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Author Topic: Master Character Generation Thread  (Read 9569 times)

Darrian Wolffe

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Master Character Generation Thread
« on: April 02, 2011, 10:52:08 PM »

OK, everyone.  Go ahead and post your PCs here.  Show your work, please.
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Darrian Wolffe

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Re: Master Character Generation Thread
« Reply #1 on: April 02, 2011, 10:57:59 PM »

Rob's Character  (NOTE that since I'm GMing the campaign, I'm going out of my way NOT to make a "leader" character)

NAME: Henrik Callahan

Priority A: Traits (900XP)
Priority B: Skills (+5, +5, +4, +2, +2, +1)
Priority C: Attributes (3,000 XP)

Attributes:
BOD - 4
STR - 3
DEX - 6
RFL - 5
INT - 4
WIL - 4
CHA - 2
EDG - 2
TOTAL XP 3,000


Skills:
Pilot/Mech +5
Gunnery/Mech +5
Computers +4
Small Arms +3
Career/Soldier +2
Protocol/Star League +1
Forgery +1
Sensor Operations +1


Traits:
Negative
Enemy (COL Marissa Jansfield, 741st CO) -200
Introvert -100

Positive
Additional Skills +100 (+1 to Sensor Operations, Small Arms, and Forgery)
Natural Aptitude/Piloting/Mech +500
Mech Quirks (net: +200 XP, max 3 quirks): No Cooling Jacket (-200 XP), Improved Targeting (Long, Medium; +400 XP)

SPAs
Speed Demon +100
Natural Grace +150
Melee Specialist +100

TOTAL XP: 850

BattleMech: SHD-2Hb Shadow Hawk
-Quirks: No Cooling Jacket (LBX), Improved Targeting (Long, Medium)

REMAINING XP: 50 - put toward buying off Enemy Trait

BACKGROUND:  
« Last Edit: April 19, 2011, 10:57:17 PM by Darrian Wolffe »
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agustaaquila

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Re: Master Character Generation Thread
« Reply #2 on: April 02, 2011, 11:05:57 PM »

Master Sergeant Xin Franklin
Priority- A- skills B- Attributes C- Traits

Attributes (3400)
BOD - 5
STR -4
DEX - 4
RFL -5
INT - 4
WIL -4
CHA -6
EDG -2

Traits (200):
Jumping Jack  150
Custom Vee 200
Total 350
Disads
Lost limb (toe) 100
Unlucky 200

Skills :

6 interrogation
5 gunnery/mech
5 pilot/mech
4 administration
3 technician/mech
2 career/soldier
2 negotiation
1 Protocol/SLDF
1 training

Left XP-50 
100 XP used to increase training, Protocol, and negotiation

Unit:  Chameleon-7V

Xin Franklin’s life is one of being in the wrong place at the right time.  He grew up on the streets of Beijing, and early joined a street gang.  Whereas most youth his age would have quickly picked up a gun to serve the gang, Xin learned early that a word is more powerful than most weapons, and can destroy someone’s life just as certainly as a bullet to the back of the head.
   Xin was caught up in negotiating a deal with another gang, was captured, and was given an ultimatum.  He agreed to help reduce crime in the area, and his gang became a clandestine enforcement branch for the local cops.  Xin discovered that his immediate superior was using the gang to cover traces of him moving large amounts of drugs, and he informed on his superior.  This got him a gig on the police force at 16.
   He performed admirably, and caught the eye of a passing Star League interrogator.  He was transferred to the SLDF, and trained in extracting info from others effectively.  His entrance tests also showed a great aptitude for mechs with Xin marching the model quickly around the area in the skull cap test, and so he was trained as a mechwarrior.  He graduated at 20, and was sent to the Quartermaster branch office focused on military security and secret retention.  Xin’s future was looking up.
   While on assignment to Kirmari with a diplomatic force, Xin saw that the diplomat was selling classified military information to manufactures on the planet.  He tried to prevent the transfer, but was soon running for his life.  While he was reported killed in a driving accident, Xin had gone to ground and swore to fulfill his duty to prevent the tech from spreading.  Initially he had no materials, but he found an abandoned Stinger and used some skills he picked up while working in the quartermaster’s office to restore it to working order.   He used its superior mobility, and his training and skill, to destroy the company who had acquired the data, and destroyed the factory where the part was just getting ready to be placed into production.  He was then extracted, and had the traitorous diplomat executed.
   While he was successful in preventing the spread of tech, Xin paid a great price.  His mech’s think armor was breached, and he lost several toes in the assault on the factory.  He was welcomed back by the SLDF, given a promotion, and assigned to Administration Command. 
   He worked training mechwarriors at West Point, and as he regained strength he climbed back into the cockpit of a mech.  He showed skill and ability, and was soon running mech trainees through their paces in Chameleons.  After several years, he was transferred to the 741st, and Xin pilots the Chameleon mechs he grew to know so well during his years of training.
   But the doubt still lingers, doubt that his unluck will strike again.  Doubt that he will fail, and this fear of failure drives him to be as good as possible.

