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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.4 2022.02.14
Character Generation: Step 6 - Skill Percents and Attribute Bonuses


Summary

Skill Percentages

Attribute Bonuses

Initiative Modifier

Optional Rules

Example Character

Step 6 Summary
A. Skill Percentages:
  • add the Education Table Skill Bonus and experience to all skills.
  • apply any bonuses granted by skills to combat, stats, and other skills.

  • * refer to the chart in A: Skill Percentages below for games using Attribute-based skills.

    B. Attribute Bonuses:
  • add any bonuses granted to combat, stats, etc.

  • C. Initiative Bonus:
  • Initiative: (Perception + PP) ÷ 20 (round down).

  • *E.g. Perception 46% and PP 18 becomes +3 ([46+18 = 64] ÷ 20).
    über-simple creation:

    A. Skill Percentages:
  • add the Education Table Skill Bonus and experience to all skills—either 40% or 60%, as per Step 1.
  • ignore ALL* bonuses granted by skills to combat, or other skills.
  • * except for bonuses to attributes and SDC, special combat moves, and the HP and attacks per melee increases from Hand to Hand Combat.
  • ignore skill bonuses granted by other skills.

  • B. Attribute Bonuses & C. Initiative Bonus:
  • determine both using the following:

  • Stat Bonuses/Penalties = (STAT - 10) ÷ 2, round down.
    • IQ: add to skill checks (other than social skills).
    • ME: add to mind saves.
    • MA: add to social skills and Trust/Intimidate/Leadership* (cumulative with PB's skill bonuses).
    • PS: add to damage in unarmed and melee combat (bonus also applies to thrown weapons and bows).
    • PP: add to combat rolls (other then initiative, saving throws, and damage).
    • PE: add to body/physical saves.
    • PB: add to social skills and Charm/Impress/Seduction* (cumulative with MA's skill bonuses).
    • Spd: special: add (Perception + PP + Spd) ÷ 30 to initiative rolls (round down).
    * When invoking Trust/Intimidate/Leadership OR Charm/Impress/Seduction: success means a temporary 25% reduction to all of the subject's abilities (when in the invoker's favor) for one scene, 15 minutes, or 1 round of combat.

    Link to Step 7

    Return to Step 5


    ▲ Top ▶ Character Creation Index

    Expanded Rules

    A: Skill Percentages
    Standard Creation:
  • add the Education Table Skill Bonus to all skills as per the standard rules. Use the skill lists in either:
  • Robotech RPG Book One: Macross
    Robotech II RPG: The Sentinels
    Macross II the RPG
    Rifts RPG (the skill percents start too low)
  • apply any bonuses granted by skills to combat, stats, and other skills.


  • For games using Attribute-based skills:
  • all skill percentage increases acquired during character creation is applied as-is, up to 100%.*
  • • experience acquired during gameplay in a PBP (Play By Post) game is applied as-is up to 100%, too. Thereafter, the Skill Experience Points System is used.

    Derived Attribute-like Skills: as-is (per Step 1) + experience
    Base Skills: attribute x3 + Education Table Skill Bonus + experience
    specific percent [Eg: 98%] + Education Table Skill Bonus + experience
    E.g. 1: 52% (IQ 9 x3 +25% Skill Bonus)
    E.g. 2: 123% (base 98% +25% Skill Bonus)
    Skill Programs: attribute + Education Table Skill Bonus x2 + experience E.g.: 59% (IQ 9 +25% Skill Bonus x2)
    MOS Skills: attribute +30% + Education Table Skill Bonus + experience E.g.: 64% (IQ 9 +30% +25% Skill Bonus)
    Secondary Skills: attribute x3 + experience E.g.: 27% (IQ 9 x3)
    Additional Skills: as-is (per Step 5) + any experience acquired after earning the skill.
    Skills that have been selected more than once: +1D12% (results of 11 and 12 are +0%) to the skill for every additional appearance or selection after the first time.

    * recommendation: use the Attribute Based Skills Percent Increase Modifier Chart for every 25%—if the remaining percent is greater than 25%—after attaining 100% in the skill. E.g.1: 131% (base 98% +35% skill bonuses becomes [125% +6% {8% x0.75}]). E.g.2: 148% (base 98% +60% skill bonuses becomes 144% [125% +19% {25% x0.75}], and then [144% +4% {8% x0.56}]).
    Learning New Skills:
  • skills start at the attribute value.*
  • complex skills start at half (1/2) the attribute value.*

  • * if there is a similar skill that can produce a similar result, the new skill starts at half (1/2) that similar skill's percent, or the attribute value, whichever is higher.

