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Author Topic: Apocalypse Rising Info and Rules Thread  (Read 9542 times)

Darrian Wolffe

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Apocalypse Rising Info and Rules Thread
« on: April 02, 2011, 10:18:44 PM »

The year is 2765, and you are members of the 741st Royal Striker Regiment, an elite unit where the only things more deadly than your cutting-edge hardware are the men and woman that use it.  Two months ago, eighteen worlds of the Taurian Concordat declared their independence from the Star League, and reports of mass uprisings and executions of Star League citizens have filtered back to you.  The Star League Defense Force is going in to rescue its people and guide the separatists back to the League's side, and as the nearest Striker regiment, you'll be the tip of the spear.  Do you have what it takes to help keep the Star League together in the face of the greatest war the galaxy has seen in two hundred years?  Find out in the ground-breaking new Cincinnati BattleTech campaign series:

Apocalypse Rising
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Darrian Wolffe

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Re: Apocalypse Rising Info and Rules Thread
« Reply #1 on: April 02, 2011, 10:19:06 PM »

Campaign Overview

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.


Example of Play:
Members of the player character's unit, the 741st Royal Striker Regiment, are tasked with assaulting a Taurian outpost and extracting a scientist whom the SLDF believes has information regarding the defense grid around an important world.  The mission calls for the 741st to be hot-dropped directly onto the outpost, which is guarded by a mixed company of medium-class Mechs and  tanks, along with a squad of infantry, all Green in quality.

Maria's character believes that this mission is too easy; why send an elite unit to deal with such easy pickings?  After the briefing is posted online, she asks the GM if she can dig up any additional information on the mission.  The GM asks her what skill she'd like to use to find out the information.  Maria looks at her ATOW character sheet, and notes that during the character creation process, she made sure to buy her Administration skill up to a +4 modifier (a pretty good score!).  She informs the GM that she's going to use her Administration skill under the guise of some botched paperwork to see if she can get a more complete mission briefing out of the SLDF red tape.  The GM agrees with the method in which she will use the skill, and so rolls out her attempt using the standard ATOW rules, resulting in a success.  An important bit of information emerges from a classified psych profile: the scientist is a Taurian loyalist who truly loves his nation (and thus builds weapons to defend it), but is something of a pacifist and hates the thought of people dying.

Armed with this knowledge, the mission proceeds as planned.  The players hot-drop onto the battlefield; a complex of office buildings.  Using standard TW rules, they engage the enemy.  Unfortunately, mission intelligence was unable to pinpoint the specific building the scientist was thought to be inside.  David, driving an Ostscout armed with an impressive sensor suite, evades the enemy and decides to make a sweep of the area of high concentrations of electronics to try and pinpoint a laboratory (reasoning that the scientist, being a scientist, would probably be in or near a lab).  The GM rolls out his Sensor Operations skill check (deciding to give a small bonus to the roll for the 'Mech's advanced sensors), and David pinpoints the only lab building in the complex.

Continuing the TW game, the members of the 741st eventually finish off the mechanized defenders, but they're left with the thorny problem of having to extract - alive - an unwilling scientist from a building while under the watchful eyes and weapons of a squad of heavily-armed Taurian infantrymen.  Enemy reinforcements are surely on their way, and the team doesn't have much time.  Travis, the commanding officer, doesn't like the odds of dismounting from their 'Mechs and getting into a firefight, so he dismounts himself and asks to speak - at a distance - with the scientist.  He appeals to the scientist's love of his nation's people; thousands more Taurian citizens will die due to the defense grid if the SLDF Navy is forced to bombard the planet from space to knock it out.  The GM feels this constitutes a Negotiation check, which Travis's character doesn't have.  Using the rules in ATOW, the GM makes an untrained Negotiation skill roll (a single-attribute check) for Travis, which succeeds!  The scientist gives in and hands himself over voluntarily.  The characters remount their 'Mechs and skedaddle, ending the scenario.

Note that if the players had instead decided to storm the building, each would have had to make an opposed weapon skill check (probably Small Arms) against the weapon skills of the enemy infantry.  As long as one player succeeded on the check they'd get the scientist...however, anyone beaten on the opposed checks would take damage according to the Margin of Failure on the roll (translating into boxes of MechWarrior damage in TW play), which could be dangerous if they end up in additional combat to get off-world with the scientist.  A large enough Margin of Failure could even result in members of the unit being killed.  Further, a fumble on the Small Arms check might indicate that the scientist was accidentally killed in the crossfire, leading to a "mission failure" result.

