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This is the lance creation thread for Ryan.
All Characters
Languages +6
Perception +2
Affiliation: Federated Suns
Protocol/FS +1
Natural Aptitude/Strategy
Stage 1: Blue Collar
Attribute Minimums: SOC 3
Skills: Career/Any +2, Interest/Any +1
Event: Rolled 2d6 : 3, 5, total 8
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8 Already learning how to fix the family car [Natural Aptitude/Technician/ICE]
Stage 2: Spacer Family
Attribute Minimums: RFL 4, DEX 4, INT 4
Attribute Thresholds: RFL +1, DEX +1, BOD -1
Traits: Well-Equipped, G-Tolerance, Natural Aptitude/Zero-G Operations
Skills: Career/Ship Crew +2, and choose two of the following: Negotiation/Any +1, Sensor Operations
+1, Navigation/Space +1, Appraisal +1
Event Roll: Rolled 2d10 : 4, 9, total 13
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13 Your antics earn you the nickname of "ship's monkey" [Acrobatics +1, Zero-G Operations +1]
Stage 3: Albion Military Academy
Time: 1 Year
Attribute Minimums: INT 3, WIL 5, SOC 5
Attribute Thresholds: WIL +2, SOC +1, DEX +1, RFL +1, BOD +1
Traits: Promotion (2), Well-Equipped (2), Well-Connected/New Avalon
Skills: Academic/Federated Suns History +3, Protocol/Federated Suns +4, Perception +2, Running
+4, Career/Soldier +4, Leadership +1
Fields: Basic Training
Event Roll: Rolled 2d10 : 1, 5, total 6
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Spending an EDG Threshold to reroll:
Rolled 2d10 : 4, 2, total 6
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EDG Threshold again.
Rolled 2d10 : 3, 8, total 11
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11 Lucky you were a morning person. [Running +3, Swimming +3]
Mandatory Subpath: Advanced Individual Training (AIT)
Basic Training Graduates only
Time: 2 years
Traits: MechWarriors and Aerospace Pilots receive Promotion to Sergeant (Rank 6), all others receive
Promotion
Skills: +2 to any two Field Skills (combat fields marked with asterisk also gain Tactics/Any +1), +2 to
any two Military Field Skills, Leadership +1, Survival +1, Interest/Sport (any) +1
MechWarrior* (minimum DEX 3, RFL 4)
Subpath: Special Training
AIT Graduates only
Time: 2 years
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 three Basic Training Skills, +2 to half of the character's AIT skills (rounding up),
Career/Soldier +2, Survival +1
Military Scientist Field
Stage 4: TOUR OF DUTY: FEDERATED SUNS
Available to characters who completed training at a Federated Suns Academy or Training Facility.
Time: 2 Years
Traits: Vehicle (2)
Event Roll: Rolled 2d10 : 7, 5, total 12
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12 The proverbial cake walk. [+1 to any one Military Field skill]
TOUR OF DUTY: INNER SPHERE
From lofty MechWarrior to common grunt, this path is where you put it all on the line. Combat and noncombat
military personnel alike must face the enemy in one or more to of duty. Despite the dangers of
this path, a character can ea substantial rewards in skill and rank.
Time: 2 years
Traits: Vehicle (2) for MechWarrior, Aerospace Pilot, Aircraft Pilot, Cavalry and Armored Infantry trained
characters only.
Skills: Add +2 to any three skills from your Military Fields, a +1 to any two other skills
Event Roll: Rolled 2d6 : 5, 3, total 8
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8 Raiding missions [+1 to any three skills in one Military Field, +1 to any other skill]
Deciding to try something different, he spends an EDG threshold to become....
ACADEMIC
Open to any affiliation. Character must possess at least one of the following Fields: Engineer, Military
Scientist, or Scientist.
The academic world is at once alien to the average Joe and very familiar. The work is incredibly
demanding and the internal political hierarchy is quite Byzantine; this is a world where success after a
year of effort can be measured with something as tenuous as a handful of letters, numbers, and
strange symbols arranged into an equation.
