Character Creation/Development (RTJ)   Posted by Clan Wolf.Group: 0
Clan Wolf
 GM, 10 posts
 Our Legacy is
 The Sword
Sun 13 Jan 2013
at 23:10
RTJ/Character Creation
Character Details:
Here will be the start of your first step into the game. Molding out your character and creating his/her background/personality/appearance in your own way. Its pretty much straight forward and just fill in the required details and such. Browse through the Character Sheet to see what infos are needed to be filled in.

Just complete your character's Bio for now and once the concept for your Pilot has been approved, I can add you up and let you start rolling for stats and perks.

-----------------------------------------

SUBJECT INFORMATION
Name: Your pilot's name.
Call Sign: Your pilot's Nickname
Gender: Your pilot's sexuality, male or female.
Age: Your pilot's age.

Mech: There are only 3 available Mechs to choose from at the start. Once you have chosen, you will be able customize/upgrade it as you see fit as long as you have the money or capacity to do it. Maybe even trade/sell it for a better one.

CostMechMovement   H      CT      LT      RT      LA      RA      LL      RL      HS   Weapons and Ammo
 
1,891,250
 
     
200/400/-
 
4
6
3
3
3
3
4
4
10
 
[RA]SRM4 (25), [CT]SRM6 (15), [LA]ML
 
 
2,033,200
 
     
100/300/200
 
3
8
5
5
4
4
5
5
10
 
[RA]ER PPC, [LA]ML, [CT]JJ
 
 
1,885,729
 
     
400/700/-
 
4
5
3
3
3
3
3
3
10
 
[H]SL, [LA]ML, [RA]ML, [CT]ML
 


Note: If you wish to see the appearance of each Mech, just click on their name. do not mind their original stats for we are using a simplified and customized ruling to keep the game fast and simple.

Appearance:
Please give a brief description of your character's appearance. Include physical traits like hair and eye color, general build, and so on, but also include traits such as their customary dress and habit of speech. You may include a picture or a link to a picture if you so desire, but you must also describe your character's appearance with words. These questions are, in part, meant to gauge your writing style.

Personality:
Please give a brief description of your character's personality. Be sure to describe how they think of themselves, and also how others tend to perceive them, especially if there is a disconnect there (e.g., a shy character who inwardly thinks that they would be a natural leader).

Character Background:
Please give a brief history of your character's life so far and how they came to be a mercenary.

This message was last edited by the GM at 10:30, Wed 30 Jan 2013.

Clan Wolf
 GM, 11 posts
 Our Legacy is
 The Sword
Sun 13 Jan 2013
at 23:55
Re: RTJ/Character Creation
Character Stats:
Once your initial bio for the game has been approved, this is the next step on the development of you character. These stats are determined by the dice and see what values your Pilots start out with. There will be no re-rolls on Gunnery or Piloting, but a single Re-roll on either Perks or Starting Money is allowed. You can only choose one to re-roll, choosing both will not be allowed.

Gunnery:
This stat is directly responsible and will ultimately affect if your shots will hit or miss. Upgrading this stat early would mean an accurate and sure hit Pilot when it comes to shooting. Here's a familiar chart (If you have read the Gameplay System thread it will be.) concerning Gunnery's influence on your 'To-Hit' Formula.

Gunnery ValueModifier
05 - 09
(+1)
10 - 18
(0)
19 - 27
(-1)
28 - 34
(-2)
35 - 43
(-3)
44 - 56
(-4)
57 - 82
(-5)
83 - 98
(-6)
99
(-7)


New Players will need to roll a 1d10 to see where your initial Gunnery value will start.

  Die Roll  Gunnery Value
     1            9
     2            5
     3            7
     4            6
     5            8
     6            8
     7            5
     8            6
     9            7
    10            9


Piloting:

This stat will be your lifeline against incoming attacks. It will decide how difficult it is to actually hit you. Upgrading this stat early would mean a very evasive and hard to hit Pilot when it comes to a fight.

New Players will need to roll a 1d10 to see where your initial Piloting value will start.

  Die Roll  Piloting Value
     1            21
     2            15
     3            16
     4            17
     5            20
     6            19
     7            17
     8            15
     9            19
    10            21

Initial C-Bills:
C-bills are the currency needed to buy products at the Mech Shop or Weapons Shop. New Players will need to roll a 4d10 to see where your initial credit value will start and then multiply it by 30,000.
(4d10 X 30,000 = Your Money)

Perks:
Perks will be your character's Passive bonus throughout the game, They will either help you out through Financial Gain, Skill Gain or a bump in Stats. You will need to roll a 2d6 to check which Perk you get.