Clearly, Gunnery/Mech and Piloting/Mech are not the only important (or even necessarily the most important) skills in Apocalypse Rising!
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Darrian Wolffe

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Re: Apocalypse Rising Info and Rules Thread
« Reply #2 on: April 02, 2011, 10:19:36 PM »

Character Creation

Overview:  The basic character creation system in ATOW is a point-buy system, wherein the player is given a certain number of XP (usually about 5,000) and turned loose to purchase attribute points, skills, and positive or negative traits to his heart's content.  ATOW does not contain a balancing system to prevent min-maxing attributes or skills, however, and it is trivially easy to start play with maximum values in relevant TW-related skills (Pilot/Mech and Gunnery/Mech) - equivalent to TW scores of -2/-2.  The idea of the system is to allow the GM and the group to set their desired "power levels" where ever they like; the system can support hyper-elite Manei Domini operatives as easily as it can support barely-trained farmboys struggling to figure out the differences between AgroMechs and BattleMechs.

However, for a campaign that has the potential to be nationally viewed, some level of balancing is in order.  After all, a campaign centered around BattleMech combat containing both Cletus, the AgroMech pilot from the Davion Outback, and Kai Allard-Liao's more competent half-cousin is going to be unenjoyable for at least one party.  Thus, AR contains balancing agents that attempt to maximize flexibility in character creation and still result in reasonably balanced characters.

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.  Finally, all character are MechWarriors, not tanker or fighter pilots.  All units selected MUST be BattleMech units available during this time period.  Any non-unique design is open, subject to GM approval.  Designs may mount Advanced or Experimental equipment which is available in this game year, but must again be subject to GM approval.

The Priority System: The character creation process begins with assigning priorities to different aspects of your character.  These aspects are Attributes (the numbers that describe your character's natural qualities, such as Strength, Dexterity, or Intelligence), Skills (what your character knows how to do), and Traits (miscellaneous qualities that make your character unique, such as possessing Transit Disorientation Syndrome, or being highly resistant to pain, or even possessing special Pilot Qualities that make you a truly unique pilot).

These aspects are each assigned a Priority, A, B, or C.  Choose "A" for what the aspect you desire to be the most important for your character, and "C" for what you desire to be the least important.


Priority Tables


Attributes
Priority|Attribute XP
A|3800 XP
B|3400 XP
C|3000 XP


Skill Bonuses
Priority|A|B|C
Row 1|+6|+5|+4
|+5|+5|+4
|+5|+4|+3
|+4|+2|+3
|+3|+2|+2
|+2|+1|
|+1| |

Traits
Priority|Trait XP
A|900 XP
B|500 XP
C|200 XP


Using the Priority Tables:  Each Priority may be selected only once.  No character may have, for example, 2 "A" Priorities.  Upon selecting a Priority for a given character aspect, the character immediately receives the noted amount of XP which may be spent as the player desires on that aspect only.  The XP gain from selecting a "C" priority in Traits, for example, may not be used to purchase an additional point of Strength (which is an attribute).  Apart from this limitation, both the XP from Attributes and from Traits may be spent however the controlling player wishes, subject to the limitations in "Spending XP", below.

Skills, however, work slightly differently.  Upon selecting a Priority in skills, the character gains the number of skills which are listed (vertically) at the skill bonus levels listed under the appropriate Priority.  So, for example, if a player selected Priority "C" for his character, the character would then possess two skills at a +4 rating, two skills at a +3 rating, and one skill at a +2 rating.  Any skill listed in ATOW may be selected (the Master Skills List is on pg. 142 of ATOW).  Note that the number of skills granted in the AR campaign is significantly smaller than the number of skills most ATOW starting characters will possess.  The ATOW skill quantities are  function of the Life Module system, and the vast majority of skills granted will be in the +0 or +1 range.  Apocalypse Rising deletes these side skills in the streamlining to allow a greater level of focus on your character's specialties; skill bonuses in primary skills (such as Pilot/Mech for a MechWarrior) are identical to common starting skill levels withing ATOW.

