BackgroundAndBaseSkills

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Created by: Alan Lisle/Modified by Mr. Sketchley
Maintained by: Mr. Sketchley / http://www.macrossrpg.com/~archers/Images/StudioOtaking.gif




These rules are optional and for advanced character creation only, please advise your GM if your choose to use these optional rules as the GM may decline the character otherwise. Please note that OCC and RCC bonuses apply in addition to any education bonuses.


Everyone starts somewhere.

The following is an attempt to provide a well-balanced background and base of skills to better reflect reality in the confines of the Palladium RPG Engine’s existing skill rules.


Note: it is highly recommended that readers consider ALL skills to be less specific and more generic in application.


The advance of mankind to the stars has been fast and furious, far outreaching the social programs and capabilities of the UN Government and any local non-aligned governments. Some of the most basic of social programs begin to decline and change to meet the needs of the time and place. The primary example of this is education.

Education in the years 2020-2050 matched and then surpassed the educational systems of the 19th and 20th centuries. Typically giving students full primary and secondary education to the clones upon their being released into society, and natural teaching methods graduating students at the ages of 16 and 17; both with the option of taking post-secondary education thereafter. However, this only hold true on the Core Worlds, major colonies and the emigration fleets. The further one stretches ones hand into the reaches of known space, the lower the quality of the education.

By 2050 the UNG lists literacy at 97%. However, inaccessibility to a large portion of the population for census skews this number by between 10 to 25%. A general literacy rate in the outlying and un-unified or identified colonies is believed to be just shy of 70%. By the same factor, UNG citizens sport a bold figure of 99% junior high school graduation, with 80% of those further graduating from high school and 52% of non-military educated citizens receiving post secondary education. These numbers are only true in the Core Worlds. Even as close as Britannia and New Patagonia we see the number drop considerably, frighteningly so for post secondary education, at little over 10%. This is a repeat of the Renaissance age of earth, the days of Medieval Warlords and constant battle to the tears of the peasants. Even those colonies started by emigration fleet show an immediate and striking drop in education levels. Certainly with a stronger unification of the populated systems, and a greater focus and freedom of movement this trend will change, however, we see a predictable trend that will leave the human race gasping for literate air for yet one hundred years and beyond.


Even though the above general information is true, there are always exceptions to every rule. In the core systems, there are a large number of people living below the poverty line, unable to even receive the basic education requirements set out by the UNG. Conversely, in the more distant systems, where the majority of the population are poorly educated, there are upper class families that can afford higher quality education then is available in the core systems to the elite of the UNG’s youth. Such is the nature of humanity when other needs, such as immediate survival and propagation of the human race supercede egalitarian values.



<lots of stuff to be added here later.>



Civilian OCC

A Civilian does not get the level of training that the UN Armed Forces provide, but they get freedom of choice. A civilian may go where they please and do what they want. Some do work with or for the military, for example as civilian administrative personnel, war correspondents and civilian aerospace company personnel. The MOS are designed as generic occupation specialties, with some specific ones. It is best to take the MOS closest to your desired character and then add skills to get the closest match.


Pre-requisite Requirements

See individual civilian occupations (MOS) for specific details.

OCC SKILLS

All basic skills receive the following for their percentage: basic skill level + the (ME x IQ)/5 + any OCC bonuses


Basic Skills: Language: English 98%¹ </br> Literacy: English +30%¹ </br>

One additional language/literacy pending character's background/origin (eg: Zentraedi/Zolan/non-English Earth language)²

Math: Basic +10%</br> Hand to Hand: none (1 attack per round, with only attribute and skill bonuses, if applicable. Can be upgraded to Hand to Hand: Basic at the cost of 1 skill) </br>

Skills to be included in the OCCs of all military characters: Military Etiquette 98% Lore: UN Armed Forces +20%


Notes: ¹For UNS personnel only. Non-UNS and non-human characters will have a different native language. Literacy is at the regular skill level, as not every native speaker has excellent written language abilities. ²There is a chance that the character will know the background language much better then English. At GM’s discretion.


Class Core World Core World to Inner Rim World Outer Rim Worlds and Beyond Space Born and Bred Education ²
urban Rural urban Rural urban Rural Colonization Fleet Other
Upper 75-00 90-00 85-00 95-00 95-00 99-00 85-00 00
Middle 25-74 50-89 35-84 60-94 50-94 60-98 30-84 75-99
Lower 05-24 10-49 10-34 15-59 15-49 25-59 05-29 50-74
Indigent 01-04 01-09 01-09 01-14 01-14 01-24 01-4 01-49


Class:

Civilian Occupational Speciality (MOS):

Choose one MOS before choosing the OCC related and secondary skills. This is the area that the civilian has specialized in for a career or job.


OCC Related Skills

Civilians - unlike more regimented OCCs - are limited in their selection of skills only by their education and career path(s.) Basically a player can choose any skills BUT the GM must agree that it fits with the character’s background. Any civilian choosing Military or Espionage skills should have an EXCELLENT reason why they have them. Example: a Boat Pilot who chooses fishing as a skill can easily explain that he or she fishes off the side of their boat in their spare time. The same boat pilot must have a very good reason if he or she chooses (military) intelligence. Ultimately it is the GM's decision.</br>

(2 additional skill at levels 3 & 6, 1 additional at levels 9 & 12</br>

Communications Any (+10% All communications related MOS)</br> Domestic Any (+10% All MOS)</br> Electrical Any (+10% All electrical related MOS)</br> Espionage Any (no bonuses)</br> Mechanical Any (+10% All mechanical related MOS)</br> Medical Any (+10% for all medical related MOS) </br> Military Any (No bonuses)</br> Physical Any (+10% All sports or physical related MOS)</br> Pilot Any (+10% All piloting related MOS)</br> Pilot Related Any (+10% All piloting related MOS)</br> Rogue Any (+10% for criminal, prostitute and pimp MOS)</br> Science Any (+10% All science related MOS)</br> Technical Any (+10% All MOS / Linguists get language and literacy skills at +15%.)</br> WP Any (No bonuses)</br>


Secondary Skills

Select 4 other skills with no bonuses </br>


Note for those continuing on to a military OCC

The base knowledge of the civilian OCC skills are retained. However they are frozen at the highest skill level achieved before changing OCCs. The exception to this is if the skill is chosen again in the new OCC. As always, if a character doesn’t practice the skill(s,) there is a possibility of losing those abilities. (The same could be said that if a character continues to use and practice skills that were not chosen in the new OCC, then those skills will increase.)


Wages, Rank & Experience

Civilians make whatever the GM's decides they make. Civilians also do not hold any Military rank. </br>


Standard Equipment:

GM's decision plus those below.</br> Automobile, motorcycle or bicycle (at GM's discretion.)</br> Accommodation (a small damp and cold basement suite through to a luxury mansion - GM's decision)</br> Cash Card with 1D6x1000 Credits</br>