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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 1.0 2010.08.22

über-simple Simple Skills

Following is based on Skills Reexamined

Table of contents
  • Task Difficulty, Skill Checks & Skill as Combat Bonus
  • Outstanding Success and Catastrophic Failure
  • Different Skill, Same Action
  • Improving Skills
  • No Skill and Learning New Skills
  • Master List of Skills
  • Skill Percents, New Skills and Changes to existing Skills

  • Task Difficulty, Skill Checks & Skill as Combat Bonus

    Task Difficulty
    Tasks are divided into three basic categories - Easy, Average, and Difficult.

    Skill Checks
    Are either the traditional way (1D100), or, after a simple conversion, with 1D20.

    Skill as Combat Bonus
    1D20 + combat bonus + skill. These is being used instead of the more cumbersome standard skill combat bonus system.


    Outstanding Success and Catastrophic Failure

    A roll that succeeds by less than 10% or a natural 20 means an outstanding success. Generally some sort of unintended beneficial effect occurs (GM's discretion), in additional to doubling combat damage.

    A roll that fails by more than 90% or a natural 1 means a catastrophic failure. Generally some sort of unintended negative effect occurs in additional to failing the skill check/combat move (Eg: engine block is cracked, and the engine cannot be repaired, at all.)


    Different skills, same action?

    Different skills at different difficulty levels can be used to solve the same basic task; at the GM's discretion. Sometimes, you will find a task that is equally suited to two different skills - players can use whichever one they like. In many cases, the players can pick whichever character has the highest ability in the skill to perform the action.


    Improving skills

    GM hands out skill experience points, rather than 'experience points'. At some point, the GM decides it is time to reconcile the skill experience. Multiply the skill experience points (SEP) by the the experience multiplier (EM). The result in the final gain.

    Ammendment 1: In PBP RPGing, until the character reaches 100%, the skill experience point will be applied as is. After a skill has passed 100%, the calculation will be applied to the skill after subtracting 100. (Ie: in the above example: Auto Mechanics 143% becomes 143-100=43. The 43 is used for determing the % improvement.

    Ammendment 2: Experience Multiplier Chart


    No skill and learning new skills

    No Skill

    New Skills
    Can be learned, starting from the same base skill level, as per normal skill improvement rules.


    Master List of Skills

    If you cannot find the particular skill that you want, consider using a similar skill. If that really won't work, use Lore: [insert skill name].

    Notes:

    Communications Skills
    Cryptography (Scramblers, ECM and ECCM)
    Radio (Basic, Laser, Construction, Satellite, Microwave, Fold Communication & beyond)
    Cultural/Domestic Skills
    Note: Characters can attain professional quality by selecting the same domestic skill twice.

    Art: choose type: Acting, Calligraphy, Dance, Drawing, painting, Photography, Sculpting, etc.
    Cook: choose specialty area: Chinese, English, French, Indian, Italian, Japanese, Korean, Turkish, etc.
    General Repair/Maintenance
    Play Music Instrument: choose instrument
    Sewing
    Sing


    Electrical Skills
    Basic Electronics (Computer Repair)
    Electrical Engineer: Requires: Math
    OverTechnology (mecha) Electronics: Requires: Electrical Engineer
    Espionage & Rogue Skills
    Escape Artist (Binding)
    Gambling (Cardsharp)
    Impersonation (Disguise, Forgery, Imitate Voice)
    Intelligence (Interrogation)
    Palming (Concealment, Pick Pockets)
    Pick Locks (Safecracking)
    Streetwise
    Mechanical Skills
    Aircraft Mechanics
    Automotive Mechanics
    Basic Mechanics
    Boat Mechanics
    OverTechnology (mecha) Mechanics (Spaceship Mechanics): Requires: Electrical and Mechanical Engineering
    Mechanical Engineer (Armorer, Locksmith): Requires: Basic Electronics and Math
    Medical Skills
    Criminal Sciences & Forensics: Requires: Biology, Chemistry and Math
    First Aid
    Medical Doctor (Field Surgery): Requires: Biology, Paramedic, Pathology, Chemistry and Mathematics
    Paramedic (Holistic Medicine): Requires: First Aid
    Pathology: Requires: Biology and Chemistry
    Psychiatry (Psychological Warfare)
    Military Skills
    Camouflage (Detect Ambush, Detect Concealment)
    Demolitions (Explosive Ordnance Disposal)
    Sniper
    Physical Skills
    Acrobatics
    Aerobics
    Athletics (Running, Sports, Surfing, Water Skiing)
    Body Building and Weight Lifting
    Climbing & Rappelling (Mountaineering, Spelunking)
    Contortionist
    Gymnastics
    Meditation
    Prowl
    Running := Marathon?
    Skiing
    Swimming (S.C.U.B.A. at 1/2%)
    Tai Chi
    Track and Field
    Yoga
    Zero Gravity Movement (EVA)
    Hand to Hand Combat
    Basic
    Boxing: Requires: Hand to Hand Expert
    Expert: Requires: Hand to Hand Basic
    Martial Arts (choose type: Aikido, Commando, Karate, Kendo): Requires: Hand to Hand Expert
    Kick-Boxing: Requires: Hand to Hand Martial Arts
    Wrestling (Judo): Requires: Hand to Hand Expert
    Piloting Skills
    AIR