Academics can come from almost every field imaginable, but most commonly come from math, the
sciences, history. and religion. Some choose to spend their time as an academic in order to increase
their own education (pursuing the elusive masters degree or even a doctorate), while others are in it
because they enjoy teaching or they wish to complete research and development of a new piece of
technology. There are some that spend their entire lives in academia—mastering the theoretical but
never once putting those theories into practical use—while others spend time as academics before
moving into “real life.”
Time: 3 Years
Attribute Minimums: INT 6, WIL 5
Attribute Thresholds: BOD –1, CHA –1
Traits: Contact (2) or Well-Connected; Stigma/Academic (if taking this path for the second time);
Addiction (1) or Quirk/Any Appropriate (if taking this path for a third time)
Skills: Academic/Any Relevant +4 (or History/Any Relevant +4), Career/Any Relevant +2,
Language/Faction Primary +2; +2 to any two related Field Skills, +2 to any two other skills
Event Roll: Rolled 2d10 : 3, 1, total 4
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Um.... no. EDG Threshold (Clearly not cut out to be an Academic).
Rolled 2d10 : 4, 5, total 9
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One. more. time.!
Rolled 2d10 : 5, 5, total 10
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10 The project seemed promising at first but ultimately went south, no matter what you did.
[Scrounge +3, Patience, Stigma/Failure]
Mech (Medium): Rolled 1d1000 : 986, total 986
Wingman: (Heavy) Rolled 1d1000 : 664, total 664
Wingman: (Medium) Rolled 1d1000 : 30, total 30
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PC's Ride: DV-7D Dervish
Wingman 1: MAD-3D Marauder
Wingman 2: CLNT-2-3T Clint
Wingman 3: Emilie Thorsen, Light, Vet (3/4), EDG 1, Small Arms +3, 8 XP, WS: ER LL, Panther
Stats:
BOD, Thresh - 6, Min 2
DEX, Thresh - 8, Min 4
RFL, Thresh - 8, Min 4
STR, Thresh - 6, Min 2
INT, Thresh - 6, Min 6
WIL, Thresh - 8, Min 5
CHA, Thresh - 5, Min 2
SOC, Thresh - 7, Min 5
EDG, Thresh - 4, Min 5
Skills:
8 Languages
4 Perception
5 Protocol/FS
15 Career/Soldier
2 Interest/Sport
6 Career/Ship's Crew
3 Negotiations
1 Nav/Space
1 Zero-G Ops
1 Acrobatics
5 Leadership
5 First Aid
3 Nav/Ground
9 Rifles
3 Martial Arts/Military
0 Administration
7 Acad/FS History
7 Running
3 Swimming
10 Tactics
2 Survival
12 Gun/Bal/Humanoid
3 Gun/Laser/Humanoid
3 Gun/Missile/Humanoid
12 Pilot/Mech
3 Sensor Ops
3 Acad/Mil History
3 Career/Mil Scientist
3 Computers
3 Cryptography
9 Strategy
6 Scrounge
Traits
Natural Aptitude/Strategy
Nat Apt: Tech/ICE
Well-Equipped (x6, cap x4)
G-Tolerance
Nat Apt: Zero-G Ops
Promotion (Rank 6 +2)
Well Connect/New Avalon
Contact (2) - Professor at Albion Academy (TBD)
Contact (2) - TBD
Vehicle (4)
Addiction (1)
Patience
Stigma/Failure
Bought/Sold
Fast Learner -3
Sell back 3 levels Well-Equipped 6
SPA - Jumping Jack -6
Quirk/Disdain for Social Generals 1
Enemy/Leutnant General Robert McGregory (Head of the Coventry Military Academy) 2
Enemy/Leutnant Colonel Leon Fischer (Former Student), 10th Donegal Guards on Chateau 2
Wealth 4 4
Full character in next post
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Affiliation: Federated Suns, Galax
Name: Desmund Akron
Age: 28
Stats
BOD 5
DEX 5
RFL 5
STR 5
INT 6
WIL 6
CHA 5
SOC 5
EDG 5
SPAs
Jumping Jack
Skills
Administration (None)
Bureaucracy +0
Career/Soldier +3
First Aid +1
Gunnery/Mech +5
Leadership +2
Negotiations +1
Pilot/Mech +4
Scrounge +2
Small Arms +2
Strategy +3
Tactics +3
Starting Funds
500,000 + 6 months * 80,000 (Wealth 4) = 980,000
Traits
Addiction (1) - coffee
Contact (2) - Isaiah Grantel, VP Coventry Metal Works; Desmund test piloted both the Firestarter and Black Hawk-Ku for CMW.
