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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]
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<blockquote data-quote="Douane" data-source="post: 1439935" data-attributes="member: 157"><p>Explanation of the 4 categories:</p><p></p><p>1. Attributes:</p><p>This determines the number of points that can be assigned to the initial attributes.</p><p></p><p>Every PC is defined by five attributes ranging normally from 1 to 6, with 3 being the average. (Some special situations may allow for attributes exceeding this maximum, however.) The five attributes are:</p><p></p><p>Build (BLD) - strength, stamina and the ability to withstand adverse conditions and wounds</p><p></p><p>Reflexes (REF) - dexterity, coordination and overall agility</p><p> </p><p>Intuition (INT) - perception, instinct and the ability to think under pressure</p><p></p><p>Learning (LRN) - self-discipline, ability to understand complex concepts and learning speed</p><p></p><p>Charisma (CHA) - physical appearance, personal magnetism and strength of presence</p><p></p><p>Build, Reflexes, Learn and Charisma have a final value equal to the number of points assigned to them during creation. Intuition, however, has final value of half (round down) the attribute points assigned to it.</p><p></p><p></p><p>These attributes determine four characteristics which are needed to determine the final skill targets. Each is determined by subtracting two attribute from a base of 18.</p><p></p><p>Athletic (18-BLD-REF) </p><p>Physical (18-REF-INT) </p><p>Mental (18-INT-LRN) </p><p>Social (18-INT-CHA)</p><p></p><p>The base skill target will be calculated by subtracting the skill level from the appropriate characteristic for the skill.</p><p></p><p>Example 1:</p><p></p><p>Yuri, with Build of 6 and Reflexes of 5 has an Athletics characteristic of 7+</p><p></p><p>Athletic ( 7+) (18-BLD-REF)</p><p></p><p></p><p></p><p>2. Skills</p><p>This determines the number of points that can be assigned to the initial skills. No starting character can buy a skill at a higher level than his LRN. </p><p></p><p>It costs one point to buy a skill level of 1. Further skill levels my be purchased at a skill-point cost equal to the new level, ie. an additional 2 skill-points for skill level 2 and another 3 skill-points for skill level 3, bringing the total to 6 skill-points for a skill of level 3.</p><p></p><p>List of skills: (defining characteristic for each skill in brackets)</p><p></p><p>Acrobatics (Athl.)</p><p>Administration (Ment.)</p><p>Alternate Identity (Ment.)</p><p>Appraisal (Ment.)</p><p>Archery (Athl.)</p><p>Blade (Athl.)</p><p>Bureaucracy (Soc.)</p><p>Career Skills (divided into subskills) (Ment.)</p><p>Climbing (Athl.)</p><p>Communications (divided into subskills) (Ment.)</p><p>Computer (Ment.)</p><p>Cryptography (Ment.)</p><p>Demolitions (Ment.)</p><p>Disguise (Soc.)</p><p>Drive (Phys.)</p><p>Enginnering (Ment.)</p><p>Escape Artist (Phys.)</p><p>Forgery (Ment.)</p><p>Gambling (Ment.)</p><p>Gunnery (divided into subskills) (Phys.)</p><p>Impersonation (Soc.)</p><p>Interrogation (Soc.)</p><p>Jump pack (Athl.)</p><p>Leadership (Soc.)</p><p>Medtech (Ment.)</p><p>Navigation (Ment.)</p><p>Negotiation (also used for clan bidding) (Soc.)</p><p>Perception (Ment.)</p><p>Piloting (divided into subskills) (Phys.)</p><p>Protocol (Soc.)</p><p>Quickdraw (Phys.)</p><p>Running (Athl.)</p><p>Scrounge (Soc.)</p><p>Security Systems (Ment.)</p><p>Seduction (Soc.)</p><p>Small Arms (Phys.) </p><p>Special Interests (divided into subskills) (Ment.)</p><p>Stealth (Phys.)</p><p>Strategy (Ment.)</p><p>Streetwise (Soc.)</p><p>Support Weapons (Phys.)</p><p>Survival (Ment.)</p><p>Swimming (Athl.)</p><p>Tactics (used to determine initiative together with REF) (Ment.)</p><p>Technician (divided into subskills) (Ment.)</p><p>Throwing Weapons (Phys.)</p><p>Tinker (Ment.)</p><p>Tracking (Ment.)</p><p>Training (Soc.)</p><p>Unarmed Combat (Athl.)</p><p></p><p></p><p>The base skill target will be calculated by subtracting the skill level from the appropriate characteristic for the skill.</p><p></p><p>Different degrees of success and skill contests will be governed by a system of “margin of success”, for example a clan bidding might be decided by a roll versus each participants base skill target in negotiation. The one with the biggest margin obviously wins. J This system also works to determine degrees of success in other taks, ie. in a roll vs. Special interest: Clan traditions a higher margin might also give access to more obscure knowledge.