Priority | |Attribute XP |
A | |3800 XP |
B | |3400 XP |
C | |3000 XP |
Priority | |A | |B | |C |
Row 1 | |+6 | |+5 | |+4 |
|+5 | |+5 | |+4 | |
|+5 | |+4 | |+3 | |
|+4 | |+2 | |+3 | |
|+3 | |+2 | |+2 | |
|+2 | |+1 | | | |
|+1 | | | | |
Priority | |Trait XP |
A | |900 XP |
B | |500 XP |
C | |200 XP |
Skill | Linked Attributes |
Acrobatics | RFL |
Acting | CHA |
Administration | INT+WIL |
Animal Handling | WIL |
Appraisal | INT |
Archery | DEX |
Artillery | INT+WIL |
Career/X | INT |
Climbing | DEX |
Communications | INT |
Computers (basic) | INT |
Computers (advanced) | INT+DEX |
Cryptography | INT+WIL |
Demolitions | DEX+INT |
Disguise | CHA |
Driving | RFL+DEX |
Escape Artist | STR+DEX |
Forgery | DEX+INT |
Gunnery/X | REF+DEX |
Interrogation | WIL+CHA |
Investigation | INT+WIL |
Leadership | WIL+CHA |
Martial Arts (basic) | RFL |
Martial Arts (advanced) | REF+DEX |
MedTech | INT |
Melee Weapons | DEX |
Navigation/X | INT |
Negotiation | CHA |
Perception | INT |
Piloting/X | RFL+DEX |
Prestidigitation | DEX |
Protocol/X | WIL+CHA |
Running | RFL |
Science/X | INT+WIL |
Security Systems | DEX+INT |
Sensor Operations | INT+WIL |
Small Arms | DEX |
Stealth | RFL+INT |
Strategy | INT+WIL |
Streetwise/X | CHA |
Support Weapons | DEX |
Surgery | DEX+INT |
Survival/X | BOD+INT |
Swimming | STR |
Tactics/X | INT+WIL |
Technician/X | DEX+INT |
Thrown Weapons | DEX |
Tracking | INT+WIL |
Training | INT+CHA |
Zero-G Operations | RFL |
Positive Trait | Value | Modified Effect |
Alternate ID | 200 XP | |
Ambidextrous | 200 XP | |
Animal Empathy | 100 XP | |
Attractive | 200 XP | |
Combat Sense | 400 XP | |
Connections | 100 XP-1000 XP | |
Exceptional Attribute | 200 XP | |
Fast Learner | 300 XP | -10% on XP costs after character creation, add one additional skill at +2 of your choice |
Fit | 200 XP | |
G-tolerance | 100 XP | |
Good Hearing | 100 XP | |
Good Vision | 100 XP | |
Gregarious | 100 XP | |
Natural Aptitude (non-combat skill) | 300 XP | |
Natural Aptitude (combat skill) | 500 XP | |
Pain Resistance | 300 XP | -1 bonus on Consciousness TNs in TW play |
Patient | 100 XP | |
Sixth Sense | 400 XP | |
Tech Empathy | 300 XP | |
Thick-skinned | 100 XP | -1 Bonus on TN to resist Pilot damage from high heat in TW play |
Toughness | 300 XP | Ignore the first MechWarrior hit in a scenario during TW play |
Negative Qualities | Value | Modified Effect |
Animal Apathy | -100 XP | |
Bloodmark | -100 to -300 XP | |
Compulsion/X | -100 to -300 XP | |
Enemy | -100 to -300 XP | |
Glass Jaw | -300 XP | Start each TW scenario with 1 Pilot Hit box filled in |
Gremlins | -300 XP | |
Handicap | -100 to -300 XP | |
Impatient | -100 XP | May not take advantage of Hidden Unit rules |
Introvert | -100 XP | |
Lost Limb | -100 to -300 XP | |
Poor Hearing | -100 to -300 XP | |
Poor Vision | -100 to -300 XP | |
Slow Learner | -300 XP | +10% to all XP costs after character creation, reduce one +2 skill to a +0 skill |
Thin-skinned | -100 XP | +1 penalty to all TNs to resist Pilot damage from high heat |
TDS | -100 XP | |
Unattractive | -100 XP | |
Unlucky | -200 to -300 XP | Every 100 XP of this Trait gives the opposing side 1 Bonus EDG used only against you per scenario |
Misc Traits | Value | Effect |
Reputation | -300 to 500 XP | |
Custom Vehicle | 200 to 400 XP | Allows choice of Stock Vehicle within faction (200), any Stock Vehicle (300) or design own Vehicle (400). |
Design Quirk | -300 to 500 XP | Allows access to Strategic Operations design Quirks; 1 Quirk point/100 XP, no more than 3 Quirks total per Vehicle |
Special Pilot Abilities (Gunnery) | Value | Prerequisites |
