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Author Topic: Hat's Lance  (Read 3966 times)

Hat

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Hat's Lance
« on: March 17, 2018, 07:20:37 PM »

Ok, here goes.

STR -1
BOD -1
RFL -1
INT +1
CHA +1
SOC +1  Min: 5

Affiliation: Federated Suns
Protocol/FS +1
Trait: Natural Aptitude/Strategy (Min SOC 4)

Stage 1: Early Childhood - Nobility
STR -1, BOD -1, RFL -1, INT +1, CHA +1, SOC +1 (Min SOC 5)
Traits: Wealth, Well-Equipped, Enemy
Skills: Protocol/Affiliation +2
Next Path:
Nobility Roll: This dice roll has been tampered with!
Rolled 2d6 : 1, 3, total 4
Spending an Edge Thresh on a reroll:
Rolled 2d6 : 4, 6, total 10
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Hat

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Re: Hat's Lance
« Reply #1 on: March 17, 2018, 07:51:42 PM »

Not sure how to edit the first  one without it showing modified dice, so will do new posts for each stage with a die roll.
Ok, Keeping the 10, "Yours was a soldier's family" BOD +1, RFL +1, CHA -1, must take Military School or Merc Brat next.

Let's go Mercenary Brat.

Stage 2: Mercenary Brat
Thresholds: INT -1, WIL +1, EDG +1
Skills:
Interest/Any +1, Administration +2, Negotiation +2
Event Roll:
Rolled 2d6 : 6, 1, total 7
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Hat

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Re: Hat's Lance
« Reply #2 on: March 17, 2018, 07:58:17 PM »

Around a mercenary unit, any helping hand is appreciated.  Scrounge +1, Streetwise +1
Edge Threshold to get into Federated Suns Academy/NAIS College of Military Sciences
Attribute Minimums: INT 4, WIL 4, SOC 3
Thresholds: WIL +2, SOC +2, RFL +1, INT +1
Traits: Promotion (2), Well-Equipped (2)
Skills: Academic/FS History +2, Protocol FS +2, Perception +1, Academic/Any +2, Bureaucracy/FS +2, Computers +1, Swimming +2
Fields: Basic Training
Next Path: AIT
Fed Suns Event Roll:
Rolled 2d10 : 9, 3, total 12
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Hat

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Re: Hat's Lance
« Reply #3 on: March 17, 2018, 08:15:49 PM »

Event: You lucky dog!  You got the girl of your dreams, and a career! EDG +1, Good Reputation, Dependent

AIT: 2 Years (to 19)
Traits: Promotion to Sergeant (Rank 6)
Skills: +2 to any 2 Field Skills, Tactics/Any +1, Leadership +1, Strategy +2, +1 to any 2 relevant skills, +1 to any one field skill
Field: Mechwarrior - Attribute Minimum: Dex 3, RFL 4
Special Training:
Time: 3 Year (to 22)
Attribute Minimum: WIL 5
Traits: Promotion (2), Well Equipped (3), Wealth, Well-Connected/New Avalon
Skills: +2 to any 3 Basic Training Skills, +2 to half the character's AIT skills (rounding up), Strategy +2, Tactics/Any +2, +2 to any one other skill
Field: Military Scientist
Next Path: Tour of Duty: Federated Suns

Stage 4: ToD: Federated Suns
Time: 2 years (to 24)
Traits: Vehicle (2)
Skills: +2 to any three Military Field skills, +1 to any three other skills
Event:
Rolled 2d10 : 8, 9, total 17
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Hat

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Re: Hat's Lance
« Reply #4 on: March 17, 2018, 08:27:58 PM »

Ok, using an EDG threshold to get my roll to an 18.
You were the right man at the right place-awarded the Silver Sunburst for gallantry under fire [+6 to any one Military Field skill, EDG +1, Good Reputation (2), Promotion, Vehicle (4), Custom Vehicle (2), Well-Equipped, Wealth (2), choose from ANY Stage 3 Academy Life Path next, applying a +2 to Event roll]

Off to Albion
Time 1 year (25)
Attribute Minimums: INT 3, WIL 5, SOC 5
Thresholds: WIL +2, SOC +1, DEX +1, RFL +1, BOD +1
Traits: Promotion (2), Well-Equipped (2), Well-Connected/New Avalon
Skills: Academic/FS History +3, Protocol/FS +4, Perception +2, Running +4, Career/Soldier +4, Leadership +1
Fields: Basic Training
Event: Roll (with +2)
Rolled 2d10+2 : 5, 7 + 2, total 14
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Hat

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Re: Hat's Lance
« Reply #5 on: March 17, 2018, 10:05:00 PM »