Spending XP
Attributes:  There are 8 Attributes in ATOW, Strength, Body, Dexterity, Reflexes, Intelligence, Willpower, Charisma, and Edge.  They are each rated on a scale from 1-10 (no attribute may be a zero), where 4 is the human average, 8 is normal human maximum (sans Traits), and 10 is an exceptional attribute with a Clan Phenotype on top of it.  All attributes start at 0, and purchasing 1 level of an attribute costs 100 XP.  Partial attributes may not be purchased.

High Attribute ratings can give bonuses to skills (when used outside of TW play), accounting for some level of natural talent or ability.  Likewise, low scores will have the opposite effect.  A score of a "1" will apply a -2 penalty to all skill rolls linked to that attribute (such as Negotiation and Charisma), and a score of "2-3" will impose a -1 penalty of skill rolls.  Conversely, a score of "7-9" will grant a +1 bonus.

Traits: Any character may select any Trait, whether Positive or Negative, from the list of Traits, below.  They may also select from any of the listed "Pilot Qualities" (special abilities of elite pilots...presuming they meet the prerequisites listed).  Positive Traits cost 100 XPs per "level" of the Trait, while Negative Traits give your character a bonus 100 XPs per "level" of the Trait.  Thusly, a Rating 2 "Connections" Trait would cost 200 XP.  If only a single cost is listed beside a Trait, it must be purchased at that price; this includes all Pilot Qualities.  Partial Traits may not be purchased.
 
-Negative Traits: Negative Traits give XP back to your character.  These are "free" XP, that may be spent on additional Traits, Skills, or Attributes.  Each increment of 100 XP of a given negative trait may be applied to either your Attribute or your Trait pool.  If you decide to spend this XP on skills, each increment of 100 XP will give you three additional +1 skill rankings that may be used to either purchase new skills, or be added to already existing skills.  However, no skill may be improved above the skill bonus listed in Row 1 of the skill priority you selected.  Therefore, if you had selected Priority C for Skills, no skill could be improved above a +4 rating.  Finally, no more than 300 XP may be gained from taking Negative Traits (additional Negative Traits taken at Character Creation or acquired during gameplay grant no XP benefit).

-There's Traits missing!  Aficionados of the normal ATOW ruleset may notice that there are several Traits which are not available in the list below.  They may also have noticed that the characters one can put together under this system will total significantly less than 5,000 XP.  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.  This does not reduce character "power" relative to each other, and AR characters will still compare favorably to standard ATOW-built characters.
« Last Edit: April 02, 2011, 10:54:40 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Apocalypse Rising Info and Rules Thread
« Reply #3 on: April 02, 2011, 10:19:53 PM »

Master Skills List

SkillLinked Attributes
AcrobaticsRFL
ActingCHA
AdministrationINT+WIL
Animal HandlingWIL
AppraisalINT
ArcheryDEX
ArtilleryINT+WIL
Career/XINT
ClimbingDEX
CommunicationsINT
Computers (basic)INT
Computers (advanced)INT+DEX
CryptographyINT+WIL
DemolitionsDEX+INT
DisguiseCHA
DrivingRFL+DEX
Escape ArtistSTR+DEX
ForgeryDEX+INT
Gunnery/XREF+DEX
InterrogationWIL+CHA
InvestigationINT+WIL
LeadershipWIL+CHA
Martial Arts (basic)RFL
Martial Arts (advanced)REF+DEX
MedTechINT
Melee WeaponsDEX
Navigation/XINT
NegotiationCHA
PerceptionINT
Piloting/XRFL+DEX
PrestidigitationDEX
Protocol/XWIL+CHA
RunningRFL
Science/XINT+WIL
Security SystemsDEX+INT
Sensor OperationsINT+WIL
Small ArmsDEX
StealthRFL+INT
StrategyINT+WIL
Streetwise/XCHA
Support WeaponsDEX
SurgeryDEX+INT
Survival/XBOD+INT
SwimmingSTR
Tactics/XINT+WIL
Technician/XDEX+INT
Thrown WeaponsDEX
TrackingINT+WIL
TrainingINT+CHA
Zero-G OperationsRFL

Subskills:  Any skill which is listed with a cadence of "/X" requires a subskill or specialization.  For example, one does not simply buy the "Protocol" Skill, as protocol differs from place to place.  One would instead have to purchase "Protocol/Star League" or "Protocol/Draconis Combine".  As a rule, subskills are fairly obvious in their specific divisions; generally by Faction, by environment (Survival/Woodlands; Tactics/Land), or by specialty (Technician/Weapons; Piloting/Mech; Science/Biology).
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Darrian Wolffe

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Re: Apocalypse Rising Info and Rules Thread
« Reply #4 on: April 02, 2011, 10:20:19 PM »

Master Traits and Pilot Qualities List

Note on Legality:  Specific game effects are not listed here unless they differ significantly from what is listed in ATOW.  The full effects of Traits may be found on pages 108-128 of ATOW, and the full effects of special Pilot Qualities may be found on pages 219-225 of the same volume.

