BATTLETECH 3025: Player Characters

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max_vale
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BATTLETECH 3025: Player Characters

#1 Post by max_vale »

BASIC RULES OF THE GAME FOR CHARACTER CREATION AND MAKING ROLLS TO DETERMINE THE OUTCOME OF CHOSEN ACTIONS


Hey there peoples; here's a thread for the rules (and house rules) I'll be using for this game. For those that have never played a D6 game (several versions, but the basics are always the same); the most important thing to remember is that all Stats, Attributes, etc. are listed in terms of a number of 6 sided dice to roll. In other words: STRENGTH: 3D; means 3 six sided dice to roll (and add up); and these rolls are then compared to a Difficulty number…which if tied or beaten; the roll is successful. If the roll is twice or three times higher than the Difficulty then this can mean REALLY successful.

For character creation; there are 7 attributes: CHA (Charisma), DEX (Dexterity), KNO (Knowledge), MECH (Mechanical Aptitude), PER (Perception), STR (Strength), and TECH (Technical Aptitude). Please note that Mechanical tends to cover Piloting/Driving/etc. skills as well as control of things like vehicle weapons and usage of Sensors, Comms, etc. Technical covers most repair skills; Strength is both how physically strong you are AND how much damage/exertion you can take and Perception covers awareness of things going on around you AND how to hide/conceal yourself from others nearby.

Skills all fall under one attribute (list to follow) and every character can attempt ANY skill. You have a certain number of Dice (18) to split among the 6 attributes as well as more Dice (7) to split among different skills. All skills default to your Related attribute if you don't put any dice in them; i.e. Piloting falls under MECH; so if you have 3D+2 in MECH and put no dice in Piloting; your character would roll 3D+2 when using the Piloting skill.

All attributes must fall in the 2D to 4D range and please keep the following in mind: In the d6 system, each dice can be broken down into 3 'pips'; so that when advancing attributes or skills; the system includes 2 'pips' between whole dice; i.e. the following choices are available for starting attributes:

2D
2D+1
2D+2
3D
3D+1
3D+2
4D

This means when you roll 2D+2 for example; you roll 2 dice; add them up and then add 2 more; so that a roll of 2 and 5 totals 7, plus 2 more equals 9.

When adding these up to equal the starting 21D to split up; remember that 3 pips equals 1 Dice; so 2D+1 and 3D+2 would add up to 6D total.

When dividing the 7D up for skills; these can be broken down into 'pips' if desired (21 total pips) or can be kept in whole dice for simplicity. No more than 2D (6 pips) can be added to any one skill.


ATTRIBUTES AND SKILLS:

CHA: Bargain; Con; Leadership; Persuasion; Performance

DEX: Guns; Brawling Parry; Dodge; Launcher Weapons; Melee Weapons; Melee Parry; Thrown Weapons

KNO: Bureaucracy; Cultures; Languages; Medicine; Academics; Streetwise; Survival; Tactics; Technology

MECH: Animal Handling/Riding; Navigation; Driving; Mech Piloting; Aerospace Piloting; Jump/Dropship Pilots; Systems Operation (Comms/Sensors); Gunnery; Artillery; Sailing

PER: Alertness; Gambling; Hide; Sneak; Search

STR: Brawling; Climbing/Jumping; Lifting; Stamina; Swimming; Running

TECH: Demolition; Computer Repair; Equipment Repair; Vehicle Repair; Mech Repair; Jump/Dropship Repair; Aerospace Repair; Security


DIFFICULTY NUMBERS

So, when skill rolls are called for; there is a DIFFICULTY number that must be equaled or excelled to succeed at the task. If your skill roll is Double or Triple the number needed, the level of success is increased. Here is the default list of Difficulty Numbers and what they mean. These numbers may have modifiers due to any number of factors.

5: VERY EASY

10: EASY

15: MODERATE

20: DIFFICULT

30: EXTREMELY DIFFICULT


PLEASE NOTE: In an effort to keep 'min-maxing' to a minimum and promote characters skilled in multiple areas; No two Characters may have 4D in the same starting attribute. (I.e. I'm trying to keep everyone from putting 4D in MECHANICAL as I don't want EVERY character to max out the Mech Piloting and Gunnery skills)

ALSO NOTE: I'll put up more details in the House Rules section; but LRMs (Long-range Missiles) will have have 2 distinct ways of firing....direct-fire; which is when the target is visible; which will use the Gunnery skill (under MECH).....and indirect-fire; which is when being fired at a target they do not have LOS (line of sight) too...such as targets covered by buildings/trees/hills/etc. Other Mechs/vehicles can possible 'spot' for when this happens (again, I'll put up the rules in the House Rules section) which increases the chances of hitting the intended target; but with or without spotting; this method will use the 'Artillery' skill (also under MECH) vice the Gunnery skill.