Current EDG Threshold is still 8, so going to add +4 to the roll to make it an 18.
18 - Congratulations, you graduated top in your class! [EDG +1, Good Reputation, Contact (2), Wealth (2), Vehicle (3), may take OCS, then return and continue this Path]

OCS:
Time: 1 year (26)
Threshold: WIL +1
Traits: Commission (Rank 1)
Skills: Academic/Military History +2, Bureaucracy/FS +2, Protocol/FS +1, Strategy +1
Field: Officer Training

AIT: Mechwarrior
Time: 2 years (28)
Traits: Promotion
Skills: +2 to any 2 field skills, Tactics/Any +1, +2 to any 2 Military Field Skills, Leadership +1, Survival +1, Interest/Sport (any) +1
Field: Mechwarrior
Next Path: Special Training

Special Training - Military Scientist
Time: 2 years (30)
Attribute Minimums: WIL 5, EDG 5
Attribute Thresholds: Add +1 to any one threshold of the player's choice, +1 to BOD, DEX or RFL (player's choice)
Traits: Promotion (2), Well-Equipped (3), Contact (2)
Skills: +2 to any 3 Basic Training Skills, +2 to half of the charcter's AIT skills (rounding up), Career/Soldier +2, Survival +1
Field: Military Scientist

26 or over, so finish at Albion before joining the Merc Unit.
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Hat

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Re: Hat's Lance
« Reply #6 on: March 18, 2018, 12:32:39 AM »

Summary: (before spending points, skill consolidation, etc., capped by Trait limitations)

Age: 30

STR   -1
BOD   +1
DEX   +1   Min: 3   
RFL   +2   Min: 4
INT   +1   Min: 4
WIL   +6   Min: 5
CHA   
SOC   +4   Min: 5
EDG   -3   Min: 5
Attribute Thresholds
+1 to 1 of player's choice
+1 to BOD, DEX or RFL (player's choice)

Affiliation: Federated Suns
Stage 1: Early Childhood - Nobility (Event: 10, Yours was a soldier's family.)
Stage 2: Mercenary Brat (Event: 7, Around a merc unit, any helping hand is appreciated.)
Stage 3: Federated Suns Academy/NAIS College of Military Sciences (Event: 12: You lucky dog!  Girl of your dreams and a career!)
   AIT: Mechwarrior
   Special Training: Military Scientist
Stage 4: ToD - Federated Suns (Event: 18, You were the right man at the right place - awarded the Silver Sunburst for gallantry under fire)
Stage 3: Federated Suns Academy/Albion (Event: 18, Congratulations, you graduated top in your class!
   OCS
   AIT: Mechwarrior
   Special Training: Military Scientist

Trait:
Commission (Rank 1), Promotion (3)
Contact (2)
Contact (2)
Custom Vehicle (2)
Dependent - Wife
Enemy
Good Reputation (4)
Natural Aptitude/Strategy
Promotion (2) [NOTE: Replaced with Promotion to Sergeant Rank 6]
Promotion to Sergeant (Rank 6) +5 [Replaced with Commission]
Vehicle (9)
Wealth (5)
Well-Connected/New Avalon (x2) [so should be 4?]
Well-Equipped ( 8 )

Skills:
+2 to any 2 Field Skills (Basic Training or Mechwarrior)
+1 to any 2 relevant skills*
+1 to any field skill (Basic Training or Mechwarrior)
+2 to any 3 Basic Training Skills
+2 to half the character's AIT (Mechwarrior) skills (round up)
+2 to any one other skill *
+2 to any 3 military field skills, +1 to any 3 other skills
+6 to any one Military Field Skill
+2 to any 2 Field Skills (all 4 available)
+2 to any 2 Military Field Skills
+3 to any 3 Basic Training Skills
+2 to half of the character's AIT skills (Rounding up)

Fields: Basic Training(x2), Mechwarrior(x2), Military Scientist(x2), Officer Training
*Academic/Any +2
*Academic/FS History +5
Academic/Military History +2
*Administration +2
*Bureaucracy/FS +4
*Computers +1
Career/Soldier +6
*Interest/Any +1
Interest/Sport (any) +1
*Leadership +3
*Negotiation +2
*Perception +3
*Protocol/FS +10
Running +4
*Scrounge +1
*Strategy +5
*Streetwise +1
Survival +2
*Swimming +2
*Tactics/Mech +4
« Last Edit: March 18, 2018, 01:08:28 PM by Hat »
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Hat

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Re: Hat's Lance
« Reply #7 on: March 18, 2018, 01:13:04 PM »

Ok, before I work to finalize my character, I'd like to know what kind of Mech I'll be driving.  Using Custom Mech to modify, will roll randomly on Heavy for chassis.
Rolled 1d1000 : 838, total 838
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Hat

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Re: Hat's Lance
« Reply #8 on: March 18, 2018, 02:08:32 PM »

Ok, so an Orion for my Lance Commander.  I'll take 3 Medium Mechs for my Wingmen.