Positive TraitValueModified Effect
Alternate ID200 XP
Ambidextrous200 XP
Animal Empathy100 XP
Attractive200 XP
Combat Sense400 XPOnce per game, may choose to move first or last, determined before cards are shuffled (in case of multiple CS usage, roll off for priority)
Connections100 XP-1000 XP
Exceptional Attribute/X200 XP
Fast Learner300 XP-10% on XP costs after character creation, add one additional skill at +2 of your choice
Fit200 XPGives a -1 TN modifier on the first and second MechWarrior Hit TNs (3 becomes 2, etc)
G-tolerance100 XP
Good Hearing100 XP
Good Vision100 XP
Gregarious100 XP
Natural Aptitude (non-combat skill)300 XPSkill checks using the skill roll 3d6 and take the 2 best results
Natural Aptitude (combat skill)500 XPSkill checks using the skill roll 3d6 and take the 2 best results
Pain Resistance300 XP-1 bonus on Consciousness TNs in TW play
Patient100 XP
Sixth Sense400 XP
Tech Empathy300 XP-10% XP Cost applies to purchases made after character creation
Thick-skinned100 XP-1 Bonus on TN to resist Pilot damage from high heat in TW play
Toughness300 XPIgnore the first MechWarrior hit in a scenario during TW play
Negative QualitiesValueModified Effect
Animal Apathy-100 XP
Bloodmark-100 to -300 XP
Compulsion/X-100 to -300 XP
Enemy-100 to -300 XP
Glass Jaw-300 XPStart each TW scenario with 1 Pilot Hit box filled in
Gremlins-300 XP
Handicap-100 to -300 XP
Impatient-100 XPMay 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 XPEvery 100 XP of this Trait gives the opposing side 1 Bonus EDG used only against you per scenario
Misc TraitsValueEffect
Reputation-300 to 500 XP
Custom Vehicle200 to 400 XPAllows choice of Stock Vehicle within faction (200), any Stock Vehicle (300) or design own Vehicle (400).
Design Quirk-300 to 500 XPAllows access to Strategic Operations design Quirks; 1 Quirk point/100 XP, no more than 3 Quirks total per Vehicle
Special Pilot Abilities (Gunnery)ValuePrerequisites
Blood Stalker120 XPWIL 6+; Compulsion/Any; Gunnery/X 5+
Fist Fire150 XPGunnery/Mech 5+, Melee Specialist SPA
Marksman200 XPDEX 5+; Good Vision; Gunnery/X 5+
Multi-tasker50 XPWIL 6+; Gunnery/Any crewed unit 5+
Oblique Attacker50 XPINT 5+; Gunnery/Any 5+; Sensor Operations 5+
Range Master100 XPSniper SPA
Sharpshooter100 XPMarksman SPA
Sniper150 XPDEX 5+; Good Vision; Gunnery/X 5+
Weapon Specialist150 XPDEX 5+; Gunnery/X 6+
Special Pilot Abilities (Piloting)ValuePrerequisites
Dodge100 XPRFL 5+; Piloting/X 5+
Hot Dog50 XPBOD 5+; Thick-skinned; Piloting/Mech or Areospace 5+
Heavy Lifter50 XPDEX 5+; Natural Aptitude/Piloting/Mech; Piloting/Mech 5+
Jumping Jack150 XPRFL 5+; Piloting/Mech 5+
Maneuvering Ace100 XPDEX 5+; Piloting/X 5+
Melee Master150 XPRFL 6+; Ambidextrous; Piloting/Mech 6+; Melee Specialist SPA
Melee Specialist100 XPRFL 5+; Piloting/Mech 5+
Natural Grace150 XPRFL 5+; DEX 6+; Natural Aptitude/Pilot/Mech; Computers 4+; Any of: Dodge; Maneuvering Ace; Melee Specialist; or Speed Demon SPA
Speed Demon100 XPRFL 5+; Piloting/X 5+
Special Pilot Abilities (Miscellaneous)ValuePrerequisites
Combat Intuition200 XPINT 4+; Sixth Sense; Tactics/Any Appropriate 5+
Demoralizer150 XPWIL 6+; CHA 4+; Acting 4+; Leadership 5+; Piloting/Any appropriate 4+
Tactical Genius150 XPINT 6+; Combat Sense; Leadership 5+; Tactics 5+