  Die Roll          Bonus        -        Effect
     2           Born Pilot:        Increase Pilot Stat by 15
     3           Natural Pilot:     Increase Pilot Stat by 6
     4           Negotiator:        25% off the costs of Mech in the Mech Shop
     5           Hero:              15% off on Customizations of Mechs
     6           Wealthy:           Increased starting cash by 1,250,000 c-bills
     7           Noble:             Increased starting cash by 2,000,000 c-bills
     8           Wealthy:           Increased starting cash by 1,250,000 c-bills
     9           Ex-Clanner:        15% increase on Salvage & C-Bill Rewards
    10           Weapons Dealer:    25% off of Weapons and Ammo Purchases
    11           Natural Shooter:   Increase Gunnery Stat by 4
    12           Born Shooter:      Increase Gunnery Stat by 10 

Skills (Counter Measures):
If you read the 'Gameplay System Thread' first then you would be familiar with this. Skills or Counter Measures will help turn the tide of any battle to one's favor. Depending what is being used and for what purpose.

New Players can select one of three initial skills to have for their pilots.

[Evade]: Alerts current Pilot for any incoming fire and reacts with evasive maneuvers. Gives (+1) to enemy penalties. This is a basic defensive skill.

[Rush]: Pilots will double their movement speed during their next turn also doubles heat accumulation next turn. This is an example of a Counter Measure that doesn't affect an enemy's 'To-Hit' Equation. It activates immediately once your next turn starts giving you double movement speed while the enemy is unhindered from aiming you easily. You are sacrificing defense and offense for movement.

[Aim]:
Pilots will try to take his/her time before shooting their weapons. Aim Gives -1 modifier at the start of player's next turn.

This message was last edited by the GM at 19:02, Wed 23 Jan 2013.

Clan Wolf
 GM, 12 posts
 Our Legacy is
 The Sword
Mon 14 Jan 2013
at 01:56
Re: RTJ/Character Creation
Leveling Up:
Pilots accumulate experience via the total number of kills they get during each mission. In order to level up your 'MechWarriors, they need to accumulate 'kill points'. Once a certain number of kills have been reached, the pilot levels up. Leveling up would net a pilot 3 skill points to distribute on Stats or Skills.

Level Up Chart-
Current LevelPoints to Level Up:Current LevelPoints to Level Up
1
1
:
21
15
2
1
:
22
16
3
2
:
23
16
4
3
:
24
16
5
5
:
25
16
6
7
:
26
17
7
8
:
27
17
8
9
:
28
17
9
9
:
29
18
10
10
:
30
18
11
10
:
31
19
12
11
:
32
20
13
12
:
33
21
14
12
:
34
22
15
12
:
35
23
16
13
:
36
24
17
14
:
37
25
18
14
:
38
26
19
15
:
39
28
20
15
:
40
30


Note: Each time a pilot levels up, Accumulated Kill points resets back to 0 for the next level up count. Excess Kill Points prior to leveling-up gets carried over.


Kill Points:

Kill Points are the equivalent of experience points in this game, it determines how much is needed before your Mechwarrior increases in level and becomes a better pilot altogether. Also some mission wills not be accessible until reaching the specific total of Kill Points before your Mechwarrior is allowed to accept the contract.

Kill Points Chart-

[Enemy Mechs]
2 points per Light 'Mech destroyed
3 points per Medium 'Mech destroyed
4 points per Heavy 'Mech destroyed
5  points per Assault 'Mech destroyed
[Enemy Vehicles]
0.5 points per Light/Medium Vehicle/Aerospace Fighter destroyed.
 1  points per Heavy Vehicle/Aerospace Fighter destroyed
1.5 points per Assault Vehicle/Aerospace Fighter destroyed

Kill points are rewarded to the 'Mechs that fired at and hit the enemy 'Mech on the turn it was destroyed. Points are divided up if more than one 'Mech was responsible for the destruction. If points awarded are less than 0.5 from the division, then no points are awarded.

This message was last edited by the GM at 00:48, Sat 16 Feb 2013.

Clan Wolf
 GM, 13 posts
 Our Legacy is
 The Sword
Mon 14 Jan 2013
at 03:15
Re: RTJ/Character Creation
Distributing Skill Points:

Each level-up gives a player 3 skill points to distribute on whatever they like. It can either be used for upgrading the Gunnery Stats or the Piloting Stats. Players can also save up skills points for a bigger investment to buy Counter Measures/Skills. Buying skills are expensive so players must take note that you will be sacrificing on improving your pilot's Stats for Skills.

Note: 1 Skill point placed on either Gunnery or Piloting increases their value by 1.

[Skill Shop]
Here you will be able to buy more advanced or improved skills in exchange for Skill Points. More Skills will be added as the game progresses but for now these are the only skills available for purchase.

Some Skills can only be acquired when you have its lower level version. Once you buy that certain skill it will be replaced.