Wingman 1
Rolled 1d1000 : 555, total 555


Wingman 2
Rolled 1d1000 : 212, total 212


Wingman 3
Rolled 1d1000 : 118, total 118
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Hat

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Re: Hat's Lance
« Reply #9 on: March 18, 2018, 02:13:30 PM »

Ok, so Lance is:

Orion ON1-K (Custom) Lance Commander
Phoenix Hawk PXH-1
Vindicator VND-1AA (Avenging  Angel)
Clint CLNT-2-3T
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Darrian Wolffe

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Re: Hat's Lance
« Reply #10 on: March 18, 2018, 04:48:16 PM »

OK, so here's a good reason why I wanted to do this face-to-face.  I'm aware you're well beyond this point in the character creation process, but I haven't been able to look at the forum till now.  (And for that matter I would have been useless even if I'd seen it; I didn't get a refill on my codeine scrip until mid-afternoon today).

Current EDG Threshold is still 8, so going to add +4 to the roll to make it an 18.

You cannot do that.  Specifically, the campaign rules PDF has the following listed (note the example in #2):

Quote
The Effect of Edge: Your Edge Threshold can voluntarily be reduced [by] -1 for your benefit in three ways:
1) Reroll a Lifepath roll (may keep spending Edge and rerolling)
2) Add +1 or -1 to a Lifepath roll result (ie, go from 11 to 10 or 12)
3) Enter a path that didn’t appear on your “Path Exit” (ie, go from Stage 3: Capellan Academy/Capellan War
College, to Stage 4: Tour of Duty: Federated Suns)
4) Remember, your EDG minimum is 2; you cannot go below that during character creation


You can use Edge to generate rerolls, or use a point of Edge to move a result up or down by 1...but you aren't supposed to be able to use 4 Edge on one roll to get a +4 to the roll. 

With that said, I can totally see how you're reading it that way; both my rules text AND the example text in the MW3e rulebook (and the "errata-corrected" - ha - reprint) are unclear.  All I can say is that in every example character I ever saw on the official forums, and every bit of character creation advice for MW3 I've ever seen, I've never seen anybody advocate being able to stack the fixed roll modifiers like that during character creation.  Moreover, even if this is the correct reading of the MW3e rules, allowing it at this point would still be unfair to the other players who have already created PCs and who have no opportunity to address this problem (at least 2 people would have really, really preferred to be able to stack mods like that rather than multiple rerolls).

For example: http://forums.cincybattletech.com/index.php?topic=727.0   You can see that Mike wanted to get a 17 result, and during his rerolls rolled a 15, then went back, spent 2 Edge rerolling (getting a 5 and a 16), and then a 3rd Edge to bump a 16 to the desired 17.  If he could have simply spent 2 Edge to increase by +2, he could have spend 2 Edge instead of 3 and bumped the initial 15 result straight to a 17.

I'm sorry man, but in the interests of group even-handedness, I'm afraid I'm going to have you to repeat that single step (if you so choose, you can even spend Edge on rerolls trying to get that 18 "back").  Note: as long as your eligibilities remain the same, the rolls from that point forward need not change, for example, as long as you still end up with a "Vehicle 6" trait, for example, the final roll of "Orion" still stands.  Do remember that you still get points to buy Attributes and can take on Negative Traits in order to pay for things.
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Hat

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Re: Hat's Lance
« Reply #11 on: March 18, 2018, 05:48:23 PM »

Rob. Np. I looked at several examples along the way, obviously missed things. Would it be ok to just get together and do the whole thing start to finish?  That would avoid further mistakes.  How much time would we need?
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Darrian Wolffe

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Re: Hat's Lance
« Reply #12 on: March 18, 2018, 06:32:21 PM »

Rob. Np. I looked at several examples along the way, obviously missed things. Would it be ok to just get together and do the whole thing start to finish?  That would avoid further mistakes.  How much time would we need?

You're actually almost past the tough part; the trick would be to go back to that section and build from there.  The only other tricky part is the conversion of skill points to skill bonuses (which is itself dependent on purchased Traits).  Taking in account what you've already done and assuming we can build on it from the step you're going back to, we can likely have the PC banged out in under an hour.
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Hat

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Re: Hat's Lance
« Reply #13 on: March 18, 2018, 07:41:58 PM »

Ok, if I'm through most of the tough stuff, let's see if we can get an easy fix.  Recovering the 4 points of EDG Threshold, here's new roll #1. 
Rolled 2d10 : 3, 3, total 6
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Hat

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Re: Hat's Lance
« Reply #14 on: March 18, 2018, 07:42:32 PM »

Not what was needed, roll #2.
Rolled 2d10 : 7, 7, total 14
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