Author Topic: Magister Character Creation  (Read 343 times)

Offline Zed

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Magister Character Creation
« on: February 28, 2019, 02:23:31 AM »
Magister Character Creation

Welcome to Magister, the continuation of the Chaerilidae campaign timeline.  Magister is a play by post RPG set in the overall universe of the anime Macross, but with the unique twist of being in the 18 Scorpii star system and the year 2055. A more in depth setting description is available in the Three Spheres Collaboration Board or by contacting the GM, Zed Cassel.  The game itself centers on the ship formerly known as Chaerilidae, a locally constructed fast tri-hulled carrier, and its crew of instructors and advanced tactics trainees as they resort to piracy in order to survive and maybe, just maybe, find answers and vengeance.

Players in Magister take control of a pilot, an EWO/RIO, or potentially both, and their unique technical crews (pseudo-pc’s without stats but part of the pc’s entourage and responsibilities) that were students aboard the Chaerilidae during the invasion that set it on its path of piracy.  Students aboard the Chaerilidae were the best of the graduates of their year at Leyte Academy, and as such are above average in almost every way possible.  You’ll find the stats tend to reflect this.  These individuals are the best military officers of their year for three whole planets and every other settlement in the star system.  Elite who have fought for their spot to be aboard and have a career in mind within the military.

Since each student was in a numbered place (and the GM actually planned out space for logical retconning), new play characters up until the launch of the main campaign thread of piracy will be presumed to have been a part of the crew from the start of the Chaerilidae campaign.  This means they will have received their callsigns from their fellow pilots at the naming ceremony here https://forum.macrossrpg.org/index.php?topic=2436.120.  To reflect this active players will have an opportunity to suggest potential callsigns during your character creation and at the end of the sheet creation, a poll will be created for everyone to vote in.

Special Thanks and Mention to Aaron Sketchley for the majority of information that has been pulled into this creation process.  Sketchley's website has more in depth character creation instruction not specifically related to Magister.

* This character creation process is only for characters originating as students aboard the Chaerilidae.  Special character creation may be attempted upon first contacting the GM and will likely involve a delayed introduction due to retcon issues.
« Last Edit: March 03, 2019, 02:39:33 AM by Zed Cassel »

Offline Zed

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Re: Magister Character Creation
« Reply #1 on: February 28, 2019, 02:44:21 AM »
Mechanics of Creation
Step 1: Joining Board and Base Stat Rolls
Regardless of the character type, all characters have some randomized base stats that determine who they are and where they came from.  These will be determined using the board’s dice roller feature in your initial character proposal to the Joining Board https://forum.macrossrpg.org/index.php?board=3.0.  Create a new thread with the title “Magister Character Proposal” with the following information filled in:

Quote
Profile Link: (copy and paste your profile link in case you change your forum name in the future)
Stats
Rolled 4d6 : 5, 3, 1, 1, total 10

Rolled 4d6 : 5, 1, 3, 3, total 12

Rolled 4d6 : 5, 5, 1, 2, total 13

Rolled 4d6 : 4, 6, 5, 2, total 17

Rolled 4d6 : 2, 6, 6, 5, total 19

Rolled 4d6 : 6, 4, 2, 3, total 15

Rolled 4d6 : 6, 6, 5, 1, total 18

Rolled 4d6 : 5, 6, 4, 6, total 21


Bonus Stat
Rolled 1d3+2 : 2 + 2, total 4
To be added to any stat.

Background
Birthplace Roll: 1=Buthridas, 2=Girtabilu 3=Agrabuamelu
Rolled 1d3 : 1, total 1


Urban Vs Rural Roll: D100; Refer to Planetary Table Chance
Rolled 1d100 : 95, total 95


Social Class Roll: D100; Refer to Rural and Urban Table Chance
Rolled 1d100 : 88, total 88


Base Education Performance: D100; Refer to Social Class Education Table Chance
Rolled 1d100 : 8, total 8


Offline Zed

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Re: Magister Character Creation
« Reply #2 on: February 28, 2019, 03:47:56 AM »
Step 2: Stat Decisions and Extrapolation

Once you have posted your initial sheet, you will see the result of your dice rolls.  Your next step will be to reply and actually input those results into a character sheet using the following tables for your decisions and subsequent dice rolls.

Stats
Here you take the 8 sets of d6 that were rolled in the first post and place them into each of the stat categories as you wish, keeping in mind that certain character classes have minimum attribute requirements. 
Quote
VF Combat Pilot OCC
Pre-requisite Requirements
IQ10, ME9, PE9, PS8, PP10 required as minimum, higher preferred.

Communications/Electronic Warfare Officer OCC
Prerequisites: IQ 18
At this time you will also choose where to place the bonus 1d3+2 you initially rolled into any one attribute category.  The categories and their significance are as follows, though note that the examples provided will not be executed in every gameplay function and serve more as a guide for what the general capabilities of your character will be:

