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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.9 2022.02.06
Character Generation: Step 3 - Education Table and Skill Programs


Summary

Education Table

Military Training

Skill Programs

Example Character

Step 3 Summary
Determine the skills and subsequent education opportunities for your character by:

  1. roll for the character's Education Level.
  2. has the character joined the armed forces? If yes, choose the Military Skill Program and MOS that the character has trained in.
  3. choose the Skill Programs the character has been educated in.
Note: 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 selection after the first time.

Character's that join the military right after graduating high school:
  1. take the High School Graduate option
  2. choose the Military Skill Program and MOS that the character has trained in.
  3. choose the Skill Programs the character has been educated in.
über-simple creation:
  • Determine Education Level, Military Skill Program and MOS, and Skill Programs according to the standard rules.
  • The Military Skill Program and MOS use the Education Table skill bonus.

  • any skill the character gets a second time (through an MOS, Skill Program, etc.), gives a one time +5% bonus to the skill.
  • ignore skill bonuses granted by other skills.
  • ignore ALL bonuses that are granted by skills to combat, stats, and SDC—except for Hand to Hand Combat and its HP and attacks per melee increases.

Link to Step 4

Return to Step 2


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Expanded Rules

A: Education Table
Roll* on the following table to determine...
  • the amount of Skill Programs
  • the skill bonus, and
  • the number of Secondary Skills


  • Education Score: 1D100 + IQ + Education Table roll modifier (from Step 2)

    Note: you can skip to Military Training without choosing any Skill Programs if so desired.

    * don't roll for Non-humanized Zentrādi characters. They are limited to Trade School/On The Job Training. Their skill bonus is equal to the Education Table roll modifier from Step 2 (+16%, +8%, +0% [where the modifier isn't indicated], or -16% [a negative skill 'bonus'.])

    Education Score Level Number of Skill Programs Skill Bonus Limitations Number of Secondary Skills
    121 or higher Better than Doctorate/Ph.D 7 +25% C 8
    111–120 Better than Doctorate/Ph.D 6 +25% C 8
    101–110 Better than Doctorate/Ph.D 5 +25% C 8
    93–100 Doctorate/Ph.D 4 +20% C 10
    85–92 Master's Degree 4 +20% C 8
    76–84 Bachelor's Degree 3 +20% C 10
    67–75 4 years of University 3 +15% B 8
    57–66 3 years of University 3 +10% B 6
    42–56 2 years of College 2 +15% B 8
    22–41 1 year of College 2 +10% B 6
    02–21 Trade School/on the Job Training 2 +25% B 8
    01 or lower High School Graduate 1 and the High School Program +5% A 10


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    B: Military Training
    Anyone can join the military.
    Regular characters:
    • use either a +15% or the Education Table skill bonus, whichever is higher.
    über-simple creation:
    • The MSP and MOS use only the Education Table skill bonus.

    * Non-humanized Zentraadi automatically join the military. Their military costs 2 skill programs.


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    C: Skill Programs
    A skill program is an area of study, training, and knowledge attained from formal education. ALL of the skills listed under the program heading are known. Apply the Skill Bonus to each skill in the Skill Program.
    Restrictions:
    1. 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.
    2. A Skill Program can only be selected 1 time.

    Note: after gameplay begins, new skills can be learnt at any time by any character. The skill may or may not start at the base % (GM's option), and the % will only go up if the skill is used or studied extensively in-game.

    Link to Step 4


    ▲ Top ▶ Character Creation Index

    Example Character:

    Including the education roll table modifier (+8% in this case), I roll 08. 08+8=16; Trade School/on the job training. A bit disappointing, but OK. My character gets 2 skill programs, a +25% skill bonus, limitation B, and 8 secondary skills. As I'm making a regular person, I choose the Office Assistant and Bodyguard & Bouncer/Doorman skill programs—the latter because I want my character to have some muscle (maybe he works for the mob?)

    Character Sheet (standard):

    Attributes:
    IQ: 13
    ME: 10
    MA: 8
    PS: 10
    PP: 18
    PE: 8
    PB: 12
    Spd: 9
    Derived Attributes:
    Luck: (average ME, MA, PP, and PB)
    Base Loyalty: (MA x 5)%
    Affected By Disease/Resistance to Disease: (PE x 5)%

    Derived Attribute-like Skills:
    Charm/Impress/Seduction: ([PB - 10] x 5)%
    Get Noticed: (PB x 5) %
    Perception: ([IQ + ME] x 2)%
    Sense of Balance: (PP x 1)%
    Trust/Intimidate/Leadership: ([MA - 10] x 5; negative = 0)%

    Space Born and Bred: Emigrant Fleet—Middle Class
    Trade School/on the job training
    +25% skill bonus

    Base Skills:
    Language: English 98%
    Language: Zentrādi +15%
    Math +5%
    Computer Operation +8%
    Pilot Wheeled Vehicles
    Hand to Hand: None
    Navigation +5%
    Zero Gravity Movement +15%
    Skill Program - Office Assistant:
    Intelligence
    Streetwise
    Math
    Computer Operation
    Research

    Skill Program - Bodyguard & Bouncer/Doorman:
    Camouflage
    Athletics
    Hand to Hand: Basic
    Streetwise
    WP: Pistol

    Secondary Skills:
    8 skills

    über-simple Character Sheet:

    * Note: only items different from the standard creation are indicated herein.

    Attributes:
    IQ: 12
    ME: 11
    MA: 10
    PS: 13
    PP: 25
    PE: 13
    PB: 13
    Spd: 21

    Combat Focus (combat skills: 60%, non-combat skills: 40%)

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    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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