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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]
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<blockquote data-quote="Douane" data-source="post: 1439953" data-attributes="member: 157"><p><strong>ADVANTAGES</strong></p><p></p><p>Ambidextrous (1): The PC can use both hands equally well. (This does not give him extra attacks.)</p><p></p><p>Combat Sense (2): The PC has a set of fighting instincts that usually keep him one step ahead of his opponents. He gains an extra +2 Initiative in personal combat or single mech combat. (The bonus of the tactics skill to initiative only applies in mech combat!)</p><p></p><p>Contact (1-3): This advantage provides the PC with an acquaintance or ally who can supply information or aid.</p><p>1-point contact: No power and limited personal influence (for example, a warrior of a friendly clan, merchant or bartender)</p><p>2-point contact: small measure of power and influence in a limited area (f. e., renowned or highly-placed clan officer, minor nobles or guild leaders)</p><p>3-point contact: considerable power and influence (f. e., Bloodname House Keeper, planetary rulers or aides to house lords) </p><p></p><p>Exceptional Attribute (2): A character with this advantage may buy one of his attributes 1 point higher than normal, allowing a PC to have an attribute value of 7.</p><p></p><p>Extra Edge (1 per): Edge determines the number of re-rolls the PC has per adventure.</p><p></p><p>Land Grant (1): This advantage grants a PC with a noble title land commensurate with his station. (Knight: 10 sq. km, Baronet: 500 sq. km, Baron: 1,000 sq. km)</p><p></p><p>Natural Apitude (2 non-combat/3 combat): The PC has a “knack” for one skill. (The PC may roll now 3d6 and take the best two on a skill check.)</p><p></p><p>Reputation (1): The PC is known far and wide for something that sets him apart from others in some way. He receives a -1 modifier on negotiation, seduction and streetwise rolls.</p><p></p><p>Sixth Sense (2): The PC has the ability to sense impending attacks, allowing him to react in a timely manner. He might also sense other approaching dangers, though he usually only receives a very general warning about them.</p><p></p><p>Title (1-3): This advantage gives the PC a noble title. This title bestows only social status, unless land grant is also taken. The PC can also be heir to a title (not Knight though) for 1 point less.</p><p>1 point: Knight</p><p>2 point: Baronet</p><p>3 point: Baron</p><p></p><p>Toughness (2): The PC has a exceptional resistance to physical abuse. He makes Consciousness Rolls (both in personal combat and in Mech combat) with 3d6, using the best two. It might also help him withstand interrogation and such.</p><p></p><p>Wealth (1-3): A PC starts the game with more initial assets than normal (500 Cb).</p><p>1 point: 5,000 Cb</p><p>2 point: 50,000 Cb</p><p>3 point: 500,000 Cb</p><p></p><p>Well-connected (1-3): The PC possesses a large number of friends, acquaintances and foes and may try to use them as temporary contacts. The PC has a number of attempts (equal to the number of points spent on the advantage) to locate appropriate contacts per adventure. Area of influence:</p><p>1 point: a single important world or small state</p><p>2 point: large state / successor house</p><p>3 point: Inner Sphere </p><p></p><p>Well-equipped (1-3): A PC with this advantage starts the game with more <em>and</em> better equipment than normal (200 Cb).</p><p>1 point: 1,000 Cb</p><p>2 point: 5,000 Cb</p><p>3 point: 25,000 Cb</p></blockquote><p></p>
[QUOTE="Douane, post: 1439953, member: 157"] [b]ADVANTAGES[/b] Ambidextrous (1): The PC can use both hands equally well. (This does not give him extra attacks.) Combat Sense (2): The PC has a set of fighting instincts that usually keep him one step ahead of his opponents. He gains an extra +2 Initiative in personal combat or single mech combat. (The bonus of the tactics skill to initiative only applies in mech combat!) Contact (1-3): This advantage provides the PC with an acquaintance or ally who can supply information or aid. 1-point contact: No power and limited personal influence (for example, a warrior of a friendly clan, merchant or bartender) 2-point contact: small measure of power and influence in a limited area (f. e., renowned or highly-placed clan officer, minor nobles or guild leaders) 3-point contact: considerable power and influence (f. e., Bloodname House Keeper, planetary rulers or aides to house lords) Exceptional Attribute (2): A character with this advantage may buy one of his attributes 1 point higher than normal, allowing a PC to have an attribute value of 7. Extra Edge (1 per): Edge determines the number of re-rolls the PC has per adventure. Land Grant (1): This advantage grants a PC with a noble title land commensurate with his station. (Knight: 10 sq. km, Baronet: 500 sq. km, Baron: 1,000 sq. km) Natural Apitude (2 non-combat/3 combat): The PC has a “knack” for one skill. (The PC may roll now 3d6 and take the best two on a skill check.) Reputation (1): The PC is known far and wide for something that sets him apart from others in some way. He receives a -1 modifier on negotiation, seduction and streetwise rolls. Sixth Sense (2): The PC has the ability to sense impending attacks, allowing him to react in a timely manner. He might also sense other approaching dangers, though he usually only receives a very general warning about them. Title (1-3): This advantage gives the PC a noble title. This title bestows only social status, unless land grant is also taken. The PC can also be heir to a title (not Knight though) for 1 point less. 1 point: Knight 2 point: Baronet 3 point: Baron Toughness (2): The PC has a exceptional resistance to physical abuse. He makes Consciousness Rolls (both in personal combat and in Mech combat) with 3d6, using the best two. It might also help him withstand interrogation and such. Wealth (1-3): A PC starts the game with more initial assets than normal (500 Cb). 1 point: 5,000 Cb 2 point: 50,000 Cb 3 point: 500,000 Cb Well-connected (1-3): The PC possesses a large number of friends, acquaintances and foes and may try to use them as temporary contacts. The PC has a number of attempts (equal to the number of points spent on the advantage) to locate appropriate contacts per adventure. Area of influence: 1 point: a single important world or small state 2 point: large state / successor house 3 point: Inner Sphere Well-equipped (1-3): A PC with this advantage starts the game with more [I]and[/I] better equipment than normal (200 Cb). 1 point: 1,000 Cb 2 point: 5,000 Cb 3 point: 25,000 Cb [/QUOTE]
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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]
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