Edit- Rob, added the unit.  And deleted this to move it down. 
« Last Edit: April 14, 2011, 10:17:50 PM by agustaaquila »
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Riegien

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Re: Master Character Generation Thread
« Reply #3 on: April 03, 2011, 12:34:06 AM »

Name: Rowan Hawker

Priority A: Skills
Priority B: Attributes
Priority C: Traits

Attributes:
BOD - 5
STR - 3
DEX - 4
RFL - 4
INT - 7
WIL -5
CHA -4
EDG -2
TOTAL XP 3400


Skills:
Communications +6
Cryptology +5
Gunnery +5
Piloting +5
Computers +4
Career/Soldier +2
MedTech +1
Protocol/SLDF +1

Traits:
TOTAL XP 300 (100 used for bonus skills)
Thin Skinned +100
Handicap (prone to sunburn) +100
Patient -100
Design Quirk -200

BattleMech: CRB-27b Crab
Quirks: Improved Communications (free - the fluff explicitly gives the Crab an awesome comms suite, and with your comms skill you deserve it),

          1pt- Easy to Maintain,
          1pt- Hyper-Extending Arm Actuators
« Last Edit: April 23, 2011, 10:25:16 PM by Riegien »
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phlop

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Re: Master Character Generation Thread
« Reply #4 on: April 04, 2011, 07:57:27 PM »

NAME: SSgt Herman Schwepps

Priority A:Skills
Priority B:Attributes
Priority C:Traits

Attributes:
BOD -4
STR -4
DEX -7
RFL -7
INT -5
WIL -4
CHA -2
EDG -1
TOTAL XP3400


Skills:
Gunnery +6
Pilot      +5
Driving   +5
Demolitions +4
Career/Soldier +3
Sensor Operations +2
Acrobatics +1

Traits:
Good Vision 100XP
Impatient   -100XP
Custom Vehicle (Ostroc -2Cb)  +200 XP
TOTAL XP

BattleMech:Ostroc  OST-2cb
-Quirks:

I will let the TPTB peruse and make clarifications/changes as necessary. I hope it is close.

GM: Very close.  Add in 'Custom Vehicle (Ostroc -2Cb) +200 XP' and you're good.  Just be aware that 1 EDG is pretty low at the rate Edge regenerates in ATOW play; it's not spent...it's burned.  You don't automatically get it back at the top of each new game.  ;)

I added the Custom Vehicle, also added the unlucky to pick up the cost of the custom vehicle trait. I guess that is what needed to be done.

