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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.4 2022.02.14
Character Generation: Step 5 - Experience, Age, SDC and HP


Summary

Experience

Age

Initial HP and SDC

Optional Rules

Example Character

Step 5 Summary
Determine the starting experience and age, and the base SDC and HP of your character by:

  1. Experience: roll 1D100.
  2. 01-50: +1 year experience. Roll again.
    51-00: no more experience. Stop rolling.

    For every year of experience:
    - add +1D20% to any one (1) skill, and
    - add +1D10% to all Skill Program and MOS skills, and half (½) that result to all other skills (Basic, Secondary, etc.)

  3. Age: add the years of education and experience after finishing high school.
  4. HP: PE +1D6.
  5. SDC: 5D6.
  6. If the character has joined the military, roll 1D6:
    1-2 = +5 SDC 3-4 = +10 SDC 5-6 = +15 SDC
über-simple creation:
  • same as the standard creation.

Note: as Step A is being used as a tool to determine skill percent (%) bonuses, it is possible to be of a different age or have a totally different amount of experience in your character's background.

Link to Step 6

Return to Step 4


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Expanded Rules

A: Experience
A1. To determine the years of experience, roll 1D100:
    01-50: add 1 year. Roll again.
    51-00: no more experience. Stop rolling, and move on to step A2.

A2. For every year of experience:

  • add +1D10% of experience to all Skill Program and MOS skills, and half (½) that result to all other skills (Basic, Secondary, etc.)*
  • add +1D20% to any one (1) skill. This can be either a skill already selected or a new skill. If it is a new skill, it starts at the base percent (%).
* E.g.: A roll 5 = +5% to all Skill Program and MOS skills, +3% (2.5 rounded up) to all Derived Attribute-like Skills, Basic Skills, Secondary Skills, and Additional Skills acquired up to that point (not applied to the additional skill learned that year.)

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B: Age
Decide when your character graduated from high school. That is either 17 or 18, depending on their birthday.

Add to the graduation age, the years of ...

  • post high school education (determined by the education roll)
  • training in the military (usually 2 years)
  • years of experience from step A (if any)
The result is your character's age.

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C: Initial HP and SDC
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

Refer to the modified Hand to Hand Combat skills to learn how to increase HP and SDC as the game progresses.

Link to Step 6


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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.

Randomly determine the age the character graduated from high school:

Roll 1D6:
    2, 4, 6: 18 years old
    1, 3, 5: 17 years old
Depending on when the school year graduation is in your game, the result also implies the character's birthday. As graduation in my games is at the end of March—the same as Japan—a character who is 17 would have been born after March. A character who is 18 would have been born before April.

Additional Skill Programs from Work Experience:

There is a possibility of an additional Skill Program for every 2 years of post-education experience (not including post-training service in the armed forces).
Roll 1D10:
    1-5: no additional Skill Program
    6-10: one (1) additional Skill Program!* Add +1D10% to the skills in program.
* note: the Skill Program must be relevant to the character's experiences during that time.

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Example Character:

Experience: I roll 36. Next roll is an 83. +1 year experience. Experience bonus %: I roll a 5. I'll be adding +5% to the two Skill Programs skills, and half that result (2.5, rounded to +3%) to all the other skills. I'm also going to pick a new skill: Cooking, and get a 9. Giving the character: Cooking +9%. Age: high school graduation (I pick 17), +2 years (from Trade School/on the job training) +1 year of experience, for a total of 20. HP: 11 (PE (8) +3). SDC: 14 (1+4+2+4+3)

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)%

Age: 20
Experience: 1 year

HP: 11
SDC: 14


Space Born and Bred: Emigrant Fleet—Middle Class
Trade School/on the job training
+25% skill bonus
+5% to Skill Program skills, +3% to all other skills.

Base Skills:
Language: English 98%
Language: Zentrādi +15%
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

Additional Skills:
Cooking +9%

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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