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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]
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<blockquote data-quote="doghead" data-source="post: 1460771" data-attributes="member: 8243"><p>Wow. I was abit worried that the roll results would conflict with a character concept that had come together quite nicely. I suspect Douane's "invisible hand" may have had a ... well, hand in the serendipity here.</p><p></p><p>Hasic III below.</p><p></p><p>Key: LP = Life Path roll; bonus soft are the SI Career bonus skill points.</p><p></p><p>Not sure of the terminology for some of the skills to be decided. </p><p></p><p>Initial Generation (1 point remaining)</p><p>Protocol/??? 1 - I want Hasic to have some ability to act in a manner suitable for his title - he remembers his old life. It sometimes feels like a story he was once loved, rather than something he did himself. But he remembers it nevertheless. </p><p></p><p>Bonus skill points (4 bonus skill points)</p><p>Career/mercenary 2 (3 points)</p><p>SI/guitar 1 (1 point)</p><p></p><p>Life Path</p><p>Protocol/??? 1 - Hasic has dealt with enough patrons/employers/masters by now to understand how they liked to be approached and handled. The best thing about it is that it means he also knows how to wind them up.</p><p>Protocol/??? 1 - The street has its own ways of doing things, and "the man" can be as fussy as any stuffed shirt.</p><p>SI/??? 2 - Hasic has a fairly good understanding of the legal ins and outs of the laws pertaining to mercenaries. While he couldn't practice, he can usually tell when someone is trying to blow smoke up his waste outlet, or how much hot water a particular course of action will land him in.</p><p></p><p>I am a little unsure as to what extent the latter overlap with Career/merc, if at all? </p><p></p><p>PS: Just realised that the point spent on protocol leaves him unable to reach Pilot/mech 3. I could drop Blade or the Protocol but they feel rather intergral. Can I put the 2 points to a Pilot/mech increase in the near future? </p><p></p><p><strong>Wei Hasic</strong></p><p></p><p>A2 - 30 points attributes, 20 points skills, 2 advantages,</p><p></p><p><strong>Attributes</strong></p><p></p><p>Build (BLD) - 3 (3 points)</p><p>Reflexes (REF) - 6 (6 points)</p><p>Intuition (INT) - 6 (12 points)</p><p>Learning (LRN) - 4 (4 points)</p><p>Charisma (CHA) - 5 (5 points)</p><p></p><p>Athletic (18-BLD-REF) - 9+</p><p>Physical (18-REF-INT) - 6+</p><p>Mental (18-INT-LRN) - 8+</p><p>Social (18-INT-CHA) - 7+</p><p></p><p><strong>Advantages</strong></p><p></p><p>Contact 1 (LP#1)</p><p>Reputation 1</p><p>Night Vision (LP#2)</p><p>Sensor Mastery (LP#2)</p><p>Title 1 (Heir to Baronet)</p><p>Well Connected 1 (LP#1)</p><p></p><p><strong>Skills</strong></p><p></p><p>"Mechwarrior Package" (13 points)</p><p></p><p> <em>Athletic 9+</em></p><p>Blade 1/8+ (+1 point)</p><p>Running 1/8+ (LP #1)</p><p>Unarmed Combat 2/7+</p><p> <em>Physical 6+</em></p><p>Gunnery/mech 2/4+</p><p>Piloting/mech 3/3+ (+3 points)</p><p>Small Arms 2/4+</p><p> <em>Mental 8+</em></p><p>Appraisal 1/7+ (LP#1)</p><p>Bureaucracy 1/7+ (LP#1)</p><p>Career/mercenary 2/6+ (bonus soft)</p><p>Preception 4/4+ (LP#2)</p><p>Protocol/Underworld 1/7+ (LP#1)</p><p>Protocol/Military 1/7+ (LP#1)</p><p>Protocol/House 1/7+ (bonus soft)</p><p>SI/Capellan Sphere 2/6+ (LP#1)</p><p>Survival 1/7+</p><p>Tactics 1/7+ (+1 point)</p><p>Technician/Mech 1/7+</p><p> <em>Social 7+</em></p><p>Leadership 1/6+</p><p>Negotiate 2/5+ (+1 point)(LP#1)</p><p>Scrounge 2/5+ (LP#1)</p><p>Streetwise 2/5+ (+1 point)(LP#1)</p><p></p><p><strong>Equipment</strong></p><p></p><p>Sword</p><p>Autopistol, three magazines and Ammo</p><p>Flac Vest</p><p>Military Communicator</p><p>Jumpsuit x2</p><p>Combat Fatigues (Urban Grey)</p><p></p><p><strong>Background</strong></p><p></p><p>To be added.</p></blockquote><p></p>