Quote
•  Attribute Scale
Max for any attribute is 30.
23-30: godlike
17-22: exceptional
13-16: above average - tried out for the Olympics?
7-12: average
1-6: low
________________________________________
I.Q.
IQ is arguably one of the only attributes that should not have a cap on it. As is evidenced in fiction, the human mind is perhaps the sole part of us that will evolve into something more. However, the smarter you are, the more alien you become. This is not something to take lightly! Assuming a fixed attribute scale of 3-18, an IQ of 25 would view us normals as dull children at best and would be concerned on a scale of consciousness we could not comprehend at worst. There is a reason why all those Gods with IQs the size of their egos are so very remote and distant to mortals, because to them mortal concerns are pithy at the best of times. Also, another point to consider is that as you get smarter and smarter, it gets more and more difficult to mentally challenge you. This may seem like nothing but to simulate this, find a Curious George book and read it 100 times in a row without distracting yourself with anything else. You will become to frustrated and bored that you won't be able to do it. Now think of how it would be to view the entire WORLD like that.
10-12 being average, then 25+ is extremely out of typical range, and 20-24 are fairly removed in and of themselves. Talking to them would be like try to have a conversation with someone who knows way more than you on any given topic.
It is interesting to note that most high IQ people have low MA attributes, although this is not always universally true. It's proportional in cases where it is true, meaning the higher it goes, the lower the other goes. But that is more a function of being more "distant" from day-to-day concerns and being locked into a higher mode of thinking. The higher the IQ is, the more they see the big picture, as well. A high-IQ character may condemn a hunt to kill off excess predators in the area because he realizes it is a cycle of Nature and a necessary step in reestablishing the balance of Earth's ecosystem. They tend to think in grand and sweeping strokes and rarely see things in terms of people and dreams but rather resources and plans.
•   IQx10 is their real-world IQ rating.
•   Anything relating to recollection of data or knowledge/memory tests that don't fall under anything else, multiply the IQ rating by 5 for a percentage chance to recall, to a maximum of 98%
Perception:
Perception is a derived value that filled an important gap that existed in the grey area of combat data (initiative mostly) and IQ. This is NOT the ability to PROCESS the information, since that falls under IQ, but is simply the ability to COLLECT information. Again, it is both a blessing and a curse; while you may be able to see all and know all, you will be overwhelmed in your senses at the higher levels.
Note that a high Perception does not necessarily mean that you UNDERSTAND the information, just that you noticed it. Sherlock Holmes would have a huge Perception, but he has an equally huge IQ to deduct it all out. For instance, if you have a low MA and a high Perception, you may be really deft at picking together facts and figures, but you would probably not be able to read people well. Sure, you can tell that Joey has dark circles under his eyes and is in a bad mood and is glaring at Sue, but that doesn't mean that you know that they had a fight last night. Consolidating the data gleaned is another function of IQ that I am too tired to alter up there.
•  (IQ+ME)x2% is the formula for determining Perception.
________________________________________
M.E.
ME is meant to represent general fortitude in willpower, resistance to psionics, and concentration abilities, as well as ostensibly patience and spirit. It is an attribute which is often misunderstood and therefore misapplied, and can include things such as attention span (short or long), raw willpower, and the ability to persevere in the face of insurmountable odds. It is actually best described as something of a mood indicator for your mind; for while IQ indicates raw processing power, ME indicates the emotional filter that it goes through. This is especially important for PCs, because characters need this fortitude to continue their adventuring in the face of such overwhelming odds and they need to maintain their mental health. It represents the ability of the character to deal with feelings and emotions, and often low ME people are troubled individuals, manic-depressive or simply moody and sullen, while high ME people are optimistic and stable.
The major use for it is to gauge the general mental stability of the character; the ability for the character to handle shocks and surprising news, their general emotional barometer and their tendancy to swing moods or lose control of their emotions. Low ME people are subject to very emotional outbursts and tend to follow their passions more while higher ME people are more adept at keeping control of their emotions and being able to repress their passions if they need to. People with higher ME scores don't "fly off the handle" or make snap decisions based on the heat of the moment, and can restrain themselves to think it through.
•   In general, ME is paired off versus MA/PB for effects of trying to befriend an NPC or connect emotionally to them.
•   ME can be used at higher levels to gain bonuses to save versus psionics, as well as save versus Horror Factor or Shell Shock, although neither of those are guaranteed to work all the time.
•   PCs with low ME are more susceptible to Insanities/Phobias/etc. while the reverse is true for higher ME scores.
________________________________________
M.A.
On the surface of things, MA is general charisma and charm. If you dig a little, it can be a lot more. Most importantly to PCs, it represents empathy and humanity, two things that can doom a munchkin character if used properly. The ability to connect with other humans is one that most of us take for granted and it is a fundamental part of humanity that we are social creatures, and if you remove that, you get a shadow of a character.
Characters with MA beyond 24 get far too ridiculous to play effectively and a character with that much empathy would literally be overflowing with sheer emotional crises always, much like a very young child. If you are going to put in a very high MA character into your game, they had best be a plot device and not an antagonist, because it will get out of control too quickly.
MA also counts a lot for animals, and animals recognize the inherent magnetism in higher MA characters. Animals recognize when an unstable (low MA) character is around and respond accordingly, not necessarily disobeying but being around warily and keeping a mild eye on the character. It goes without saying that MA is not the deciding factor in a character's interpersonal relationships, but it is that which represents the inherent "beneath the looks" slant of the character and certainly should play a much larger role than it currently does.
•   5 times the MA rating of a character should be the base Loyalty rating for any companions (NPCs/animals) and that should be checked when morale is low or after a tragedy strikes.
________________________________________
P.S.
This represents your raw strength and lifting capability. It is mostly futile to point out that extreme strength comes with its own problems. It is worth noting that even in the future strength or the lack of it is still a judgement used by people. A character with a PS of 18 will be regarded more favourably than one of PS 6. Along the same lines, someone with greater strength will be equally expected to be more heroic than weaker characters, and generally be considered to be a threat before weaker characters.
•   Bonus damage only applies to hand to hand and melee weapons with the exception of vibro weaponry who use an electrical field to damage primarily and not raw strength.
________________________________________
P.P.
This covers manual dexterity as well as agility and reflexes. This can affect dodge rolls, hand to hand strikes and a variety of physical skills that require deft actions. It can affect Initiative rolls as well, if the GM so desires, as well as natural grace. Low PP characters are forever running into things or tripping over their feet, while higher PP characters are much better able to handle themselves and their bodies. Extremely high PP (unearthly kind) move with preternatural grace and flow like living mercury. Note that high PP does not necessarily mean a higher level of excitability (which would fall under ME).
While this does not cover psychological excitability, it does cover physiological excitability, and a character's metabolic rate is determined between this and PE. In general, the more difference between PP and PE, the more the character must consume to maintain his high PP. Which is to say, as a character's body reacts faster, it requires more energy to keep it going at that level. It sounds pithy at first, "So, my character has to eat more, whoopee, I have a +100 to dodge" but it can be truly terrible once the game begins and the GM reminds you of your ration requirements.
•   All bonuses apply to hand-to-hand attacks only (the bonus to strike does NOT apply to guns).
________________________________________
P.E.
PE represents your actual health from a physical standpoint. The capacity to handle illness and the frequency of illness are especially important in the world of Macross, where strange and alien diseases can be present on any planet or ship. Stamina is represented as well, the staying power of a character for doing whatever it is that they are doing, and low PE characters tire quickly while high PE characters take much longer to tire out.
The primary use of this is for resisting diseases and determining endurance. The importance this attribute and its proper use cannot be overstated, because the little things like diseases are easily forgotten. One disease can make for a horrible plot twist (good horrible that is) and even more so if it is alien in origin. It also applies to resisting animal and plant poisons, another threat, and also to drinking contaminated water.
Another important consideration for PE is that it determines the amount of G-force the character can take.
•   PS determines how much the character can carry, but PE determines how long he can carry it without resting.
•   Multiply PE times 5 for the chance the character will be affected by a fatigue level after a standard period has passed, and each subsequent day without rest subtracts 10% from that number until the character literally collapses from exhaustion.
•   PE times 5 determines the base resistance to diseases.
________________________________________
P.B.
PB represents the general appearance of the character, and this covers a wide array of things. Low PB could indicate terrible scarring, unsightly features, no fashion sense, or any such sort of typically "superficial" sort of thing. An important thing to remember though is the very subjective nature of this attribute! There are generally some basic features that people can agree are beautiful or not, but beyond this it varies so extremely between people (and races!) that it really should be taken into account, which is why the appearance must be explained.
Characters with high PB should not just be able to charm everyone they meet and get whatever information they like out of them. These are other PEOPLE, and are not simply walking, talking resources. Members of the same sex will get jealous of high PB characters and probably mock low PB characters, while the opposite sex may end up with a pile of unwanted travelling companions, and when they learn they are unwanted as a rule, they do not react well, especially if this was after a quick tryst that the PC thought he could get away with.
Extreme beauty and extreme ugliness are the different sides of the same cursed coin. The character's PB rating will determine the relative obscurity level of him. Of course, the other side of this is that if you are very good looking, certain, shall we say, unsavoury elements may notice you and wish to enlist you into their stables, or else another more powerful warlord or crime boss might equally enlist you. Be careful what you wish for...
•   It can be used for generalizations on ONE'S OWN RACE ONLY and races that share a similar idea of beauty, as per the rules.
•   Multiply this rating by 5 and use the result as the chance that they are noticed, for good or for ill, modified by whether or not they are trying to be noticed. Some really good adventures come out of one really beautiful or ugly character... For characters with a PB below 4, there is an inverse chance that they will be noticed. (Ie: PB 4 has a 20% chance, where as PB 3 has a 85% chance. The response is usually a negative one.)
________________________________________
Spd (Speed)
The only thing I have to say on this is that you have to use some common sense! No matter how many Physical skills the character takes, the human body can only be so fast! The fact is that I can improve myself to peak performance but there will still be a limit on how fast I can practically go. Biology is a strong inhibitor.
The metabolic rate effect described under PP should DEFINITELY be in use here.
•   The maximum Speed rating is the character's PP+PE. If it turns out to be too pithy, try PP+PE+PS/2, which I am told is a little more reasonable.

Background
These rolls determined which planet in the Three Spheres you were born, or at least raised, on, your social class, and how well you applied yourself.  Those three planets offer distinctly different opportunities in what life was like growing up, and as such have different rolls related to your chance of social class. 

