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Author Topic: MW: Destiny  (Read 3096 times)

ItsTehPope

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MW: Destiny
« on: July 22, 2020, 04:35:03 PM »

How much interest is there in starting a Destiny series of something or others to give us something to do while waiting out the end times?
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deadlyfire2345

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Re: MW: Destiny
« Reply #1 on: July 22, 2020, 05:06:58 PM »

I am down to try it. Its why I bought the book to try something during our down time.
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Hat

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Re: MW: Destiny
« Reply #2 on: July 22, 2020, 07:02:02 PM »

Put Ryan and I down as both interested.  I've looked at the Destiny system a bit.  Still trying to wrap my head around parts of it.
« Last Edit: July 22, 2020, 09:57:18 PM by Hat »
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Ice

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Re: MW: Destiny
« Reply #3 on: July 23, 2020, 07:15:11 AM »

I'm in

Some parts call for game board I think though so will need to make maps etc for tabletopsim or find something usable
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Die Clanner!!!!

deadlyfire2345

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Re: MW: Destiny
« Reply #4 on: July 23, 2020, 12:38:30 PM »

A Discord server I am part of created a PDF for the single character sheets (and yes, its 3 sheets for one character)
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deadlyfire2345

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Re: MW: Destiny
« Reply #5 on: July 26, 2020, 08:48:58 AM »

CHARACTER CREATION
Download and print out the blank MechWarrior: Destiny
character sheet from bg.battletech.com and follow these steps to
create and pursue your destiny:
1. Create a Character Theme (Character Name)
2. Choose Faction
3. Choose Experience Level
4. Assign Attribute Points
5. Assign Skill Points
6. Choose Traits
7. Choose Life Modules
8. Choose Armor
9. Select Weapons
10. Select Inventory
11. Select Hardware
12. Create Cues
13. Create Character Background

1. CREATE ACHARACTER THEME
Imagine you’re a casting director for your favorite TV show,
and you’ve got a selection of walk-on character roles to fill for a
new episode. These characters need to be cool and vibrant, even if
they’re only on-screen for a few minutes.

As you review the script you encounter a list of short character
descriptions: male, late twenties, stoic and very tough, doesn’t talk
much; woman, early thirties, always smiling, with a devil-may-care
attitude; male, teen, a brooding anger that he fails to leash more
often than not; and so on. In the role of casting director, you’ll use
those descriptions to find the right actor to convincingly fill that
role in the episode.

In a similar fashion, as you work to create a MechWarrior:
Destiny character, you need to find a short and flavorful description
of the theme of your character. Do you want to play the Draconis
Combine samurai who follows a strict code of honorable conduct?
Or do you want to play the covert operative who sees the seedy
underworld as the best place to obtain intel to keep his comrades
and his nation alive? Or perhaps you’d rather be the brainy
technician who understands machines and strives to get the best
performance out of them?

Anything’s possible, with only your imagination to hold you
back. As you pick a theme, remember that the more wild and crazy
you make it, the more you’ll have to figure out how to convey that
during game play.

With that in mind, jot down a few descriptive words that
outline your theme. Don’t hesitate to fill a page if you’re still trying
to feel your way to what you want, knowing you’re going to toss
most of the concepts by the wayside as you zero in on your target.
Additionally, if you’re floundering a little, feel free to ask what
everyone else in the group is playing and find a niche to fill: does
your platoon lack a sarcastic, brooding, older medic as a mentortype for a green rookie? Jump in and see if that role fits you.
Once you’ve got your theme, you’ll use that as the framework
to help you make the decisions involved in the rest of the process.

CHARACTER NAME
While this step appears at the start of character creation, it can
happen any time during the process.

Some players will find they’ve already got a character name
they’ve been hanging on to for just such an adventure; the name
itself drips with theme and will immediately lend itself to a certain
flavor. If you name your character “Lord Pain,” most people will likely
have a preconceived notion of where the character creation process
is going to take them: a merciless, backstabbing Periphery pirate
who will try to steal your whole arm if you ever shake hands.

Other players, however, may find they don’t have a good
name in mind. Instead, even with a theme, they may have to travel
through most, if not all, of the creation process before a great name
presents itself. Don’t forget to trawl through the sample characters
for a myriad of names that might spark your imagination and help
you craft your own unique take on a given theme.

