Sketchley's Statistics MRG - play stats here ABOUT LINKS logo_macross30th (4K) MAIN INDEX
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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.0 2022.02.06
Character Generation: Step 8 - Equipment and Final Approval


Summary
Accomodation & Transportation

Equipment

Savings

Rank and Wage

Final Approval

Optional Rules

Example Character

Step 8 Summary
1. decide if your character is someone who:
  • stays in one place (like Guld [M+] or Ozuma [MF]), or...
  • moves about from place to place (like Isamu [M+] or Basara [M7]).
2. determine the character's...
  1. accomodation and transportation
  2. equipment
  3. savings
3. Wait for final approval. Once received, your character is ready to play.
über-simple creation:
  • same as the standard creation.

  • Return to Step 7


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    Expanded Rules

    A: Accomodation and Transportation
    1. decide if your character is someone who:
    • stays in one place (like Guld [M+] or Ozuma [MF]), or...
    • moves about from place to place (like Isamu [M+] or Basara [M7]).
    Those who stay in one place tend to have ...
    • larger and better furnished apartments
    • larger wardrobes
    • a permanent vehicle.
    Those who move about tend to have ...
    • smaller and not as well furnished apartments
    • smaller wardrobes
    • a rented vehicle.

    Accommodation: Pending background, skill programs and GM approval, this could be anything from a small, damp, cold basement suite, to a luxury mansion.

    Transportation: Pending the character's background, skill programs and GM approval, this could be something heavily used, rusted and on its last legs, to the latest luxury model.

    Choose one (1) of:

    • automobile
    • bicycle
    • motorcycle
    • truck
    • anything else the GM permits

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    B: Equipment
    Most characters already have personal items like clothes, personal momentos, music, smart phone, laptop or tablet PC, toiletries, and so on.

    Standard Equipment: Varies depending on the character's background, Skill Programs (their job), and GM approval. In general, work-sites will provide additional equipment and facilities for the job. (E.g.: a cook has access to restuarant facilities and its personnel, cooking and serving materials, and food supplies and a food supplier. A doctor would have access to a hospital or clinic, and affiliated medical equipment and personnel.)

    All Military Personnel Have:

    • ID/security badge
    • work and/or camouflage uniforms (DPM uniforms with 1 x Kevlar vest, & 1 x Kevlar helmet)
    • dress uniforms
    • 1 mess uniform
    • first aid kit (5 uses)
    • CSW1 and/or Field Kit2

    1CSW (Combat Survival Waistcoat):

    • rescue radio/emergency locator beacon (encrypted)
    • universal direction finder
    • small packet of water (500 mL [1 pint])
    • signal flares (2)
    • pocket flashlight
    • 2 ammo clips for each weapon
    • combat/survival knife

    2Field Kit:

    • rations (2 weeks worth)
    • canteens (1x 2 L, 2 x 1 L [4 L total])
    • cooking equipment
    • thermal blanket
    • waterproof poncho
    • signal flares (3)
    • infrared distancing binoculars
    • pocket flashlight
    • universal direction finder
    • 7 ammo clips for each weapon
    • combat/survival knife

    Standard Equipment For Specific Occupations—Civilian:

    Civilian Variable Vehicle Test Pilot:

    • Variable vehicle
    • flight suit
    • work uniform

    Civilian Variable Vehicle and Mechanical Designer:

    • technical, aeronautical & aerospace engineering manuals
    • high-powered computer (desktop or portable)
    • 2 coveralls uniforms
    • 1 lab coat

    Mercenary:

    • assault rifle
    • auto pistol
    • camouflage uniform
    • body armour (Kevlar vest) or armoured flight suit
    • load-bearing vest with parachute & rucksack attachment points
    • Field Kit2

    Pirates:

    • semi-Automatic Pistol
    • spacesuit (could be an armoured flightsuit)
    • GM's discretion for anything else PC may request

    Police:

    • auto pistol
    • extra ammo
    • club
    • handcuffs
    • ID card and police badge
    • notepad or police-use datapad
    • bullet proof vest
    • duty uniform
    • parade uniform
    • police vehicle
    • police radio
    • utility belt

    Terrorist:

    Recieve only what the organization can afford. Usually...
    • auto pistol
    • terrorist uniform (if applicable)
    • combat/survival knife
    • first aid kit (5 uses)
    • may have a CSW1 or Field Kit2
    • anything else is up to the GM