Birthplace Roll
Which planet you landed on based on the rolled d3.  Here’s just a bit about each of the three planets:

Buthridas
Capital Planet.  Rotates fully once every 28 hours.  Buthridas is an aqueous planet that stabilized in the Three Speheres due to a satellite sized hydro-carbon comet impacting with the surface during its trip through the system.  The impact itself cracked the mantle of the planet and superheated the deposited ice, causing a chain reaction that rained down water and heavy metals for hundreds of years.  Life survived, however, and great seas formed with very few land masses.  The seas themselves, turbulant and lined with precious metals, team with abundant life, and the water itself is remarkably toxin free.  The few planetary land masses yield extraordinary edible produce, making Buthridas the ideal landing location for the original colonists of the Scorpii 18 system.  The citizens of Buthridas have to be uncharacteristically tough, however, in order to survive the planet's natural dangers.  The abundance of food in the oceans gave rise to giant sea creatures over the millenia and the local land animals guard their territory jealously.  This is a minor annoyance when compared to the massive planetary storms that seasonally cover the planet as the Gas giant is out of the mass shadow of Scorpii 18.  To weather this the inhabitants of the planet elected to build floating cities instead of habitations on land, and instead cultivate sea based crops and use the islands themselves as recreational parks, infrastructural facilities, and industrial mining.

Girtabilu
This planet is the most stable and hospitable in the system.  Vast plains and savannah's cover the surface, with the planet's near earth like rotational speed and mild seasons giving the planet an almost paradisic allure.  Girablilu was the first planet colonized in the 18 Scorpii system after Buthridas was made secure, and has maintained a relaxed and rural development structure through planned social development.  Girtablilu is the primary producer of lumber, organic food, and luxury items in the system.  The citizens of the planet view themselves as enlightened and hard workers, though the rest of the system thinks them lucky and easy layabouts.  During the initial colonization of the system and the chartering of the constitution, both the Zendreadi and Human representatives from the colony fleet agreed that they each wished to preserve their blood lines and unique cultures.  As a result you will find that only fifteen percent of Girtablilu's population is more than 1/4 Zendreadi.

Agrabuamelu
Agrabuamelu started life as a mineral rich and cavernous, gas filled planet.  When the comet that struck Buthridas shifted the gravitational forces in the system, Agrabuamelu found itself pulled between the sun, two medium sized planets, and an enourmous gas giant.  It was only a matter of time before physics took their toll on the planet and an enormous geological event occured, altering the face of the planet, its orbit, and spewing vast amounts of explosive and hazardous gasses up out of the atmosphere to collect in space and form a debris field between the Three Spheres and the gas giant.  Over time the planet stabilized and the remaining gasses formed a breathable atmosphere, some minor seas and a single ocean.  The terrain itself is a mineral rich composite not quite suited for agriculture but full of mining potential.  When the Zendreadi found themselves settling into their new home here, they found they'd been given an opportunity to make themselves industrial giants.  With the guiding minds of the few humans who chose Zendreadi society over human society, Agrabuamelu became the main source of manufactured goods in the system.  Anything that has to be machined one way or another comes from here, be it that its parts are machined here and everything is assembled in space, or the whole product itself is assembled planetside.  Unfortunately the population of Agrabuamelu is entirely dependent on Girtablilu for food, making the two planets symbiotic of each other.

Urban Vs Rural Roll & Social Class Roll
Based on which planet you landed on, consult the following table to determine if you grew up in a rural environment or an urban environment and to which social class you belonged.
Quote
World ->
Urban/Rural
Upper Class
Middle Class
Lower Class
Indigent Class
Buthridas
31-00 Urban
75-00
25-74
05-24
01-04
Buthridas
01-30 Rural
90-00
50-89
10-49
01-09
Agrabuamelu
51-00 Urban
85-00
35-84
10-34
01-09
Agrabuamelu
01-50 Rural
95-00
60-94
15-59
01-14
Girtabilu
61-00 Urban
95-00
50-94
15-49
01-14
Girabilu
01-60 Rural
99-00
60-98
25-59
01-24

Base Education Performance and Basic Skills

Your final roll corresponds to your class and how well you applied yourself in school and will grant you your Basic Skills with further information for step 3.

Quote
Step 2: Upper class
Roll percentile dice:
•   76-00 Your parents instilled a good drive to study/ you naturally have motivation to achieve your potential/ you had opportunity (scholarship).
Modifiers: +30% to base skill chance rolls. +16% to education table roll.
Bonuses: +5% to all base skills. +1 secondary skills.
•   50-75 You're pretty much a regular person.
Modifiers: +20% to base skill chance rolls. +8% to education table roll.
Bonuses: None!
•   16-49 Just because you went to school doesn't mean that you studied hard. You always knew that you could rely on your parents - or at least their bank account.
Modifiers: +10% to base skill chance rolls. +0% to education table roll.
Bonuses: -10% on base skills. -1 secondary skills
•   01-15 You were fed by a silver spoon. If you couldn't do it your parents paid someone to do it for you. In school you slacked off and played video games in your spare time. You're a disappointment to your family and there's a remote chance that they've disowned you.
Modifiers: -8% to education table roll.
Bonuses: -1/2 the base % on all base, and secondary skills. -2 secondary skills.
Basic Skills
Language: English 98%
Language: choose 1 +30%
Math: Basic +10%
(72% chance) Computer Operation +8%
(40% chance) Math Advanced +5%
(35% chance) Chose 1 Domestic Skill +5%
(10% chance) Pilot Automobile
Hand to Hand: None
Continue to Step 3: the Education Table
________________________________________
Step 2: Middle Class
Roll percentile dice:
•   91-00 Your parents instilled a good drive to study/ you naturally have motivation to achieve your potential and you had opportunity (won a scholarship).
Modifiers: +30% to base skill chance rolls. +16% to education table roll.
Bonuses: +5% on base skills. +1 secondary skill.
•   61-90 You're pretty much a regular person.
Modifiers: +20% to base skill chance rolls. +8% to education table roll.
Bonuses: None!
•   26-60 Just because you went to school doesn't mean that you studied hard. You always knew that you could rely on your parents – or at least their bank account.
Modifiers: +10% to base skill chance rolls. +0% to education table roll.
Bonuses: -10% on base skills. -1 secondary skills.
•   01-25 In school you slacked off and played video games in your spare time. You're a disappointment to your family.
Modifiers: -8% to education table roll.
Bonuses: -1/2 the base % on all base and secondary skills. -2 secondary skills.
Basic Skills
Language: English 98%
(72% chance) Language: choose 1 +15%
(72% chance) Math: Basic +5%
(52% chance) Computer Operation +8%
(30% chance) Math Advanced +5%
(30% chance) Chose 1 Domestic Skill +5%
(15% chance) Pilot Automobile
Hand to Hand: None
Continue to Step 3: the Education Table
________________________________________
Step 2: Lower class
Roll percentile dice:
•   96-00 Your parents instilled a good drive to study/ you naturally have motivation to achieve your potential and you had opportunity (won a scholarship).
Modifiers: +30% to base skill chance rolls. +16% to education table roll.
Bonuses: +5% to all base skills. +1 secondary skill.
•   76-95 You're pretty much a regular person.
Modifiers: +20% to base skill chance rolls. +8% to education table roll.
Bonuses: None!
•   31-75 Just because you went to school doesn't mean that you studied hard. You always knew that you could rely on your parents - or at least their bank account.
Modifiers: +10% to base skill chance rolls. +0% to education table roll.
Bonuses: -10% on base skills. -1 secondary skills.
•   06-30 In school you slacked off and played video games in your spare time. You're a disappointment to your family.
Modifiers: -8% to education table roll.
Bonuses: -1/2 the base % on all base and secondary skills. -2 other skills.
•   01-05 You had to work to live. There was no time for homework and sometimes no time to go to school!
Modifiers: +30% to base skill chance rolls. -16% to education table roll.
Bonuses: +15% on base skills. +4 secondary skills.
Basic Skills
Language: English +25%
(52% chance) Language: choose 1 +5%
(52% chance) Math: Basic +5%
(32% chance) Computer Operation +5%
(15% chance) Math Advanced +5%
(30% chance) Chose 1 Domestic Skill +5%
(15% chance) Pilot Automobile
Hand to Hand: None
Continue to Step 3: the Education Table
________________________________________
Step 2: Indigent
Roll percentile dice:
•   96-00 Your parents instilled a good drive to study/ you naturally have motivation to achieve your potential and you had opportunity (won a scholarship).
Modifiers: +30% to base skill chance rolls. +16% to education table roll.
Bonuses: +5% to all base skills. +1 secondary skill.
•   76-95 You're pretty much a regular person.
Modifiers: +20% to base skill chance rolls. +8% to education table roll.
Bonuses: None!
•   31-75 Just because you went to school doesn't mean that you studied hard. You always knew that you could rely on your parents - or at least their bank account.
Modifiers: +10% to base skill chance rolls. +0% to education table roll.
Bonuses: -10% on base skills. -1 secondary skills.
•   06-30 In school you slacked off and played video games in your spare time. You're a disappointment to your family.
Modifiers: -8% to education table roll.
Bonuses: -1/2 the base % on all base and secondary skills. -2 other skills.
•   01-05 You had to work to live. There was no time for homework and sometimes no time to go to school!
Modifiers: +30% to base skill chance rolls. -16% to education table roll.
Bonuses: +15% on base skills. +4 secondary skills.
Basic Skills
Language: English 98% (Non-humanized Zentraadi characters get Language: Zentraadi)
(72% chance) Language: choose 1 +15% (Non-humanized Zentraadi characters are limited to Language: Protoculture)
(72% chance) Math: Basic +5%
(52% chance) Computer Operation +5%
(20% chance) Choose 1 Domestic Skill +5% (Non-humanized Zentraadi characters choose 1 Physical Skill)
(5% chance) Pilot Automobile (Non-humanized Zentraadi characters get Pilot Hovercraft)
Hand to Hand: None
Continue to Step 3: the Education Table

