Guidance
When creating a character players will begin by choosing an Origin, followed by a Background and then a Career. Each may present options for improving different skills or traits – only one option can be chosen for each step. The Career decides which Techniques you can pick from. It also decides your starting C-bill amount, which you receive as part of character generation. Your monthly salary is dependant on Rank.
Origin:
(Several faction descriptions transcribed from the Sarna wiki, with all credit to the original writers.)
Capellan Confederation
Increase one of the following traits by 1: Strength, Stamina or Reflexes
Starting Languages: Mandarin, English
The Capellan Confederation is the smallest and youngest of the Successor States. A socialistic police state with strong Chinese and Russian influences, the Confederation is ruled by the authoritarian Chancellor, who has almost always been a member of House Liao. During the years of the Succession Wars the Capellan Confederation was the perpetual underdog, and it has lost territory over time. Its people remain steadfast in spite of this, with many fanatical in their nationalistic beliefs. The vast majority of Capellans take pride in their citizenship - not least because it must be earned - and view service to the State as a worthy sacrifice for the good of humanity. Originally founded on Capella, its current capital world is Sian.
The biggest challenge facing House Liao currently is the merger of the Lyran Commonwealth and the Federated Suns. Ever since the marriage of Hanse Davion and Melissa Steiner in 3028, the Confederation has been under near constant attack. By 3030 a third of their worlds had been lost and it has only gotten worse in the two decades since. This has resulted in many Capellan citizens adopting a survival focused mindset, with the Confederation entertaining all options to get themselves out of their predicament. Those outside the Confederation often have a negative view of Capellans, who are seen as underhanded or morally bankrupt. However, to a Capellan, he who laughs last laughs best. They're not out of the fight yet.
Draconis Combine
Increase one of the following traits by 1: Dexterity, Willpower or Awareness
Starting Languages: Japanese, English
The Draconis Combine is one of the Successor States, located in the "north-east" quadrant of the Inner Sphere. The Combine is ruled by the Coordinator, the head of House Kurita. His court is located on Luthien. Aside from the period between 2421 and 2510, the Draconis Combine has been ruled by House Kurita since its founding in 2319 by Shiro Kurita, perhaps a descendant of Takeo Kurita, a Vice-Admiral in the Imperial Japanese Navy during World War II on Terra.
The Coordinator is a hereditary dictator, who rules over his domain armed with a well-equipped, fanatical military and an ever-pervasive, all-seeing civilian bureaucracy. Two rival intelligence agencies, the ISF (Internal Security Force) and the O5P (Order of Five Pillars) keep watch against any potential internal threat from commoners, ambitious nobles, and members of the Coordinator's own family. (However, the physical protection of the Coordinator falls to his own personal cohort, who are recruited from the military, not the intelligence services).
The idée fixe of the Combine and the Coordinator is conquest. The Combine employs a large, skilled military, the Draconis Combine Mustered Soldiery (DCMS), that has often been used to expand the realm at the expense of its neighbours. However, the last few decades have seen repeated challenges to this expansionist strategy. The separation of a great deal of Draconis territory to form the independent Free Rasalhague Republic is one, but the biggest issue facing the Kuritans is the merger of the Federated Suns and Lyran Commonwealth. While there has been past assistance, off the record, from Comstar, the future looks to be increasingly challenging. Yet, whatever that future may be, Draconis Combine loyalists will continue to prove their mettle and skill while upholding their honour.
Federated Commonwealth:
Starting Languages: English, choice of French, German, Hindi, Russian, Scottish, Italian, Swedish.
(Lyran Commonwealth) – (Strength, Stamina, Intelligence)
(Federated Suns) – (Willpower, Reflexes, Awareness)
The biggest state in the Inner-sphere, and by far the most outwardly powerful, the Federated Commonwealth is the result of an ongoing merger between two great houses, the Lyran Commonwealth led by Katrina Steiner, and the Federated Suns led by Hanse Davion. Their marriage began the fourth succession war, united two great realms, and tore large chunks of the Capellan Confederation away to form a bridge between the two territories. There remain many tensions between the two former rivals, but love of their leadership is, for now, keeping the two realms glued together.
So far, the two realms have not finally and officially merged, but their alliance and intention to merge was agreed and signed decades before. The marriage between their leaders, like a royal marriage from medieval Terran history, has sealed this outcome. The eventual succession of their child and heir, Victor Ian Steiner-Davion, is sure to conclude matters. Even before this, their intelligence agencies have been amalgamated and their military commands have been nearly entirely joined as the Armed Forces of the Federated Commonwealth (AFFC). The AFFC is the largest military organization in the Inner Sphere, and while full unification efforts are still ongoing, the combined might of both states is so great that it has completely torn apart the status quo of the Inner Sphere.