Blood Stalker | 120 XP | WIL 6+; Compulsion/Any; Gunnery/X 5+ |
Fist Fire | 150 XP | Gunnery/Mech 5+, Melee Specialist SPA |
Marksman | 200 XP | DEX 5+; Good Vision; Gunnery/X 5+ |
Multi-tasker | 50 XP | WIL 6+; Gunnery/Any crewed unit 5+ |
Oblique Attacker | 50 XP | INT 5+; Gunnery/Any 5+; Sensor Operations 5+ |
Range Master | 100 XP | Sniper SPA |
Sharpshooter | 100 XP | Marksman SPA |
Sniper | 150 XP | DEX 5+; Good Vision; Gunnery/X 5+ |
Weapon Specialist | 150 XP | DEX 5+; Gunnery/X 6+ |
Special Pilot Abilities (Piloting) | Value | Prerequisites |
Dodge | 100 XP | RFL 5+; Piloting/X 5+ |
Hot Dog | 50 XP | BOD 5+; Thick-skinned; Piloting/Mech or Areospace 5+ |
Heavy Lifter | 50 XP | DEX 5+; Natural Aptitude/Piloting/Mech; Piloting/Mech 5+ |
Jumping Jack | 150 XP | RFL 5+; Piloting/Mech 5+ |
Maneuvering Ace | 100 XP | DEX 5+; Piloting/X 5+ |
Melee Master | 150 XP | RFL 6+; Ambidextrous; Piloting/Mech 6+; Melee Specialist SPA |
Melee Specialist | 100 XP | RFL 5+; Piloting/Mech 5+ |
Natural Grace | 150 XP | RFL 5+; DEX 6+; Natural Aptitude/Pilot/Mech; Computers 4+; Any of: Dodge; Maneuvering Ace; Melee Specialist; or Speed Demon SPA |
Speed Demon | 100 XP | RFL 5+; Piloting/X 5+ |
Special Pilot Abilities (Miscellaneous) | Value | Prerequisites |
Combat Intuition | 200 XP | INT 4+; Sixth Sense; Tactics/Any Appropriate 5+ |
Demoralizer | 150 XP | WIL 6+; CHA 4+; Acting 4+; Leadership 5+; Piloting/Any appropriate 4+ |
Tactical Genius | 150 XP | INT 6+; Combat Sense; Leadership 5+; Tactics 5+ |
Increase an Attribute | 100 XP per point |
Buy a Trait | Listed Cost |
Buy off a Negative Trait | Positive amount of listed XP cost |
Purchase a new skill rank | 20+(new skill rank x 10) XP |
Attributes
Skills
Traits
Miscellaneous Damage Capacity (BOD+1): 5 TW Pilot/Areospace: 2 TW Pilot/Mech: 2 TW Gunnery/Areospace:4 TW Gunnery/Mech: 3 |
This is a first step toward getting a persistent and national ATOW campaign that will enable gamers to take their characters and play their same PC at conventions and official events across the country. Want to go play a Trial of Bloodright with your avatar at GenCon? Once rules come out, you'll be able to!
Synopsis
Apocalypse Rising (AR) is a BattleTech Total Warfare (TW) campaign designed to be used in conjunction with a limited A Time of War (ATOW) Role-playing Game ruleset. While the primary focus in gameplay are the TW-level rules, ATOW elements will be included in such a manner as to add to the overall experience, both between and during individual games. This will allow players to, in a reasonably balanced and predictable manner, expound on the abilities and background of their MechWarrior beyond just a Piloting and Gunnery score. It will also aid in the shared storytelling experience, allowing the gamemaster to challenge characters in ways other than that found solely on the TW game board.
What Apocalypse Rising is NOT:
1) AR is NOT a full-bore tabletop roleplaying game. While, in theory, the characters generated by the players would in fact be used in an ATOW persistent campaign, at not point during the campaign will players be expected to sit down at a shared venue and actually act out their character's dialogue, or any of the other "normal" tropes associated with a standard RPG.
2) AR is NOT a forum-based, play-by-post RPG. Players will not be expected to hold conversations in-character (though this is not discouraged) across forum software. At most, players may be asked how their character might react to a given situation, but the gamemaster will perform all relevant dice-rolling and sundry activities to generate in-play results.