At the end of step 2, your post will look like this:
Quote
Profile Link:https://forum.macrossrpg.org/index.php?action=profile;u=32
Stats
IQ: 19
ME: 17
MA: 12
PS: 15
PP: 25 (21 plus bonus roll of 4)
PE: 18
PB: 13
SPD: 10

Background
Birthplace: Buthridas
Urban or Rural Life: Urban
Social Class: Upper Class
Base Education Performance: You were fed by a silver spoon. If you couldn't do it your parents paid someone to do it for you. In school you slacked off and played video games in your spare time. You're a disappointment to your family and there's a remote chance that they've disowned you.
Modifiers: -8% to education table roll.
Bonuses: -1/2 the base % on all base, and secondary skills. -2 secondary skills.

Basic Skills
Language: English 98%
Language: Zentreadi +30%
Math: Basic +10%
This dice roll has been tampered with!
Rolled 1d100 : 39, total 39(72% chance) Computer Operation +8%
This dice roll has been tampered with!
Rolled 1d100 : 59, total 59(40% chance) Math Advanced +5%
This dice roll has been tampered with!
Rolled 1d100 : 98, total 98(35% chance) Chose 1 Domestic Skill +5%
This dice roll has been tampered with!
Rolled 1d100 : 99, total 99(10% chance) Pilot Automobile
Hand to Hand: None

Offline Zed

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Re: Magister Character Creation
« Reply #3 on: March 02, 2019, 06:45:38 PM »
Step 3: Education Table, Skill Programs and Final Background Decisions
At this point we’re getting a general idea of what the character is like in their early life, but we need to finalize their education before joining the military.  To figure this out we need to make another roll, which means your 3rd reply to the thread.  Roll 1d100 and add the average of the IQ, ME, and MA and the education table roll modifier from Step 2’s Base Education Performance result.  In our sample character, that would look like the following:

Quote
Rolled 1d100+8 : 63 + 8, total 71

1d100+((19+17+12)/3)+(-8)

You will then take the posted results and consult the following table:
Quote
Education Score
101+
93-100
85-92
76-84
67-75
56-66
42-56
22-41
02-21
01 or lower
Level
Same as Doctorate/Ph.D
Doctorate/Ph.D
Master’s Degree
Bacheleor’s Degree
4 years of University
3 years of University
2 years of college
1 year of college
Trade School/OTJ
High School Grad
# of Skill Programs
5+1 @ 110%, +2 @120%
4
4
3
3
3
2
2
2
1 and High School
Skill Bonus
+35%
+35%
+30%
+25%
+20%
+15%
+15%
+10%
+20%
+5%
Limitations
F
E
D
C
C
C
B
B
B
A
# of Secondary Skills
10
10
10
10
8
8
8
8
8
10


*NOTE You do not have to actually choose to use up the skill programs available to your character and may instead have them choose to go straight into military life immediately after High School.

Offline Zed

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  • *
  • Posts: 2017
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Re: Magister Character Creation
« Reply #4 on: March 03, 2019, 01:52:34 AM »
Skill Programs
Based on the education table results, you now have the following options to decide on for skill programs.  A skill program is an area of study, training and knowledge attained from formal education. ALL the skills listed under the program heading are known. Apply the skill bonus to each.

Quote
Available skill programs:

F: Choose one, two, three or none from High Level/University. Choose remaining skill programs from: Career/University, Career/College Education or Part-time/High School education only. Bonus skill programs can be picked from any category.

E: Choose one, two or none from High Level/University. Choose remaining skill programs from: Career/University, Career/College Education or Part-time/High School education only.

D: Choose one or none from High Level/University. Choose remaining skill programs from: Career/University, Career/College Education or Part-time/High School education only.

C: Choose one or none from Career/University. Choose remaining skill programs from: Career/College Education or Part-time/High School education only.

B: Choose one or none from Career/College Education. Choose remaining skill programs from: Part-time/High School education only. Non-humanized Zentraadi characters can choose any MOS that is reasonable for a non-humanized Zentraadi. There are some skill programs, such as the Music Producer, which are not possible given the non-humanized Zentraadi culture.

A: Choose from Part-time/High School education only.