Lyran Commonwealth
Increase one of the following traits by 1: Strength, Stamina or Intelligence
Starting Languages: English, choice of French, German, Hindi, Russian, Scottish, Italian, Swedish.
The Lyran Commonwealth has the most economic might of any Successor State. Its citizens are highly multicultural, although the German heritage on many of their worlds is particularly notable. The historic weakness of House Steiner has been the poor decision making and experience of many of its leaders, from those in the military to those in commerce and politics. Much of this can be traced back to its feudal trappings and the power and influence of its nobles. As an example, their military is infamous for its Social Generals - nobles who have purchased or laid claim to a high rank, or otherwise appropriated command of military forces, yet have no military acumen. Many do not even have military training or expertise. Fortunately, the average Lyran citizen is tough and shrewd, meaning their soldiers are some of the most tenacious. They have a marked preference toward heavier units and firepower in combat.
Federated Suns
Increase one of the following traits by 1: Willpower, Reflexes or Awareness
Starting Languages: English, choice of French, German, Hindi, Russian, Scottish, Italian, Swedish.
The Federated Suns prides itself on its democratic traditions, freedoms and learning. In reality, it has become much more of a monarchy, with House Davion controlling the entire coalition of worlds. It is true that these worlds do enjoy a high degree of autonomy however, and its citizens prize their rights. It is also notable for having some of the best universities, academies and learning institutions in the Inner Sphere. Its merchant fleet is particularly large too, owing to the state's capitalist policies. However, the resources available to the Federated Suns are vastly dispersed and perhaps less than those of its rivals. This has limited its growth potential and forced a certain practicality in technological development. An example of this is its reliance upon autocannons and missile weapons, as it lacks enough resources needed for higher end energy weapons such as PPCs. The average Federated Suns citizen is open minded and a believer in democratic ideals. On the negative side, many are biased or condescending, sure of themselves and the righteousness of their faction. Out of all the Successor States they are the most multicultural, which makes their worlds especially diverse.
Free Worlds League
Increase one of the following traits by 1: Dexterity, Intelligence or Perception
Starting Languages: English, choice of Spanish, Greek, Romanian, Urdu.
The Free Worlds League is one of the five Successor States of the Inner Sphere. The oldest of the Successor States, it was also the most truly democratic, although for much of its history it was ruled under martial law by a Captain-General. This post was almost always held by a member of House Marik, descendants of Austro-Hungarian nobility, by custom if not by law. The Free Worlds League is mercantile and multicultural, with strong European, Asian, American and Indian influences. It also traditionally offers great autonomy to its component regions, which served as both a source of strength and weakness for the League.
When the League is fully united in cause and beliefs it has proven itself to be a powerful force in the Inner Sphere. Sadly, this is a rarity as its member worlds and sub-factions are truly manifold. The average Free Worlds League citizen is independent and individualistic. This is a boon for ideas, tolerance and creativity, but it is equally a hurdle when it comes to forging consensus or mediating open conflict. The state is heavily reliant upon trade due to a lack of manufacturing capacity when compared to its rivals. Many Free Worlders have a marked bent toward entrepreneurship and philosophical musings.
Free Rasalhague Republic
Increase one of the following traits by 1: Strength, Reflexes or Awareness
Starting Languages: English, Swedish
The youngest of the states in the inner-sphere, the Rasalhague Republic is the result of a complicated diplomatic solution devised to defend the borders of the Draconis combine from the Lyran half of the Federated Commonwealth by creating a neutral buffer state. With the negotiation ratified by Comstar, the Federated Commonwealth had no choice but to accept the creation of the new state, a frequently rebellious province of the Draconis Combine turned loose to find their own future. These stubborn descendants of Nordic stock are proud, independent, and now facing the future all alone.
Periphery
Increase one of the following traits by 1: Strength, Stamina, Willpower or Perception
Starting Languages: English, Choice of any one language.
Although some Periphery colonies pre-date the Star League, this region of space remains sparsely populated and fiercely independent. Worlds within the Periphery tend to lack amenities available within the Inner Sphere, including faster-than-light communication. However, the Periphery is not devoid of civilization and culture. Interstellar trade is common, and a handful of strong Periphery realms have emerged over the centuries. Always restless and rebellious, the largest Periphery states were subjugated by the SLDF in the Reunification War. Further, the Amaris Civil War resulted in the destruction of the largest Periphery realm, the Rim Worlds Republic, and a lasting vilification of the Periphery in general. Though largely spared the horrors of the Succession Wars, Lostech development within the Periphery has been relatively stagnant.