</p><p></p><p></p><p>Example 2:</p><p></p><p>Yuri, with Build of 6 and Reflexes of 5 has an Athletics characteristic of 7+</p><p></p><p>Athletic ( 7+) (18-BLD-REF)</p><p></p><p>He also has an Unarmed Combat skill level of 1.</p><p></p><p>By subtracting this from the Athletics characteristic of 7+ we gain a base skill target of 6+ in Unarmed Combat, ie. barring any other special modifiers, he will hit an opponent with a punch by rolling 6+ on 2d6.</p><p></p><p></p><p>Special note for Mechwarriors: The base skill target for Gunnery/Mech and Piloting/mech should be directly transferred into the board game. So, if Yuri has base skill target of 4+ for Gunnery/Mech, this translates into a Gunnery skill of 4 in the board game!</p><p></p><p></p><p>SPECIAL: Skill point packages</p><p></p><p>"Academy package":</p><p></p><p>The PC has graduated from one of the military academies throughout the Inner Sphere.</p><p></p><p>This template provides an effective 25% reduction on skill point costs, at the price of limiting the choice of skills.</p><p></p><p>It gives you two skill at level 3, two skills at level 2, two skills at level 1 for the total cost of 15 skill points. </p><p></p><p>Mandatory skills to take: </p><p>Gunnery/mech </p><p>Piloting/mech </p><p>Small Arms </p><p>Medtech </p><p></p><p>Plus choose two from the following list: </p><p>Bureaucracy </p><p>Blade </p><p>Leadership </p><p>Support Weapons </p><p>Survival </p><p>Technician/Mech </p><p>Unarmed Combat</p><p></p><p></p><p></p><p>"Mechwarrior Package" (for those with less formalized training)</p><p></p><p>15 points worth of skill points at the cost of 13 skill points.</p><p></p><p>Gunnery/mech 2</p><p>Piloting/mech 2</p><p>Small Arms 2</p><p>Unarmed Combat 2</p><p>Leadership 1</p><p>Survival 1</p><p>Technician/Mech 1</p><p></p><p></p><p></p><p>3. Advantages</p><p>Special abilities not covered by other points.</p><p></p><p>Examples (Cost):</p><p>Ambidexterous (1)</p><p>Combat Sense (2)</p><p>Contact (1-3)</p><p>Exceptional Attribute (2)</p><p>Extra Edge (1 per)(Edge provides re-rolls; everyone starts with Edge:1)</p><p>Land Grant (1)</p><p>Natural Apitude (2 non-combat skill; 3 combat skill) (Applied to one skill of choice, the PC may roll now 3d6 and take the best two)</p><p>Reputation 1</p><p>Sixth Sense (2)</p><p>Title (1-3)</p><p>Toughness (2)</p><p>Wealth (1-3)</p><p>Well-connected (1-3)</p><p>Well-equipped (1-3)</p><p></p><p></p><p></p><p>4. ‘Mech</p><p>Determines the weight of the ‘mech you personally own.</p><p></p><p>View the available mechs online <a href="http://www.chaosmarch.com/tro.cfm?flag=0&XFaction=1&XEra=2&XVType=1" target="_blank">here</a>.</p><p>(Thanks to the guys from Chaosmarch.com!)</p></blockquote><p></p>
[QUOTE="Douane, post: 1439935, member: 157"] Explanation of the 4 categories: 1. Attributes: This determines the number of points that can be assigned to the initial attributes. Every PC is defined by five attributes ranging normally from 1 to 6, with 3 being the average. (Some special situations may allow for attributes exceeding this maximum, however.) The five attributes are: Build (BLD) - strength, stamina and the ability to withstand adverse conditions and wounds Reflexes (REF) - dexterity, coordination and overall agility Intuition (INT) - perception, instinct and the ability to think under pressure Learning (LRN) - self-discipline, ability to understand complex concepts and learning speed Charisma (CHA) - physical appearance, personal magnetism and strength of presence Build, Reflexes, Learn and Charisma have a final value equal to the number of points assigned to them during creation. Intuition, however, has final value of half (round down) the attribute points assigned to it. These attributes determine four characteristics which are needed to determine the final skill targets. Each is determined by subtracting two attribute from a base of 18. Athletic (18-BLD-REF) Physical (18-REF-INT) Mental (18-INT-LRN) Social (18-INT-CHA) The base skill target will be calculated by subtracting the skill level from the appropriate characteristic for the skill. Example 1: Yuri, with Build of 6 and Reflexes of 5 has an Athletics characteristic of 7+ Athletic ( 7+) (18-BLD-REF) 2. Skills This determines the number of points that can be assigned to the initial skills. No starting character