Note: All pre-requisites for SPAs must be met before it can be taken.  However, the "Additional Ability Restrictions" which force you to have Skill Rankings of +7/+10 to take a 2nd or 3rd SPA are NOT in play during AR.  That's your "bonus" for being PCs...
« Last Edit: April 14, 2011, 10:57:41 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Apocalypse Rising Info and Rules Thread
« Reply #5 on: April 02, 2011, 10:20:34 PM »

Making a character ready for play

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).  If you want a readily-available small arm that will easily fit in your cockpit for some reason, you can get it.  If you want a Man-pack PPC and don't have both and Infantry MOS and a high Support Weapons skill bonus, then the supply sergeant is going to laugh at your requisition.

Logistics:  All you'll need to do is print out a copy of an ATOW character sheet and fill it in with your choices of skills, attributes, and Traits from the character creation process.
-Damage: To streamline the differences between ATOW and TW play, all characters have a number of damage boxes equal to their BOD score, plus one.  Each of these boxes is a direct match to one of the six boxes of MechWarrior damage on the TW record sheet (thus, to have available all six boxes of damage capacity in TW play, a character must have a Body score of 5 or greater).  No character may have more than 6 boxes of damage in TW play - but if the character has a BOD score high enough to survive after the sixth TW pilot hit, he will have a chance of survival - though he will be automatically knocked unconscious and be unable to participate in the remainder of the TW scenario.  Any pilot that begins a TW scenario with pre-existing damage on his ATOW sheet must mark off a corresponding number of boxes on his MechWarrior Damage Track, though no consciousness rolls are required until the character actually takes additional damage during TW play.

Remaining XP:  Any XP remaining at the end of character creation is retained as "free" XP.  However, this is subject to two limitations.  First, the amount of "free" XP may not be greater than 99 points (as 100 is sufficient to purchase another point in an attribute or a level of a Trait).  Secondly, any remaining XP must be tracked separately and may not be spent to upgrade existing skills, but only to be put toward Traits (or buying off Negative Traits) or Attribute increases, or to purchase new skills.



Conversion to TW play

Skills: Pilot/Mech, Pilot/Areospace, Gunnery/Mech, and Gunnery/Areospace all convert from ATOW scores rated from 1-10 to TW scores rated from 0-8.  Subtract your ATOW Skill bonus from 8 to find your TW skill score.  Note that TW-converted skills to NOT receive bonuses in TW play for high attributes under normal circumstances.  However, they may in "narrative" play between TW scenarios (such as using a BattleMech to help construct a fortification).  Example: Travis's character has a Gunnery/Mech score of +3 under ATOW rules.  8-3=5, so his effective Gunnery Score while driving a 'Mech in TW play is a 5.

Mechwarrior Damage: The number of boxes a Mechwarrior in TW play has available is no longer automatically six.  Instead, the number of boxes is equal to the character's BOD score plus one, with a cap of 6 boxes.  Unconsciousness TNs do not change (although they might once Traits are taken into account), but the TN of the last box of damage the MechWarrior has available will always read "Dead" instead of a number.

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.

Fumbles: While fumbles are possible while rolling dice under ATOW rules, they are not possible while rolling skill rolls which are converted over to TW rules.  Thusly, a character may not fumble a weapon to-hit roll using his (converted) Gunnery/Mech score, but may fumble a Sensor Operations skill roll during TW Play (as it is an ATOW skill that does not convert).

Special Pilot Abilities: All SPA's in the ATOW rulebook are written in TW "jargon".  They do not convert, as there is no need for them to convert in the first place.  SPAs are always available to your character, whether in TW or ATOW play.