TAGS
While not a requirement for character creation, every sample
character sheet includes a short list of one-word Tags, and these
Tags are carried throughout most of the sections of this book.
They’re designed to give a very quick look at the theme/style of
that character or section. In the case of characters, Tags define what
a character is, as opposed to how a character would react in a given
situation (see Create Character Background, p. 77)

2. CHOOSE FACTION
The nation or group with which you choose to align your
character can have a lot of bearing on the rest of the charactercreation process and on gameplay. This choice can be a direct result
of your character’s theme. For example, if your character is a dutiful
and patriotic covert operative, then that theme could be a good fit
for a Maskirovka agent loyal to the Capellan Confederation.
For a game set in the standard era of 3025, the following
factions are available for player characters:

THE SUCCESSOR STATES
Capellan Confederation (House Liao)
Draconis Combine (House Kurita)
Federated Suns (House Davion)
Free Worlds League (House Marik)
Lyran Commonwealth (House Steiner)

THE PERIPHERY
Magistracy of Canopus
Outworlds Alliance
Taurian Concordat
Pirate (Bandit Kingdom)

OTHER
ComStar
Mercenary
Pirate (Independent)
Unaffiliated

For a full overview of these factions, see The BattleTech Primer,
page 16.
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deadlyfire2345

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Re: MW: Destiny
« Reply #6 on: July 26, 2020, 08:52:10 AM »


3. DETERMINE EXPERIENCE LEVEL
Next, the player group should decide their characters’ level
of overall experience. Are you interested in playing fresh-fromacademy rookies looking to leave their mark on the galaxy, or do
you want to play veteran soldiers with dozens of kill markers and
commendations? Or maybe you wish to play somewhere in the
middle, House regulars who have seen more combat than raw
recruits but still have a lot to learn? The experience level chosen
determines the stats each player will receive to allocate to certain
aspects of their character.

If a player wants their character to possess a different
experience level than the rest of the group, such as a Veteran
saddled with command of a Green unit, or a Green rookie assigned
to a group of Regulars to gain some much-needed experience, then
they must gain prior approval from the gamemaster. However, at
least half of the group (rounding up) must play characters of the
chosen experience level, and no character may be more than two
levels above or below the overall experience level of the group. For
example, a Green-level character cannot be part of an Elite-level
group, and vice versa.

GREEN
Green characters represent rookies who have received basic
training but have not yet seen hard combat. A Green-level game
provides the following character-creation stats:
Attributes: 3 Attribute points
Skills: 8 Skill points
Weapons: 1 weapon
Hardware: 1 Hardware point

REGULAR
Regulars have served for a few years and have seen enough
training and firefights to stand firm when the going gets tough.
These represent the backbone of most militaries and organizations,
so this is the recommended experience level for most MechWarrior:
Destiny games.
A Regular game provides the following character-creation stats:
Attributes: 5 Attribute points
Skills: 12 Skill points
Weapons: 2 weapons
Hardware: 2 Hardware points

VETERAN
Veterans have seen it all and then some, which makes them
really good at what they do.
A Veteran game provides the following character-creation stats:
Attributes: 7 Attribute points
Skills: 16 Skill points
Weapons: 3 weapons
Hardware: 3 Hardware points

ELITE
If Veterans have scary capabilities, Elite characters put them to
shame. Elites rank among the best of the best, the warriors whose
proficiency, experience, and dedication make them the toughest
customers the galaxy has ever seen. The only people with better skill
are the stuff of legends.
An Elite game provides the following character-creation stats:
Attributes: 9 Attribute points
Skills: 20 Skill points
Weapons: 4 weapons
Hardware: 4 Hardware points

4. ASSIGN ATTRIBUTE POINTS
Based on the chosen experience level, each player receives
a number of Attribute points to assign to the five Attributes: STR,
RFL, WIL, INT, and CHA. (EDG is a special Attribute that is addressed
below.) All Attributes start with a value of 1, and each Attribute point
assigned increases that Attribute by 1. For example, if you want your
character to have a STR of 3, you assign 2 of your allotted Attribute
points to STR, to increase it from 1 to 3. In this step, each regular
Attribute cannot exceed 4.

Your character’s theme can help you decide how many points
to assign to each Attribute.

EDG: All characters automatically start with an EDG of 1.
However, if you want a starting EDG higher than 1, each additional
point will cost 2 Attribute points. For example, if you want an EDG
of 3, you will need to spend a total of 4 Attribute points. No player
may start with an EDG higher than 4.

CONDITION MONITOR
The STR and WIL Attributes have a direct correlation to the
damage tracks on a character’s Condition Monitor. Use the following
rules for determining the character’s Condition Monitor:
Physical Damage Track: The Physical Damage Track is based
on the STR Attribute:
% If a 5 or higher, do not mark off any pips.
% If a 4, mark off one pip from the first row.
% If a 3, mark off one pip from the first row and one pip from the
second row.
% If a 2, mark off two pips from the first row and one pip from the
second row.
% If a 1, mark off two pips from the first row and two pips from
the second row.