[QUOTE="doghead, post: 1460771, member: 8243"] Wow. I was abit worried that the roll results would conflict with a character concept that had come together quite nicely. I suspect Douane's "invisible hand" may have had a ... well, hand in the serendipity here. Hasic III below. Key: LP = Life Path roll; bonus soft are the SI Career bonus skill points. Not sure of the terminology for some of the skills to be decided. Initial Generation (1 point remaining) Protocol/??? 1 - I want Hasic to have some ability to act in a manner suitable for his title - he remembers his old life. It sometimes feels like a story he was once loved, rather than something he did himself. But he remembers it nevertheless. Bonus skill points (4 bonus skill points) Career/mercenary 2 (3 points) SI/guitar 1 (1 point) Life Path Protocol/??? 1 - Hasic has dealt with enough patrons/employers/masters by now to understand how they liked to be approached and handled. The best thing about it is that it means he also knows how to wind them up. Protocol/??? 1 - The street has its own ways of doing things, and "the man" can be as fussy as any stuffed shirt. SI/??? 2 - Hasic has a fairly good understanding of the legal ins and outs of the laws pertaining to mercenaries. While he couldn't practice, he can usually tell when someone is trying to blow smoke up his waste outlet, or how much hot water a particular course of action will land him in. I am a little unsure as to what extent the latter overlap with Career/merc, if at all? PS: Just realised that the point spent on protocol leaves him unable to reach Pilot/mech 3. I could drop Blade or the Protocol but they feel rather intergral. Can I put the 2 points to a Pilot/mech increase in the near future? [b]Wei Hasic[/b] A2 - 30 points attributes, 20 points skills, 2 advantages, [b]Attributes[/b] Build (BLD) - 3 (3 points) Reflexes (REF) - 6 (6 points) Intuition (INT) - 6 (12 points) Learning (LRN) - 4 (4 points) Charisma (CHA) - 5 (5 points) Athletic (18-BLD-REF) - 9+ Physical (18-REF-INT) - 6+ Mental (18-INT-LRN) - 8+ Social (18-INT-CHA) - 7+ [b]Advantages[/b] Contact 1 (LP#1) Reputation 1 Night Vision (LP#2) Sensor Mastery (LP#2) Title 1 (Heir to Baronet) Well Connected 1 (LP#1) [b]Skills[/b] "Mechwarrior Package" (13 points) [i]Athletic 9+[/i] Blade 1/8+ (+1 point) Running 1/8+ (LP #1) Unarmed Combat 2/7+ [i]Physical 6+[/i] Gunnery/mech 2/4+ Piloting/mech 3/3+ (+3 points) Small Arms 2/4+ [i]Mental 8+[/i] Appraisal 1/7+ (LP#1) Bureaucracy 1/7+ (LP#1) Career/mercenary 2/6+ (bonus soft) Preception 4/4+ (LP#2) Protocol/Underworld 1/7+ (LP#1) Protocol/Military 1/7+ (LP#1) Protocol/House 1/7+ (bonus soft) SI/Capellan Sphere 2/6+ (LP#1) Survival 1/7+ Tactics 1/7+ (+1 point) Technician/Mech 1/7+ [i]Social 7+[/i] Leadership 1/6+ Negotiate 2/5+ (+1 point)(LP#1) Scrounge 2/5+ (LP#1) Streetwise 2/5+ (+1 point)(LP#1) [b]Equipment[/b] Sword Autopistol, three magazines and Ammo Flac Vest Military Communicator Jumpsuit x2 Combat Fatigues (Urban Grey) [b]Background[/b] To be added. [/QUOTE]
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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]
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