Quote
Part-Time/High School Education & Basic Skill Programs
Note: these skill programs cost one (1) skill program.
________________________________________
Actor/Model/Comedian Skill Program
•   Art: Acting
•   Domestic: Choose any two
•   Research
•   Streetwise
________________________________________
Athlete/Sportsman Skill Program
•   Choose one of: Athletics or Body Building
•   Pick any 4 Physical skills (only 1 of Acrobatics or Gymnastics)
________________________________________
Bartender/Club Owner Skill Program
•   Math
•   Lore: cocktails/mixed drinks
•   Streetwise
•   Pilot motorcycle or Wheeled Vehicles
•   Pick any 1 from Rogue
________________________________________
Basic: Communications Program
•   Cryptography
•   Radio
•   General Repair and Maintenance
•   Read Sensory Equipment
•   Computer Operation
________________________________________
Basic: Mechanical Program
•   General Repair & Maintenance
•   Basic Electronics
•   Auto mechanics
•   Basic Mechanics
•   Boat Mechanics
________________________________________
Basic: Military Program
•   Athletics
•   Climbing
•   Parachuting
•   WP Rifle
•   Hand to Hand Basic
________________________________________
Basic: Advanced Pilot Skill Program
•   Radio
•   Pick any 2 from Pilot Air, Ground or Sea
•   Pick any 2 from Pilot Related skills
•   Note: any one of these can be substituted for one of the following: Auto mechanics, Aircraft Mechanics or Boat Mechanics.
________________________________________
Basic: Language Skill Program
•   Pick any 5 languages
________________________________________
Basic: Romance Language Program
•   Language: Latin
•   Language: French
•   Language: Italian
•   Language: Portuguese
•   Language: Romanian
•   Language: Spanish
________________________________________
Bodyguard & Bouncer/Doorman Skill Program
•   Camouflage
•   Athletics
•   Hand to Hand: Basic
•   Streetwise
•   WP: Pistol
________________________________________
Construction Worker Skill Program
•   General Repair and Maintenance
•   Pilot Wheeled Vehicles
•   Read Sensory Instruments
•   Construction: choose either Building or Vehicle
•   Choose one of: Electrical Engineer, Mechanical Engineer, Demolitions or Pilot Tracked Vehicles (this is the area of specialication)
________________________________________
Criminal Skill Program
•   Pick 1 Physical
•   Pilot Wheeled Vehicles
•   Streetwise
•   Pick 2 from Rogue
________________________________________
Computer Skill Program
•   General Repair and Maintenance
•   Streetwise
•   Computer Operation
•   Computer Programming
•   Research
________________________________________
Dancer Skill Program
•   Art: Dance
•   Aerobics
•   Athletics
•   Pick one Physical (excluding combat skills)
•   Pick any one Domestic
________________________________________
Driver (Bus/truck/limo/taxi) Skill Program
•   Automobile Mechanics
•   Pilot Wheeled Vehicles
•   Pick any 2 from Pilot Ground
•   Navigation
________________________________________
Domestic Skill Program
•   Pick any four (4) from Domestic
•   Choose one of Pilot: Motorcycle or Wheeled Vehicles
________________________________________
Farmer Skill Program
•   General Repair/Maintenance
•   Choose one of Athletics, Body Building & Weightlifting, or Running
•   Pilot Wheeled Vehicles
•   Identify Plants & Animals
•   Lore: Farming
________________________________________
Fitness Instructor
•   First Aid
•   Aerobics
•   Choose one of: Athletics or Body building and Weight Lifting
•   Pick any one from Physical
•   Teaching
________________________________________
High School Education Skill Program
Note: all are at half capability unless the skill is selected again; in that case the skill reverts to normal with the normal bonuses for multiple selections)
•   Choose one of Astronomy, Biology, Botany or Chemistry
•   Lore: General History
•   Choose one of Athletics or Gymnastics
•   Choose one of Language or Math
•   Choose one of Sewing, Cooking, Play Musical Instrument, Art (choose type) or Lore: RPGs
•   Choose one of Auto Mechanics, Computer operation, Construction: Building, Photography or Research
________________________________________
Journalist/Investigation Program
•   Art: Photography
•   Choose one: Radio or Read Sensory Instruments
•   Choose one: Pilot Motorcycle or Wheeled Vehicles
•   Computer Operation
•   Research
________________________________________
Office Assistant (Accountant, Administrator) Skill Program
•   Intelligence
•   Streetwise
•   Math
•   Computer Operation
•   Research
________________________________________
Pimp/Prostitute Skill Program
•   Art: Dancing
•   Streetwise
•   Choose one of Athletics, Body Building and Weightlifting, or Running
•   Choose one of Pilot Motorcycle or Wheeled Vehicles
•   Math
________________________________________
Physical Program
•   Select five (5) from Physical
________________________________________
Science Program
•   Computer Operation
•   Pick four (4) from Science
________________________________________
Writer/Author (TV/film/Novels) Skill Program
•   Computer Operation
•   Meditation
•   Research
•   Lore: Writing +25%
________________________________________
Weapons Programs
•   Pick any 5 W.P.

Quote
Career/College Education Skill Programs (2 years)
Note: these skill programs cost one (1) skill program.
________________________________________
Air/Space Traffic Controller Skill Program
•   Radio
•   Navigation
•   Read Sensory Instruments
•   Computer Operation
•   Pilot: Choose one from Air or Space
________________________________________
Animal Trainer/Cowboy Skill Program
•   General Repair and Maintenance
•   Horsemanship
•   Land Navigation
•   Identify plants & Animals
•   WP Knife (use for lasso)
________________________________________
Artist/Graphic Designer/Photographer Skill Program
•   Art: Drawing
•   Art: Photography
•   Computer Operation
•   Research
•   Domestic: choose one
________________________________________
Cameraman Skill Program
•   Read Sensory Equipment
•   Radio
•   Basic Electronics
•   Computer Operation
•   Photography
________________________________________
Communications/Telecoms Engineer Skill Program
•   Radio
•   Electrical Engineer
•   Basic Mechanics
•   Read Sensory Equipment
•   Computer Operation
________________________________________
Communications Skill Program
•   Cryptography
•   Radio
•   General Repair and Maintenance
•   Read Sensory Equipment
•   Computer Operation
________________________________________
Computer Specialist (Hacker or SysAdmin/Operator Skill Program
•   Streetwise
•   Computer Engineer
•   Computer Operations
•   Computer Programming
•   Research
________________________________________
Destroid Pilot Skill Program
•   Demolitions
•   Pilot Destroid
•   Pilot Tracked Vehicles
•   Read Sensory Instruments
•   Construction: Building
________________________________________
Diver Skill Program
•   Swimming
•   Pilot Boat
•   WP: Knife
•   Construction (Underwater)
•   Demolitions (Underwater)
________________________________________
Driver (Professional Instructor or Racer) Skill Program
•   Auto Mechanics
•   Pilot Wheeled Vehicles
•   Navigation
•   Streetwise
•   Teaching
________________________________________
Electrical Skill Program
•   Electrical Engineer
•   Basic Mechanics
•   Read Sensory Equipment
•   Math
•   Over Technology (mecha) Electronics (but is - 20%)
________________________________________
Espionage Skill Program
•   Select five (5) from Espionage and Rogue
________________________________________
Fashion Designer Skill Program
•   Art: choose one
•   Sewing
•   Palming
•   Streetwise
•   Research
________________________________________
Fire Fighter Skill Program
•   First Aid
•   Climbing
•   Pilot Wheeled Vehicles
•   WP Blunt (Fireman's axe; training is focused on using the tool to assist in fighting fires. However, the average fireman's aptitude for handling this weapon is quite significant.)
•   Choose one of Athletics, Climbing and Rappelling or Body Building and Weightlifting
________________________________________
(UN) Government Official Skill Program
•   Streetwise
•   Math
•   Computer Operation
•   Lore: Economics
•   Research
________________________________________
Healer (Natural Medicine) Skill Program
•   First Aid
•   Paramedic
•   Biology
•   Chemistry
•   Botany
________________________________________
Journalist/Photojournalist Skill Program
•   Art: Photography*
•   Intelligence
•   Streetwise
•   Research
•   Lore: Journalism*
* Add +10% to one of the two skills
________________________________________
Mechanical Skill Program
•   Basic Electronics
•   Mechanical Engineer
•   Over Technology (mecha) Mechanics (but is - 20%)
•   Choose 1: Automotive Mechanics, Aircraft Mechanics, or Boat Mechanics
•   Math
________________________________________
Mechanical: (Mining & Demolitions) Explosive Construction Skill Program
•   Basic Electronics
•   Basic Mechanics
•   Demolitions
•   Chemistry
•   Choose one: Geology or Construction: Building
•   Math
________________________________________
Mechanical: Microchip Technology Skill Program
•   Electrical Engineering
•   Basic: Mechanics
•   Math
•   Computer Operation
•   Computer Programming
________________________________________
Mechanical: Weapon Construction Skill Program
•   Basic Electronics
•   Demolitions
•   Mechanical Engineer
•   Weapon Systems
•   Math
________________________________________
Medical Skill Program
•   First Aid
•   Paramedic
•   Pathology
•   Biology
•   Chemistry
________________________________________
Miner Skill Program
•   Lore: Mining (choose either Earth or space)
•   Read Sensory Instruments
•   Computer Operation
•   Demolitions +15%
•   Pilot Wheel Vehicle or Spacecraft (Choose one to match the terrain of the mining speciality.)