EXAMPLE CHARACTER CREATION:

Player Bob wants to create a Mech jock named SGT Joe Schmuckatelli. He decides to split his 21D in attributes as follows:

CHA: 3D+1
DEX: 3D
KNOW: 2D+2
MECH: 3D+2
STR: 3D+1
PER: 2D+2
TECH: 2D+1

He then decides to spend his 7D of skills (21 pips) as follows:

CHA: 3D+1: Leadership +2 pips for a final score of 4D (base is attribute score of 3D+1; add 2 more pips and it equals 4D)
DEX: 3D: Guns 4D (3 pips), Brawling Parry 4D (3 pips), Dodge 3D+2 (2 pips)
KNOW: 2D+2: Cultures 3D (1 pip)
MECH: 3D+2: Mech Piloting 5D (4 pips), Gunnery 4D+2 (3 pips), Artillery 4D (1 pip), Systems Operations 4D (1 pip)
STR: 3D+1: Stamina 3D+2 (1 pip)
PER: 2D+2
TECH: 2D+1

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Re: BATTLETECH 3025: Player Characters

#2 Post by wolfpack »

Epsilon Dekker-Sandoval

Mech Variant Jenner DS1-D
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Re: BATTLETECH 3025: Player Characters

#3 Post by wolfpack »

LT Epsilon Dekker-Sandoval

Age 22
Gender: Male
Home Planet: Weekapaug (Federated Suns: House Davion)
Social Rank: Knight
Military/Mercneary Rank/Position: Lieutenant (LT) and Commander of the Recon Lance in the Mercenary Company: 'Harigan's Hellions'

ATTRIBUTES AND SKILLS:

CHA: 3D+1 (Leadership 4D, Bargain 4D, Persuasian 4D)
DEX: 3D (Guns 3D+2, Melee Weapons 3D+1)
KNOW: 3D+2 (Tactics 4D,Bureaucracy 4D)
MECH: 4D (Mech piloting 5D, Gunnery 5D)
STR: 2D
PER: 3D (alertness 3D+2)
TECH: 2D (Computer repair 2D+2)

EQUIPMENT: Jenner Light Mech; Cooling Vest; Personal Weapon; Melee Weapon; other....


BACKGROUND:

Epsilon can trace his linage as a mechwarrior all the way back to the Star League.

His ancester Ernst Dekker was a member of the The Fox Company, 2nd Battalion, 142nd Battle Regiment, 251st BattleMech Division under command of Captain Kieran McKinnon. When Generel Kerensky left in exile, the Company refused to join him and instead pledged loyalty to the Federated Suns and became McKinnon's Company within the 7th Crucis Lancers.

During the 1st Succession War; as the 7th fought against overwhelming numbers on Kentares IV; most of the regiment was destroyed. The survivors who did not retreat off planet were led by the surving members of McKinnon's company. It was one of McKinnon's Infantrymen that killed Minuro Kurita and McKinnon's Company was the only unit to remian on planet when Minuro's son Jinjiro arrived and began the infamous Kentares Massacre. The Company managed to survive and harass Kurita forces using hit and run tactics until help arrived in the form of the remianing 7th Lancer elements, the 12th Syrtis Fussiliers, and the 3rd Deneb Light Cavalry.

As a reward for their valor, the survivors of the 7th were awarded the Diamond Starburst, the Robinson Medal of Valor, and all were granted Knighthood and land deeds that still carry on to this day.

Since that time Epsilon's family line still continues to serve the Federated Suns; mostly with the 7th Crucis Lancers, although not all do so as mech pilots. Epsilon's father William Dekker is a drop ship captain within the 7th and his super religious Uncle Henrik serves as a mechwarrior in the famous 'Fox's Teeth' Company of the 7th Crucis Lancers known as McKinnon's Raiders. Epsilon is determined to eventually serve in the Regiment's ranks as a mechwarrior himself.

Epsilon was born on the planet of Weekapaug on the lands his Knighted Father had inherrited from his long line of Mechwarrior ancestors and his mother Mary Dekker-Sandoval is the 6th cousin of Aaron Sandoval the Duke of Robinson. While a distant cousin Mary herself carries no noble title. Epsilon is the eldest of two brothers and he graduated from the private Sakhara Academy fully trained as a Mechwarrior. He desires to continue his family's tradtion of serving as a member of the 7th Crucis Lancers, but he knows in order to obtain an Officer's rank within the highly prestigious unit; it will take more than his linage. Fresh out of the academy he has taken a postion as a lance commander in a mercenary unit to gain the experience he needs to gain an officer's role within the Lancers. The Jenner he pilots is one that his ancestor Ernst Dekker captured during the fighting on Kentares IV and has been passed down through his family. His family also currently possess a Wasp mech that his Uncle Henrik pilots and a Centurion Mech that currently is maintained on the family estate on Weekapaug.

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Re: BATTLETECH 3025: Player Characters

#4 Post by GreyWolfVT »

SGT Ivan Volkov

Age 28
Gender: Male
Home Planet: Benjamin (Draconis Combine: House Kurita)
Social Rank: Soldier
Military/Mercneary Rank/Position: Sergeant (SGT) and Second in Command of the Recon Lance in the Mercenary Company: 'Harigan's Hellions'

ATTRIBUTES AND SKILLS:

CHA: 2D+1
DEX: 3D (Guns 4D)
KNOW: 2D+2 (Tactics 4D)
MECH: 3D+2 (Mech Piloting 4D+2; Gunnery 5D; Artillery 4D)
STR: 3D+1
PER: 2D+2
TECH: 3D+1 (Mech Repair 4D; Equipment Repair 3D; Demolition 4D)


EQUIPMENT: Wasp Light Mech; Cooling Vest; Personal Weapon; Melee Weapon; other....


