RTJ - the short lazy version.   Posted by Kitten.Group: 0
Kitten
 GM, 690 posts
Mon 27 Jun 2016
at 20:12
RTJ - the short lazy version.
I will presume that if you are looking at this, that you are familiar with battletech lore.

Campaign will be cover the early invasion of the Rasalhague Republic.  You will design your clan mechwarrior, and play them in the campaign.

My campaign will be based on battletech, but it should be observed that there will be notable differences in the equipment that will be made available, as well as some of the history on what happened in the 'official' battletech universe.

You may question something done, to see if it was done intentionally or is an oversight, but be aware that if it was done intentionally it was done for a reason, and the point will not need to be discussed further.





First thing you will need to join is a name.  I will accept anything that does not offend me as inappropriate.

I will allow you to pick what pick a clan for your mechwarrior, from among those that originally participated at the start of the invasion.  At the moment this is cosmetic, but it might have an effect on your character down the road.


I will presume that you are familiar with character generation with my campaigns, and will cover the notable options.


Freebirth Mechwarrior:
For all intents and purposes, you generate a 'normal' character.

You pick out a Archetype and you spend your xp.

You start the campaign with an honor equal to your starting C-B / 50k cb
(For most Archetypes that will be 62 Honor)

Free births are limited to Non-Omni Mechs for their bidding.

If you want to have any sort of access to Elementals or Omni mechs, you need ranks in Noble, which means your character has distinguished themselves some how allowing them limited or full access to Omni Mechs (Level one = half max weight allowed / Level two = full access allowed by archetype.)

Freebirths follow clan styles of fighting, but are because of their shoddy bloodlines, are considered inferior granting them some leeway to deviate from established clan traditions.



Trueborn Mechwarior:
For all intents and purposes, you generate a 'normal' character.

You pick out a Archetype and you spend your xp.

After character generation, add a bonus of one to Accuracy and Physical ability.  This bonus does NOT affect xp spending.

You start the campaign with an honor equal to your starting C-B / 40k cb, fractions are dropped.
(For most Archetypes that will be 77 Honor)

Trueborns may use elementals, and any mech available to the unit for bids.

Trueborn players that want a Bloodname, should take the noble option.  Having a 'bloodname' will allow the player to designate one unit in the mission, before it starts, as his intended opponent.  Doing so present any other character in the unit from gaining any honor by engaging the designated target.

Trueborns have a strict code of conduct, hampering the tactics they may deploy in combat.  Violating this code of conduct will have a serious impact on the honor they can earn from a mission.

Kitten
 GM, 801 posts
Mon 25 Jul 2016
at 16:15
RTJ - the short lazy version.
It has been under discussion that it is not clear, so I'm making it Crystal Clear at this time.

That characters will have 25xp in each of their option slots at the start.  If you do not know what you want the option slot to be, you may make it Untapped Potential.


Default Characters are noted as follows at this time.




Freeborn Veteran (350xp)

100xp 3 Accuracy   tn 5+
100xp 3 Physical   tn 5+
 50xp 2 Mental     tn 8+

 25xp 1 Edge

 25xp 1(Suggest Weapon Specialty)
 25xp 1 Untapped Potential
 25xp 1 Untapped Potential



An Alternate build for players that want a higher Gunnery, might be.

200xp 4 Accuracy   tn 4+
 50xp 2 Physical   tn 6+
 25xp 1 Mental     tn 9+

 00xp 0 Edge

 25xp 1(Suggest Weapon Specialty)
 25xp 1 Untapped Potential
 25xp 1 Untapped Potential


Trueborns use the same defaults but add one to Accuracy and Phsyical ability scores.

This message was last edited by the GM at 16:15, Mon 25 July 2016.