Miners who have attended university (spend an additional skill program) receive the following:
•   Both Earth and space based mining skills.
•   Mechanical (Mining) Engineering
•   Geology
•   Math
•   Construction: Building
________________________________________
Music Producer Skill Program
•   Art: Music Composition
•   Basic Electronics
•   Streetwise
•   Read Sensory Instruments
•   Computer Operation
________________________________________
Musician Skill Program
•   Art: Dance
•   Art: Music Composition
•   Play Instrument (choose one) (Professional quality)
•   Streetwise
•   Lore: the classics of the chosen instrument
________________________________________
Science Skill Program
•   Computer Operation
•   Select Four (4) from Science
________________________________________
Singer Skill Program
•   Sing (professional quality)
•   Art: Music Composition
•   Art: Dance
•   Streetwise
•   Lore: famous songs
________________________________________
Pilot Aircraft/Helicopter or Boat Skill Program
•   Radio
•   Read Sensory Instruments
•   Navigation

and either
•   Pilot Aircraft
•   Pilot Helicopter
or
•   Pilot Boat
•   Pilot Submarine
________________________________________
Private Investigator Skill Program
•   Art: Photography
•   Intelligence
•   Streetwise
•   Lore: Law
•   Research
________________________________________
Spacecraft/Ship Crew Skill Program
•   Radio
•   General Repair and Maintenance
•   Pilot: choose one of Spacecraft, Submarine or Boat
•   Navigation
•   Read Sensory Instruments
•   Pick one (1): any one from electrical, mechanical, or piloting; OR one of the following: Cryptography, Cooking: institution food, or paramedic (this is the area of specialization the crew person is stationed at.)
________________________________________
Technical Skill Program
•   Select five (5), excluding language.
Quote
Career/University Education (4 years)
Note: these skill programs cost two (2) skill programs.
________________________________________
Archaeologist Skill Program
•   Wilderness Survival
•   Paramedic (mostly for determining cause of death in remains)
•   Pilot Wheeled Vehicle, or Boat
•   Land Navigation
•   Read Sensory Instruments
•   Botany
•   Research
________________________________________
Astronomer/Astrophysicist Skill Program
•   Read Sensory Instruments
•   Astronomy
•   Physics
•   Math
•   Research
________________________________________
Chef Skill Program
•   Cook (professional): choose area of expertise
•   Cook (professional): choose area of expertise
•   Math
•   Streetwise (food preparation suppliers only)
•   Lore: Business management
________________________________________
Civil Engineer Skill Program
•   Electrical Engineer
•   Mechanical Engineer
•   Read Sensory Instruments
•   Math
•   Construction: Building
•   Computer Operation
•   Research
________________________________________
Computer Engineer Skill Program
•   Electrical Engineer
•   Math
•   Computer Engineer
•   Computer Operation
•   Computer Programming
________________________________________
Computer Programmer Skill Program
•   Streetwise
•   Math
•   Computer Operation
•   Computer Programming
•   Research
________________________________________
Corporate Executive Skill Program
•   Intelligence
•   Streetwise
•   Math
•   Computer Operation
•   Research
________________________________________
Designer (Ground or Water Vehicles) Skill Program
•   Electrical Engineer
•   Automotive or Boat Mechanics
•   Mechanical Engineer
•   Math
•   Research
________________________________________
Film/TV Producer/Director Skill Program
•   Streetwise
•   Read Sensory Instruments
•   Lore: Editor
•   Lore: TV/Film Production (If Director, 1/2 bonus %)
•   Lore: TV/Film Directing (If Producer, 1/2 bonus %)
•   Research
________________________________________
Historian/Social Scientist Skill Program
•   Lore: History - General
•   Lore: History - Choose one specialization
•   Lore: Sociology
•   Research
•   Teaching
________________________________________
Linguist/Language Interpreter Skill Program
•   Streetwise
•   Language: (Choose two) 98%
•   Language: (Choose one)
•   Lore: History - language origins
•   Lore: culture of the languages studied
•   Research
________________________________________
Mechanic (Aircraft1, Boats2, Cars/Motorcycles/Trucks3, Destroid4, Spacecraft5, VF6) Skill Program
•   Choose one (1)*: Aircraft Mechanics16, Boat Mechanics2, Automotive Mechanics3, OverTechnology (Mecha) Mechanics456
•   Choose one (1): Electrical Engineer12, Basic (auto) Electronics3, OverTechnology (Mecha) Electronics456
•   Mechanical Engineer
•   Read Sensory Instruments
•   Math
•   Computer Operation
* VF skill program selects two (2)
________________________________________
Mechanical: Containment Fabrication Skill Program
•   Art: Painting
•   Art: Photography
•   Electrical Engineer
•   Impersonation
•   Mechanical Engineering
•   Camouflage
•   Chemistry
________________________________________
Mechanical: Cybernetics Construction Skill Program
•   Radio
•   Electrical Engineering
•   Mechanical Engineering
•   Read Sensory Instruments
•   Biology
•   Computer Operation
________________________________________
Mechanical: Locksmith & Security Systems Skill Program
•   Cryptography
•   Electronic Engineering
•   Demolitions
•   Mechanical Engineering
•   Pick Locks
•   Read Sensory Instruments
•   Streetwise
________________________________________
Mechanical: Vehicle Construction Program
•   Electrical Engineer
•   Aircraft Mechanics
•   Auto Mechanics
•   Mechanical Engineer
•   Read Sensory Instruments
•   Weapon Systems
•   Any 4 pilot or pilot related skills
________________________________________
Nurse Skill Program
•   First Aid
•   Paramedic
•   Specialization: Choose 1 (+25% on base nursing skill)
•   Pathology
•   Read Sensory Equipment
•   Biology
•   Chemistry
•   Computer Operation
•   Research
________________________________________
Para-Psychologist Skill Program
•   Psychiatry
•   Biology
•   Computer Operation
•   Lore: Para-Psychology
•   Lore: Paranormal
•   Research
________________________________________
Paramedic Skill Program
•   First Aid
•   Paramedic
•   Athletics
•   Pilot: Wheeled Vehicle
•   Navigation
•   Read Sensory Instruments
•   Math
•   Computer Operation
________________________________________
Philosopher Skill Program
•   Meditation
•   Computer Operation
•   Lore: Philosophy
•   Research
•   Teaching
________________________________________
Pilot (Shuttle/Spacecraft) Skill Program
•   Pilot Spacecraft
•   Navigation
•   Read Sensory Instruments
•   Weapon Systems
•   Math
•   Computer Operation +10%
________________________________________
Police Officer Skill Program
•   Radio
•   Land Navigation
•   Streetwise
•   Computer Operation
•   Lore: Law
•   WP: Pistol
•   WP: Blunt
•   Hand to Hand: Basic

Character's who spend another skill program can choose one of the following Police Occupation Specialties (POS):

Detective POS (Min IQ 10, ME 10)
•   Basic Electronics
•   Intelligence
•   Lore: Forensics
•   Read Sensory Instruments
•   Research
•   Choose two Rogue Skills (+20% bonus to Streetwise if selected)

ERT/SWAT Team Members POS (Min PS 9, PE 10)
•   Intelligence
•   Demolitions
•   Sniper
•   WP: Rifle
•   WP: Heavy
•   Hand to Hand Expert