In the normal ATOW ruleset, a very large portion of one's starting XP would go toward securing a BattleMech and other equipment; characters must pay XP for Rank, Vehicle Weight, access to advanced technology, and so forth. Because characters in ATOW are not necessarily MechWarriors, this makes sense from a game balance perspective. However, as all characters in AR are assumed to be SLDF MechWarriors (and personal BattleMech ownership is all but nonexistent at this point in the timeline), the XPs and Traits that reflect such things are deleted from this system.
Equipment and money: Don't worry about it. No, really. Don't worry about it. You're soldiers for the SLDF, with the greatest logistic support the Inner Sphere has ever and likely will ever see. BattleMechs (or LAMs) and appropriate gear such as cooling suits and neurohelments will be assigned to your characters according to their abilities, and new ones will be assigned to you if you get shot out of the cockpit (and survive).
Tragically, somebody has to play the opposing forces, and unlike in an ATOW game, the GM is unable to do it all by himself. Therefore, no more than 2/3rd of the number of players attending a session may play their PCs; the other 1/3rd MUST play the opposing force.
EDGE: Each point of Edge possessed by a character is equivalent to one point of Edge as described in Tactical Operations. Note that Edge is not spent - it is burned, and must be repurchased with XP during game play under most (but not all) circumstances.
His final character sheet looks like this:....
So, even though this is primarily a TW campaign, all players will really have to get to know the AToW rules pretty well, correct? I've never had much intention of getting involved in AToW, although I am fully on-board with a TW campaign in which elements of the rp game are used. For myself and any others who feel similarly, how will we be able to create effective characters that won't be completely gimped up next to a PC from an experienced role-player, or at least someone who has more than a passing interest in AToW? What about those who don't own AToW and don't plan to? Will they receive GM assistance in creating a useful PC?
Sounds cool, and I don't know enough about rp to really comment, I just wonder how you balance characters randomly created across the country, what with their various skills, quirks, abilities, etc, including possibly different starting XP alotments and so on. It seems like creating a character for a game like this has got to follow some pretty specific GM-mandated rules or you end up with massively overpowered PC's running along with newbs. Again, I freely state that I just don't have any experience in this arena, so I'm not questioning that it can be done, but merely stating that I wish someone would explain it to my under-educated arse.
How are battlemech assignments determined? Will players simply pick a starting mech based on what they want to play? Will the GM use some other system?
...
Essentially the same as the question above, but here it sounds more specifically like the GM will assign mechs. Is that the case? Perhaps that's why it might be important to buy the Custom Vehicle trait? If you buy it, then you can conceivably choose or design your own mech, and if not, the GM assigns you a mech?
Will we also have allied forces that we'll be running along with our PC's, or will we generally only be running a single mech (PC)?
Is that in TacOps? I couldn't find any mention of Edge in any of the current rulebooks, although I did look at the free preview of the AToW ToC, and it looks like it might be on page 42 of that book. What is the XP cost of Edge? Can some starting XP be used to purchase a point or two?
I've got to say that looks like a pretty sweet starting PC, based purely on his excellent gunnery/piloting, and the fact that he's got other abilities as well. Perhaps this is intended for the entire force, since we're in an SLDF Royal unit. Why choose "G-tolerance"? Does that actually transfer over into TW play?
Custom Vehicle 200 to 400 XP Allows choice of Stock Vehicle within faction (200), any Stock Vehicle (300) or design own Vehicle (400).
Core Assumption: The AR campaign assumes that all characters are BattleMech pilots, who are members of the SLDF. As such, all characters MUST possess the following skills at the end of character creation: Pilot/Mech, Gunnery/Mech, Career/Soldier. All characters also must meet the following Attribute minimums: Strength 3, Body 3, Reflexes 4, Dexterity 4, Intelligence 2, Willpower 2
What exactly does this do at each level? What does within faction mean? Does it mean that I am restricted to only SLDF units, so I cannot pilot a Zeus? For the 300 point level, does that mean that I can now get a Zeus if I want one? For 400, can I design a period appropriate unit, or can I design a 40 ton mech from scratch with all period correct equipment? IS there any weight restriction, say taking a locust vs. a Mackie? Finally, what if I don't take any of these? Does the GM just assign the mech? For example, I know you designed a LAM pilot but if the GM wants you can be in an Ostsol and never see a LAM. A problem I have seen in national campaigns is that players and GM get into power races quickly, with no one winning.
So the assumption is that I am a mech pilot. I choose B priority skills, and give myself +2 gun/mech, +1 pilot/mech, +5 gun/ vehicle, +3 pilot/vee, and several other skills. I also take the custom vehicle trait at the 200 level. So Therefore I get to pick my Von Luckner tank, as it is in faction. I am not longer a mech pilot however. Would this be permitted? Would it earn me another of your dirty stares?