    Aircraft (Airplane, Jet Aircraft, Jet Fighter, Lighter-than-Air Vehicles)
    Helicopter
    Parachuting (Jet Packs)
    GROUND
    Destroids
    Horsemanship
    Motorcycle (Hover Craft)
    Power Armour
    Tracked Vehicles (APC, Construction Equipment, Tanks)
    Wheeled Vehicles (APC, Automobile, Truck)
    SEA
    Boat (Hydrofoil, Motor, Sail, Ship)
    Submarines
    SPACE
    Mecha: choose one: Variable Vehicle, Destroid, Micron Power Suit, Varauta Variable Fighter, Zentraadi, other
    Mecha Combat: Choose Type
    Spacecraft (Shuttle, Space Fighter, Spaceship)
    Pilot Related Skills
    Land Navigation
    Navigation (Navigation Space): Requires: Math
    Read Sensory Equipment (Optic Systems, Surveillance Systems, Surveying & TV/Video)
    Weapon System
    Science Skills
    Astronomy
    Biology (Marine Biology, Exo-Biology is 1/2%)
    Botany
    Chemistry Requires: Math
    Geology: Requires: Math
    Math (Basic & Advanced)
    Physics: Requires: Math
    Technical Skills
    Computer Engineer: Requires: Computer Operation & Computer Programming
    Computer Operation
    Computer Programming: (Artificial Intelligence, Avionics Repair, Computer Hacking) Requires: Computer Operation, Math
    Construction (Carpentry, Fortification): Choose Building or Vehicle
    Language
    Lip Reading (Sign Language at 1/2% until experienced)
    Lore: (choose area of knowledge)
    Research
    Teaching
    Tracking (animal and people)
    Trap/Mine Construction and Detection
    Wilderness Survival (Fishing, Identify Plants and Animals, & Hunting)
    Ancient Weapon Proficiencies
    Note: GM approval is needed before selecting any other than knife.
    W.P Blunt (Chain)
    W.P Bow
    W.P Knife (Small Thrown Weapons, Juggling: though both are non-standard uses)
    W.P Staff/Spear
    W.P Sword
    Modern Weapon Proficiencies
    W.P Pistol (Automatic Pistol, Energy Pistol, Revolver, Sub-Machinegun)
    W.P Rifle (Bolt Action, Energy Rifle, Semi & Fully automatic Rifles)
    W.P Heavy (Heavy Energy Weapons)


    Skill Percents, New Skills and Changes to existing Skills

    Note: on bonus rolls, the highest number = 0; no increase.

    Physical

    Acrobatics
    60% +1D2 PP
    80% +1D2 PE
    100% +1D2 PS
    120% +1D4 SDC
    140% +1D2 PP
    160% 1D2 PE
    180% +1D2 PS
    194% +1D4 SDC

    Aerobics
    60% +1D2 PB
    80% +1D2 PE
    100% +1D2 Spd
    120% +1D2 PB
    140% +1D2 PE
    180% +1D2 Spd
    194% +1D2 PB

    Athletics
    80% +1D4 Spd
    100% +1D2 PS
    120% +1D8 SDC
    140% +1 action
    160% 1D4 Spd
    180% +1D8 SDC

    Body Building and Weight Lifting
    60% +1D2 PS
    80% +1D6 SDC
    100% +1D2 PS
    120% +1D6 SDC
    140% +1D2 PS
    160% 1D6 SDC
    180% +1D2 PS
    194% 1D6 SDC

    Gymnastics
    60% +1D2 PP
    80% +1D2 PS
    100% +1D2 PE
    120% +1D6 SDC
    140% +1D2 PP
    60% 1D2 PS
    180% +1D2 PE