Variable Patrol Craft (Min IQ 10, PP 9)
•   Pilot Helicopter
•   Pilot Variable Patrol Craft
•   Mecha Combat: Variable Patrol Craft
•   Navigation
•   Read Sensory Instruments
•   Weapon Systems
________________________________________
Priest/Monk Skill Program
•   Psychiatry
•   Art: Acting
•   Lore: Theology - (Choose one)
•   Research
•   Teaching
•   Choose 2 domestic skills
•   Choose 1 of: Pilot Wheeled Vehicle, Horsemanship, or Motorcycle
________________________________________
Professional Thief Skill Program
•   Read Sensory Instruments
•   Basic Electronics
•   Escape Artist
•   Impersonation
•   Palming
•   Pick Locks
•   Pick Pockets
•   Demolitions (Safe-cracker)
________________________________________
Psychic/Fortune Teller Skill Program
True psychics makeup some 1% of the 'psychic' population. Roll a D100 or ask your GM very nicely (powers will be minor and probably spiritia related. This is Macross after all.)
•   Art: Acting (Can be further specialized by choosing 1 of: Palm, Card or Crystal Ball Reading)
•   Choose 1 of: Gambling, Impersonation, Palming, or Camouflage.
•   Lore: Astrology
•   Meditation
•   Research
•   Teaching
________________________________________
Spacecraft (Ship) Captain Skill Program
•   Radio
•   Electrical Engineering
•   Streetwise
•   Mechanical Engineering
•   Coose 1 of Pilot: Spacecraft, or Boat
•   Navigation
•   Read Sensory Instruments
•   Math
•   Computer Operation
________________________________________
Teacher Skill Program
•   Computer Operation
•   Research
•   Teaching
•   Choose any three (4) skills (+25%; these are the areas that the teacher has specialized in. Limit choices to what a primary, secondary or tertiary education teacher would reasonably know.)
________________________________________
Zoo keeper Skill Program
•   Veterinary Medicine (Medical Doctor skill for animals; 1/2 skill % on people)
•   Pathology
•   Pilot Wheeled Vehicles
•   Biology
•   Chemistry
•   Math
•   Lore: Animal Husbandry
•   Wilderness Survival
Quote
High Level University Education (6 or more years)
Note: these skill programs cost two (2) skill programs for degree holding characters, otherwise they cost (3) skill programs.
________________________________________
Architect Skill Program
•   Electrical Engineer
•   Mechanical Engineer
•   Demolitions
•   Choose 1: Pilot wheeled vehicles or tracked vehicles
•   Read Sensory Instruments
•   Chemistry
•   Geology
•   Math
•   Computer Operation
•   Construction: Building
•   Research
________________________________________
Coroner Skill Program
•   Art: Photography
•   Choose 1: Intelligence, Psychiatry
•   Criminal Sciences & Forensics
•   First Aid
•   Paramedic
•   Medical Doctor
•   Pathology
•   Biology
•   Chemistry
•   Math
•   Research
________________________________________
Dentist Skill Program
•   First Aid
•   Paramedic
•   Lore: Dentist (same as Medical Doctor skill)
•   Read Sensory Instruments
•   Pathology
•   Biology
•   Chemistry
•   Math
•   Computer Operation
•   Research
________________________________________
Advanced Designer (Aircraft, Destroid, and VF or Spacecraft/Ship) Skill Program
•   Electrical Engineering
•   Choose 3: OverTechnology (mecha) Electronics, Aircraft Mechanics, Automotive Mechanics, Boat Mechanics, or Over Technology (mecha) Mechanics
•   Mechanical Engineer
•   Chemistry
•   Math
•   Computer Operation
•   Construction: Vehicle
•   Research
________________________________________
Cybernetic Doctor Skill Program
•   Electrical Engineering
•   First Aid
•   Paramedic
•   Medical Doctor
•   Psychiatry
•   Biology
•   Chemistry
•   Math
•   Computer Operation
•   Research
________________________________________
Doctor Skill Program
•   First Aid
•   Paramedic
•   Medical Doctor
•   Pathology
•   Psychiatry
•   Biology
•   Chemistry
•   Math
•   Meditation
•   Research
________________________________________
Lawyer Skill Program
•   Impersonation
•   Intelligence
•   Streetwise
•   Choose any 2 Espionage & Rogue skills
•   Pilot Wheeled Vehicles
•   Lore: Law
•   Computer Operation
•   Lip Reading
•   Research
________________________________________
Psychologist Skill Program
•   Impersonation (mostly to recognize impersonations)
•   Intelligence
•   Streetwise
•   Psychiatry
•   First Aid
•   Pilot: Wheeled Vehicles
•   Biology
•   Lip Reading
•   Lore: Mental Health
•   Meditation
•   Research
________________________________________
Scientist Skill Program
•   Chemistry
•   Math
•   Computer Operation
•   Research
•   Choose any 8 medical, science or technical skills
________________________________________
Veterinarian Skill Program
•   First Aid
•   Paramedic
•   Doctor of Veterinary Medicine (1/2 skill % when used on people)
•   Pathology
•   Choose 1: Pilot Wheeled Vehicles, Motorcycle, or Horsemanship.
•   Biology
•   Chemistry
•   Math
•   Wilderness Survival
•   Lore: Animal Husbandry
•   Research

You will also have opportunity to select some skills from the master list of skills:
Quote
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
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)

As well as from the list of Secondary Skills:
Quote
Secondary Skill List
•   Communications
Radio: Basic
Optic System
TV/Video
•   Domestic
Art
Cook
Dance
Fishing
Musical Instrument
Sew
Sing
•   Electrical
Basic Electronics
Computer Repair
•   Espionage
Escape Artist
Forgery
Land Navigation
Wilderness Survival
•   Mechanical
Basic Mechanics
Auto Mechanics
Computer Repair
•   Medical
First Aid
Holistic Medicine
•   Military
None (any if in the military)
•   Physical
Hand to Hand: Basic
*Hand to Hand: Martial Arts
Athletics (general)
Body Building and Weight Lifting
Climbing and Rappelling
Juggling    
Mountaineering
Prowl
Running
Skiing
Swimming
Tai Chi
Yoga
•   Pilot
Airplane; single or twin engine
*Helicopter
Parachuting
Automobile
Destroid: civilian types only
Horsemanship
Motorcycle
Truck
Boats - Motor and hydrofoils
Boats - Sail Type
Water Skiing and Surfing
EVA
*Variable Fighter: civilian types only
•   Pilot Related
Navigation
Navigation Space
Read Sensory Instruments
•   Rogue
Appraisal
Cardsharp
Computer Hacking
Concealment
Forgery
Imitate Voice
Gambling
Lip Reading    
Palming
Pick Locks
Pick Pockets
Safecracking
Streetwise
•   Science
Basic Math
Advanced mathematics
•   Technical
Carpentry
Computer Operation
Computer Programming
Construction
Editor
General Repair/Maintenance
Hunting
Identify Plants and Animals
Journalism
Land Navigation
Language
Lore
Meditation
Photography
Research
Sign Language
Teaching
Writing
•   WP
W.P. Blunt
W.P. Chain
W.P. Knife
W.P. Revolver
W.P. Automatic Pistol
W.P. Rifle
W.P. Sub-Machinegun

At the end of step 3, you will have enough information to start conceptualizing the actual character itself, and as such your skill program choices reflect your first major background decisions.  Your 4th post in step three will include a basic background as well as the requested skill programs for GM approval.  Your post will look something like this:

Quote
Profile Link:https://forum.macrossrpg.org/index.php?action=profile;u=32
Character Name: Reese Canton
Stats
Race: Zentreadi
Gender: Non-binary
Age: 24
Height: 5’7
Weight: 153lbs
Hair Color: Orange
Skin Color: Violet
Augmentations: Piercings and tattoos
IQ: 19
ME: 17
MA: 12
PS: 15
PP: 25
PE: 18
PB: 13
SPD: 10
Physical Description:
Reese is a young, gender fluid Zentreadi with a punk style evident from the spiked piercings in their nose and ears to the orange hair buzzed short on one side of their head and combed over the other side in soft, jaw length waves.  Reese’s violet skin is kept well moisturized and smooth, save for the frequently changing makeup and the more permanent tattoos of a cyberpunk aesthetic across their shoulders and neck, leading down to their chest.  Reese’s muscles are tight and strong, with a fairly wiry build that is quick and well balanced.  Hips, butt, and waist contribute to the androgynous fluidity with just enough curve to hint at femininity without providing certainty of a binary gender.
Background
Birthplace: Buthridas
Urban or Rural Life: Urban
Social Class: Upper Class
Base Education Performance: You were fed by a silver spoon. If you couldn't do it your parents paid someone to do it for you. In school you slacked off and played video games in your spare time. You're a disappointment to your family and there's a remote chance that they've disowned you.
Modifiers: -8% to education table roll.
Bonuses: -1/2 the base % on all base, and secondary skills. -2 secondary skills.

