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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.1 2022.021.11
Character Generation: Step 7 - Round Out the Character


Summary

Round out the character
Fill-out any remaining sections on the PC sheet
Example Character

Step 7 Summary
A: Round out the character:
  • roll on the Background Information Ideas & Roll Charts.
  • alternatively, pick from the charts in the link above.
  • or fill-in as you see fit.

  • B: Fill-out any remaining sections on the character sheet.
    über-simple creation:
  • same as the standard creation.

  • Link to Step 8

    Return to Step 6


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    Expanded Rules

    A: Round out the character
    The background rolls are handy for quick-roll PCs and NPCs, or providing a guide or inspiration if you have writer's block. With just a few quick rolls of the dice, you've got ourself a rather interesting background, with plenty of things to embellish.
    • Fill-in, or roll and/or pick on the Random Character Background Rolls.
      * note: you will not receive any perks, money, etc., if you pick or fill-in the sections (in other words, if they're not the result of random rolls). Consult your GM if you wish for such things.
    Pro-tip: complete this step first, before working on skills, as the character's background information informs the skill selection.

    Gender, Handedness, Hair colour, and Eye colour:
  • Background Information Ideas & Roll Charts - The Basics

  • Family Ethniticity (family origin):
  • Background Information Ideas & Roll Charts - Family Origin

  • Height, and Weight:
  • Background Information Ideas & Roll Charts - Height and Weight

  • Birthplace World, Birthplace Settlement, and Birthplace Class: * may have already been determined in Step 2.
  • Background Information Ideas & Roll Charts - Birthplace World


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    B: Fill-out any remaining sections on the character sheet
    Write up the background, and fill-out any remaining details on the character sheet not filled-in in the preceeding steps.
    Description: Write a line or two on your character's physical description. Include any distinguishing features (the distinguishing feature does not have to be unique feature, it is merely what helps to tell your PC apart from others). It's best to approach this as the answer to: "how would you describe your PC to someone who's going to go and pick them up at the airport but has never met them before?"
    Family: List the names of parents and siblings in the PC's family. You can also add things like their occupation, current location, and status—if that's not already in the background—but it's not required unless relevant to the character's situation.
    Morals (Alignment): choose one (1): Good (principled, scrupulous) Selfish (unprincipled, anarchist) Evil (miscreant, aberrant, diabolic)
    Belief System: What does your PC believe in? It could be a religion (E.g. Buddhism), a philosophy (E.g. Confucianism), a political-economic paradigm (E.g. Communism), a simple lifestyle choice (E.g. Vegetarianism), or a combination of two or more. Your character doesn't have to preach their beliefs to others, but it does form part of their moral code and motivations for doing—or not doing—things.
    Likes: What does your character like? Generally three (3) items is enough.
    Dislikes: What does your character dislike? Generally three (3) items is enough.
    Biggest Secret: What is it that your character absolutely does not want anyone else to know? (It's just as likely to be something mundane as it is earth shattering. See Life Events for ideas.)
    Closest Ally or Friend: Who is your character most likely to turn to in their time of need? (See Life Events for ideas.)
    Worst Enemy or Rival: Who is always out to get your character whenever they cross paths? (It can be someone harmless, like a high school bully or sports rival. See Life Events for ideas.)
    Reason For Joining: Why did your character join the military/agency/company/etc.?
    Short Term Goal: What does your character hope to achieve in the next 6 months?
    Long Term Goal: What does your character hope to achieve (or where do they hope to be) in 5 years?
    Background: Flesh out the background (bottom of the Character Sheet). This doesn't have to be very much. Three (3) paragraphs are generally sufficient. Keep in mind that the background is the source of RPing cues for the GM in the game, a guide to the types of skills the character will have (or how they acquired them), and that it's a general summary of your character's life up until the start of the game. * Note: you may be required to make minor changes due to the preexisting setting of the game you're joining.

    Link to Step 8


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    Example Character:

    Results of the rolls added to the example character. I'm only pasting them into the character sheet, as their embellishment isn't part of this example PC creation.
    * Note: as the game mechanics differ, only those sections have been repeated. Sections not being filled out are indicated with ###.

    Character Sheet:

    Character's Name: Elp Ams
    Player's Name: ###
    Occupation: office assistant
    E-mail: ###
    Rank: N/A

    Standard Game Mechanics:

    Attributes:
    IQ: 13
    ME: 10
    MA: 8
    PS: 11
    PP: 18
    PE: 8
    PB: 12
    Spd: 10

    Level equivalent: N/A
    Experience: 1 year
    Education Class: Trade School/on the job training
    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%

    HP: 23
    SDC: 26

    Base Skills:
    Language: English 126%
    Language: Zentrādi 82%
    Pilot Wheeled Vehicles 58%
    Navigation 72%
    Zero Gravity Movement 133%

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

    Skill Program - Bodyguard & Bouncer/Doorman:
    Camouflage 68%
    Athletics 63%
    Hand to Hand: Basic 63%
    Streetwise 68%
    WP: Pistol 72% +4 aimed, +2 burst

    Secondary Skills:
    Art: Dance 42%
    General Repair & Maintenance 42%
    Gambling 42%
    First Aid 42%
    Prowl 57%
    Swimming 27%
    Pilot: Spacecraft 33%
    Wilderness Survival 42%

    Additional Skills:
    Cooking 27%
    (+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 Game Mechanics:

    Attributes:
    IQ: 12
    ME: 11
    MA: 10
    PS: 14
    PP: 25
    PE: 13
    PB: 13
    Spd: 22

    Level equivalent: N/A
    Experience: 1 year
    Education Class: Trade School/on the job training
    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%

    HP: 29
    SDC: 32

    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%
    Hand to Hand: Basic 90%
    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

    Savings: ¥ (GM will determine)
    Wage: ¥ (GM will determine) /month

    Equipment:
    (GM will determine)


    Age: 20
    Gender: female
    Handedness: left
    Family Ethnicity: Europe (non-English speaking)

    Height: 168 cm
    Weight: 57.6 kg
    Hair colour: black
    Eye colour: light blue

    Description: always wears a friendship bracelet on her right arm (a gift from mother). Has dyed a couple of blonde streaks into her hair.

    Birth Order: 3rd of 3
    Family: father, mother, older brother, older sister, grandparents.
    Birthplace World: M15 Emigrant Fleet
    Settlement Type: Emigrant Fleet
    Class: Middle Class
    Who do you value most: yourself
    What do you value most: power
    Morals (Alignment): selfish
    Basic Personality: stable and serious

    Likes: peanut butter
    Dislikes: natto
    Biggest Secret: entire family was exiled. Returned under an alias.

    Reason For Joining: to get more power

    World view: I'm neutral to most people
    Current outlook: I crave more money and power.
    Belief System: Pragmatism and Vegetarianism

    Closest Ally or Friend: lover
    Worst Enemy or Rival: 3 enemies: bitter ex-lover, bitter ex-friend, powerful group.

    Short Term Goal: get more power (money will come with it)

    Long Term Goal: restore family's status

    Childhood Events: your entire family was exiled. You returned under an alias.

    Life Events: Enemy—bitter ex-lover. You incurred the wrath of a powerful person, family or group. Enemy complication. Enemy—bitter ex-friend. Happy love affair.
    Background:
    ###


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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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