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Jemal,

like I said in my last email, I'll be gone from the boards from Friday till Sunday (probably Monday). I'll jump right in upon my return. :)


Folkert
 


Well, I've been trying to figure out this character generation stuff and how I'm going to explain it for this game. Here's how I'll be running it, we'll run it like this unless someone sees something that's obviously missing or causing problems.

You're all clan mechwarriors, and your mechs have been decided by the clans. So that leaves, from the chart I've been looking at, 3 'priorities' to worry about.

Attributes, Skills, and Advantages. (Race and Mech are allready decided by the fact that you're clanners.. Prioty 0 for Mechand Priority 2 for Race)

You have 21 points in one of these categories, 27 in another, and 30 in the third. Pls list which is which.

-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
*+1 REF for being Clan MW*

Intuition (INT) - perception, instinct and the ability to think under pressure
*+1 INT for being Clan MW*

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.

*NOTE: high stats in the above are good, as they translate into low(good) numbers after the subtraction phase below*

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)



-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(Learning rating).

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.

*I'm ignoring this part*
Special note for Clanners: The Clans have two certain packages which provide a certain discount to the skills and their levels included in them. The disadvantage to this is that these packages provide a selection of skills and their respective levels that cannot be changed. (You have to buy the whole package and have to put up with the selection provided in exchange for the discount, Such is the price of standardisation. J )
*Just put it in so people wouldn't be saying HEY, you forgot something. I didn't forget, I'm just not using it. now, back to our regularily scheduled explanation..*

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.
*Note - Again, High is good, as it translates into Low(good) stats after the subractions*
*Another Note - Gunnery(Mech) and Piloting(Mech) will be the two 'mech' stats you'll need, for gunnery and piloting respectively... But I don't want anybody with better than 2 in either their final Gunnery or Piloting skill when all is said and done.*

Example 1A:

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.


-ADVANTAGES-

Special abilities not covered by other points.

Examples (Cost):
Ambidexterous (1)
Combat Sense (2)
Exceptional Attribute (2)
Extra Edge (1 per)(Edge provides re-rolls; everyone starts with Edge: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)
Toughness (2)

(I took out all those that pertained to wealth/station as it wouldn't fit in with the Clans. As I don't have a book i'm not sure what all these mean, though.. Most I can guess on my own, but Douane could you e-mail me a brief description of each of the above Advantages?
 
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Oh yeah, and when your character's ready, post him/her here. After all the chars are Done I'll open a rogues gallery and you can post both your character AND your mech there for reference.
 


Jemal,

please let me pipe in with some extras:

Nobody should be able to have 30 points in advantages or even only 21. My suggestion would be for the following combinations which echo the standard categories while allowing for the extra skill points you want to have:

A 30 points attributes, 27 points skills, 1 point advantages

B 30 points attributes, 21 points skills, 3 point advantages

C 27 points attributes, 30 points skills, 1 point advantages

D 27 points attributes, 21 points skills, 4 point advantages

E 21 points attributes, 30 points skills, 3 point advantages

F 21 points attributes, 27 points skills, 4 point advantages


To everyone here: :)

If you need help with PC generation or have questions concerning the process above, let me know!


[BTW, here the YURI the example speaks about:

Yuri

Clan Mechwarrior

Attributes Score
Build BLD 6
Reflexes REF 5
Intuition INT 5
Learn LRN 4
Charisma CHA 5


Characteristics
Athletic ( 7+) (18-BLD-REF)
Physical ( 8+) (18-REF-INT)
Mental ( 9+) (18-INT-LRN)
Social ( 8+) (18-INT-CHA)


Miscellaneous
Edge : 1

Advantages
Reputation


Skill Charact. LVL Roll
Gunnery/BattleMech (Phys.) 4 4+
Interrogation (Soc.) 1 7+
Leadership (Soc.) 1 7+
Medtech (Ment.) 1 8+
Negotiation (Soc.) 2 6+
Piloting/BattleMech (Phys.) 3 5+
Small Arms (Phys.) 2 6+
Special Interest: Clan Traditions (Ment.) 1 8+
Survival (Ment.) 1 8+
Tactics (Ment.) 2 7+
Tech/BattleMech (Ment.) 2 7+
Unarmed Combat (Athl.) 1 6+
 
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Whoopsies.. I see wher I messed up.. OK, consider this an newpostedit to the previous one.

[PROBLEM WAS: I wrote down the points you get for priorities 1, 3, and 4 (like I meant to), but didn't take into account I was just looking under the attributes section of the chart.. SO, here's how it NOW breaks down..]

You have 3 'priorities', lvl 1, lvl 3, and lvl 4.

You assign each (Attributes, Skills, and Advantages) to a priority level (Higher means more points). Here's how the points now break down, depending on which priorty you assign something.
Attributes or Skills- Lvl 1= 21 ; lvl 3= 27 ; lvl 4= 30
Advantages - Lvl 1= 1; lvl 3= 3; lvl 4= 4

There we go, better... (basically, it's the exact same as the A-F options that Douane posted.. They can all be formed by using this, and that's probly what he did.)

Ordinarily, Skills would be like this: Lvl 1= 15 ; lvl 3= 21 ; lvl 4= 24
BUT, I wanted you guys to have more skills, so they're now on the same lvl as Attributes.

Thnx for the quick catch, Douane.

Oh and to make sure we've got it down, I'm going to write up and post your superior, Star Colonel Jonas Ward. He'll be in charge of the cluster you guys will be in. Some of his will vary from the norm, but that's b/c he's more experienced than you... Which brings up another point.

Instead of Experience or anything, I'll be using a fairly 'loose' rule of thumb, the more you do something, the better you get at it. So when I think your character is getting better at something, I'll tell you... If you specifically want to increase something, talk to me about it and we'll figure out how your character can 'excercise' that particular skill/attribute/whatever.


OH and finally, Douane.. Could you actually post a brief description here of what each of the advantages does, so everybody knows (including me.. *L* I gotta get down to the gamestore one of these days.)?

PS, thnx again for all the help, Douane...
Dang it, I've said Douane too many times, and now I have to tell a joke. (sorry, it's a bad one)

Knock knock - who's there?
Douane - Douane who?
dwain the bath tub, I'm dwowning.
 
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Jemal said:
There we go, better... (basically, it's the exact same as the A-F options that Douane posted.. They can all be formed by using this, and that's probly what he did.)

Ordinarily, Skills would be like this: Lvl 1= 15 ; lvl 3= 21 ; lvl 4= 24
BUT, I wanted you guys to have more skills, so they're now on the same lvl as Attributes.

Thnx for the quick catch, Douane.

No problem!

Just wanted to avoid disappointing anyone who might have built a Pc with 10 natural apitudes in combat skills. ;)


Good call on the skills! We used to have a houserule that gave everyone +4 skill points.



OH and finally, Douane.. Could you actually post a brief description here of what each of the advantages does, so everybody knows (including me.. *L* I gotta get down to the gamestore one of these days.)?

PS, thnx again for all the help, Douane...
Dang it, I've said Douane too many times, and now I have to tell a joke. (sorry, it's a bad one)

Knock knock - who's there?
Douane - Douane who?
dwain the bath tub, I'm dwowning.

* chuckle * :D


Advantages will be forthcoming shortly. If anyone needs info quick, poke me via email (but gently, and please no pointed sticks!) ;) .


Folkert
 

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