determine Education Quality: roll 1D100 to determine the quality of education your character received during their formative years.

    C2: Determine Base Skills and Potential Base Skills:
    Base Skills: your character gets these skills.
    Language: English 98%
    Language: Pick 1 +30%
    Math +10%
    Hand to Hand: None
    Base Skills chance rolls: add the modifier to the target %, and roll 1D100.
    (72% chance) Computer Operation +8%
    (40% chance) Pick 1 Science or Technical +5%
    (35% chance) Choose 1 Domestic Skill +5%
    (10% chance) Pilot Wheeled Vehicles

    Continue to Step 3.

    Middle class
    C1: Determine Education Quality: roll 1D100 to determine the quality of education your character received during their formative years.

    C2: Determine Base Skills and Potential Base Skills:
    Base Skills: your character gets these skills.
    Language: English 98%
    Hand to Hand: None
    Base Skills chance rolls: add the modifier to the target %, and roll 1D100.
    (72% chance) Language: Pick 1 +15%
    (72% chance) Math +5%
    (52% chance) Computer Operation +8%
    (30% chance) Pick 1 Science or Technical +5%
    (30% chance) Pick 1 Domestic Skill +5%
    (15% chance) Pilot Wheeled Vehicles

    Continue to Step 3.

    Lower Class
    C1: Determine Education Quality: roll 1D100 to determine the quality of education your character received during their formative years.

    C2: Determine Base Skills and Potential Base Skills:
    Base Skills: your character gets these skills.
    Language: English +25%
    Hand to Hand: None
    Base Skills chance rolls: add the modifier to the target %, and roll 1D100.
    (52% chance) Language: Pick 1 +5%
    (52% chance) Math +5%
    (32% chance) Computer Operation +5%
    (15% chance) Pick 1 Science or Technical +5%
    (30% chance) Pick 1 Domestic Skill +5%
    (15% chance) Pilot Wheeled Vehicles

    Continue to Step 3.

    Indigent
    C1: Determine Education Quality: roll 1D100 to determine the quality of education your character received during their formative years.

    C2: Determine Base Skills and Potential Base Skills:
    Base Skills - Human: your character gets these skills.
    Language: English 98%
    Hand to Hand: None




    Base Skills - non-humanized Zentraadi: your character gets these skills.
    Language: Zentraadi 98%
    Hand to Hand: None
    Base Skills chance rolls - Human: add the modifier to the target %, and roll 1D100.
    (72% chance) Language: Pick 1 +15%
    (72% chance) Math +5%
    (52% chance) Computer Operation +5%
    (20% chance) Pick 1 Domestic Skill +5%
    (5% chance) Pilot Wheeled Vehicles
    Base Skills chance rolls - non-humanized Zentraadi:
    (72% chance) Language: Protoculture +15%
    (72% chance) Math +5%
    (52% chance) Computer Operation +5%
    (20% chance) Pick 1 Physical Skill +5%
    (5% chance) Pilot Hovercraft)

    Continue to Step 3.

    Education in the Macross Universe

    The advance of mankind to the stars has been fast and furious, far outreaching the social programs and capabilities of the Unified Government and any local non-aligned governments. Some of the most basic of social programs began to decline and change to meet the needs of the time and place. The primary example of this is education.

    Education in the years 2020-2050 matched and then surpassed the educational systems of the 19th and 20th centuries. Typically giving students full primary and secondary education to the clones upon their being released into society, and natural teaching methods graduating students at the ages of 16 and 17; both having the option of taking post-secondary education thereafter. However, this only held true on the core worlds, major colonies and the emigration fleets. The further one stretches ones hand into the reaches of known space, the lower the quality of the education becomes.

    By 2050 the Unified Government lists literacy at 97%. However, inaccessibility to a large portion of the population for census skews this number by between 10 to 25%. A general literacy rate in the outlying and un-unified or identified colonies is believed to be just shy of 70%. By the same factor, Unified Government citizens sport a bold figure of 99% junior high school graduation, with 80% of those further graduating from high school and 52% of non-military educated citizens receiving post secondary education. These numbers are only true in the core worlds. Even as close as Britannia and New Patagonia, we see the number drop considerably, frighteningly so for post secondary education, at little over 10%. This is a repeat of the Renaissance age of earth, the days of Medieval Warlords and constant battle to the tears of the peasants. Even those Emigrant Planets started by Emigration Fleets show an immediate and striking drop in education levels. Certainly with a stronger unification of the populated systems, and a greater focus and freedom of movement this trend will change, however, we see a predictable trend that will leave the human race gasping for literate air for yet one hundred years and beyond.

    Even though the above general information is true, there are always exceptions to every rule. In the core systems, there are a large number of people living below the poverty line, unable to even receive the basic education requirements set out by the Unified Government. Conversely, in the more distant systems, where the majority of the population are poorly educated, there are upper class families that can afford higher quality education then is available in the core systems to the elite of the Unified Government's youth. Such is the nature of humanity when other needs, such as immediate survival and propagation of the human race supercede egalitarian values.

    Example character:

    Description: for the purposes of this example, I know my PC is space born and bred and in an Emigrant Fleet. So, I move along to determining class. Result of the 1D100 is 33; middle class.
    At the Middle Class section, the result of another 1D100 is 64: "You went with the flow."
    Adding the base skill chance roll modifier (+20%) to the chance number (ex: (72% chance) One additional language (...), becomes 92%). I roll 1D100; 18! Add skill to base skills (I'm choosing Zentraadi), and repeat for the remainder.

    Character Sheet:

    Space Born and Bred: Emigrant Fleet - Middle Class

    Attributes:
    IQ: 13
    ME: 10
    MA: 8
    PS: 10
    PP: 18
    PE: 8
    PB: 12
    Spd: 9

    Perception 46%
    Base Loyalty 40%
    Affected By Disease/Resistance to Disease 40%
    Get Noticed 60%
    Base Skills
    Language: English 98%
    Language: Zentraadi +15%
    Math +5%
    Computer Operation +8%
    Pilot Wheeled Vehicles
    Hand to Hand: None
    Navigation +5%
    Zero Gravity Movement +15%


    REFERENCES
  • Based on the Palladium Books Game Engine
  • The numerous players of the MRG and MRC over the years who have play-tested these rules.

  • © Aaron Sketchley
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