It is legal in terms of skill allocation. However, as you would not be a Mech pilot, you would be ineligible to play with that character. Or, conversely, you could certainly have the tank, but you would be unable to either drive it in combat (having a Mech assigned to you instead) AND you would be unable to crew it (as you are only playing 1 PC, and a Von Luckner requires, IIRC, 5 crewmen to operate).
You could use the LAM, as these are not official events - it's just our home game.
As I said in the first post: this is an unofficial playtest, mainly to try out some very basic idea and gather data so we can have informed discussions regarding the real thing. Right now, there's no data whatsoever regarding any aspect of combining TW and ATOW.
SuperUrbies? ;D
Striker Regiments tend to be medium and fast heavy Mechs, with Assaults being almost non-existent (they MUST be 5/8 or equivalent to keep up).
Striker Regiments tend to be medium and fast heavy Mechs, with Assaults being almost non-existent (they MUST be 5/8 or equivalent to keep up).
I thought striker regiments leaned towards fast light and medium mechs?
I hope we're going with this scheme:Wrong Star League ;).
http://www.camospecs.com/Miniature.asp?ID=1110
It is an unfortunate occurrence that everyone wants to play their PCs all the time. Tragically, somebody has to play the opposing forces, and unlike in an ATOW game, the GM is unable to do it all by himself. Therefore, no more than 2/3rd of the number of players attending a session may play their PCs; the other 1/3rd MUST play the opposing force. Secondarily, no player may play more than 2 sessions in a row with their PC; they must play OPFOR at some point every 3 game sessions. This is rationalized in-game by a third of the player's force performing rear-echelon tasks or being otherwise unable to engage in the battle at the decisive moment. Consider it one the vagaries of war.
Compulsion: What level is this trait at? It appears to be from the -1 to -3 level, correct? But when it triggers is an episode, GM fiat. Does taking this require the character to wrote a comprehensive backstory ( especially at the -3 level) to justify this. Does requiring this go against the making this too much of an RPG game?
Combat Sense: What does this do. It states that if in command of a force, the character gets to roll initiative on the best 2 of 3 dice. Is this the in game effect. Is such a character automatically in command of a force.
Improved attribute: Should this read improve attribute/X
Fit: Does this grant a bonus to consciousness checks after headhits?
Tech empathy: Does the -10% to XP cost of technician skill carry over?
Handicap: Is only the allergy option available? If yes, then will this ever come into play with TW, mech cockpits being sealable and all?
Lost Limb: Do you get to choose of the lost limb table?
TDS: What are the ingame effects of this? I mean, 20 min of severe disease doesn't see like that bad of a drawback in a primarily TW based game.
What is the effect of absences on this. Lets say I attend games 1 and 2, but game 3 is scheduled the same weekend of the bar. I am not going to miss the bar to play battletech (even though you all at your worst are a million magnitudes better than the bar), so when I get back to game 4 I assume you have to play OPFOR. So if a person is absent for a game, that game does not count for them.
SuperUrbies? ;D
Ok, I've lookeed for them, but what book have pilot abilities in them?
When do you want characters submitted by?
Looking for clarification on the Vehicle Quirks trait. Do you clarify what quirk is desired for the unit, or do you say 'I want x points worth of appropriate quirks for whatever I am driving'
In regards to SPA's, do the AToW restrictions apply to these as described on page 219? Specifically with regards to the following restrictions:
Ability Classes and Maximums: A character may have a maximum of 3 Gunnery and 3 Piloting SPA's.
Additional Ability Restrictions: A character must have a minimum Skill level of 5 to obtain the first SPA (in either Gunnery or Piloting), must have a 7 to obtain the second, and a 10 to obtain the third.
Based on the GM's character, I'd say that the skill level restrictions of multiple SPA's have been set aside, but I wanted to be sure. Thanks!
Edit:
Does the Fist Fire ability allow you to fire a weapon (again) during the Physical Attack phase, that has already been fired during the Weapon Attack phase?
1--Is this only for negative traits or can you spend positive trait xp's on attributes and trait pool for skills?
2--Also, is there a limit? Say 500 trait xp for 15 skill levels?
3--I looked at the mech list and noticed that the Exterminator's were not "green." At 6/9/6 I thought they met the striker criteria do they not?
4--For custom mechs, can I assume modifications are subject to gm approval?
I know this is nit-picky and I am not really trying to be munchy off the bat. It has been a long time since I created any character, especially in a system where the rules are new to me.
EVERYONE PLEASE HAVE CHARACTERS IN BY FRIDAY NOON-ISH
Can you walk me through how Combat Intuition works in TW play?
Thanks, that's potentially a very powerful ability.