Fatigue Damage Track: The Fatigue Damage Track is based on
the WIL Attribute:
% If a 5 or higher, do not mark off any pips.
% If a 4, mark off one pip from the first row.
% If a 3, mark off one pip from the first row and one pip from the
second row.
% If a 2, mark off two pips from the first row and one pip from the
second row.
% If a 1, mark off two pips from the first row and two pips from
the second row.
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deadlyfire2345

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Re: MW: Destiny
« Reply #7 on: July 26, 2020, 08:59:13 AM »

5. ASSIGN SKILL POINTS
Based on the chosen experience level, each player has a number
of Skill points to assign to various Skills. Peruse the list of Skills on
the next page, and choose a few of them that match your character’s
theme. During this step, players choose a number of Skills, and at
least one of these Skills must be a Knowledge Skill (see Knowledge
Skills, at right).

Once you have chosen your Skills, assign your Skill points until
all of them are spent. Each Skill point assigned equals one point for
that Skill. For example, if you want a Melee Combat rating of 2, you
assign 2 of your Skill points to Melee Combat.
Each Skill chosen must be assigned a minimum of 1 point, and
the maximum value of any Skill during this step is 4.
Once all Skill points have been assigned, use the Skills list and
note which Attribute links to each Skill. This Attribute will be added to the Skill’s rating to determine the Skill Bonus, which is used in
Tests and combat.

Knowledge Skills: These Skills represent things your character
might know in-game. They can encompass a variety of subjects,
including specific languages (e.g., Swedenese, sign language),
interests (e.g., Solaris VII champions, Immortal Warrior trivia, House
Davion’s family history), or professional knowledge (e.g., ’Mech
manufacturers, yakuza culture, police procedure). Knowledge Skills
are not listed in the Skills list, so feel free to use your imagination
to create them. Check out the sample characters starting on page
84 for more examples of Knowledge Skills; feel free to use those, or
simply create one of your own.
SKILLS
Each MechWarrior: Destiny character has a unique set of Skills
that showcases the actions at which that character excels. Every Skill
has two parts: a numerical value, and the specific Attribute the Skill
is linked to. Whenever a player uses a Skill to accomplish an action,
the value of the Skill is added to the linked Attribute to determine
the base number they add to their 2D6 roll. See Rolling Dice, p. 32,
for more information.
The name and description of each Skill (see Skills List below)
provides some suggested ways in which the Skill can be applied,
but ultimately it will be up to the player, the gamemaster, and the
roleplaying group to determine the limits of what each Skill can
accomplish. Most Skills are broad enough to cover several different
options for an action, such as the Computers Skill, which can be
used to brute-force your way into a computer system, encrypt a
data file, and so on. If a player wants a given Skill to do something
that might fall slightly outside the guidelines of that Skill and there
is no other specific Skill in the Skills List that would govern the
action, the gamemaster may allow the action, perhaps by requiring
the player spend a Plot Point or take a –1 or –2 modifier to their
roll. In the end, a character is as strong—or as weak—as the plot
needs them to be, and your stories will need the same flexibility.

SKILLS LIST
The following list shows which Attributes link to which Skills
and provides some examples of actions each Skill can accomplish.
For quick reference, each Skill on a character sheet shows the
abbreviation of the linked Attribute.

STRENGTH (STR)
Athletics: Running, jumping, swimming, climbing, and
acrobatics.
Support Weapons: Heavy weapons, anti-’Mech weaponry,
exoskeleton/powered-armor weaponry.

REFLEXES (RFL)
Escape Artist: Escaping bindings, contortionism, and shaking
a tail.
Gunnery*: BattleMech, combat vehicle, and aerofighter
weaponry.
Melee Combat: Armed melee combat, unarmed melee combat,
and martial arts.
Piloting*: ’Mech and aerofighter piloting; vehicle driving.
Projectile Weapons: Bows and arrows; thrown weapons.
Small Arms: Pistols, rifles, shotguns, etc.
Stealth: Sneaking, palming, and pickpocketing.
Zero-G Operations: Extravehicular activity (EVA), zero-g
acrobatics, zero-g freefall.
*Designate BattleMech, combat vehicle, or aerospace fighter during
character creation.