    Meditation
    15% +15 min
    29% +15 min
    43% +15 min
    56% +15 min
    69% +15 min
    82% +15 min
    95% +15 min
    108% +15 min
    120% +60 min
    132% +60 min
    144% +60 min
    155% +60 min
    166% +60 min
    140% +60 min
    176% +60 min
    186% +60 min

    Running
    60% +1D2 Spd
    75% +1D2 PE
    90% +1D2 Spd
    105% +1D6 SDC
    120% +1D2 Spd
    135% +1D2 PE
    150% +1D2 Spd
    165% +1D6 SDC
    180% +1D2 Spd
    195% +1 PE


    Swimming:
    S.C.U.B.A. at 1/2 swimming %


    Tai Chi:
    can do Hand to Hand: Martial Arts grabbing/throwing and hooking/tripping techniques with full bonuses (use this skill % as the bonus for those manuevers), even without Martial Arts.
    43% +5% maintain balance
    56% +1D2 ME
    69% +1D2 PP
    82% Judo-style body flip/throw 1D6 & victim loses 1 action and initiative
    95% +1D6% maintain balance
    108%+1D2 ME
    120% +1D2 PP
    132% +1D6% maintain balance
    144% +1D2 ME
    155% +1D2 PP
    166% +1D6% maintain balance
    176% +1D2 ME
    186% +1D2 PP

    Track and Field
    60% +1D2 Spd
    75% +1D2 PP
    105% +1D2 PS
    120% +1D2 PE
    135% +1D2 Spd
    150% +1D2 PP
    165% +1D2 PS
    180% +1D2 PE +1D2 Spd
    195% +1D2 PP

    Yoga
    43% +1D2 PB
    56% +1D2 MA
    69% +1D6% maintain balance
    82% +1D6% Meditation
    95% +1D2 MA
    108% +1D2 PP
    120% +1D2 PB
    132% +1D6% Meditation
    144% +1D2 MA
    155% +1D2 PB
    166% +1D2 PP
    176% +1D6% Meditation
    186% +1D2 MA


    Zero Gravity Movement (EVA):
    Penalties for those without skill: -15% all skills, -1 action, -2 initiative, Spd and combat bonuses are half.


    Pilot:

    Horsemanship:
    while on horseback:
    • +1 combat rolls
    • +4 damage
    • aimed shots are impossible


    Pilot Mecha: choose one: Variable Vehicle, Destroid, Micron Power Suit, Varauta Variable Fighter, Zentraadi, other.
    The skill can be taken multiple times. Take for each mecha type that you want to have training in. % increase is only in each specific mecha type. Experience % increases are applied equally (a 1:1 ratio) with the specific Mecha Combat that the experience was acquired with.

    Mecha Combat: Percent increase is only in each specific mecha.
    The skill can be taken multiple times. Experience % increases are applied equally (a 1:1 ratio) with the specific Pilot Mecha that the experience was acquired with.


    Combat Bonuses:

    • Bonuses are the same as when the character is outside of the mecha.
    • Characters are limited to the same types of combat moves that their Hand to Hand training allows them to do.
    • Choke Holds, Knockout/Stun and Death Blows are only possible against (unarmoured) Zentraadi-sized opponents. They are ineffective against mecha.
    • Attacks are the same as the character's hand to hand combat, plus more as per the following chart:

    The Combat Bonus % is determined by averaging the Pilot Mecha % and Mecha Combat %.

    0% +1 action
    15% +1 action
    43% +1 action
    69% Spinning leap kick, automatic critical hit.
    82% +1 action
    95% transform or leap up, turn around and shoot at incoming missiles, transform back or land, and resume original heading costs 1 action.
    120% +1 action
    132% Booster punch costs 1 action, automatic critical hit
    155% +1 action
    186% +1 action


    Depending on the specification of the variable vehicle, there may be additional bonuses or penalties.

    • Fighters are generally +1 strike air targets, and -1 strike ground targets from the air.
    • Attackers are generally -1 strike air targets, and +1 strike ground targets from the air.
    • Bombers are generally -1 strike air targets, and +2 strike ground targets from the air or ground, and are -1 to dodge (VB-6 is -2)
    • Trainers have no bonuses or penalties.
    • Elint have no bonuses or penalties.
    Hand to Hand: None:
    0% 2 attacks
    15% +1D6 to HP and SDC.
    29% +1D6 to HP and SDC.
    43% +1D6 to HP and SDC.
    56% +1 attack, +1D6 to HP and SDC.
    69% +1D6 to HP and SDC.
    82% +1D6 to HP and SDC.
    95% +1D6 to HP and SDC.
    108% 1D6 to HP and SDC.
    120% +1 attack, +1D6 to HP and SDC.
    132% +1D6 to HP and SDC.
    144% +1D6 to HP and SDC.
    155% +1 attack, +1D6 to HP and SDC.
    166% +1D6 to HP and SDC.
    176% +1D6 to HP and SDC.
    186% +1D6 to HP and SDC.

