Character CreationOverview: 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
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 TablesAttributesPriority | |Attribute XP |
A | |3800 XP |
B | |3400 XP |
C | |3000 XP |
Skill BonusesPriority | |A | |B | |C |
Row 1 | |+6 | |+5 | |+4 |
| |+5 | |+5 | |+4 |
| |+5 | |+4 | |+3 |
| |+4 | |+2 | |+3 |
| |+3 | |+2 | |+2 |
| |+2 | |+1 | | |
| |+1 | | | | |
TraitsPriority | |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 XPAttributes: 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.
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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).
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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.