INTELLIGENCE (INT)
Art: Drawing, sculpting, and forgery.
Artillery: Spotting, targeting, and firing artillery weapons.
Communications: Creating, boosting, or jamming
communications networks.
Computers: Hacking, programming, security systems, and
cryptography.
Demolitions: Rigging, placing, and disarming explosives.
Investigation: Gathering and evaluating evidence, researching,
forensics.
Knowledge Skills: Languages, interests, and career knowledge.
See page 71.
MedTech: First aid, medicine, surgery, and bionics.
Navigation: Map, compass, and GPS usage; air, ground, sea, space.
Perception: Situational awareness, noticing detail, and
determining authenticity.
Science: Biology, chemistry, mathematics, physics, etc.
Tactics: Infantry, land, sea, air, and space tactics.
Technician: Diagnosing, repairing, and engineering mechanical/
electrical systems.
Tracking: Physical tracking, sensor tracking, and shadowing.

WILLPOWER (WIL)
Animal Handling: Herding, riding, and training.
Survival: Wilderness survival, wilderness navigation, and fasting.

CHARISMA (CHA)
Acting: Con artistry and performance.
Disguise: Camouflage, cosmetics, costuming, and mimicry.
Leadership: Inspiration, motivation, administration, and training.
Negotiation: Bargaining, contracts, and diplomacy.
Protocol: Proper etiquette and decorum.
Streetwise: Criminal underworld dealings and avoiding
dangerous missteps.
Intimidation: Influence, interrogation, and torture.

6. CHOOSE TRAITS
Each player must choose at least one positive Trait and one
negative Trait for their character. You may choose up to two of
each, but for each positive Trait you choose, you must also choose a
negative Trait, and vice versa.

Positive Traits can add additional bonuses to a Skill, offer a storybased perk such as an officer’s rank, and allow a myriad of other
positive gameplay bonuses. Negative Traits can impose penalties on
Tests or cause a number of other negative gameplay effects.
When choosing Traits, you can either pick one from the sample
character sheets, choose one from the list below, or you can create
one. The best Traits to choose, however, are those that fit with your
character’s theme and backstory.

To create a Trait, choose whether you want it to be positive or
negative. The maximum bonus a positive Trait can give to any one
Skill, Attribute, or other effect is +1. The maximum penalty a negative
Trait can give to any one Skill, Attribute, or other effect is –1.

POSITIVE TRAITS
Alternate ID: You live two lives. You or the GM may use this positive
Trait in the story at any time.
Animal Empathy: Animals love you, and the feeling is mutual. +1
bonus to Tests involving animals.
Attractive: People find you pleasing to the eye. +1 bonus to CHAbased Tests where physical appearance matters.
Citizenship: Citizens look favorably on other citizens. +1 bonus to
CHA-based Tests involving citizens from your faction.
Combat Sense: You are keenly aware of your surroundings in
combat. Choose when you take your Narration in the turn order
without needing to spend a Plot Point.
Connections: You know some folks with access to info, wealth,
equipment, or specific people. +1 bonus for CHA-based Tests when
interacting with your connections.
Equipped: You’ve got access to a larger stockpile of equipment than
others. Choose 1 additional Weapon OR 2 additional Inventory
items during character creation. (This Trait cannot be purchased
with XP.)
G-Tolerance: Your body is well adapted to working in situations
of high or low gravity. Ignore any situational modifiers for Tests
involving high-gravity maneuvers or zero-gravity situations.
Good Hearing: If a tree falls in a forest and no one is around, you can
hear it. +1 bonus to Perception Tests involving hearing.
Good Reputation: People know you and tend to say good things
about you. +1 bonus to CHA-based Tests involving someone who
knows your character.
Good Vision: Your eyes are so sharp you can spot a ghillie-suited
sniper in the middle of a forest—at night. +1 bonus to Perception
Tests involving vision.
Pain Resistance: You can take a punch and not even feel it. Ignore
the first wound modifier on both Damage Tracks.
Poison Resistance: Your body has developed a tolerance for toxins.
Reduce by 2 any Condition Monitor damage caused by the effects
of a toxic substance.
Prosthetic: You lost a digit or limb at some point in your life, but
medical science came to the rescue. Must also take the Lost Limb
Trait. When the prosthetic is worn, it cancels the effect of Lost Limb.
Rank: You’ve climbed high enough up the chain of command to
command your own unit. Prerequisite for the rank of Captain (or
equivalent) and higher.
Sixth Sense: You have a bad feeling about this… +1 bonus to
Perception Tests to avoid being surprised or ambushed.
Tech Empathy: You were born with an innate understanding of
machines and technology. +1 bonus for any non-combat Tests
directly involving technology.
Thick-Skinned: High and low temperatures don’t bother you the
way they affect others. Ignore any situational modifiers related to
extreme heat or extreme cold.
Toughness: You’ve got skin like cured leather, and your bones are like
steel. Subtract 1 from all Physical and Fatigue Damage you receive.
(Damage to Armor pips is not reduced.)
Wealthy: You either won the lottery or were born into a well-to-do
family. +1 Hardware Points to spend during character creation. (This
Trait cannot be purchased with XP.)

