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?
Compulsion is from -100 to -300 XP, yes. When it triggers is via fiat, but that fiat is usually defined as "when you haven't had your compulsion in a while, you need to, and you can't". For example, say you were addicted to Ilho-sticks, a moderately-serious drug similar to cigarettes with similar side-effects that's available in quantity on your homeworlds (say, the Trinity cluster in the FWL, but rare most other places). Since the level of side effects are similar in scope to cigs (as opposed to those from something like heroin), you'd choose a -200 XP Compulsion Trait. During your missions, you're cut off from resupply and on the run. After a few days, the craving kicks in (via event-driven fiat) and you'd take the Compulsion penalties until you were able to get another hit.
There's no real backstory required - name or make up a compulsion and apply it to your character sheet. Take the penalties if you are unable to satisfy the compulsion. Of course, you can always come up with as much backstory as you desire, but it's not required.
And the serious Compulsions, like Madness, or the minor quirks like a fear of heights, are very definitely triggered by GM Fiat. Fighting in a mountain range with your fear of heights? There's a penalty. Just watched your best buddy get shot down in his parachute after ejecting? If you've got a Berserker Rage Madness (Alex Carlyle) or a Catatonia Madness (Shinji Ikari), then that's gonna trigger.
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.
In terms of TW play, you would have a similar effect. Roll 3d6, taking the best 2,for your init. In card-based init play, I've been discussing how this should work. Right now the working theory is that you have the option to move up or down up to two places in the card order. However, this move is blind - you cannot see who is ahead of you and who is behind (as a direct function of how card init works).
A character with this Trait is by no means automatically in charge of a force.
Improved attribute: Should this read improve attribute/X
Yes. Errata noted.
Fit: Does this grant a bonus to consciousness checks after headhits?
Fit...is something I haven't decided upon. It's clearly got some advantages as written in ATOW (Did you have sentry duty last night? If you're fit, you aren't tired at all!), but I'm not sure if they're significant enough to qualify for what we're doing. Moreover, it's competing with several other Traits for Consciousness Check modifiers (Pain Resist and Toughness - both 300 XP Traits while this is only a 200 XP Trait), and if it did have an effect, it's tough to say what it would be without "stepping on toes". Probably, it would have its written benefits, and give a -1 TN modifier on the first and second MechWarrior Hit TN (so the 3 becomes a 2, and the 5 becomes a 4) as sort of a middle ground.
If you've got a suggestion, I'm open to one.
Tech empathy: Does the -10% to XP cost of technician skill carry over?
Yes, for purchases of the Technician Skill made
after character creation.
Handicap: Is only the allergy option available? If yes, then will this ever come into play with TW, mech cockpits being sealable and all?
Rolls are made outside of TW play as well. For example, say that Travis's character (in the example of TW v ATOW play above) had a Handicap 2 (Stutter). When he went to make his Negotiation Roll, he'd suffer the penalties thereof, as a stutter definitely applies to a social check based around speaking. Note that a Handicap is any disability that is NOT covered by another Trait, it's not limited to just an allergy (whatever the table says; text trumps table, remember).
Lost Limb: Do you get to choose of the lost limb table?
Yes, insofar as you choose something appropriate for the level of the Lost Limb Trait you've selected. No taking LL at -300 XP and then choosing to lose a little toe.
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.
Right up until you use a pirate jump point, or get boarded or something. TW
does include areospace combat...
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.
You are correct - that person was not at Game 3, and so must OPFOR in Game 4. Note that this is mainly going to be on the Honor system (and this part of the ruleset is just for our group, not part of the larger playtest). I'm not keeping attendance and stuff. If people want to cheat, they can, and we'll have less OPFOR and a worse play experience because of it.