    Standard Equipment For Specific Occupations—Military:

    Air Force/Army soldiers and officers

    • auto pistol
    • assault rifle
    • armoured vehicle or aircraft and flightsuit pending assignment
    • military automobile or truck (officers only)

    Intelligence Specialist:

    • assault rifle
    • auto pistol
    • casual clothes
    • disguise kit
    • civilian automobile or truck
    • spacesuit or flightsuit pending assignment

    Marine:

    • auto pistol
    • assault rifle
    • load-bearing vest with parachute & rucksack attachment points

    Medical Officers:

    • Medical bag (standard)
    • field surgical kit bag
    • auto pistol
    • surgical robes
    • spacesuit

    Military Police:

    • Auto pistol
    • assault rifle
    • military automobile or truck
    • spacesuit or flightsuit pending assignment

    Navy/Space Forces ship captain:

    • Naval warship or spaceship
    • long dufflecoat
    • waterproofs
    • auto pistol
    • assault rifle (officers only)
    • floatation vest or spacesuit

    Navy/Space Forces soldiers and officers:

    • Long dufflecoat
    • waterproofs
    • auto pistol
    • assault rifle (officers only)
    • floatation vest or spacesuit

    Unified Forces Zentrādi soldiers and officers:

    Two sets (giant and Miclone versions):
    • auto pistol/energy pistol
    • assault rifle
    • flightsuit/armour
    • Unified Forces or Zentrādi Mecha of choice pending their role

    Variable Craft Pilot:

    • Variable craft
    • flightsuit
    • auto pistol
    • flotation vest (Navy pilots only)

    Zentrādi (full sized, hasn't joined with humans):

    • Energy pistol
    • assault rifle
    • flightsuit/armour
    • shield pending assignment
    • Zentrādi Mecha of choice pending their role


    ▲ Top ▶ Character Creation Index

    C: Savings

    Savings: ¥1D10x10,000.

    If your character is super rich: consider this your spending money. After all, you can't stay rich if you spend it like water! Getting access to larger funds is something that will be played out in the game.


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    D: Rank and Wage

    Rank:

  • Refer to Unified Space Forces (UNS) and New Unifed Space Forces (NUNS) ranks for details.

  • Wages:

    Each month your character will get more money based on their salary. 50% of your character's salary automatically goes to accomodation, basic character expenses, and taxes. This includes going out to eat at cheap places, a round of beer at the local pub, gas, new underwear, replacement clothes, toiletries, and so on. Military characters receive a fixed income according to their rank. Civilians make whatever the GM's decides they make.
  • Refer to (New) Unified Forces' Ranks - Wages for details.

  • Wages and Normal Ages for Rank:

  • Refer to (New) Unified Forces' Ranks - Wages and Normal Ages for Rank for details.

  • ▲ Top ▶ Character Creation Index

    E: Final Approval
    The GM will review your character sheet. If no changes are requested, the GM will inform you that the character is ready to play, and will give you instructions on how to join the game.

    ▲ 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.

    OCC-based Equipment:

    Refer to a similar OCC to the skill program(s) and/or MOS you've selected for other equipment options. Additional non-standard equipment is still subject to GM approval.

    Civilian Wages:

    For ease, assign civilians a rank equivalent to help determine their wage, and to act as a guidline for raises.


    ▲ Top ▶ Character Creation Index

    Example Character:

    Savings: I roll 7. ¥70,000. Wage: as the PC's 20, I figure she gets about halfway between the E-2 and E-3 pay grades (rounded down). I figure Ms. Ams is a bodyguard, so I've given her body guard type equipment.
    * 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: ¥70,000
    Wage: ¥120,000 /month

    Equipment:
    Car: medium sized, kinda old

    Apartment: medium, not bad

    Cooking utensils, pots and tablewear: kinda expensive. Doesn't have enough free time to use them.

    Personal items:
    Slightly larger wardrobe as she occasionally has to "blend in" on body-guarding jobs—at least one set of black clothes for night jobs.

    Pack of cards and poker chips

    First aid kit (5 uses)

    Small laptop: drop and waterproof, and hardened to space radiation.

    Small tool kit

    9 mm caseless with 3 extra clips


    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
  • Wages and Ranks section adapted from rules by Jet Jockey
  • The numerous players of the MRG and MRC over the years who have play-tested these rules.

  • © Aaron Sketchley
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