The Rimfire Character
Generation Sequence
[ Version 1.2 ]


[Chris's view of his Character]Character Generation Sequence:
For use in Rimfire PbeM.

1. Generate Basic Lifepath ( Found in MZ pg. 21 ): Exception 1: Choose (or Roll) on Step A of the Lifepath the character’s social status. The rank given for Step A will be the same rank your character has in the Culture (Cult) substat and the starting funds is instead figured out as [Cult x Cult] x10¥. <See Statistics Conversion for more on the Culture substat>

Exception 2: Beginning Age is 15 instead of the standard 16, with the oldest character only being able to be 25.

2. Generate Stats ( Found in MZ pg. 24-25 ): Playing Characters have 75 points to distribute among the stats. Don’t forget that the Culture substat is part of this total. Normally only Murians can get the Psionic Stat and any character not a Murrian or wishing a Psi stat higher than 8 must negotiate with the Referee.

Culture [Cult]: This Substat is a measure what level of society a character comes from – another way of "fleshing" out the character. This was Money & Family in Mekton II, and as such this stat also determines how much money your character has on hand and total property value at the game’s start. The Starting Funds is equal to: [Cult x Cult] x10¥. Social Rank Value: +2 Cult is Very Poor, +3 is Poor , +4 is Lower Middle Class, +5-7 is Middle Class, +8 is Upper Middle Class, +9 is Wealthy/Low Noble, and +10 is Wealthy/High Noble.

3. Select UAA Specialisation: Unlike the generic MZ sequence, the characters have set position for specific campaign, as such we need to use a slightly different method than choosing rookie and professional templates.

This step requires much in collaboration between PCs in claiming Nationality and UUA Specialisation with only those PCs claiming the Rimfire Characters having higher priority in the choosing (as they were already done).

All PC characters are mecha pilots from around the Algol world, who required a minimum level as a mechajock to qualify, thus all characters get the Mecha Pilot Package.

Note: Please note that part of the choosing of UAA required a fairly equal pick of pilots from the four great nations of Algol, with Murian being the lowest number (10%), and Ettaran being the next (20%), but equal picks in the superpowers of Kargan (35%) and Ellaran (35%). The differences between the nations should be notable, with only Murian as to have normally the ability to have psionics.

Mech Pilot Package (20 points):
Mecha Piloting [H] (+4), Mecha Fighting [H] (+4), Mecha Gunnery [H] (+4), Mecha Melee [H] (+4), and Mecha Missiles [H] (+4).

Finally each character was chosen for their specialisation to fit in the team, so from the PC party each Character is to choose a Specialisation unique to their character.

UAA Specialisation (15 Points):
* Denotes the position has a Rimfire Original Character filling that position.

*Flight Leader: Awareness/Notice (+1), Handgun (+1), Expert: UAA (+3), Leadership (+6), Social (+4),

*Assistant Commander: Awareness/Notice (+2), Handgun (+1), Expert: UAA (+3), Leadership (+4), Tactics (+5),

*Flight Tactician: Awareness/Notice (+1), Handgun (+1), Expert: UAA (+1), Shuttle Piloting (+8), Mecha Piloting [H] (+2),

*Lead Technician/Pilot: Awareness/Notice (+1), Handgun (+1), Expert: UAA (+1), Basic Repair (+3), Mecha Technician [H] (+3), Jury Rig (+3),

*Murian Liaison:

  • Skills: Awareness/Notice (+1), Handgun (+1), Expert: UAA (+1),
  • Psionic Skills: Telepathy (+2), Empathy (+2), Suggestion (+1), Psi Block (+4), and Danger Sense (+3).

*Support Technician/Pilot: Awareness/Notice (+2), Handgun (+2), Expert: UAA (+2), Basic Repair (+2), Mecha Technician [H] (+2), Jury Rig (+2), Tactics (+1)

*Astro-Navigation Expert/Pilot: Awareness/Notice (+2), Handgun (+2), Expert: UAA (+3), Astro-Navigation (+8),

*Squadron Melee Tactics: Awareness/Notice (+1), Handgun (+1), Expert: UAA (+1), Blade (+1), Fencing (+1), Hand to Hand (+3), Dodge (+3), Mecha Piloting [H] (+1), Mecha Fighting [H] (+1),

*Reconnaissance: Awareness/Notice (+3), Handgun (+3), Expert: UAA (+3), ECM (+3), ECCM (+3),

*Computer Technician/Pilot: Awareness/Notice (+1), Handgun (+1), Expert: UAA (+3), Programming (+10),

Flight Translator/Pilot: Awareness/Notice (+1), Handgun (+1), Expert: UAA (+1), Know Language: Kargan (+3), Know Language: Elaran (+3), Know Language: Murian (+3), Know Language: Ettaran (+3).

Flight Communicator/Pilot: Awareness/Notice (+2), Handgun (+1), Expert: UAA (+1), ECM (+1), ECCM (+1), Basic Repair (+2), Jury Rig (+1), Comm Tech (+6)

Fire Support/Ordnance: Awareness/Notice +1, Handgun +2, Expert: UAA +1, Mecha Gunnery [H] +3, Mecha Missiles [H] +3, Basic Repair +2, Mecha Tech [+H] +2, Jury Rig +1

Auxillery Pilot: Awareness/Notice (+2), Handgun (+2), Expert: UAA (+3), Leadership (+1), Tactics (+1), Basic Repair (+1), Mecha Tech [H] (+1), First Aid (+1), Dodge (+1), Mecha Piloting [H] (+1)

Flight Medic/Pilot: Awareness/Notice (+1), Handgun (+1), Expert: UAA (+1), Dodge (+1), Leadership (+1), Med Tech (+10),

Other Specialist/Pilot: Awareness/Notice (+1), Handgun (+1), Expert: UAA (+1), +12 Other Skill Points. <Must be approved by Referee.>

4. Select Personalised Starting Skills: Your Int + Edu +10 is the amount of extra skill points to personalise your character, as done in the first two paragraphs on MZ pg. 26.

5. Professional Career: For every year above the age 15, roll once on the Professional Lifepath Appendix on MZ pg. 34.

In addition for every year a character gains +2 Skill points to place wherever they desire, and gain their Cult x10¥ to their starting funds.

6. Purchase Equipment ( Found in MZ pg. 40-49 )

UAA Issued Personal Gear (Info.): 1–Dress UAA Uniform, 3–UAA Uniforms, 1–UAA Combat Vacc Suit, 1–UAA 9mm Collaborator with two spare Ammo-Cells, 1–UAA Commlink, and 1–UAA Datapadd.


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This Page Last updated: 03/16/00 01:42 PM
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Original Algol Material is copyright © R.Talsorian Games Inc 1999.