Character Advancement
At the end of each session, XP will be awarded to members of the group who played their PCs in the scenario.  The specific reward will vary, but will generally be between 10-20 XP per session.  Advancement costs are listed below:

Increase an Attribute100 XP per point (EDG costs 30 XP per point to replace a used point, 100 per point to raise your EDGE score)
Buy a TraitListed Cost
Buy off a Negative TraitPositive amount of listed XP cost
Purchase a new skill rank20+(new skill rank x 10) XP

Scheduling
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.
« Last Edit: July 03, 2011, 01:04:42 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Apocalypse Rising Info and Rules Thread
« Reply #6 on: April 02, 2011, 10:20:56 PM »

Character Creation Example

Rob is going to create a character for Apocalypse Rising.  Liking the idea of taking advantage of the high-tech possessed by the SLDF Royal Regiments, he decides to create a Land-Air-Mech pilot named Max Sterling who is a phenomenal pilot.

Rob begins with his skills.  To operate a Land-Air Mech, the pilot needs to be proficient in both Areospace and Mech operations.  Thusly, Rob decides to give Max a Priority A in Skills.  He wants Max to be a quiet introvert, and so decides he doesn't need to worry much about Attributes not connected to piloting, and so gives Attributes Priority C.  By default, Traits end up with Priority B.

Ready to assign points to his Attributes, Max has 3,000 XP to work with.  That's 30 points of attributes (at 100 XP each), which Rob arranges like so:
BOD - 4
STR -3 (-1)
DEX - 6
RFL -7 (+1)
INT -4
WIL -2 (-1)
CHA -2 (-1)
EDG -2

Looking at Skills, Rob sees that he's got 7 to work with.  He decides to arrange them in the following manner:
+6: Pilot/Mech
+5: Pilot/Areospace
+5: Gunnery/Mech
+4: Gunnery/Areospace
+3: Sensor Operations
+2: Career/Soldier
+1: Small Arms

Finally, Rob moves to Traits.  Because he selected Priority B for Traits, he has 500 points to work with.  Rob really would like Max to have additional skills, however, and so starts off by looking at Negative Traits.  He can only take 300 bonus XP in Negative Traits, and decides he'll need all of them.  He takes Introvert (-100 XP), Thin-skinned (-100 XP) and Poor Vision (-100 XP).  Because the lowest level of Poor Vision can be corrected by glasses, he talks to the GM who approves the glasses (so Max won't take the negative modifiers while wearing them), but tells Max that failing Piloting Skill rolls or similar circumstances may cause the glasses to be knocked loose mid-combat.  Rob accepts the warning, and gets back to creation.

With the first 100 bonus XP from his negative Traits, Rob gives Max +3 additional skill points.  He'd really like to improve his Pilot/Areospace, but it'll be unable to be improved past +6 - the skill bonus on Row 1 of the Skill Priorities Table.  He bumps it up to the maximum; +6.  With +2 remaining, he decides to branch out into skills that will make him useful as something more than just another pilot.  He purchases Security Systems at a +1 bonus, and Zero-G Operations at +1, noting that in his youth, he was a spacer with a penchant for breaking and entering (a habit that eventually landed him in front of the judge who gave him the choice to go to jail or enlist in the SLDF).

Finally, Rob goes back and looks at Traits for Max.  His total modified pool for Traits after buying the extra Skills is 700 XP (500 base + 200 for Negative Traits).  He especially wants to get a Special Pilot Ability to make Max stand out as a great pilot.  He really wants to get the "Natural Grace" SPA, but it's a ways off.  Therefore, Rob focuses on "Maneuvering Ace" as the best "entry-level" SPA.  He checks the Prerequisites for both SPAs, and notes that he has to have the Natural Aptitude/Pilot/Mech to be able to someday get "Natural Grace".  Pilot/Mech is a combat skill, and thus the Natural Aptitude Trait will cost 500 XP to purchase.  Rob swallows hard at spending that much XP, but he goes ahead and writes it on his sheet.  With 200 XP remaining, Rob has sufficient XP left over to purchase the "Maneuvering Ace" SPA (after checking his prerequisites), and with his final 100 XP, he buys the "G-tolerance" Trait to protect himself against all those high-stress maneuvers he'll be making!

