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Author Topic: Paul's lance  (Read 4251 times)

deadlyfire2345

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Paul's lance
« on: March 04, 2017, 08:46:24 PM »

St. Ives
attributes: Edge -1
Skills:
Language: English +8
Negotiation +1
Administrative +1
path 1: Farm
attributes: Str +1, Bod +1, Cha -1
Animal handling +2
Piloting/wheeled +1
Event: Rolled 9 (Night vision) (screenshot 3)


« Last Edit: March 05, 2017, 02:03:34 PM by deadlyfire2345 »
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deadlyfire2345

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Re: Paul's lance
« Reply #1 on: March 04, 2017, 09:03:28 PM »

Path 2:
Backwoods
traits: poverty, introvert
Bod+1 Wil+1 Soc-1
skills: blades+1, climbing+1, shotguns +1 Stealth +1, Survival +1, Tracking +1
rolled 11 (after 2 rerolls) choosing vehicle 2( own 1 and custom 1)
« Last Edit: March 05, 2017, 12:36:25 PM by deadlyfire2345 »
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deadlyfire2345

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Re: Paul's lance
« Reply #2 on: March 04, 2017, 10:09:25 PM »

Path 3: military Enlistment
Attribute Minimums: WIL 3
Attribute Thresholds: STR +1, RFL +1, BOD +1, WIL +1, CHA -1
Traits: Promotion
Skills: Swimming +2
Rolled 7, spent EDG for reroll
Rolled 10  spend edge to drop to 9 [Promotion; may take remaining military training (if any) in the Military Academy Path] Edge left 2
Military academy
Attribute Minimums: INT 3, WIL 3, SOC 3
Attribute Thresholds: RFL +1, BOD +1, WIL +1, SOC +1
Traits: Promotion, Well-Equipped
Skills: Academic/Military History +2, Leadership +1, Protocol/Affiliation +2, Swimming +2
Fields: Basic Training
Event: rolled 10, spend Edge to add 1 ([Promotion, Vehicle (4), Custom Vehicle; may take Officer Candidate School next, then return and continue the Life Path from the same point]) edge left 1
Subpath: Officer Candidate School (OCS)
Attribute Thresholds: CHA +1
Traits: Commission (Rank 1)
Fields: Officer Training
Subpath: AIT
Traits: Promotion Commission (rank 2)
Skills: Leadership +1, add +1 to three Basic Training Skills and +1 to any one other skill
career/soldier +1, Rifles +1 First Aid +1 Gunnery/Laser +1
Field: MechWarrior (minimum DEX 3, RFL 4)
5 years total (21 years old)
« Last Edit: March 05, 2017, 02:29:49 PM by deadlyfire2345 »
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Timberwolfd

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Re: Paul's lance
« Reply #3 on: March 05, 2017, 12:40:16 AM »

Unless I'm crazy, I think your path three AIT field would need to be MechWarrior (instead of Technician) or you don't actually know how to pilot a mech and aren't eligible for tour of duty as a MechWarrior. Military Enlistment doesn't seem to have MechWarrior AIT, so you probably need to hit an academy.

Worth double checking with Rob.
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deadlyfire2345

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Re: Paul's lance
« Reply #4 on: March 05, 2017, 11:49:53 AM »

Yeah I know, The path I looked at did not have that option, unless I decide to start over on the process. I am at 25 years atm so I can see where I can go from there. I Have not finished or decided entirely on if I want to keep this fully. trying to pull up all of Robs files on chrome through that site made them all crash at once so it was tedious and bothersome to even do this. I can get it in there if I remove my path 4 and start my patch 3 by using edge to go down and force myself into academy. Other than that. I cannot do much about it.
[Edit] I saw where I could have forced myself into academy and took it, alter rolls when needed.
[Edit] finished with altering character.
« Last Edit: March 05, 2017, 12:23:39 PM by deadlyfire2345 »
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deadlyfire2345

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Re: Paul's lance
« Reply #5 on: March 05, 2017, 12:20:47 PM »

Path 4: Tour of Duty: Inner Sphere (2 years) (23 years old) (Edge 1)
Traits: Vehicle (2) for MechWarrior, Aerospace Pilot, Aircraft Pilot, Cavalry and Armored Infantry-trained characters only.
Skills: Add +2 to any three skills from your Military Fields, a +1 to any two other skills
Piloting/Mech +2, Gunnery/Laser+2, Tactics/mech+2, Rifle +1, First Aid +1
Event: rolled 9 (Promotion, +2 to any two skills in one Military Field Piloting/mech +2, Sensor Operations +2)
Tour of duty: inner sphere (2 years) (25 years old) (Edge 1)
Traits: Vehicle (2) for MechWarrior, Aerospace Pilot, Aircraft Pilot, Cavalry and Armored Infantry-trained characters only.
Skills: Add +2 to any three skills from your Military Fields, a +1 to any two other skills
Piloting/Mech +2, Gunnery/Laser +2, Tactics/Mech +2, Rifles +1, First Aid +1
Event: rolled 10 (promotion 2, Brave, Good Reputation- St Ives)
« Last Edit: March 05, 2017, 02:51:10 PM by deadlyfire2345 »
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deadlyfire2345

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Re: Paul's lance
« Reply #6 on: March 05, 2017, 03:45:58 PM »