GM: Heh.  Oops.  Deleted Unlucky.  You didn't need it; Priority C in Traits gave you 200 XP to spend on them.  You spend -100 XP on Impatient (300 XP available), 100 XP on Good Vision (200 XP available), and then you chose a stock Mech in your faction, which is the Custom Vehicle Trait at 200 XP, using up all you had left.  Sorry - I should have explained in my first edit.
« Last Edit: April 04, 2011, 11:24:48 PM by Darrian Wolffe »
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phlop

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Re: Master Character Generation Thread
« Reply #5 on: April 10, 2011, 07:44:34 PM »

Thanks for the clarification on my character. Where is everybody else. No one wants to play in the next campaign? Jarrod, Bryan, Andy(I know, you are busy playing engineer), Dan.
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serrate

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Re: Master Character Generation Thread
« Reply #6 on: April 11, 2011, 10:56:33 AM »

Name:  Gerald Freund
Born:   2725

Priority A: Skills (+6, +5, +5, +4, +3, +2, +1)
Priority B: Traits (500XP)
Priority C: Attributes (3,000 XP)

Attributes:
BOD - 5
STR - 3
DEX - 4
RFL - 6
INT - 4
WIL - 3
CHA - 3
EDG - 2
TOTAL XP 3,000

Skills:
+6  Piloting/Mech
+5  Gunnery/Mech
+5  Leadership
+4  Security Systems/Electronic
+3  Tactics/Land
+2  Career/Soldier
+1  Technician/Electronic

Traits:
Negative:

-100  Thin-skinned
-100  TDS
-100  Reputation

Positive:
200  Ambidextrous
200  Custom Vee:  Griffin GRF-2N

Design Quirks (net zero XP):
-100  Ammunition Feed Problem (#2 SRM ammo bay)
-100  Difficult Ejection
100   Reinforced Legs
100   Improved Cooling Jacket (ER PPC)

SPA's:
150  Jumping Jack
100  Melee Specialist
150  Melee Master
Total XP:  500

While participating in a training demonstration on the Taurian world of New Vandenberg in 2750, a technical glitch caused the medium laser of Gerald's Stinger to begin firing repeatedly.  He quickly aimed the offending weapon into the atmosphere and powered down the mech, but the damage was already done as the first two shots went into the spectator area and killed 3 observers, including one local teenage music star.  A thorough investigation revealed that improper maintenance on the wiring for the Ejection system had somehow caused a short-circuit in the weapon controls.  The tech involved was disciplined and Gerald was absolved of any responsibility in regards to the accident.

Tri-vid broadcasts of the incident with accompanying commentary went out live to the entire planet.  No single piece of media on New Vandenberg has ever been so widely distributed, and even 15 years later Gerald's face is as recognizable on the planet as Nicoletta Calderon's.  The incident has become a part of the world's culture, with individuals pantomiming the incident when particularly egregious mistakes have been made, usually by using one arm to "fire" two shots straight ahead and then raising the arm towards the sky and slumping over as if powered down.  The official ruling from the SLDF inquiry did little to quell the public's hatred towards the young mechwarrior, and even served to further the existing distrust between New Vandenberg's citizenry and the Star League. Gerald was re-assigned to the Federated Suns Military Region and has been able to continue his career with some success.

Regardless of the official rulings, Gerald relives the nightmare on a regular basis, and sees the images of those people being instantly vaporized in his dreams.  While he's made full use of elite SLDF training and his own natural talents to become a superior Mech Warrior, he eschews ranged combat in place of physical attacks whenever possible, as he's constantly worried about where any missed shots will end up.  His technical skills aren't the best, but that doesn't stop him from being in constant attendance in the mech bay, and frequently demanding confirmation on all tasks from his technician.  This has led to some spirited confrontations with various techs over the years, resulting in quite a few bloody noses and bruised ribs.  He can't be dissuaded from tinkering with the wiring around his Ejection system, constantly re-working the wiring to prevent any sort of malfunction or short-circuit that could affect other systems.  It's been pointed out by multiple technicians that these efforts have actually reduced the safety of his own ejection system, to which he invariably responds, "Well it hasn't reduced the safety of non-combatants, has it?"

