Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]

Hey Shurai, Douane was offering each character 4 free skill points to put into Special Interest (SI) skills or Career skills. Sounds like your harmonica skill might fit into a SI category.

Also once you pick a faction (on an ex-faction as most of us have) roll 2d10 and add them together and Douane will give you a life event. You can do it up to 2 times and can use edge to reroll a low roll.

We have a pretty decent group so far. Our mech force is pretty independent as far as ammo needs go, all we need is SRM 6, and Machine gun ammo.

Wolfhound 6/9
Locust 8/12
Centurion 4/6
Wolverine 5/8
Phoenix Hawk LAM 5/8/5
Warhammer 4/6

Pretty good as far as relative speeds go too. The Locust and Wolfhound can range ahead or speed out for flanking manuvers. The Wolverine and Phoenix Hawk (non Air Mech mode) can provide middle line mobility. Finally the Centurion and Warhammer can hold the center of the battle line, trudging ahead blasting our enemies.

Boy I'm excited!
 

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Well, assuming we are all going to be recruited, there has to be a recruiter, so that would put us at 7 mechs, I would hope we would have an 8th to round out 2 lances, giving us a battle lance and a scout lance. Heck even running as a demi company of 7 would work out well. I can really see us being used for recons and fast strike raids with what we have now, or as garrission for a world being raided by some pirates.

Wouldn't mind some Solaris action though.
 

Hi everyone,

finally feeling a bit better.


I'm going to address Doghead's, Radiant's and Festy's life events once I go offline here.

Then I hope to have small list of equipment available for those without special equipment advantages (That'll probably be tomorrow.).

After that it's clearing up any open questions, and then we are good to go! :)


Sorry for the delay!

Folkert
 

shurai said:
I'd like to pilot a Warhammer, unless you all can suggest something more suitable for the long range/fire support role (remembering that versatility is relatively important for the unit the squad).


The rule for this game is to take the mech you like. :)


Optimizing a lance is nice and good, but considering that you've never fought together before, it's not exactly necessary.

You will be grouped together not for any tactical considerations, but for the only important one: You have mechs and others haven't. :D


Remember, this is the Inner Sphere of 3025. Technology sliding very slowly, but constantly back into the "Stone age". Many types of mechs aren't built anymore at all, others produced with a total of 4 (Goliath) or 6 (Cicada) per year in the whole IS. No one can afford to be picky, you have to do with what you got. :)


Folkert
 

Urbanmech,

thanks for bringing the extra skills points up! :)


And he's definetely right, Shurai, harmonica is a SI skill. No need to blow one of your few "primary" skill points on it.

Oh, and thanks to Radiant and Shurai for bringing my goof up. "First Aid" is of course a mental skill, but it never made it onto the skill list, because it should the medtech skill you gain from the academy. :o


Folkert
 

web page?

I have a teensy bit o' web space to use; do we need it for anything? It strikes me that keeping character bios up there would be good, to keep everything straight (although typically in these kinds of games everybody's got a few secrets).

Also, I think I'm just about finished with the character, pending any GM suggestions/edits as to where he's from. Is the Free Worlds League okay? The place kind of appealed to me, since it's easy to be from a relatively obscure place that way.

Feel free to roll on the 2d10 random stuff table for Jake, did you say we can have two rolls on that table if we wished? I'll take 'em both in that case (using Edges as necessary, is that how it works?).

Everybody: Glad to be playing with all of you! I'm sure the game will be quite interesting. : ]

-S

PS - I've been itchin' for some mecha gaming, and some gritty sci fi. Battletech/Mechwarrior is great 'cuz you get both.
 
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*waves a hello to shurai*

I can only post from the PC's on campus for the next week or so. If I don't respond it doesn't mean I've vanished, just need some time to get everything set up in my new place.
 

[Sigh!]

One computer disaster later. :(


Everyone,

I'm still here (or rather back again). No intention at all of letting this drop.

I'm redoing the material right now.


Folkert
 

Doghead,


"11"

Some things never change: The best deals are always made in dark back streets.

Appraisal 1, Bureaucracy 1, Protocol/any 1, Protocol/any 1, Running 1, Scrounge 2, SI/any 2; Increase Negotiation to level 2, Increase Streetwise to level 2; Contact (1), Well-connected (1)



"18"

The rest of your lance used to laugh at you because you always volunteered for the Night Recon missions. Now ... they don't.

Perception 4; Night Vision, 'Sensor Mastery'
 

Radiant


"9" (of 12)

Spacers only rarely accept outsiders into their small circle but once it turned out that you are a natural, the ice was broken.

G-Tolerance


Lacking money, you often had to work for your passages.

Career/Ship Crew 1, Gunnery/Space 1, Navigation 1, Piloting/Space 1


But the humour of being called "Ship's Monkey" or "Space Monkey" completely eluded you.

Acrobatics 3, 'Zero-G Mastery'



"12" (of 12)

In 2396 the famous swordsmith Ieyoshi Hidetsu celebrated the begin of the reign of Robert Kurita, 4th Coordinator of the Draconis Combine, by forging a sword to symbolize the Might of the Dragon. Over the 600 years later the Kurita line and the Combine still stand strong and so does the "Steel Claw".

It's last owner had willed the blade to the one 'most skilled in the ancient ways of the warrior' and you surprised everyone.


Unarmed 3; Increase Blade to level 4; Natural Aptitude (Blade), Unique Item
 

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