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Character Generation

Posted: Sun Oct 31, 2021 2:43 pm
by GM Yuusha
Character Generation Rules

This game will be taking place in the Battletech universe in the year 3050. Only humans exist as a playable race, and only those from the Inner Sphere and periphery may be player characters.

The character creation process for this game is broken down into 10 steps, as follows:

1: Characters begin with all Stats at 2 and all skills at 0. Choose whether you wish your character to be a Combat or Non-Combat character. This will impact some things you will acquire for free.

2: You choose an Origin, a Background, a Career and a Technique from that chosen Career. Adjust your stats and skills accordingly. Add the Technique to your sheet.

3: Combat and Non-combat characters add their free bits to their sheets:
  • If you are playing a Combat Character you should now add the following to your sheet: One level of the Rank Advantage, one level of the skills Knowledge: Mercenaries, Tactics and Small Arms (Pistol). If your Career included any of these skills, then they'll start at level 2 before you spend any xp.
  • If you are playing a Non-combat character you should now add the following to your sheet: One half level of the Rank Advantage (i.e. +0.5 Rank, rather than +1.0). One level of the skills Knowledge: Mercenaries and Administration. A single free 4 points to spend toward the Connection Advantage. This can be two 1/1 Connections, or a single more expensive Connection. It could be to a Major or Lesser NPC in the Unit, except the CO. This Connection can be increased with xp. They should represent someone from your past or a close ally or friend within the Unit. Some good suggestions outside the Unit would be: A parts broker, merchant, military officer, Comstar Adept, noble or scientist.
4: Your initial character generation is complete. Now you can customise them! You have 75xp you can spend on increasing Stats, Skills and Advantages. You can also add Disadvantages if you wish, which will give you additional xp to spend.
- Only the first 10xp given by Disadvantages will count. I.e. You can take 11 points or more of Disadvantages if you wish, but anything more than 10 will not be rewarded. It is not recommended to do this.
- No character may have more than 25xp worth of Advantages. This is already 1/3 of your available XP.

5: Your Character Sheet is nearly complete! Please note that all Player Characters for this game will belong to the Obisidian Angels. This may not be the case in any future games. Based on your Advantages/Disadvantages chosen, if any, please add your Rank to your character sheet. Your starting Glory should also be added similarly. Finally, your Rank (and possibly some Advantage/Disadvantage choices) will dictate how many minor NPCs are under you and what their traits and skills are. These should be named and noted too.
- You're welcome to add additional details about these minor NPCs, such as personality and backstory. They will be treated like Dependants in the sense that you can roleplay one or all of them if you wish, but you are not obligated to do so. They will usually follow your orders and assist you, in and out of combat.

6: Next, you should spend any credits you wish to spend on equipment. Your starting credit amount will be based on your Career, Background and any Advantages/Disadvantages you have. Your Career will also provide some starting equipment. Once done, this completes your Character Sheet.

7: Now it's important to think a little more about your character and their past. Let's call this the Character Story aspect. Firstly, if you haven't yet, make sure to name your character. You should also write either some bullet points or paragraphs about the character. This should broadly cover their past, how any Advantages/Disadvantages they have came about, how they ended up in the Mercenary Unit Name and a little about them (personality, hobbies, aspirations, issues, etc.). These will give story ideas to me, the GM, and help you decide the initial way you'll play your character. Additionally, do think about and describe any underlings you may have, which will depend on your Rank.

8: You're done - woo! Please submit the Character Sheet and your Character Story to me by email (via yuushastar(@)gmail.com - remove the brackets).

9: Please create an account on this forum, using your character's name. You may also wish to ping me on Discord @ Mizuki#9052 to ensure I know your character sheet has been submitted. I'll give you limited access to the forum (you'll be able to post in the OOC area).

10. I'll alert you when your character submission has been approved and create a private forum for you. You'll also be given full access to the forums. This approval process may take a day or two. With this, you're done and ready to play!