Background
Your character may have come from any number of backgrounds, but some things are constant in this universe, and one of those things is money. This choice has minor effects, and is primarily to help you envision your character's personal history. If in doubt, choose Middle Class, as it encompasses almost all walks of life save the very top and bottom.
Poverty:
Born to a family without enough to get by, you learned young how to make ends meet, all on your own. While you may be materially poor and lacking in connections, you did pick up some skills along the way.
Bonus: You can pick three of the following seven skills to be increased by 1: Animal Handling, Athletics, Martial Arts, Perform, Sleight of Hand, Stealth, Survival. Note: This free rank is gained before any skill gain from Career or the expenditure of xp. With the right Career, it can mean you begin with a skill rank of 2.
Penalty: You lose .5 fame and lower your starting C-Bills total by 10% (rounded down to the nearest 50)
Middle Class:
Like most of the inhabitants of the Inner-sphere, you came from a home with enough, but not great excess. Still, it was enough for you to get started, without any particularly notable benefits or penalties.
Bonus: You gain 2xp or a free emphasis in a Career skill.
Penalty: None
Noble Scion:
Born to wealth and privilege, you had access to the best training and schools, and your connections opened many doors, even though you weren't poised to inherit the leadership of your family line. This has left you rather naïve, however, and short of experience dealing with the harsher aspects of the universe.
Bonus: You gain 1.0 fame and increase your starting C-Bills total by 10% (rounded up to the nearest 50)
Penalty: None
Career
Finally, the most important part of a character's beginning is to choose a Career, which determines their career technique options, resources and starting skills. When you choose one, you gain the initial fame and Starting C-Bills listed, modifying it by your background as needed. Then you may choose one of the available techniques as your career technique. You also gain the stated Equipment in addition to any you purchase as part of character creation with your Starting C-Bills.
Once you have completed those steps, you gain 75 experience points (xp), along with whatever your GM allocates, and may spend them to finish upgrading your traits and skills.
Mechwarrior:
Bonus Trait: Choose between Dexterity and Reflexes
Starting Fame: 1.0
Starting C-Bills: 1200 C-Bills
Equipment: Cooling Vest, Sturdy Clothes
Skills: Piloting: Mech, Gunnery, Communications, 1 Mental Skill, 1 Physical Skill
Technique Options:
Hot Seat: You've developed a knack for pushing your mech far beyond the factory prescribed limits, operating at temperatures which would make other Mechwarriors sweat, for more reason than one. In asymmetrical warfare, any mech you pilot may increase the amount of heat required to suffer detrimental effects by a number of points equal to your Expertise rank, and in Mech combat grants the "Hot Dog" trait (granting -1 difficulty of all heat related checks to resist shutdown/ammo explosion) and the "Some Like It Hot" trait (meaning you ignore the initial -1 to hit due to heat).
Hop-Jock: You have a knack for utilizing jump jets to their fullest potential – both for attack and defence. In asymmetrical warfare, when performing a manoeuvre utilizing your jump jets, you gain a free raise, and in Mech combat, you gain the "Hopping Jack" trait (granting -1 bonus to accuracy for shooting after using jump jets, meaning using jump jets gives the same penalty to hit as running at +2).
Multi-Tasker: You can track more than one target at a time, keeping track of multiple items in space simultaneously. In asymmetrical warfare, this allows you to split your mech's weapons and attack one additional target without penalty, and in Mech combat grants the 'Multi-Tasker' trait (meaning you ignore the first +1 multi-target accuracy penalty. This lets you fire at two separate targets without penalty).
Dodger: You're notably adept at getting out of the way of melee attacks, whether in the simulator or in actual combat. In asymmetrical warfare, whenever you may need to move out the way of a physical attack or hazard, you gain a free raise, and in Mech combat, you gain the "Dodge" trait (this allows you to choose to take a special dodge action in the physical combat phase, instead of carrying out physical attacks, causing all physical attacks against you to be at +2 penalty)
Warrior: In combat you have a marked knack for melee attacks. It could be your nature or your preference. In asymmetrical warfare, whenever you need to make a physical attack against an enemy or object, you gain a free raise, and in Mech combat, you gain the "Melee Specialist" trait (this means your physical attacks are at -1 to hit and cause an additional point of damage each).