can buy a skill at a higher level than his LRN. It costs one point to buy a skill level of 1. Further skill levels my be purchased at a skill-point cost equal to the new level, ie. an additional 2 skill-points for skill level 2 and another 3 skill-points for skill level 3, bringing the total to 6 skill-points for a skill of level 3. List of skills: (defining characteristic for each skill in brackets) Acrobatics (Athl.) Administration (Ment.) Alternate Identity (Ment.) Appraisal (Ment.) Archery (Athl.) Blade (Athl.) Bureaucracy (Soc.) Career Skills (divided into subskills) (Ment.) Climbing (Athl.) Communications (divided into subskills) (Ment.) Computer (Ment.) Cryptography (Ment.) Demolitions (Ment.) Disguise (Soc.) Drive (Phys.) Enginnering (Ment.) Escape Artist (Phys.) Forgery (Ment.) Gambling (Ment.) Gunnery (divided into subskills) (Phys.) Impersonation (Soc.) Interrogation (Soc.) Jump pack (Athl.) Leadership (Soc.) Medtech (Ment.) Navigation (Ment.) Negotiation (also used for clan bidding) (Soc.) Perception (Ment.) Piloting (divided into subskills) (Phys.) Protocol (Soc.) Quickdraw (Phys.) Running (Athl.) Scrounge (Soc.) Security Systems (Ment.) Seduction (Soc.) Small Arms (Phys.) Special Interests (divided into subskills) (Ment.) Stealth (Phys.) Strategy (Ment.) Streetwise (Soc.) Support Weapons (Phys.) Survival (Ment.) Swimming (Athl.) Tactics (used to determine initiative together with REF) (Ment.) Technician (divided into subskills) (Ment.) Throwing Weapons (Phys.) Tinker (Ment.) Tracking (Ment.) Training (Soc.) Unarmed Combat (Athl.) The base skill target will be calculated by subtracting the skill level from the appropriate characteristic for the skill. Different degrees of success and skill contests will be governed by a system of “margin of success”, for example a clan bidding might be decided by a roll versus each participants base skill target in negotiation. The one with the biggest margin obviously wins. J This system also works to determine degrees of success in other taks, ie. in a roll vs. Special interest: Clan traditions a higher margin might also give access to more obscure knowledge. Example 2: Yuri, with Build of 6 and Reflexes of 5 has an Athletics characteristic of 7+ Athletic ( 7+) (18-BLD-REF) He also has an Unarmed Combat skill level of 1. By subtracting this from the Athletics characteristic of 7+ we gain a base skill target of 6+ in Unarmed Combat, ie. barring any other special modifiers, he will hit an opponent with a punch by rolling 6+ on 2d6. Special note for Mechwarriors: The base skill target for Gunnery/Mech and Piloting/mech should be directly transferred into the board game. So, if Yuri has base skill target of 4+ for Gunnery/Mech, this translates into a Gunnery skill of 4 in the board game! SPECIAL: Skill point packages "Academy package": The PC has graduated from one of the military academies throughout the Inner Sphere. This template provides an effective 25% reduction on skill point costs, at the price of limiting the choice of skills. It gives you two skill at level 3, two skills at level 2, two skills at level 1 for the total cost of 15 skill points. Mandatory skills to take: Gunnery/mech Piloting/mech Small Arms Medtech Plus choose two from the following list: Bureaucracy Blade Leadership Support Weapons Survival Technician/Mech Unarmed Combat "Mechwarrior Package" (for those with less formalized training) 15 points worth of skill points at the cost of 13 skill points. Gunnery/mech 2 Piloting/mech 2 Small Arms 2 Unarmed Combat 2 Leadership 1 Survival 1 Technician/Mech 1 3. Advantages Special abilities not covered by other points. Examples (Cost): Ambidexterous (1) Combat Sense (2) Contact (1-3) Exceptional Attribute (2) Extra Edge (1 per)(Edge provides re-rolls; everyone starts with Edge:1) Land Grant (1) Natural Apitude (2 non-combat skill; 3 combat skill) (Applied to one skill of choice, the PC may roll now 3d6 and take the best two) Reputation 1 Sixth Sense (2) Title (1-3) Toughness (2) Wealth (1-3) Well-connected (1-3) Well-equipped (1-3) 4. ‘Mech Determines the weight of the ‘mech you personally own. View the available mechs online [URL=http://www.chaosmarch.com/tro.cfm?flag=0&XFaction=1&XEra=2&XVType=1]here[/URL]. (Thanks to the guys from Chaosmarch.com!) [/QUOTE]
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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]
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