Exceptions to step 10:
- Do note that your character may not be approved for various reasons; I'll contact you in this case to alert you of the issue(s) and give you a chance to fix them. Perhaps you spent more xp than 75 by accident, perhaps a chosen Mech isn't available in this time period, perhaps your Character Story doesn't explain some key aspects of your character, etc.
- In rare circumstances a character submission may be rejected. This will usually be because they substantially do not fit the game themes or rules. If this happens, please create a new character instead. Examples of characters that would be rejected are: a child character (under 18), a Clanner, a paraplegic anti-war protestor or a character that is clearly an expy. Feel free to be inspired by others' characters and even to pay homage to them, but please do not try to fully recreate them.


Helpful tips and considerations:

- Combat Mechwarrior characters would be wise to take the Mechwarrior advantage (or the Inherited Mech advantage, which includes it), unless they have no desire to obtain a company mech, or to be able to get any aid repairing battle damage.

- This setting is quite lethal - death can be sudden, unfair, and brutal. The saying in this universe is to "Save the Metal, not the Meat." If your character should die, keep calm and carry on - there will be more pilots to fight and die in that cockpit, odds are.

- Non-combat characters ought to contribute to the Mercenary Unit Name in some key way. They could be electronics experts, strategists, mechtech experts, data analysts, medical specialists and so on. They may even contribute with multiple specialisms. You'll have more xp available for skills for your character than Combat Characters, so do consider covering areas they likely will not, such as good social ability, knowledge and lore skills, investigation and stealth, etc. Of course your character does not need all or even any of these, but you'll likely find more to do if you have a few strengths in such areas.

- If you are at any time unsure whether technology exists, remember that computing in this setting is quite primitive by modern standards. There are incredible advances in materials sciences, medicine, and weaponry, but they're using computers that make your common smartphone look like magic by comparison. Feel free to contact me if you are unsure about anything or for suggestions. Remember that the setting is very 'mud and lasers' and being a cowboy or knight in a mech is part of the charm.

- This game is Player vs Environment (PvE). Characters may wish to sabotage, backstab or otherwise throw one another under the bus, but they will need a good reason that can be objectively approved by myself. Generally, you should be able to fully rely on other Player Characters who should be advancing the cause of the Mercenary Unit Name together. Your characters are comrades. Nonetheless, life in real life, anything is possible. Equally, there would be serious consequences IC if someone were caught endangering someone else. Please bear this in mind when considering your character, particularly any Disadvantages.

- Please read the forum rules carefully. In particular, metagaming, rolling more than once for a roll without permission and harassing other players are major offenses. Avoid these.

- Remember it's a game. Players should be treated nicely OOC even if you are angry at them IC. Be courteous and things will be fine. If you are really angry then try taking a break away from the game for a few hours or even a day.

- If you've encountered an issue you cannot solve on your own, or you are being upset by something, please contact me. If possible, try to resolve things with other players first and communicate with them, but if that isn't working or you feel threatened then contact me immediately.

- I'm running this game solo. Please be patient as I try to keep on top of everything. Use your private forum to contact me for less time critical things. If I've overlooked you or something after 12-24 hours, or it's time sensitive, please PM me here or message me on discord as a reminder. Use this as a last resort so I don't get overwhelmed.

Re: Character Generation

Posted: Sun Dec 12, 2021 7:32 pm
by GM Yuusha
Example Character Sheet

Please submit your Character Sheets in a similar (or better still, identical) format to that below. This will make it much easier for me to verify your Character details and speed up your approval. Character Sheets that are very different to the below may be rejected, especially if any expenditure of xp is not clear.
Name: Kurita Bob
Career: Mechwarrior
Background: Middle Class
Origin: Draconis Combine
Expertise: 138
XP: 0

Rank: 2.0
Fame: 1.0
Infamy: 0.0


Attributes:
(Move Speed) Fitness Attribute 2
Strength (Physical) 2
Dexterity (Physical) 3 (Origin)

(Hit Points) Durability Attribute 2
Stamina (Physical) 2
Willpower (Mental) 2

(Initiative) Readiness Attribute 2
Reflexes (Physical) 3 (Career)
Perception (Mental) 2