Blaster: Your ability to keep on target to land multiple hits with cluster weapons is uncanny. In asymmetrical warfare, whenever you fire a cluster weapon (LRMs, SRMs, LBX cannons, etc.) you gain a free raise, and in Mech combat, you gain the "Cluster Hitter" trait (this means you get a +1 to the cluster hits table).
Calculating: Usually, to successfully hit a target out of line of sight, you need targeting data from a spotter or some other advanced electronic lock. Not you. As long as one of your allies has even the faintest bead on an enemy you've perfected the ability to keep hitting them with your missiles. In asymmetrical warfare, whenever you fire any long range missiles you gain a free raise and can target things you cannot see yet are otherwise aware of. In Mech combat, you gain the "Oblique Attacker" trait (allowing you to fire indirectly without the +1 penalty, and to fire indirectly without the assistance of a spotter).
Technician:
Bonus Trait: Choose between Perception, Strength and Intelligence
Starting Fame: 1.0
Starting C-Bills: 2000 C-Bills
Equipment: Sturdy Clothes, Vid Phone, up to 750 C-Bills of Equipment.
Skills: Technician: [choose a field], Administration, Athletics, 1 Mental Skill, 1 Physical Skill
Technique Options:
Spit and Polish: You have a natural gift for maintaining and repairing old things – when making a maintenance roll or attempting to salvage damaged equipment, you gain a free raise. This does not apply to other Technician tasks, such as repairing, refitting or redesigning equipment.
No Wasted Effort: You've learned how to work with both speed and accuracy, giving you the ability to complete tasks ahead of schedule. All technician tasks you undertake take 25% less time, rounded down to the nearest quarter hour.
Tape and Glue: You've learned to work in less than ideal conditions, and field repairs are now an ordinary task to you. When undertaking Technician tasks, decrease any penalty from inadequate facilities by 5.
Soldier:
Bonus Trait: Choose between Strength, Dexterity and Perception
Starting Fame: 1.0
Starting C-Bills: 900 C-Bills
Equipment: Light Infantry Armor, Sturdy Clothes, one pistol (up to 100 C-bills), 1 bayonet, 250 C-bills toward a weapon of your choice.
Skills: Athletics, Defence, Investigation, 1 Weapon skill, 1 Skill
Technique Options:
Duck and Cover: You've not only been a soldier long enough to learn how to fight, you've also learned how to survive, which, in the infantry, is no small task. When targeted by a ranged weapon, you can immediately go prone as a free action, and may spend an edge to gain full cover, even if you've already spent one edge that round.
Mech-Hunter: You're one of the insane few who think hunting mechs is not only necessary but a winning proposition, and you've made a career of punching up. You gain a free raise on Athletics checks to mount a Mech and on Demolitions checks to plant explosives on a Mech you've climbed.
Controlled Bursts: You've learned how to efficiently put heads down. When you apply suppression, decrease the actual bursts spent by one, to a minimum of one.
Pilot/Driver:
Bonus Trait: Choose between Dexterity and Reflexes
Starting Fame: 1.0
Starting C-Bills: 1100 C-Bills
Equipment: Cooling Vest (Aerospace) or Light Infantry Armor (Driver), Sturdy Clothes.
Skills: Piloting/Driving [Choose one], Gunnery, Communications, 1 Mental Skill, 1 Physical Skill
Technique Options:
Steady Hand: You are calm in the face of fire, and when making a piloting/driving check against damage taken, you gain a free raise to avoid losing control of your vehicle.
Smooth Surface: You have learned to avoid giving Mechs easy purchase when attempting to grab, stomp, or otherwise manhandle your vehicle. Inflict a +1 penalty to all melee attacks made against your vehicle.
Instinctive Shooter: You've gotten the hang of firing accurately on the move, no matter what sudden changes your driver might make – when firing on the move, you may decrease the penalty by 1.
Scientist:
Bonus Trait: Choose between Perception and Intelligence
Starting Fame: 1.0
Starting C-Bills: 2500 C-Bills
Equipment: Sturdy Clothes.
Skills: 2 ranks Science: [Choose a field], 2 different ranks of Knowledge, 1 Mental Skill
Technique Options:
Specialist: You are particularly focused on your field, and are considered an expert in the subject. You gain +1k1 on all Science and knowledge checks which directly relate to your specialization.
Generalist: You've long considered yourself better rounded than your colleagues, and it shows in your knowledge of a wide range of subjects, which sometimes gives you perspective that others lack. You may add the rank of your highest Knowledge skill as a static bonus to Science rolls.