    Hand to Hand: Basic:
    0% 2 attacks
    15% +1D6 to HP and SDC.
    29% +1D2 PP, +1D6 to HP and SDC.
    43% Kick attack 1D6, +1D6 to HP and SDC.
    56% +1 attack, +1D6 to HP and SDC.
    69% Critical Hit on natural 19 or 20, +1D6 to HP and SDC.
    82% +1D2 PS, +1D6 to HP and SDC.
    95% +1D6 to HP and SDC.
    108% Judo-style body flip/throw 1D6 + victim loses initiative and 1 attack, +1D6 to HP and SDC.
    120% +1 attack, +1D6 to HP and SDC.
    132% +1 PP, +1D6 to HP and SDC.
    144% +1D6 to HP and SDC.
    155% +1 attack, +1D6 to HP and SDC.
    166% Critical Hit or knockout from behind, +1D6 to HP and SDC.
    176% +1D2 PS, +1D6 to HP and SDC.
    186% +1 action, +1D6 to HP and SDC.

    Hand to Hand: Expert:
    0% 2 actions
    15% +1D6 to HP and SDC.
    29% +1D2 PP, +1D6 to HP and SDC.
    43% +1D2 PS, +1D6 to HP and SDC.
    56% +1 attack, +1D6 to HP and SDC.
    69% Kick attack 1D6, +1D6 to HP and SDC.
    82% Critical Hit on natural 18-20, +1D6 to HP and SDC.
    95% Paired weapons, +1D6 to HP and SDC.
    108% Judo-style body flip/throw 1D6 & victim loses 1 action and initiative, +1D6 to HP and SDC.
    120% +1 attack, +1D2 PP, +1D6 to HP and SDC.
    132% +1D2 PS, +1D6 to HP and SDC.
    144% Knockout/stun on natural 18-20, +1D6 to HP and SDC.
    155% +1D6 to HP and SDC.
    166% Critical Hit or knockout from behind (triple damage), +1D6 to HP and SDC.
    176% +1 attack, +1D6 to HP and SDC.
    186% Death Blow natural 20, +1D6 to HP and SDC.

    Hand to Hand: Martial Arts:
    0% 2 actions
    15% +1D2 PP, +1D6 to HP and SDC.
    29% +1D2 PS, +1D6 to HP and SDC.
    43% Karate-style kick 1D6, +1D6 to HP and SDC.
    56% +1 attack, +1D6 to HP and SDC.
    69% Jump kick, +1D6 to HP and SDC.
    82% Critical Hit on natural 18-20, +1D6 to HP and SDC.
    95% Paired Weapons, +1D6 to HP and SDC.
    108% Leap Attack, +1D6 to HP and SDC.
    120% +1 attack, +1D6 to HP and SDC.
    132% Judo-style body flip/throw 1D6 & victim loses 1 action and initiative, +1D6 to HP and SDC.
    144% +1D2 PP, +1D6 to HP and SDC.
    155% +1D2 PS, +1D6 to HP and SDC.
    166% Knock-out/Stun on natural 18-20, +1D6 to HP and SDC.
    176% +1 attack, +1D6 to HP and SDC.
    186% Death Blow on natural 20, +1D6 to HP and SDC.

    Hand to Hand: Boxing: (counts as Hand to Hand: Expert)
    0% 2 actions
    15% Auto knockout for 1D6 rounds on Nat. 20, +1D6 to HP and SDC.
    29% +1D2 PP, +1D6 to HP and SDC.
    43% +1D2 PS, +1D6 to HP, +2D6 SDC.
    56% +1 attack, +1D6 to HP and SDC.
    69% Auto knockout for 1D6 rounds on Nat. 19-20, +1D6 to HP and SDC.
    82% +1 action, Critical Hit on natural 18-20, +1D6 to HP and SDC.
    95% +1D2 PS, +1D6 to HP and SDC.
    108% Power Block, +1D2 PP, +1D6 to HP and SDC.
    120% +1 attack, +1D2 PP, +1D6 to HP and SDC.
    132% +1D2 PS, +1D6 to HP and SDC.
    144% Knockout/stun on natural 18-20, +1D6 to HP, +1D6 to SDC.
    155% +1D6 to HP and SDC.
    160% +1 action, +1D2 PP
    166% Critical Hit or knockout from behind (triple damage), +1D6 to HP and SDC.
    176% +1 attack, +1D2 Spd, +1D6 to HP and SDC.
    186% +1D2 PS, Death Blow natural 20, +1D6 to HP and SDC.