NEGATIVE TRAITS
Animal Antipathy: Animals hate you, and the feeling is mutual. –1
penalty to Tests involving animals.
Bad Reputation: People know you and tend to say bad things about
you. –1 penalty to CHA-based Tests involving someone who knows
your character.
Bloodmark: You’ve got a bounty on your head, for one reason or
another. The GM may use this negative Trait in the story at any time.
Combat Paralysis: Whether due to anxiety or full-blown PTSD, you
freeze in combat every single time. Always take the last Narration
in a round, regardless of Plot Point usage.
Compulsion: Some addiction or impulse motivates you. –1 penalty
on Tests to resist your compulsion.
Dark Secret: You’ve got some deep, dark secret that would destroy
you, should it be revealed. –1 modifier to Tests for trying to keep
your secret hidden.
Dependents: You’ve got a family or someone else who actively
depends on you. The GM may use this negative Trait in the story
at any time.
Enemy: Someone is out to get you, either to ruin you, kill you, or
perhaps even both. The GM may make your nemesis appear at
any time to complicate your life.
Glass Jaw: You never quite learned how to roll with the punches.
Add 1 to all Physical and Fatigue Damage you receive.
Gremlins: You and technology do not get along. –1 penalty to any
non-combat Tests directly involving technology.
Illiterate: You never learned how to read. –2 penalty to Tests
involving written material.
In for Life: You belong to a shadowy organization, a crime syndicate,
or a secret society. The GM may use this negative Trait in the story
at any time.
Introvert: You are a wallflower, the exact opposite of the life of the
party. –1 penalty to CHA-related Tests.
Lost Limb: You are missing a limb or a digit either from birth or
due to injury and do not have a prosthetic fitted. –4 penalty to
Tests involving use of the affected appendage. The Prosthetic Trait
cancels this penalty when the prosthetic is worn.
Poor: You either grew up in modest means or have fallen on hard
times. Start with 1 Weapon, 2 Inventory items, and half (minimum
1) of your starting Hardware Points, regardless of your chosen
experience level.
Poor Hearing: If a tree falls in a forest, you probably won’t hear it
even if you’re standing right next to it. –1 penalty to Perception
Tests involving hearing.
Poor Vision: You should probably get your eyes checked. –1 penalty
to Perception Tests involving vision.
Thin-Skinned: Your body is more susceptible to the effects of
high and low temperatures. Double any modifiers related to
performing actions in extreme heat or extreme cold.
TDS—Transit Disorientation Syndrome: Some people’s systems
are not cut out for the rigors of hyperspace travel, which causes
severe disorientation and other detrimental symptoms. –2
penalty to all Tests taken within 20 minutes after a hyperspace
jump (GM’s discretion).
Unattractive: You have a face only a mother could love. –1 penalty
to CHA-based Tests where physical appearance matters.
Unlucky: You ticked off the gods of fate somehow. Whenever you
spend a point of EDG to reroll, any 6s rolled on the reroll are counted
as 1s instead.

7. CHOOSE LIFE MODULES
Life Modules represent the steps in your character’s backstory
that got them to where they are—the events of their childhood,
early adulthood, and so on. Most Life Modules convey a bonus to an
aspect of your character, and a Life Module can also serve as a Cue for
your character’s backstory, which can form the basis of a Narration.
Each Character may choose one Life Module for each of the
following four slots: Faction (based on their choice in Step 2),
Childhood, Higher Education (which is optional), and Real Life.
Like many aspects of character creation, the best Life Modules
for your character are those that fit their theme—but don’t hesitate
to add a seemingly mismatched Life Module if it might give your
character that unique feel you’re looking for.
You can add Life Modules by consulting the Life Module list
starting on p. 74.

When you choose a Life Module, choose which associated
Skill to increase (if there is more than one option), and increase
the chosen Skill rating for your character. Then choose the next
Life Module until all Life Module slots are assigned. If you do not
possess the Skill for which a Life Module provides a Skill increase,
that means you gain that Skill at a rank of 1. For example, if you take
the Farm Life Module, which gives a +1 to Animal Handling, but
you do not have the Animal Handling Skill, then you gain Animal
Handling with a rating of 1.