Family Relationships:
Father: Deceased
Mother: Deceased
Guardians: Uncle Djutai and Uncle Krill

Reese was raised on Buthridas by their uncles Djutai and Krill after their parents died in separate events when Reese was 2 and 5.  Though loving, Reese’s uncles weren’t the most capable of parents and had difficulty raising Reese, leading to current estrangement.

Personality:
All Reese’s life they’ve struggled to relate to others.  Not growing up with true parents left them without much grounding in emotional connections, and their exceptional intelligence and natural physical abilities put them above and apart from the other privately tutored students.  Consequently Reese is very quiet and independent, catering a style and identity that suits Reese and Reese alone.  This extends even to Reese’s studies, and it was only once Reese was working towards the centering solitary feeling of flying that they finally found purpose and drive in life.  The lack of effort in their youth does catch up to Reese on occasion, leading Reese to not contribute to conversations socially very often.

Basic Skills
Language: English 98%
Language: Zentreadi +30%
Math: Basic +10%
Computer Operation +8%
Hand to Hand: None

Skill Programs
Reese found a love of flying and particularly space travel and used their uncle’s connections to get into first a 2 year Spacecraft Crew program where their application of their natural talents led to a scholarship for the full 4 year spacecraft pilot program.

Pilot (Shuttle/Spacecraft) Skill Program
•   Pilot Spacecraft 
•   Navigation Space
•   Read Sensory Instruments
•   Weapon Systems
•   Math
•   Computer Operation +10%
Spacecraft/Ship Crew Skill Program
•   Radio
•   General Repair and Maintenance
•   Pilot: Spacecraft
•   Navigation
•   Read Sensory Instruments
•   Pilot: Aircraft

Secondary Skills
Computer Operation
Navigation Space
Lore Spacer Crew
Radio: Basic
Optic System
Basic Electronics


Offline Zed

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  • Posts: 2017
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Re: Magister Character Creation
« Reply #5 on: March 03, 2019, 02:33:47 AM »
OCC Application
At this point we are ready to apply your character’s occupational character class.  The two major OCCs in use in Magister are the VF Combat Pilot OCC and the Communications/Electronic Warfare Officer OCC.  These confer the following additions to your character sheet and will be the last step before a GM will do an initial concept review.

Quote
VF Combat Pilot OCC
Pre-requisite Requirements
IQ10, ME9, PE9, PS8, PP10 required as minimum, higher preferred.
OCC SKILLS

Pilot Variable Fighter: VF-4                  +20%
Mecha Combat: VF-4
Pilot Variable Fighter: VF-5000   +20%
Mecha Combat: VF-5000
Pilot Jet                               +20%
Radio: Basic                            +10%
Read Sensory Instruments                +15%
Navigation:Air & Space                  +15%
Weapon Systems                          +10%
Tactics: Air/Space Warfare              +15%
Military Etiquette                      +20%
Parachuting                             +10%
First Aid                               +10%
Computer Operation                      +10%
Swimming
WP:Automatic Pistol
WP:Automatic Rifle
Hand to Hand:Expert
(Hand to Hand:Expert can be upgraded to Martial Arts for one 'other' skill.
OCC Related Skills
Pilot Power Armor Ex-Gear
(Select 6, 2 must be from Piloting. 1 extra skill at level 3, 2 extra at level 6. One extra at levels 9 & 12)

Communications                        -  Any(+10%)
Domestic                              -  Any
Electrical                            -  Basic Electronics only
Espionage                             -  Wilderness Survival, Sniper & Intelligence only(+5%)
Mechanical                            -  Basic, automotive, aircraft only(+5%)
Medical                               -  First Aid only(+10%)
Military                              -  Any
Physical                              -  Any(except acrobatics)
Pilot                                 -  Any(+5% ground vehicles,  +15% all aircraft)
Pilot Related                         -  Any(+10%)
Rogue                                 -  None
Science                               -  Astronomy, Astrophysics & any maths(+10%)
Technical                             -  Any
WP                                    -  Any
Secondary Skills
Select 4 other skills with no bonuses
Quote
Communications/Electronic Warfare Officer OCC
Prerequisites: IQ 18
OCC Skills
Cryptography
Radio: Basic
Radio: Advanced
Radio: Relay
Optic Systems
TV/Video
Basic Electronics (General Repair & Maintenance for Non-humanized Zentraadi)
Read Sensory Instruments
Computer Operation
Mecha Combat: VF-4
Mecha Combat: VF-5000
Radio: Basic                            +10%
Read Sensory Instruments                +15%
Navigation:Air & Space                  +15%
Weapon Systems                          +10%
Tactics: Air/Space Warfare              +15%
Military Etiquette                      +20%
Parachuting                             +10%
First Aid                               +10%
Swimming
WP:Automatic Pistol
WP:Automatic Rifle
Hand to Hand:Expert
(Hand to Hand:Expert can be upgraded to Martial Arts for one 'other' skill.
OCC Related Skills
Pilot Power Armor Ex-Gear
(Select 6, 2 must be from Communications. 1 extra skill at level 3, 2 extra at level 6. One extra at levels 9 & 12)

Communications                        -  Any(+20%)
Domestic                              -  Any
Electrical                            -  Basic Electronics only
Espionage                             -  Wilderness Survival, Sniper & Intelligence only(+5%)
Mechanical                            -  Basic, automotive, aircraft only(+5%)
Medical                               -  First Aid only(+10%)
Military                              -  Any
Physical                              -  Any(except acrobatics)
Pilot                                 -  Any
Pilot Related                         -  Any(+10%)
Rogue                                 -  None
Science                               -  Astronomy, Astrophysics & any maths(+10%)
Technical                             -  Any
WP                                    -  Any
Secondary Skills
Select 4 other skills with no bonuses

Post
Your final post will be of just your OCC selection and the choices relation to it, and will look at follows:
Quote
VF Combat Pilot OCC
OCC SKILLS

Pilot Variable Fighter: VF-4                  +20%
Mecha Combat: VF-4
Pilot Variable Fighter: VF-5000   +20%
Mecha Combat: VF-5000
Pilot Jet                               +20%
Radio: Basic                            +10%
Read Sensory Instruments                +15%
Navigation:Air & Space                  +15%
Weapon Systems                          +10%
Tactics: Air/Space Warfare              +15%
Military Etiquette                      +20%
Parachuting                             +10%
First Aid                               +10%
Computer Operation                      +10%
Swimming
WP:Automatic Pistol
WP:Automatic Rifle
Hand to Hand:Expert
(Hand to Hand:Expert can be upgraded to Martial Arts for one 'other' skill.

OCC Related Skills
Pilot Power Armor Ex-Gear +10%
Pilot: Space Fighter +15%
Pilot: Spaceship +15%
Math: Basic +10%
Zero Gravity Movement (EVA)
Physics: +10%
Electronics: Basic

Secondary Skills
General Repair/Maintenance
Mathematics: Advanced
Basic Mechanics
First Aid

After posting, the GM will review things and assist with applying skill percentages and completing the character.