Offensive Skills
Cost (Skill Points)RequirementSkill NameEffect
5-AimGives -1 modifier at the start of player's next turn.
7AimLock-onGives -2 modifier at the start of player's next turn.
10Lock-onSharpshooterGives -3 modifier at the start of player's next turn.
4-Return FireYou get to fire twice on your next turn if an enemy attacks you. Wont be able to move.
8Return FireRevengeYou get to fire twice on your next turn if an enemy attacks you.
7-Hit & RunAble to fire weapons first before moving, at the start of the player's next turn.
--------------------------------------------------
Defensive Skills
Cost (Skill Points)RequirementSkill NameEffect
5-EvadeGives +1 to enemy `To Hit` penalties.
7EvadeStrafeGives +2 to enemy `To Hit` penalties.
10StrafeFeintGives +3 to enemy `To Hit` penalties.
5-IronmanNegates 1 damage from the enemy attack randomly.
7IronmanBraceNegates 2 damage from the enemy attack randomly.
10BraceFull DefenseNegates 3 damage from the enemy attack randomly.
--------------------------------------------------
Support Skills
Cost (Skill Points)RequirementSkill NameEffect
5-BlockBlocks 1 Damage from an ally, you take damage at the same location. Must be at 0-400 meters apart.
7BlockReflexBlocks 2 Damage from an ally, you choose where damage goes. Must be at 0-400 meters apart.
10ReflexPerfect GuardBlocks 3 Damage from an ally, you take only half the damage. Must be at 0-400 meters apart.
5-RallyGives -1 modifier on an ally's To-Hit formula until the end of their turn
7RallyInspireGives -2 modifier on an ally's To-Hit formula until the end of their turn
10InspireGloryGives -3 modifier on an ally's To-Hit formula until the end of their turn
--------------------------------------------------
Misc. Skills
Cost (Skill Points)RequirementSkill NameEffect
5-Rushx2 movement speed during player's next turn also doubles heat accumulation next turn.
7-Chargex2 movement speed during player's next turn. No penatly.
10ChargeTacklex2 movement speed during player's next turn. No penalty. Can also slam into an enemy at 0 meters and cause the enemy to fall.
20-Pinpoint AccuracyImmediate Effect. All weapons fire will hit and will hit only one location.


Update: New Players have 3 start-up Skill Points to distribute to their Stats.

This message was last edited by the GM at 17:35, Thu 07 Feb 2013.

Clan Wolf
 GM, 122 posts
 Our Legacy is
 The Sword
Wed 6 Feb 2013
at 15:49
Re: RTJ/Character Creation
Character Specialization Tree:
Once a pilot reaches level 2, they will unlock this Skill Tree. This skill tree will help define how you will shape your Mechwarrior as a pilot. There are 4 ways to specialize in; Maneuvering, Combat, Technical, and Miscellaneous Traits. You can specifically focus on one specialization to further reach the highest and most useful traits or divide your points to be a jack-of-all-trades.

Players can progress further down the tree every Level Up. Once you reach level 2, you can initially pick one of the starter trait from the four categories.

Maneuver Tier
Light Mech->Piloting +1->RunnerMedium Mech->Piloting +1->Piloting +1->Piloting +1->Trekker->Walk ExpertAssault Mech
V
-
^
-
V
V
-
-
^
Skill +1->Piloting +1->Jump Expertise->Strong HoldHeavy MechSkill +1->Piloting +1->Piloting +1->Skill +1
-
V
-
-
-
-
-
V
-
Calculated Jump<-Piloting +1->Calculated KickLegendary Pilot<-Skill +1<-Skill +1<-Piloting +1<-Piloting +1->Running Aim
-----------------------------------------
Combat Tier
Small Arms->Gunnery +1->Gunnery +1->SRMPulse Laser<-Gunnery +1->Autocannon->Skill +1->Skill +1->LRM
V
V
V
-
^
-
-
-
-
Skill +3LaserGunnery +1->Gunnery +1->Gunnery +1->ER Laser->Gunnery +1->Gunnery +1->Gauss
V
-
-
-
-
-
V
-
-
Double MeleeLegendary Gunner<-Skill +1<-PPC<-Skill +1<-Ultra AC<-Gunnery +1->Gunnery +1->Double Salvo
-----------------------------------------
Technical Tier
Sensory Plus->Piloting +1->Skill +1->Gunnery +1->Short RangeSensory PlusLong Range<-Skill +1<-Gunnery +1->Medium Range
V
V
-
-
^
-
-
^
-
Gunnery +1Skill +1->Piloting +1->Gunnery +1->Piloting +1->Extra Level Up->Skill +1->Piloting +1->Sensor Expert
V
-
-
-
-
-
-
V
-
Extra Level Up->Sensor ProbeLegendary Tactician<-Piloting -1<-Gunnery -1<-Piloting -1<-Gunnery -1<-Skill +1->Logical Solution
-----------------------------------------
Miscellaneous Tier
Extra Tutorial->GamblerSkill +2->BarterSkill + 2->Armament Specialist->Skill +1->Skill +1->Skill +2->Decorated Officer
V
^
V
^
-
-
-
V
V
Extra Level Up->Skill +1Skill +1->Skill +1Reverse Engineer<-Skill +1<-Skill +1<-Technical BackgroundAdaptive Output
-
-
-
-
-
-
V
-
-
Legendary Merc<-Skill +2<-Skill +1<-Skill +2<-Skill +1<-Skill +2<-Skill +1->Skill +1->Collector