LIFE MODULES
0: FACTION (CHOOSE 1)
THE SUCCESSOR STATES
Capellan Confederation (House Liao)
Draconis Combine (House Kurita)
Federated Suns (House Davion)
Free Worlds League (House Marik)
Lyran Commonwealth (House Steiner)
THE PERIPHERY
Magistracy of Canopus
Outworlds Alliance
Taurian Concordat
Pirate (Bandit Kingdom)
OTHER
ComStar
Mercenary
Pirate (Independent)
Unaffiliated

1: CHILDHOOD (CHOOSE 1)
Backwoods: +1 to Tracking OR Projectile Weapons
Blue Collar: +1 to Art, Technician, OR Zero-G Operations
Mercenary Brat: +1 to Small Arms
Farm: +1 to Animal Handling
Fugitives: +1 to Escape Artist OR Disguise
Nobility: +1 to Protocol
Slave: +1 to Athletics
Spacer Family: +1 to Zero-G Operations
Street: +1 to Streetwise
War Orphan: +1 to Survival
White Collar: +1 to Protocol

2: HIGHER EDUCATION (OPTIONAL)
Technical College: +1 to Technician OR Communications
Trade School: +1 to Knowledge Skill
University: +1 to Science OR MedTech
Solaris VII Internship: +1 to Streetwise
Police Academy: +1 to Investigation OR Intimidation
Intelligence Operative Training: +1 Intimidation OR Tracking
Military Academy: +1 to Tactics OR Leadership
Military Enlistment: +1 to Support Weapons OR Artillery
Family Training: Requires the Nobility Life Module. +1 to Leadership
OR Protocol
Officer Candidate School: +1 to Tactics OR Leadership

3: REAL LIFE (CHOOSE 1)
Agitator: +1 to Melee Combat
Civilian Job: +1 to Art OR Knowledge Skill
Combat Correspondent: +1 to Perception
ComStar Service: +1 to Communications OR Computers
Covert Operations: +1 to Stealth OR Demolitions
Explorer: +1 to Navigation
Guerrilla Insurgent: +1 to Stealth OR Acting
Merchant: +1 to Negotiation
Ne’er-Do-Well: +1 to Acting
Organized Crime: +1 to Intimidation
Postgraduate Studies: +1 Science OR Technician
Solaris Insider: +1 to Negotiation
Solaris VII Games: +1 to Piloting (BattleMech) OR Gunnery
(BattleMech)
Think Tank: +1 to Science OR Knowledge Skill
Tour of Duty: Requires one of the following Life Modules: Military
Enlistment, Military Academy, Family Training, or Officer Candidate
School. +1 to one of the following: Artillery, Gunnery, Melee
Combat, Piloting, Projectile Weapons, Small Arms, Support
Weapons
To Serve and Protect: Requires Police Academy Life Module. +1 to
Small Arms OR Intimidation
Travel: +1 to any Skill (excluding Artillery, Gunnery, Piloting, or
Support Weapons)
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deadlyfire2345

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Re: MW: Destiny
« Reply #8 on: July 26, 2020, 09:03:39 AM »

8. CHOOSE ARMOR
All characters start with one type of armor. Choose one item
from the following list:
Flak Armor: 10 pips, –2 damage from ballistic (B) weapons
Ablative Armor: 10 pips, –2 damage from energy (E) weapons
Ballistic Plate Armor: 12 pips, –1 RFL, –3 damage from ballistic (B)
weapons
Concealed Flak Armor: 8 pips, –1 damage from ballistic (B) weapons
Concealed Ablative Armor: 8 pips, –1 damage from energy (E)
weapons
Infiltration Suit: 8 pips, –1 damage from ballistic (B) and energy
(E) weapons

9. SELECT WEAPONS
Characters can choose a number of starting weapons indicated
by their experience level; however, all characters start with either
Unarmed or Martial Arts (see Melee Weapons, p. 155), which does not
count toward their total allotment of weapons. It is recommended
that each player take one ranged weapon and one melee weapon,
but this may vary, depending on the character’s experience level
and theme.

As with the Cues in a later step, selecting your weapons
can be fun. You can simply copy the weapons from one of
the sample character sheets, using the sheets like a shopping
catalog. However, unleashing the renegade inside can be far
more enjoyable. Just make up whatever cool name you want—
the more military- or pirate-sounding, the better! What about a
grenade arrow? Write that down. Or have you seen a weapon in
the pages of a BattleTech book and always wondered what name
it might have? What about a double-bladed katana? Write that
down too. When it comes to your weapons, look at the theme of
your character and embrace it.