Performer:
Bonus Trait: Choose between Awareness, Strength, and Dexterity
Starting Fame: 2.0
Starting C-Bills: 1100 C-Bills
Equipment: Sturdy Clothes, 1 Video Imager.
Skills: Perform [Your choice], Communications, Protocol, 2 Physical Skills
Technique Options:
Improvisational Artist: You live in the moment, and enjoy transient bursts of brilliance. When spending an Edge to improve your Perform rolls, you gain +2k2 instead of +1k1.
Creative Process: You are not just a performer, but also a creator. You gain a static bonus to Craft skill rolls equal to your highest Perform skill, and vice-versa.
Politician:
Bonus Trait: Choose between Perception and Willpower
Starting Fame: 2.0
Starting C-Bills: 2000 C-Bills
Equipment: Sturdy Clothes, Vid Phone.
Skills: Communications, Investigation, Negotiation, Protocol, 1 Physical Skill
Technique Options:
Smooth Talker: You are an ace on the campaign trail, letting your words carry you further than your deeds would on their own – When you are attempting to convince someone using Negotiation, you may spend an edge to attempt Communications/Perception against their Protocol/Willpower – if you win, you gain a free raise to all contested Negotiation rolls against that person for the rest of the day.
Talented Administrator: You rely on your record to advance, and though you are no glory hound, you are recognized for your ability to organize and keep the lights on. When you are attempting an Administration check to uncover corruption, squeeze additional items into a budget, or otherwise improve efficiency for an organization you belong to, you gain a free raise.
Yellow Journalist: You wouldn't call yourself a politician, but you still live in their world. When attempting an investigation check to search for leads, you gain a free raise if you have already obtained pertinent details from another source.
Agent:
Bonus Trait: Choose between Dexterity and Perception
Starting Fame: 0.5
Starting C-Bills: 1300 C-Bills
Equipment: 2x Sturdy Clothes, Vid phone, up to 500 CBills of Equipment.
Skills: Communications, 1 Weapon skill, Stealth, 1 Mental Skill, 1 Physical Skill
Technique Options:
The Silk Glove: You are a master of disguise and misdirection – you don't sneak in the night, but infiltrate in broad daylight with kind words and social graces. You gain a free raise on attempts at Seduction, Bribery, or Acting to avoid discovery.
The Knife: You are an agent of intimate and unexpected violence. Your weapons are blades, poisons, and guns. When you attack and individual who is unaware of your presence, during the surprise round you may add your expertise rank to attack and damage dice, and you gain a free raise when attempting to perform contested stealth actions against a target who is unaware of your presence.
The Iron Nerve: You are an Agent of directed force and absolute focus. When attempting to utilize a small item in difficult conditions, you may ignore the normal penalties incurred for melee combat, inclement weather, etc. This includes weapons, explosives, and other devices. In addition, you gain a +1k0 for all fear checks.
Monthly Salary
Your Rank determines your Monthly Salary amount, while your Career dictates your starting C-Bill amount. This is how much your character begins with. Remember that each rank of Wealth adds 200 C-Bills to your starting amount, as well as 100 per rank to your monthly Salary. Note that the Noble Scion and Poverty Backgrounds impact your Starting C-Bill amount, but not your Monthly Salary.
The monthly salary is 400 C-Bills for someone at rank 1.0 in the Obsidian Angels. There is an additional hazard pay of 25% (rounded up to the nearest whole C-Bill) for those in combat roles (i.e. Mechwarriors) e.g. 100 extra C-Bills a month for Rank 1.0 mechwarrior characters. Remember to modify this amount based on any ranks of Wealth you may have.
For each 0.5 Rank you are above Rank 1.0, you gain an extra 50 C-Bills per month. Officers may also gain a bonus at the end of a contract, depending on how it went, as they are entitled to a (small) share of overall unit gross profits.
Examples:
A Rank 2.0 mechwarrior would earn 400+(2x50) +25% a month. This is 625 C-Bills a month.
A Rank 1.5 administrator would earn 400+50 a month. This is 450 C-Bills a month.
A Rank 3.5 mechwarrior with 3 ranks of Wealth would earn [400 + (5x50 for Rank 3.5)]x1.25 (hazard pay) + 300 (Wealth) a month. This is 1113 C-Bills a month!
Remember that a C-Bill is roughly equivalent to $10. Mercenaries are well paid.
Origin, Background, Career, Technique and Salary
Origin, Background, Career, Technique and Salary
GM • Likes ferrets • Experienced • Join my party!
Languages: English
Languages: English