BACKGROUND:

Originally from the District Capital planet of Benjamin in the Draconis Combine; Ivan Volkov was noted in his youth for having tremendous potential in Mech simulators; despite hailing from a non-noble; non-Mechwarrior family. This potential led to his being given a slot in the Benjamin District Military Acamdey and Ivan was lucky enough, skilled enough and tough enough to pass the rigorous training to become a Mech Jock while most of his classmates were constantly looking down on Ivan due to thier status as the children of Nobles and Knightly Mechwarriors and his being just a commoner. Nonthless, he graduated and as such, he was assigned a Wasp Light Mech by the Combine and sent to serve in the 11th Benjamin Regulars Mech Regiment. After serving for four years; Ivan won possession of the Wasp Mech he had been assigned (previously, it belonged to the State) due to his extraordinary service in saving his Company Commander's life (Captain Takagi). After serving the Combine for his required 5 years; he was honorably discharged from the Combine's military and he took his Mech and decided to become a Mercenary. He soon joined the Mercenary Company known as Harigan's Hellions and due to his experience, he was quickly given the position/rank of SGT in the Company's Recon Lance.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
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"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
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Re: BATTLETECH 3025: Player Characters

#5 Post by max_vale »

Mechwarrior Gary "Gargle" Argyle

(Note: Starbeard's PC who will be NPC'd until Starbeard can play in the game regularly in a couple months)
Age 23
Gender: Male
Home Planet: Donegal (Lyran Commonwealth: House Steiner)
Social Rank: Noble (son of a Baron)
Military/Mercneary Rank/Position: Mechwarrior (MW) and member of the Recon Lance in the Mercenary Company: 'Harigan's Hellions'

ATTRIBUTES AND SKILLS:

CHA 4D
DEX 2D
KNO 4D (Bureaucracy 5D, Cultures 4D+1, Languages 4D+1, Medicine 4D+1)
MECH 3D (Mech Piloting 4D, Gunnery 4D, Systems Operation 4D)
PER 3D
STR 2D
TECH 3D (Computer Repair 4D)

EQUIPMENT: Clint Medium Mech; Cooling Vest, Personal Weapon, Melee Weapon,

BACKGROUND:

Gary comes from minor nobility on Donegal. He was born the son of Baron Von Argyle; Lord of South Marsden; and he has a brother and a sister, both of whom have entered the officer ranks of Steiner's impressive military machine. Gary, however, showed less promise. The Lyran Commonwealth's military is a unique mixture of noble inheritance and meritocracy, and while Gary certainly had the blue blood, he lacked the merit and ambition to rise through the ranks. Like many other Lyran nobles without prospects, he has taken the 'mech inherited to him (one of half-a-dozen belonging to his family in total) and entered the mercenary life in the hopes of meriting the attention of his family and House back on Donegal.

Personality: Gary might be a noble, but he isn't sure he wants to be. He was always a little too lazy and unambitious to do House Steiner proud. He might say that he "joined the circus" to prove himself to his House, and that one day he'll return and achieve his rightful position, but his mercenary comrades all know better. Gary became a merc to hide from his noble life and shirk his responsibilities, and the longer he stays with the outfit the more he thinks he might not want to go back.

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Re: BATTLETECH 3025: Player Characters

#6 Post by Monsieur Rose »

Mechwarrior Hoxton Kray

Age: 22
Gender: Male
Home Planet: New Olympia (Free Worlds League: House Marik)
Social Rank: Soldier
Military/Mercenary Rank/Position: Mechwarrior (MW) and member of the Recon Lance in the Mercenary Company: 'Harigan's Hellions'

ATTRIBUTES AND SKILLS:

CHA: 2D (Bargain 3D)
DEX: 4D (Guns 5D)
KNO: 3D (Streetwise 4D)
MECH: 3D (Mech Piloting 4D, Gunnery 4D)
PER: 4D
STR: 2D (Brawling 4D)
TECH: 3D

EQUIPMENT: Locust Light Mech; Cooling Vest, Personal Weapon, Switchblade

BACKGROUND:

Hoxton came from a made family in New Olympia. He grew up learning the craft and immersed in the day to day life of the street. After the family acquired a mech, strings were pulled to get Hoxton into the Allison MechWarrior Institute. He did adequately during his time there but made a few rivals nevertheless. There were a few accidents involving cadets and he was asked to leave the academy. Due to his training, he was able to join the Guards and continue learning there. On a routine patrol, he was put in a unwinnable situation and lost his mech. Hoxton was convinced it was intentional, put in place by those wanting to humble his family. He took the loaner mech given him, and went AWOL. He eventually meet up with Harrigan, and fell in with his crew.

Personality: A bit unstable, and unreasonably willing to do the immoral, Hox is the kind of guy you want on your side. He's looking to make his own name and fortune so he can distance himself from his old life.

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