To determine the stats of a newly created weapon, find a
comparable weapon, and use the Damage value and range brackets
of the existing weapon. Also, feel free to tweak the Damage value
up or down 1 or 2 points, depending on the nature of the weapon,
and add an additional effect, if desired. (These tweaks and additions
are subject to the gamemaster’s approval.)
Whether you choose existing weapons or create your own,
just remember that your character can only ever have a total of
six weapons.

10. SELECT INVENTORY
A player may choose up to four noncombat Inventory items.
Inventory items can be just about anything, from communications
equipment to survival kits to personal effects and more. Some
common Inventory items appear on the sample character sheets
(starting on p. 84) and in the Warrior’s Catalog (p. 156).

As discussed under Inventory (see p. 29), Inventory items in
MechWarrior: Destiny do not have specific rules. X is not required
to do Y. Instead, Inventory items almost act as their own Cues,
propelling the action forward without delving into the minutiae of
what exactly a piece of equipment weighs, what it does, and so on.

Use the few lines on the Inventory section to accentuate the
theme of your character, providing items you feel will be fun and
enjoyable during gameplay. You don’t even have to know what some of them do…one or two could just be crazy, fun-sounding
names that you’ll figure out on the fly! Or review the items on the
sample character sheets and choose something that sounds like a
must-have Inventory item that you think might pull your character’s
bacon out of the fire at some point.

A chosen Inventory item does not necessarily have to match
your character’s role, but a communications specialist will likely
get more use out of a commo-related Inventory item than a
computer-illiterate grunt would. Also keep in mind that you’re
probably better off not worrying about mundane items such as
ammunition and spare magazines. MechWarrior: Destiny doesn’t
concern itself with tracking how many bullets are left in a gun—a
gun has as many bullets or charges in it as the plot needs it to
in a given Narration—so make sure you reserve your Inventory
slots for more important items.

It’s important to make clear that, due to the loose nature of
these rules, it’s all too easy for players to create wildly powerful/
ludicrously small Inventory items; e.g., a “tactical nuclear warhead.”
After all, “the rules didn’t say I couldn’t!” If your player group
decides such a thing is cool and fits with what you want to see in
your games, then by all means, allow it. But most player groups
will agree that even within these rules, a limit needs to be set on
the power of Inventory items (going back to “X is only as powerful
as the plot needs it to be” idea). Player groups may want to police
Inventory items during character creation to ensure they’re within
the limits the group is all comfortable with … or be stuck with the
gamemaster having to say, “Yup, sorry, that nuke you just spent a
dozen playing sessions obtaining fizzles, spurts, and goes silent…
It’s a dud. And now the security in the area you tried to nuke are
really pissed."

11. SELECT HARDWARE
Next, choose your character’s starting Hardware, be it a
BattleMech, combat vehicle, aerospace fighter, or personal vehicle.
The table below lists the Skill requirements and types of Hardware
available for each Hardware Point value. Starting characters may
only choose one Hardware item, regardless of how many Hardware
Points they have to spend; characters who are ineligible to possess
military hardware due to Skill limitations or their background may
only spend Hardware Points on personal vehicles.

Unspent Hardware Points: You are not obligated to spend all
of your Hardware Points during character creation. For example, if you are creating a Veteran character and prefer to pilot a medium
’Mech, you only need to spend 2 of your 3 Hardware Points. Each
unspent Hardware Point is converted into one of the following
during character creation:
% 2 XP
% 2 additional Skill points to assign
% +1 to your EDG

Dispossessed (Optional): If desired, you may choose to
start a MechWarrior character without an assigned ’Mech by
opting to spend none of your Hardware Points during character
creation; MechWarriors who lack a ’Mech to pilot are referred
to as “Dispossessed,” which carries a negative stigma among
MechWarriors, akin to a knight who has lost their warhorse
and cannot find a replacement. Per gamemaster approval, and
depending on availability, Dispossessed characters may cash in their
Hardware Points during gameplay to acquire appropriate Hardware
equivalent to the Hardware Points spent; this can represent a
purchased, salvaged, or stolen BattleMech. The player is encouraged
to give a Narration to show where the ’Mech came from or how they
acquired it. The first ’Mech acquired by a Dispossessed MechWarrior
during gameplay costs the listed Hardware Point value minus 1. In
other words, a heavy ’Mech acquired during gameplay would cost
a Dispossessed MechWarrior 2 Hardware Points instead of the 3 it
would cost them during character creation. Note: This discount only
applies to the first ’Mech a Dispossessed character acquires during
gameplay; subsequent ’Mechs must be acquired by spending XP (see
Character Advancement, p. 77).

