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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.5 2022.01.03
Character Generation: Step 4 - Simplify and Secondary Skills


Summary

Simplify

Secondary Skills

Optional Rules

Example Character

Step 4 Summary
  • simplify the Basic and Skill Program skills
    - keep track of how many times a skill has been selected.
  • select Secondary Skills from the Secondary Skills List or (with the GM's permission) the Master List Of Skills
    - the total number of skills determined in Step 3.
über-simple creation:
  • simplify the Basic and Skill Program skills
    - keep track of how many times a skill has been selected.
  • select Secondary Skills from the Master List Of Skills
    - 8 skills, or (with the GM's permission) the total number determined in Step 3.

Note: you cannot pick any of the same skills as the ones you got in the previous steps.

Link to Step 5

Return to Step 3


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Expanded Rules

A: Simplify
Depending on what Skill Programs you've selected for your character, there may be skills that are repeated in the Basic Skills as well as other Skill Programs. Erase the 2nd (3rd, 4th, etc.) incidence of repeated skills on the character sheet. As Skill Program skills generally receive higher starting skill levels, it's recommended to consolidate any repeated skills there (refer to the example character below for details).
  • keep track of the number of times that a skill is repeated, as the character may gain a skill percent bonus each time.
  • carry over any non-education percent (%) bonuses from the erased skills.
  • the Education Table Skill Bonus is only apply once per skill.

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B: Select Secondary Skills
Secondary Skills are skills learned and developed on one's own, through observation, practice, and self-education.
  • select Secondary Skills from the Secondary Skills List.
  • or (with the GM's permission) the Master List Of Skills with the following conditions: - any skill can be selected as a Secondary Skill. - skills not related to the character's education and work experience, or are not considered common knowledge, will start with a negative modifier (usually half the standard percent [%] value), and are subject to GM approval.

Non-humanized Zentrādi characters

  • can choose any skill that is reasonable for a non-humanized Zentrādi to know—there are some skills, such as Domestic, which are not possible given the Zentrādi's culture and technological differences.
  • repair skills are limited to Basic Electronics, Basic Mechanics, General Repair/Maintenance, and Construction - Fortification (essentially limited to exchanging worn-out or damaged parts for new ones off-the-shelf [refurbishing is an alien concept to them], or building basic fortifications, like earthen trenches and foxholes.)
  • Link to Step 5


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Optional Rules

The following are up to the GM. They may be applied all the time, some of the time, or never:

Choosing the same skill multiple times:

It is possible to select the same skill multiple times to increase the skill percentage.
  • the skill % increase is the same amount as when a skill is repeated (refer to step A: Simplify above for details).

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Example Character:

Repeated skills (Math, Computer Operation) have been simplified, and Secondary Skills have been selected.

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
Navigation +5%
Zero Gravity Movement +15%

Skill Program - Office Assistant:
Intelligence
Streetwise
Math +5%, +1x
Computer Operation +8%, +1x
Research
Skill Program - Bodyguard & Bouncer/Doorman:
Camouflage
Athletics
Hand to Hand: Basic
Streetwise
WP: Pistol

Secondary Skills:
Art: Dance
General Repair & Maintenance
Gambling
First Aid
Prowl
Swimming
Pilot: Spacecraft
Wilderness Survival

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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