Three months ago Gerald was transferred to the 741st Royal Striker Regiment, and as proud as he is to be joining a Royal Regiment, he can't help but notice his new unit's proximity to the Taurian Concordat.  As far as he's concerned, if he never sees New Vandenberg again, it'll be too soon...
« Last Edit: April 12, 2011, 03:31:18 PM by serrate »
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ItsTehPope

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Re: Master Character Generation Thread
« Reply #7 on: April 11, 2011, 03:15:27 PM »

Thanks for the clarification on my character. Where is everybody else. No one wants to play in the next campaign? Jarrod, Bryan, Andy(I know, you are busy playing engineer), Dan.

Working on it.  Rob said he wanted them submitted by today, so I've still got about 13 hours...

been busy - haven't really had time to even look at the rules.
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Black Omega

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Re: Master Character Generation Thread
« Reply #8 on: April 14, 2011, 10:04:34 PM »

Name:  Jonathon Benton Banzai
Age:   30

Priority A:  Skills (+6,+5,+5,+4,+3,+2,+1)
Priority B:  Traits (500xp + 300xp neg trait bonus)
Priority C:  Attributes (3000xp--30pts)

Attributes:

STR--3
BOD--4
RFL--5
DEX--5
INT--7
WIL--3
CHA--2+1=3
EDG--1

Skills:

+6   Science/Engineering
+5   Piloting/Aerospace
+5   Gunnery/Aerospace
+5   Piloting/Mech  (inc +1 trait skill bonus)
+5   Gunnery/Mech  (inc +2 trait skill bonus) +1= +6
+2   Technician/Mech
+3   Advanced Computers  (inc +3 trait skill bonus)
+1   Career/Military (Soldier--whatever)

Traits:

Positive
400xp  custom vehicle (modified PHX-HK2 LAM)
200xp  connections (Federated Suns - low-level, entire realm)
200xp  +6 skill levels

Negative
-100xp  impatient
-200xp  enemy (see background below)

Young Mr. Banzai is a rising star in the SLDF military research division.  He is a gifted aerospace pilot, mechwarrior, scientist,
and technician with a specialty in military weapons systems.  He is currently on loan to the 741st Striker to field test
modifications to the PHX-HK LAM using recently developed weapons and equipment.  Some consider his abilites a fluke but he comes by it honestly.  He can trace his ancestry back to a 20th century United States government employed research scientist Dr. Benton Quest.  He has made a few enemies along the way but none compare to the Zin Tong operating out of the Capellan Confederation.  This deadly group is descended from Dr. Quest's greatest enemy in the 20th century--the megalomaniac would-be world conqueror--Dr. Zin.


Rob, I hope I have got this right.  I will pm to you my proposed mods to the PHX-HK2 LAM this weekend.

Steve

GM: Holding approval contingent on modifications.  Looks OK so far.  As a rule, modifications to an existing chassis generally shouldn't include the engine or internal structure (most everything else is up for grabs), if that clarifies anything.  Advanced or Experimental equipment is by explicit permission only and should NEVER be counted upon when it comes to GM approval (though the LAM itself isn't an issue).  You do need to specify your connections; as per ATOW pg 111, a 2-point "Connections" Trait gets you awesome connections in a single city, OK connections on a single world, or mild connections across an entire realm.  Finally, be aware that LAMs are operating under the new rules published last summer, NOT the old Tactical Handbook rules, so you're a WiGE unit, not a "superjumper".  
« Last Edit: May 24, 2013, 09:38:17 PM by Black Omega »
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Knightofargh

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Re: Master Character Generation Thread
« Reply #9 on: April 15, 2011, 10:14:02 AM »

NAME: Todd "Maniac" Marshall

Priority A: Skills (+6, +5, +5, +4, +2, +2, +1)
Priority B: Attributes (3,400 XP)
Priority C: Traits (200 XP)

Attributes:
BOD - 4
STR - 3
DEX - 7
RFL - 6
INT - 6
WIL - 5
CHA - 2
EDG - 2
TOTAL XP 3,400


Skills:
Gunnery/Mech +6
Pilot/Mech +5
Small Arms +5
Demolitions +4
Career/Soldier +3
Stealth +2
Martial Arts (Basic) +1


Traits:
Negative
TDS -100
Poor Hearing -100
Compulsion/Cleaning -100

Positive
Good Vision +100

SPAs
Marksman +200
Sharpshooter +100
Dodge +100

TOTAL XP: 200


BattleMech: STN-3Lb Sentinel
Quirks: None



Bio: Marshall began his career as an infantryman.  He volunteered for EOD and lost 25% of his hearing during a training accident.  A fairly gifted rifleman and demolitions specialist, Marshall served mostly on the Periphery.