    E.g. 1: if the PC has IQ 17 and PS 18, they...
    • start Radio Basic at 17%, and Climbing at 18%.
    • start complex skills like Radio Scramblers at 9% (if they know what a radio is).
    - If they went to school for 10 days to learn the skill, they will start Radio Scramblers at 18% at the end of the schooling.
    E.g. 2: if the PC has PP 27 and Mecha Combat VF-1 50%, they...
    • start Mecha Combat VF-4 at 27% (attribute is higher than 1/2 the VF-1's level).

    E.g. 3: the PC's friend has PP 12 and Mecha Combat VF-1 at 40%, the friend...
    • starts Mecha Combat VF-4 at 20% (1/2 the VF-1's level is higher than the attribute).


    ▲ Top ▶ Character Creation Index

    B: Determine Attribute Bonuses
    Standard Creation:
  • Refer to the appropriate bonus chart in either:
  • Robotech RPG Book One: Macross
    Robotech II RPG: The Sentinels
    Macross II the RPG


    For games using Attribute-based skills:
    • refer to the appropriate bonus chart, but ignore the skill bonuses from IQ.
    • use of an online attribute bonus chart is acceptable, but ignore any bonuses (or penalties) for attributes under 16.

    ▲ Top ▶ Character Creation Index

    C: Initiative Modifier
    Determine the initiative modifier with the following. The goal is a modest bonus that reflects the character's natural abilities, and grows slowly with experience.
    • Initiative: +(Perception + PP]) ÷ 20 (round down), and add to any other initiative modifiers when rolling initiative (such as those from Hand To Hand and Mecha Combat).
      E.g.: Perception 46% and PP 18 becomes +3 ([46+18 = 64] ÷ 20).

    • Optional (with the GM's permission):
    • Initiative: +(Perception + PP + Combat Skill]) ÷ 40 (round down).
      E.g.: Perception 46%, PP 18, and Hand to Hand - Expert (or Mecha Combat VF-1) 50% becomes +2 ([46+18+50 = 64] ÷ 40).

    Link to Step 7


    ▲ Top ▶ Character Creation Index

    Optional Rules

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

    Ignore the attribute bonus chart: Instead, for each and every roll of the dice, add an attribute. Characters with high IQ would have a higher chance of completing most skills, characters with a high PP would have a greater chance to strike, parry and dodge.
    • Stat Bonuses/Penalties: (STAT - 10) ÷ 2, round down.
      E.g. 1: IQ 17 is +3%, IQ 9 is +0%, IQ 3 is -5%!
      E.g. 1: PS 20 is +5 damage, PS 11 is +0 damage, PS 5 is -2 damage!
      E.g. 1: PP 25 is +7 combat roll, PP 15 is +2 combat roll, PP 6 is -2 combat roll!


    ▲ Top ▶ Character Creation Index

    Example Character:

    Character Sheet (standard):

    I'm using the Attribute-based skills here. Also, I'm saving the Derived Attributes and Derived Attribute-like Skill calculations until last—as they'll likely increase due to bonuses. A. Skill Percents: Derived Attribute-like Skills: as-is + 3%
    Base Skills: attribute x3 + 25% + 3% (or specific percent) + 25% + 3%.
    Skill Programs: attribute + 50% (25% x2) + 5%
    MOS Skills: attribute +30% + 25% + 3%
    Secondary Skills: attribute x3 + 3%
    Skills that have been selected more than once: Math, get a +10%!, Computer Operation, get a +1%.
    Additional Skills: attribute only
    B. Attribute Bonuses: +2 strike, parry, dodge C. Initiative Modifier: +3 ([49 + 18] ÷ 20 rounded down).
    Attributes:
    IQ: 13
    ME: 10
    MA: 8
    PS: 11 (10 + 1)
    PP: 18
    PE: 8
    PB: 12
    Spd: 10 (9 + 1)
    Derived Attributes:
    Luck: 12
    Base Loyalty: 40%
    Affected By Disease/Resistance to Disease: 40%


    Derived Attribute-like Skills:
    Charm/Impress/Seduction: 13%
    Get Noticed: 63%
    Perception: 49%
    Sense of Balance: 21%
    Trust/Intimidate/Leadership: 3%

    Age: 20
    Experience: 1 year

    HP: 23 (11 + 12)
    SDC: 26 (14 + 12)


    Space Born and Bred: Emigrant Fleet—Middle Class
    Trade School/on the job training

