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<blockquote data-quote="Jemal" data-source="post: 1259260" data-attributes="member: 9026"><p>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.</p><p></p><p>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.</p><p></p><p>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)</p><p></p><p>You have 21 points in one of these categories, 27 in another, and 30 in the third. Pls list which is which.</p><p></p><p>-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>*+1 REF for being Clan MW*</p><p> </p><p>Intuition (INT) - perception, instinct and the ability to think under pressure</p><p>*+1 INT for being Clan MW*</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>*NOTE: high stats in the above are good, as they translate into low(good) numbers after the subtraction phase below*</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><em>Example 1:</em></p><p><em></em></p><p><em>Yuri, with Build of 6 and Reflexes of 5 has an Athletics characteristic of 7+</em></p><p><em></em></p><p><em>Athletic ( 7+) (18-BLD-REF)</em></p><p></p><p></p><p>-SKILLS-</p><p></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(Learning rating). </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>*I'm ignoring this part*</p><p><em>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 )</em></p><p>*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..*</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>The base skill target will be calculated by subtracting the skill level from the appropriate characteristic for the skill.</p><p>*Note - Again, High is good, as it translates into Low(good) stats after the subractions*</p><p>*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.*</p><p></p><p><em>Example 1A:</em></p><p><em></em></p><p><em>Yuri, with Build of 6 and Reflexes of 5 has an Athletics characteristic of 7+</em></p><p><em></em></p><p><em>Athletic ( 7+) (18-BLD-REF)</em></p><p><em></em></p><p><em>He also has an Unarmed Combat skill level of 1.</em></p><p><em></em></p><p><em>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.</em></p><p></p><p>-ADVANTAGES-</p><p></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>Exceptional Attribute (2)</p><p>Extra Edge (1 per)(Edge provides re-rolls; everyone starts with Edge: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>Toughness (2)</p><p></p><p>(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?</p></blockquote><p></p>
[QUOTE="Jemal, post: 1259260, member: 9026"] 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. [i]Example 1: Yuri, with Build of 6 and Reflexes of 5 has an Athletics characteristic of 7+ Athletic ( 7+) (18-BLD-REF)[/i] -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* [i]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 )[/i] *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.* [i]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.[/i] -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? [/QUOTE]
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