Contact (2) - Rear Admiral Simone McCorkendale, 3rd Crucis Lancers; Family friend of the Akrons who worked the FBI shipyards among other things.
Enemy/Leutnant General Robert McGregory, head of the Coventry Academy (where he worked) (3) - Akron's academic research and published paper on a piece of military history ended up bringing to light incidents that were an extreme embarrassment to McGregory's family as it exposed issues that had been swept under the rug.
Enemy/Leutnant Colonel Leon Fischer, 10th Donegal Guards, Chateau (former student) (2)
Fast Learner
G-Tolerance
Nat Apt: Tech/ICE
Nat Apt: Zero-G Ops
Natural Aptitude/Strategy
Patience
Promotion (Rank 8 )
Quirk/Disdain for Social Generals (1)
Vehicle (4)
Wealth (4)
Well Connect/New Avalon
Well-Equipped
PC's Ride: DV-7D Dervish
Wingman 1: LTJG Lela MacGhie
Age: 23, Heavy, Veteran (3/4), Maneuvering Ace, Gun Spec: Energy, EDG 1, Tactics +2, Negotiation 6+, Leadership +1
Mech: MAD-3D Marauder
Wingman 2: Jason Vega
Age: 23, Medium, Veteran (3/3), Dodge, Small Arms 5+
Mech: CLNT-2-3T Clint
Wingman 3: Emilie Thorsen, Light, Vet (3/4), EDG 1, Small Arms +3, 8 XP, WS: ER LL
Panther PNT-9RRx
Techs
SGT Mike Nechtan, Elite
SGT Ron Soumitra, Green
Doctor
LTJG Hasumati Patachli, Regular
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All personnel added to AtB. SPECTRE Lance is ready for action. Thank you for the fast turnaround.
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All personnel added to AtB. SPECTRE Lance is ready for action. Thank you for the fast turnaround.
Dervish
(https://i.imgur.com/7aX91qX.png)
Marauder
(https://i.imgur.com/ciYmyYa.png)
Clint
(https://i.imgur.com/gIyrriN.png)
Panther
(https://i.imgur.com/37NOKp6.png)
Techs
(https://i.imgur.com/ENjeRII.png)
(https://i.imgur.com/QdfGW3M.png)
Doctor
(https://i.imgur.com/sIXfYlg.png)
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Rob: as I'm moving Ryan's personnel over I discovered that while Ron Soumitra is Green, he's an 8+ rather than a 9+.
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Please promote SGT Lela MacGhie to LTJG and the Spectre XO.
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Note: eliminated the 1 pt Addiction (no impact on gameplay) with the 1 pt Patience (no impact on gameplay) as they would seem to cancel and Ryan doesn't need to figure out what his character was addicted to. Stigma/Failure will be bought off by increasing his enemy General Robert McGregory to 3 (from 2). Akron's academic research and published paper on a piece of military history ended up bringing to light incidents that were an extreme embarrassment to McGregory's family as it exposed issues that had been swept under the rug.
Will figure out his contacts tomorrow and get those added.
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1 pt Addiction (no impact on gameplay)
Do note that you are making an assumption that is not, strictly speaking, true. It is entirely possible for that sort of issue to arise during an extended campaign away from supplies, such as in a guerilla campaign, or in an extended contract on an otherwise uninhabited world.
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Ok, I thought I recalled trait write up required a 2 point addiction to have an effect. If you want Ryan to keep both, that’s fine, just let us know and we’ll figure out if he’s an exercise nut, atoms, alcohol, smokes, coffee or whatnot. I’ll also double check with him if he’d rather keep both for flavor.
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Ok, that should be a wrap. I put Addiction (1) - Coffee back in plus added Patience back in as well. I also noted he's from Galax and detailed the two 2 pt contacts. Other than a history, that should be everything other than a backstory.