Smarts Attribute 3
Awareness (Mental) 3 (12)
Intelligence (Mental) 3 (12)

Edge (Void) 3 (18)
Total: 42xp

Skills: (* represents career skills. ^ represents free skills)
Piloting(Mech)*: 2 (2)
Gunnery*: 4 (9)
Communications*: 1
Knowledge: History*: 1
Athletics (running)*: 1 (2 for the emphasis)
Martial Arts: 1 (1)
Knowledge: Mercenaries^: 1
Tactics^: 1
Small Arms: Pistols^: 1
Perform: Banjo: 3 (6)
Protocol: 2 (3)
Total: 23xp

Advantages:
Luck [Edge] (3)
- one reroll per session

Inherited Mech [Material] (10)
- One Mech up to 1300 BV. Picking a Griffin 1S!

Wealth [Material] (1)

Disadvantages:
Lechery [Mental] (2)
- +1k1 to Temptation (Seduction) rolls against you

Total: 14xp - 2xp = 12xp

Overall: 42 traits + 23 skills + 14 ads - 2 disads = 77 (75+2 from Middle Class)

Techniques
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. 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.

----

Starting C-Bills: 1200+200 from Wealth = 1400
Monthly Salary: 625+100 = 725

Inventory:
Cooling Vest
Sturdy Clothes
Vid Phone
Repeater (High Caliber)
20x HP pistol rounds
10x Field Rations
Camping Gear
Exotic Goldfish and Fish tank

Money spent: 1350 C-Bills

----

Account: 50 C-Bills

----

Initiative roll: 4k3
Melee TN: 5 + 15 = 20. 3 Reduction if in Cooling Vest.
Ranged TN: 5 + 15 = 20. 3 Reduction if in Cooling Vest.
Other Guidelines

Players should also include background details on their character. This Backstory can either be in prose or bullet points, but something concise is preferred. Perhaps aim for 3-4 paragraphs. Backstory should include where your character is from, how they became a mercenary in the Obsidian Angels and how they achieved their current Rank in the unit, an explanation for each Advantage or Disadvantage they have and, finally, any personal plot points you think are worth mentioning.

Underlings (such as lance mates or an assistant) should be given at least 3 things: 1) A name 2) A rough physical description 3) A bit about their hobbies, personality or interests. This can be as details or brief as you wish. As an example, "Joe Bloggs is a short dark-haired man who enjoys star gazing and winter sports", is fine for a brief description.

Combat Characters may wish to give themselves (and possibly lance mates) a Callsign. This should usually be a maximum of three syllables and it should not be a word or phrase likely to be spoken during a mission. Something like "Cavalry" or "Explosion" would not be good, while "Grey Cat", "Foxtrot Two" or "Preacher" would all be fine. Generally, a Callsign should be either functional or something related to the character, quite possibly from a funny moment or otherwise slightly teasing in nature. "Preacher" might be because the Character has a habit of sharing their beliefs, reminding others to be good or loudly relaying orders. Some Callsigns may have positive connotations, such as "Fearless" or "Razor", but these must have been earned. A veteran pilot (3/4) will always have a Callsign. Many will be more than they appear and humorous, such as "Fatal" actually being 'Fat Al', and "Rock" might be a reference to that time you fell into a river and sunk like a...

If you have a Connection with a Major or Lesser NPC, please discuss with the GM how your character knows them and what their relationship is like. This will help ensure you're in agreement and understanding is shared before you end up in a scene with them.

If you've taken a Mech through Inherited Mech or Stolen Mech, please state which you would like in your application. If you only have the Mechwarrior Advantage, please flag this so a suitable mech can be assigned. Do note the mech will make use of your Technique and you will likely have some input into what is assigned from the mechs available. Lance will not be so lucky, although their capability will influence things: a green mechwarrior (5/6) is much more likely to be put in a light mech, while a veteran mechwarrior (3/4) is more likely to receive a heavier mech.