Hardware Pool (Optional): If the player group agrees, the
group can choose to pool their Hardware Points, and individual
players can spend Hardware Points from the pool to acquire
Hardware that the character would not normally have access to. For
example, if a Regular character (a base of 2 Hardware Points) wishes
to pilot a heavy ’Mech (base cost of 3 Hardware Points), they would
only be able to start play in their ideal ’Mech if the group pools their
Hardware Points.

When choosing a specific piece of Hardware, you can either
select matching Hardware from one of the sample character sheets
starting on page 84 or from the Warrior’s Catalog starting on page
157, or you can consult Hardware Conversion Rules for ’Mech-Scale
Combat on page 79 in order to convert your favorite BattleTech unit
to MechWarrior: Destiny scale.

12. CREATE CUES
As noted under Cues (see p. 28), these are phrases that can be
bold statements a character might make in a given situation or can
be used to spark an idea of which direction a character might leap.
When creating Cues for your character, employ the same
method you used when generating their theme: jot down different
phrases, sentences, or just saucy, juicy words that sound like
something that would be fun to say during the action of the game.
Then use the list to zero in on the best set of Cues.

You can also review the sample character sheets (see p. 84)
to spark your own ideas for Cues. If you’re having a difficult time,
feel free to use catchphrases taken from your favorite comic books,
movies, TV shows, and novels, just tweaked slightly to make them
unique to your character. For example, “That was totally wicked!”
could be tweaked to “That was totally killin’!”

If you’re still struggling, feel free to make the generation of Cues
into a party game for the player group. Each player can write down
two or three (or more) Cues based on your character theme, and
then you can select some, none, or all of them. Even the craziest
Cues could prove an interesting take on your character’s personality
under the right circumstances, so don’t be so quick to toss out the
wilder concepts.

13. CREATE CHARACTER BACKGROUND
Now that your character is done, feel free to fill in some details
of their background, using your character theme as a springboard.
Take a look at some of the sample character sheets to get inspiration
for your character’s background information and look to your
chosen Life Modules for some further ideas. Here are some things
you can add to bring your character to life:
Personal Data: This represents vital statistics: age, height/
weight, and any other pertinent details you want to write down.
History: This is the meat of your character: who they are, where
they came from, why they fight, and so forth.
Personality: This offers some details about how your character
reacts to and interacts with various circumstances. This can be as
detailed as you want to make it.

Dispositions: Like Cues, your character’s Dispositions should
flow from how you’re building your theme and the Cues. Even the
description you used when generating your theme could be turned
into Disposition statements.

As previously noted under Tags (see p. 68), Dispositions define
how a character will react given various stimuli and circumstances
(as opposed to Tags, which define what your character is).
Again, review the sample character sheets, or ask for
suggestions from your player group if you’re struggling to define
this aspect of your character.
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Hat

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Re: MW: Destiny
« Reply #9 on: July 26, 2020, 02:30:39 PM »

Deadly: I appreciate the enthusiasm, but I recommend waiting until we have an identified GM, list of players, general timeframe (during original slot?) and see who needs a copy of the rules.

I'm not up for GMing this.  Anyone volunteering?

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Ice

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Re: MW: Destiny
« Reply #10 on: July 27, 2020, 01:47:41 PM »

We should get a list of everyone interested then determine
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serrate

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Re: MW: Destiny
« Reply #11 on: July 28, 2020, 12:44:47 PM »

What's the intention, a regular zoom game or something played out on the boards only?
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Hat

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Re: MW: Destiny
« Reply #12 on: July 28, 2020, 01:51:14 PM »

What's the intention, a regular zoom game or something played out on the boards only?

I would think Google Meet or Zoom could work, potentially with integration of Roll20 or something else.  Easier to time bound it if it's live if not in person.  It's interesting that MW Destiny's default timeframe is 3025.

Per rules at least, there aren't ways to customize 'Mechs.  You can repair/rebuild something that's salvaged but not fundamentally change it.

I am also curious with this if we'd use the game system and make use of the shared narrative process or do more of a standard GM based game just operating within this ruleset.  I guess that depends on who if anyone ends up running this.
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deadlyfire2345

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Re: MW: Destiny
« Reply #13 on: July 28, 2020, 03:31:59 PM »

Maybe Discord? Would be pretty easy to use. Also found a bot on there for dice rolling.
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Hat

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Re: MW: Destiny
« Reply #14 on: July 28, 2020, 08:56:09 PM »

Ok, so to summarize so far:

GM: TBD

Interested as players:
1. Dan
2. Deadly
3. Brandon
4. Hat
5. Ryan
6. Bryan

No response so far: Rob, Steve, Mike, Logan, Lucas.

Any corrections?
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