Battletech

OK. Adjusted the skills. Bumped up my Small Arms so if Yuri takes my new gun, I can better shoot him with my old gun and get it back.
 

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Ahhh! Buggers are still wrong. OK Slash and burn. Bump Unarmed and dump Small Arms. Looks like I am going to have to shoot Yuri with my PPC to get the pistol back.
 

Shalimar said:
I dropped the special interest Clantraditions, but the reason I had originally take it was that I had glanced through Mechwarrior Guid to the clans, and seen it was a bonus to all WOlf warriors in third edition, while I would not get it for free, I did still want a working knowledge of clan traditions etc.

I switched it for music, but I would still want to have a working knowledge of Clan traditons, Trial, and so forth.

I am not going to trade out Reputation though because out of the choices, it is the one that fits the most. I gave it to her because, as part of her history she has already killed a Jade Falcon warrior during a training exercise and we still have not tested out yet. I am going to embellsih that a bit to say that the Jade Falcon was in a larger mech, but it is the same result, she is a Ristar, marked already by her killing of a Jade Falcon, and her exceptional test scores. She is expected to test out at the top of her Sibko, possibly killing multiple opponents for the coveted role of Star Commander, perhaps even taking three for Star Captain.

Shalimar,

please note that I said "we should work a bit together on making our PCs a bit more different", in no way I meant to demand that you simply change Cherish around while Yuri stays the same. That's why I gave the reasons for my decisions, to check whether there is a difference there in motivation, if not in the outcome. (And I really like the contrast between a reputation for simply a name and an earned one. :) )


And as Doghead noted, everyone has a working knowledge of basic Clan traditons like the Trials, of course. In fact, no Clan NPC ever published for MW 2nd Ed. has had that skill. I invented it to cover the fact that while every Wolf Clan Warrior can quote from the Wolf Remembrance, few have ever truly read the original tracts by Nicholas Kerensky or bothered to learn something about the more obscure facts of Clan history.


Folkert
 

So, after falling into a short coma after working on a paper for 48 hours straight without sleep, I am now back again.

Expect more comments and, finally, the descriptions of the advantages soon. :)
 

Yea, I see what you mean Duoane, the only thing I had to go by on this stuff was my Mechwarrior 3rd edition guide to the clans, and in that, each of the different clan's give their people a different bonus, wolves get two, and one of them is close to the skill you created, I figured that that was needed for knowledge of clan ways, since it is not, consider Cherish Fixed.

I lowered her Learn by 2 to 4, and bumped her Intuition up by 1 to get it to 6. Because the cap on piloting and gunnery for mechs is a 2+ roll, I dropped my Gunnery to only 3 ranks freening up 4 points, 1 went to clearing up my over-expenditure, 3 went to buying tactics up to rank 3, and by dropping your special interest skill, I bought Seduction 1.
 

Ah, yes, the affiliation boni of 3rd Ed. MW. Let it suffice to say that MW 3rd is a bit more "diverse" in its list of skills plus through the life path system a lot of such "2nd-degree" skills are mandatory/encouraged (plus you have lot of opportunities to have higher skills).

Just a note concerning your drop of learning:

LRN determines the actual rate of improvement of skills and such, thus Festy and Doghead will now gain new/more skills at 1.5x the rate both of us will do.


Folkert
 

Doghead,

to your questions:

1. "without computer, can he still use a computer as part of his cryptography/Security systems skill?"

In case of Cryptography it is actually assumed that you use a computer, so you can use it, but it won't give you any special boni. Security Systems, judging by its description, has nothing to do with computers.


2. "does the blade have any ritual/traditional role in clan warrior life?"

No. In fact, no weapons have such a role in general. Some clans may hold a special weapon in higher regard than others, but that's it.


3. "Can you tell us a little more about the trials - they sound very melee orientated, meaning HTH combat skills will be important if you want to maintain your position/possesions."

Trials may be decided by almost everything, depending on the bids of the participants, from a simple contest of skills to a shoot-out. HTH is only the lowest common denominator, and I've chosen my example above because HTH is Yuri's forte. Using a blade (or anything else) isn't really uncommon.

Special: The "Blade" skill of MW covers all kinds of melee weapons!


As for keeping your possessions: Clanners, especially those of the Warrior Caste, haven't got much in the way of private property. And why should they? The Clan provides everything you need, and anything else is just a luxury (or in more negative view, waste, which every clan abhors). Keeping a pet, some trophies of past battles or examples of your own art are generally acceptable, but even this will viewed with distaste by some.


Regarding maintaing your position: It's absolutely unthinkable for clanners to challenge your superior for his position. If Cherish becomes Star Commander, none of us others can challenge her for her position nor can she challenge our superior Star Captain for his. The only way to advance is via an annual Trial of Positions, during which you may "test up" (or down!). Unfortunately, these are usually suspended during the invasion, so you have to wait for your superior to buy the farm. (Of course, there's always a way around this and "despised" political methods are probably the best way to achieve such.)
 
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ADVANTAGES

Ambidextrous (1): The PC can use both hands equally well. (This does not give hum 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):
1-point contact: No power and limited personal influence (for example, a warrior of a friendly clan)
2-point contact: small measure of power and influence in a limited area (f. e., renowned or highly-placed officer)
3-point contact: considerable power and influence (f. e., Bloodname House Keeper)

Extra Edge (1 per): Edge determines the number of re-rolls the PC has per adventure.

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.

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.

Well-connected (1-3): The PC possesses a large number of friends and acquaintances and may 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 planet
2 point: one clan
3 point: all clans



So far for the stock ones. I've a few more we houseruled back then and will try to find them tomorrow. I've also some comments regarding some of the skill choices in the posted PCs and will post them then.

Folkert
 

I would like to know everyone's thoughts on Cherish if you guys are up for it, she is my first Mechwarrior Character, and I would like some opinions. Should I drop a bit of some skill to add another or what?
 

So let me be the first then:

[Just as a preface: Everything of the following is based on the image of Cherish I've formed in my mind based on your description and the posted PC, it might not really mesh with what you had in mind.]


Judging from the PC, Cherish first priority is to be a first-class mechwarrior, second to none, using this to propel her ahead. Her ego seems to match this ("greatest warrior"). She is rather impulsive and has a good-sized streak of stubborness.

Basing on her description, an Acrobatics skill of at least 1 might be useful, as she seems to be the most fit our whole bunch. (Acrobatics covers, among other, tumbling, jumping and evading.) Another skill you might want to take a level or two in could be Survival to cover those times in the wild (referring to her pets and the material of her flute). [Also comfirming her general attitude of perseverance.]

On the other hand, given her omewhat hot-headed and impatient approach to things, perhaps it would be fitting to reduce Tactics a bit and improve Leadership instead. (Her 'leading-by-example' style should mesh well with most Clan Warriors' attitudes.)

Tying into this aspect, perhaps you should consider to get rid of the level of Negotiation. Cherish doesn't strike me as someone who bides her time and tries to goad her opponent into a bad bid, I rather see her in the vein of the Black Widow ("Give me your best bid, no matter what, and I'll rip it (and you) into shreds!") Given her "flaws" she might even overextend herself just to win the bid and fight, relying on her own formidable abilities to pull a victory through.

So a level in Blade could be in order, just to cover her bases in case her opponent gets some strange ideas. Also fitting might be a Special interest: Clan Jade Falcon as she seems to have tangled with them quite a bit. (After all, they did merit a tattoo. ;) )


[BTW, to me Cherish seems to be a fitting candidate for an EI implant.]


Folkert
 
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