    Hand to Hand: Kick Boxing: (counts as Hand to Hand: Martial Arts)
    0% 2 actions
    15% Auto knockout for 1D6 rounds on Nat. 20, +1D2 PP, +1D6 to HP and SDC.
    29% +1D2 PS, +1D6 to HP and SDC.
    43% Karate-style kick 1D6, +1D2 Spd, +1D6 to HP, +2D6 SDC.
    56% +1 attack, +1D6 to HP and SDC.
    69% Auto knockout for 1D6 rounds on Nat. 19-20, Jump kick, +1D6 to HP and SDC.
    82% +1 action, Critical Hit on natural 18-20, +1D6 to HP and SDC.
    95% Paired Weapons, +1D2 PS, +1D6 to HP and SDC.
    108% Leap Attack, +1D2 PP, +1D6 to HP and SDC.
    120% +1 attack, +1D2 PP, +1D6 to HP and SDC.
    132% +1D2 PS, Judo-style body flip/throw 1D6 & victim loses 1 action and initiative, +1D6 to HP and SDC.
    144% Knock-out/Stun on natural 18-20, +1D2 PP, +1D6 to HP, +1D6 to SDC.
    155% +1D2 PS, +1D6 to HP and SDC.
    160% +1 action, +1D2 PP
    166% Critical Hit or knockout from behind (triple damage), +1D6 to HP and SDC.
    176% +1 attack, +1D2 Spd, +1D6 to HP and SDC.
    186% +1D2 PS, Death Blow natural 20, +1D6 to HP and SDC.

    Hand to Hand: Wrestling: counts as Hand to Hand: Expert
    0% 2 actions
    15% Pin/Incapacitate 20, +1D6 to HP and SDC.
    29% +1D2 PP, +1D6 to HP, Crush/Squeeze 1D4, +2D6 SDC.
    43% +1D2 PS, +1D6 to HP and SDC.
    56% +1D2 PE, +1 attack, +1D6 to HP and SDC.
    69% Kick attack 1D6, +1D6 to HP, +2D6 SDC.
    82% Critical Hit on natural 18-20, +1D6 to HP and SDC.
    95% Pin/Incapacitate 18-20, +1D2 PS, +1D6 to HP and SDC.
    108% Judo-style body flip/throw 1D6 & victim loses 1 action and initiative, +1D2 PE, +1D6 to HP and SDC.
    120% +1 attack, +1D2 PP, +1D6 to HP and SDC.
    132% +1D2 PS, +1D2 PE, +1D6 to HP and SDC.
    144% Knockout/stun on natural 18-20, +1D6 to HP and SDC.
    155% +1D6 to HP and SDC.
    166% Critical Hit or knockout from behind (triple damage), +1D6 to HP and SDC.
    176% +1 attack, +1D6 to HP. +2D6 SDC.
    186% Death Blow natural 20, +1D2 PE, +1D6 to HP and SDC.


    Weapon Proficiencies - Ancient

    WP Bow:
    15% +6 m range
    29% +6 m range
    43% +6 m range
    56% +6 m range
    69% +6 m range
    82% +6 m range
    95% +6 m range
    108% +6 m range
    120% +6 m range
    132% +6 m range
    144% +6 m range
    155% +6 m range
    166% +6 m range
    176% +6 m range
    186% +6 m range

    WP Knife: Covers knives, small thrown objects, lasso tricks, and the like.
    15% +0.5 m range
    29% +0.5 m range
    43% +0.5 m range
    56% +0.5 m range
    69% +0.5 m range
    82% +0.5 m range
    95% +0.5 m range
    108% +0.5 m range
    120% +0.5 m range
    132% +0.5 m range
    144% +0.5 m range
    155% +0.5 m range
    166% +0.5 m range
    176% +0.5 m range
    186% +0.5 m range


    REFERENCES USED
    • Numerous players of the MRG and MRC over the years who have play-tested these.


    Sketchley's Macross Gateway