Marshall was field promoted to mechwarrior when a sabotaged life support system on his assigned company's dropship forced a majority of his unit's mechwarriors to be unable to drop.  He was quickly linked to a neurohelmet and tossed into the cockpit of a Chameleon to scout a munitions depot.  He earned his nickname by willingly getting back into the Chameleon after returning it with a majority of its armor stripped and with an engine hit.  He took it back out before it could be repaired.
« Last Edit: April 19, 2011, 10:49:28 PM by Darrian Wolffe »
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agustaaquila

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Re: Master Character Generation Thread
« Reply #10 on: April 15, 2011, 10:38:39 AM »

I think all these characters look good so far, but as a group we are missing one huge skill, Navigation/Land.  As much as I like wandering around lost when behind enemy lines, I really do not wish to continually assault fortified enemy positions from the rear because we have no idea where we are. 
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Knightofargh

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Re: Master Character Generation Thread
« Reply #11 on: April 15, 2011, 11:09:20 AM »

I could replace stealth with navigation, but being able to sneak in, plant a satchel charge and get out could be useful as well.
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serrate

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Re: Master Character Generation Thread
« Reply #12 on: April 15, 2011, 11:59:33 AM »

We still need PC's from Andy, Dan, Jarod, Brett, so maybe one of them could include it. 

Is this really a necessary skill?  Orders will be coming in from the CO, and will likely include specific drop coordinates, waypoints, etc.  I guess if we got trapped behind enemy lines, we'd need to be careful about navigation, but couldn't a check also be made against the INT attribute?  Maybe not, I've known fairly intelligent people that couldn't navigate their way out of a parking lot...

Quote
I really do not wish to continually assault fortified enemy positions from the rear because we have no idea where we are.

You'd think my Tactics/Land skill would help out on this, but maybe it's not relevant.
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Black Omega

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Re: Master Character Generation Thread
« Reply #13 on: April 15, 2011, 03:38:43 PM »

If I may throw in a real world point....  I have a private pilot's license.  A large part of my training was navigation.  After all what good is flying of you don't know where you are going?  I would submit that my character being an aerospace pilot could probably handle that.  Of course that's up to Rob.
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Black Omega

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Re: Master Character Generation Thread
« Reply #14 on: April 15, 2011, 03:55:58 PM »


GM: Holding approval contingent on modifications.  Looks OK so far.  As a rule, modifications to an existing chassis generally shouldn't include the engine or internal structure (most everything else is up for grabs), if that clarifies anything.  Advanced or Experimental equipment is by explicit permission only and should NEVER be counted upon when it comes to GM approval (though the LAM itself isn't an issue).  You do need to specify your connections; as per ATOW pg 111, a 2-point "Connections" Trait gets you awesome connections in a single city, OK connections on a single world, or mild connections across an entire realm.  Finally, be aware that LAMs are operating under the new rules published last summer, NOT the old Tactical Handbook rules, so you're a WiGE unit, not a "superjumper".  


I don't have a copy of AToW, so may I borrow someone's to look up this info?  Also, I chose the LAM specifically to learn the new rules (of course I don't have that new book either...)  Incidentally, I have ALWAYS treated LAM's movement as VTOL's from those portions of the old rules (ie min 6 hexes travelled, sideslipping, running into trees etc).  I never liked the super-jumper rules.
« Last Edit: April 15, 2011, 03:57:55 PM by Black Omega »
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