Maneuvering Traits
Light Mech: Adds +1 to enemy `to hit` modifier when piloting Light Mechs.
Medium Mech: Adds +1 to enemy `to hit` modifier when piloting Medium Mechs.
Heavy Mech: Adds +1 to enemy `to hit` modifier when piloting Heavy Mechs.
Assault Mech: Adds +1 to enemy `to hit` modifier when piloting Assault Mechs.
Jump Expertise: +100 meters to Jump Movement
Runner: +100 meters to Run Movement
Walk Expert: +100 meters to Walk Movement
Trecker: Negate 1 upkeep penalty on Terrain Modifiers
Strong Hold:Immunity from falling when kicked
Calculated Jump:Immunity from falling when jumping
Calculated Kick:Immunity from falling when missing a kick
Running Aim:No more +1 disadvantage when running
Legendary Pilot:Adds +1 to enemy `to hit` modifier when piloting any Mechs. Stacks with the other piloting traits.
-------------------------
Combat Traits
Small Arms: Adds -1 to your `to hit` modifier when firing flamers or machine guns.
Laser: Adds -1 to your `to hit` modifier when firing Small/Medium/Large Lasers.
ER Laser: Adds -1 to your `to hit` modifier when firing lasers of Extended Variants.
Pulse Laser: Adds -1 to your `to hit` modifier when firing lasers of Pulse Variants.
PPC: Adds -1 to your `to hit` modifier when firing a PPC. Extended/Heavy/Light Variants included.
SRM: Adds -1 to your `to hit` modifier when firing Short Ranged Missles.
LRM: Adds -1 to your `to hit` modifier when firing Long Ranged Missles.
Autocannon: Adds -1 to your `to hit` modifier when using AC/5/10/20 and so on.
Ultra Autocannon: Adds -1 to your `to hit` modifier when firing autocannons of Ultra Variants.
Gauss: Adds -1 to your `to hit` modifier when firing a Gauss Rifle. Heavy/Light Variants included.
Double Melee:Can reroll a missed punch/kick
Double Salvo:Can reroll a missed ranged attack (consumes one ammo)
Legendary Gunner:Adds -1 to your `to hit` modifier when using any weapons. Stacks with the other weapon traits.
-------------------------
Technical Traits
Sensory Plus: +100 meter to the total ranged of equipped sensor. Can stack.
Sensory Expert: Radar registers detailed info of contact, whether its a Vehicle, a Light Mech, a Heavy, etc.
Short Range: -1 on your `To Hit` Modifiers when firing at short ranges.
Medium Range: -1 on your `To Hit` Modifiers when firing at medium ranges.
Long Range: -1 on your `To Hit` Modifiers when firing at long ranges.
Sensor Probe:Reveals all enemies on the map for 1 turn. Can only be used once per mission.
Logical Solution:Can reroll a Hit Location's value. Must take the second value.
Legendary Tactician:Can reroll a Hit Location's value. Must take the second value but gives a +1/-1 choice to influence the value. Doesnt stack with Logical Solution.
-------------------------
Miscellaneous Traits
Gambler:Adds 1,000,000 C-bills to your balance.
Barter:10% off on Mech Costs.
Armament Specialist:10% off on Weapon/Ammo Costs.
Technical Background:5% off on Customization Costs.
Decorated Officer:5% bonus on Mission Rewards & Salvage.
Adaptive Output:50% off on skills rounded up in the Skill Shop.
Reverse Engineer:-1 Ton on every Mech Components and Weapons. 1 or 2 Ton Weapons cannot be decreased further.
Extra Tutorial:You'll be given one free skill to take [Evade/Aim/Rush]
Collector:Gives you a random assault Mech
Legendary Merc:15% off to Weapon/Ammo/Customizaton/Mech Costs. With 15% increase in mission rewards. Stacks with misc traits & perks.
-------------------------
Universal Traits
Piloting+/-:Adds/Decrease a certain number to your Total Piloting Value.
Gunnery+/-:Adds/Decrease a certain number to your Total Gunnery Value.
Skill+:Adds a certain number to your Undistributed Skill Points.
Extra Level Up:Gains you an Instant Level.

This message was last edited by the GM at 08:00, Thu 07 Feb 2013.