    Base Skills:
    Language: English 126%
    Language: Zentrādi 82%
    Pilot Wheeled Vehicles 58%
    Navigation 72%
    Zero Gravity Movement 133%
    special: (PP x 5%) + 25% + 3%


    Skill Program - Office Assistant:
    Intelligence 68%
    Streetwise 68%
    Math 83%
    Computer Operation 77%
    Research 68%


    Skill Program - Bodyguard & Bouncer/Doorman:
    Camouflage 68%
    Athletics 63%
    • +1 roll w/ punch/fall, +1D4 Spd (1), +1 PS
    Hand to Hand: Basic 63%
    • 3 actions, +4D6 to HP (4, 1, 2, 5), +4D6 to SDC (3, 6, 1, 2), +2 to pull/roll, +2 to parry and dodge, Kick attack 1D6

    Streetwise 68%
    WP: Pistol 72% +4 aimed, +2 burst
    • +2 aimed, +2 strike


    Secondary Skills:
    Art: Dance 42%
    General Repair & Maintenance 42%
    Gambling 42%
    First Aid 42%
    Prowl 57%
    Swimming 27%
    Pilot: Spacecraft 33%
    Wilderness Survival 42%
    +5% tracking, +5% cook.


    Additional Skills:
    Cooking 27% (13% + 9% + 5%)
    (+5% tracking - from Wilderness Survival)


    Combat Bonuses:
    +3 initiative
    3 actions
    +2 strike
    +4 parry
    +4 dodge
    +2 pull punch
    +3 roll w/ punch/fall
    +2 roll w/ impact
    Kick attack 1D6

    über-simple Character Sheet:

    Just like the standard creation, I'm saving the Derived Attributes and Derived Attribute-like Skill calculations until last. A. Skill Percents: Derived Attribute-like Skills: as-is + 25% + 3%
    Skill Program skills: decide if it's combat or non-combat* + 25% + 5%.
    Base Skill with a specific percent: (specific percent) + 25% + 3%.
    Base and Secondary skills: decide if it's combat or non-combat* + 25% + 3%.
    * as per Step 1: Combat Focus (combat skills: 60%, non-combat skills: 40%)
    Skills that have been selected more than once: +5% to the skill.
    Additional Skills: attribute only
    B. Attribute Bonuses: (STAT - 10) ÷ 2, round down (results below) C. Initiative Modifier: (Perception + PP + Spd) ÷ 30, round down (results below)

    Attributes:
    IQ: 12
    ME: 11
    MA: 10
    PS: 14 (13 + 1)
    PP: 25
    PE: 13
    PB: 13
    Spd: 22 (21 + 1)
    Derived Attributes:
    Luck: 15
    Base Loyalty: 50%
    Affected By Disease/Resistance to Disease: 65%


    Derived Attribute-like Skills:
    Charm/Impress/Seduction: 43%
    Get Noticed: 93%
    Perception: 74%
    Sense of Balance: 53%
    Trust/Intimidate/Leadership: 28%

    Age: 20
    Experience: 1 year

    HP: 29 (11 + 18)
    SDC: 32 (14 + 2 + 16)


    Space Born and Bred: Emigrant Fleet—Middle Class
    Trade School/on the job training

    Base Skills:
    Language: English 121%
    Language: Zentrādi 83%
    Pilot Wheeled Vehicles 87%
    Navigation 73%
    Zero Gravity Movement 103%


    Skill Program - Office Assistant:
    Intelligence 68%
    Streetwise 68%
    Math 73%
    Computer Operation 73%
    Research 68%


    Skill Program - Bodyguard & Bouncer/Doorman:
    Camouflage 68%
    Athletics 90%
    • +1D4 Spd, +1 PS, +1D8 SDC
    Hand to Hand: Basic 90%
    • 3 actions, +6D6 to HP (4, 1, 2, 5, 1, 5), +6D6 to SDC (3, 6, 1, 2, 2, 2).

    Streetwise 68%
    WP: Pistol 90%


    Secondary Skills:
    Art: Dance 68%
    General Repair & Maintenance 68%
    Gambling 68%
    First Aid 68%
    Prowl 88%
    Swimming 68%
    Pilot: Spacecraft 88%
    Wilderness Survival 68%


    Additional Skills:
    Cooking 22%


    Combat Bonuses:
    +4 initiative
    3 actions
    +7 combat rolls
    +2 damage
    Critical strike: nat. 19, 20
    Kick attack 1D6

    +0 mind saves
    +1 body/physical saves

    +1 social skills, Trust/Intimidate/Leadership, and Charm/Impress/Seduction
    +1 skill checks


    ▲ Top ▶ Character Creation Index

    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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