His final character sheet looks like this:
Attributes
BOD4
STR3(-1)
DEX6
RFL7(+1)
INT4
WIL2(-1)
CHA2(-1)
EDG2

Skills
Pilot/Areospace+6
Pilot/Mech+6
Gunnery/Mech+5
Gunnery/Areospace+4
Sensor Operations+3(-1 to checks for low WIL score)
Career/Soldier+2
Small Arms+1
Security Systems+1
Zero-G Operations+1(+1 to checks for high RFL score)

Traits
Natural Aptitude/Pilot/Mech500 XP
G-tolerance100 XP
Maneuvering Ace100 XP
Introvert-100 XP-1 penalty to ALL social checks (in addition to penalties from CHA score)
Thin-skinned-100 XP+1 penalty to all TNs to resist Pilot damage from high heat
Poor Vision-100 XPOffset with Glasses; glasses may be knocked off during combat at GM's discretion

Miscellaneous
Damage Capacity (BOD+1): 5
TW Pilot/Areospace: 2
TW Pilot/Mech: 2
TW Gunnery/Areospace:4
TW Gunnery/Mech: 3

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Darrian Wolffe

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Re: Apocalypse Rising Info and Rules Thread
« Reply #7 on: April 02, 2011, 10:32:12 PM »

Clarifications and Errata

How are starting Mech Assignments determined?
-Assuming you don't have a Trait that affects what you can take, you will be assigned a Mech to pilot that takes advantages of the skills and abilities your character has, just like a real soldier.  This Mech assignment may change depending on the needs of the service, or what is available in the event that your Mech is destroyed, but rest assured you will always have a Mech to pilot.  Be aware that you are generally veteran MechWarriors of a ROYAL BattleMech unit, and thus will have relatively bad-ass Mechs to play with regardless.  You will not, during the course of normal events, be assigned -3R Stingers or that Shadow Hawk with all of 3 tons of armor.

What happens if I own a Mech and it gets blown up?
-You have paid for your Mech with character points, and thus it is considered a part of your character.  As soon as verisimillitude permits, you will end up with your ride again (your custom Flashman gets cored, so the SLDF assigns you a new one and your Tech re-customs it).  However, if you are in a situation where logic would dictate such an event to be difficult-to-impossible (say, being airdropped behind enemy lines), you'll get what's available, and get your custom machine back when you rejoin the main force and have the chance to get the re-customizing done.

Do I have to be a MechWarrior?  Can I have a tank or areospace fighter?
-Yes, you have to play a MechWarrior.  You can HAVE the skills to drive other vehicles, but you are playing a MechWarrior 1st and foremost.  If you can select your own unit, you must select a Mech type (LAMs do count).

Can I have a Heavy or Assault Mech?
-Yes, with the caveat that it needs to be something that would be found in a Striker Regiment.  That means 5/8/x speed is a minimum standard.

If I have high (or low) Attributes, when do the modifiers to rolls linked to those Attributes apply?
-Those modifiers will apply only during ATOW rolls.  That is, normal attack or PSR rolls during TW play will not engender those modifiers.  However, say you wanted to use your laser to carve your signature into the armor of a downed enemy Mech.  That would be an ATOW Gunnery/Mech check, and your cumulative modifiers from both DEX and RFL (the linked attributes to Gunnery/Mech) would apply.  Likewise, a PSR to stay standing from damage is a TW roll, but a PSR to do something outside of TW play (like dance your Mech in celebration of a Solaris Victory) would be an ATOW roll, as it is outside the scope of TW play.
« Last Edit: April 02, 2011, 10:41:23 PM by Darrian Wolffe »
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Darrian Wolffe

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Re: Apocalypse Rising Info and Rules Thread
« Reply #8 on: April 04, 2011, 04:37:31 PM »

What Mechs can I choose from?
-If you have the Traits that allow you to choose your own design from your faction, I have attached an *.xls workbook (using the LaCasse faction list as a base and SSW as my primary reference, so as not to deal with MUL issues) to this document.  It shows the designs available to the SLDF at this time, current through the current build of SSW (date of this post), and with the Mech's movement profile noted.  If the Mech's faction tag is GREEN, then it is available for you to choose from.  Enjoy!
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Darrian Wolffe

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Re: Apocalypse Rising Info and Rules Thread
« Reply #9 on: April 07, 2012, 12:35:17 AM »

Are there maximum values for Attributes or Skills?
-Attributes have a maximum value as found in ATOW (usually "8").  Skills are capped at a +6 bonus.  This means that the best skills you can have in "BattleTech" play are a 2 Piloting and a 2 Gunnery.

EDIT: Math correction.
« Last Edit: April 24, 2012, 09:07:24 PM by Darrian Wolffe »
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