Ending results
Gunnery/Laser/Humanoid +5
Piloting/’Mech +5
administration +1
negotiation +1
Rifles +1
Career/Soldier +1
First Aid +1
leadership +2
Tactics/’Mech +2
strategy +1
scrounge +1
Bureacracy/St ives +1


administration- +1 = 0(3)= +1
negotiation +1 = 3(3) = +1
Rifles +3(1)= 4 = +1
Career/Soldier +3(1) = 4 = +1
First Aid +3(1)= 4 = +1
leadership +1(1) = 2(1) = 3(2) = +2
Gunnery/Laser/Humanoid +3(1)(4)(2)(4)=14(1) = 15 (7) = 22
Piloting/’Mech +3(4)(2)(4)= 13(2) = 15 (7)= 22
Tactics/’Mech +3 (2) = +2
strategy/ 3 = +1
scrounge/ 3 = +1
Bureacracy/ 3 = +1

priority pool= (1)(1)(1)(1)(2)

english +6(2)= 8
perception +2
animal handling +2
piloting wheeled +1
blades +1
climbing +1
shotguns +1
Stealth +1
survival +1
tracking +1
protocol/affiliation + 1(2)= 3
swimming +2(2) = 4
Martial Arts/Military +3
Navigation/Ground +3
Academic/Military History +2
Sensor Operations +3
total: 37 points/2 =18 points to skills.
7 points towards piloting/mech
7 points towards Gunnery/Laser/Humanoid
2 points to leadership
2 points to Tactics/’Mech


Bad traits
poverty---buy wealth - 1
introvert--buy gregarious - 1
good traits:
Buy Wealth (2)
brave
night vision
vehicle (2)(4)(2)(2)= 10---sell back 4(total 2) = 6
owns vehicle
custom vehicle (2)
promotion(2)(1) = commission 1(1)(3)(2)--- sell back 4
well equipped +2 (XL engine, custom mech)
good reputation/st ives
fast learner -3
natural aptitude/gunnery - 2
natural aptitude/pilot - 2
Commission (Rank 7)- sell back 4= Commission (Rank 3)

strength-         min 2      max 8            5
body-              min 2      max 10          5
dexterity-        min 3       max 6           6    
reflexes-          min 4      max 8           6
intelligence-     min 3       max 6           5
willpower-        min 3      max 9           5
charisma-         min 2     max 5            5
edge-               min 2     max 2           2
social standing- min 3      max 6           5
6 points left = 60XP
40XP to Weapon Spec- Med laser
20XP to Melee spec.
« Last Edit: August 10, 2017, 05:18:37 PM by deadlyfire2345 »
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serrate

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Re: Paul's lance
« Reply #7 on: March 06, 2017, 11:07:27 AM »

Hey Paul, I think you're limited to spending 6 trait points for xp.
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deadlyfire2345

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Re: Paul's lance
« Reply #8 on: March 06, 2017, 12:45:06 PM »

I was just going off what brandon was telling me last night. I am working on this one at a time. This is just a rough draft atm anyway until I figure out what limitations I have on mechs.
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Ice

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Re: Paul's lance
« Reply #9 on: March 06, 2017, 01:14:37 PM »

Hey Paul, I think you're limited to spending 6 trait points for xp.

im not seeing it anywhere that states it can you confirm where you found it? Im not seeing it on the rule doc is it in book?

I thought there was something about only buying up to 6 negative points but not about spending up to 6


response below

« Last Edit: March 06, 2017, 02:18:28 PM by Ice »
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serrate

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Re: Paul's lance
« Reply #10 on: March 06, 2017, 01:33:05 PM »

Page 3 of the Rules Doc:

Quote
SPECIAL PILOT ABILITIES: You may spend Trait points at character creation to buy SPAs. Each Trait point gives you 10 XP worth of XP to buy SPAs. No more than 60 XP (6 Trait Points) may be bought this way. Excess XP from this source are lost.

While the section is referring to SPA's, the rule states that no more than 6 Trait points may be used to buy XP points. You'll at least want to verify it with Rob.
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Ice

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Re: Paul's lance
« Reply #11 on: March 06, 2017, 02:16:16 PM »

Page 3 of the Rules Doc:

Quote
SPECIAL PILOT ABILITIES: You may spend Trait points at character creation to buy SPAs. Each Trait point gives you 10 XP worth of XP to buy SPAs. No more than 60 XP (6 Trait Points) may be bought this way. Excess XP from this source are lost.

While the section is referring to SPA's, the rule states that no more than 6 Trait points may be used to buy XP points. You'll at least want to verify it with Rob.

yup im blind missed that thank you I thought I remembered seeing something along those lines but couldn't remember where

so paul you will have to from what im thinking redo part of it . its a rough draft anyway so I would say make the choice between pilot gunnery or spend 30 on gunnery and 30 on something else and dump rest in character attributes and traits unless you are ok with the 4/4 instead and dump it into spa trait and attributes since you had like 14
« Last Edit: March 06, 2017, 02:19:21 PM by Ice »
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deadlyfire2345

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Re: Paul's lance
« Reply #12 on: March 15, 2017, 07:50:26 PM »

Lance ( 4 mechs)
first mech (heavy): 745 (CTF-2X) 1344 BV (custom) 1921 BV after custom quirk: Protected Actuators
second mech(heavy): 892 (GHR-5H) 1427 BV quirk(s): accurate weapon (LL), Rugged (1) pilot: Joe Duckworth
third mech (med): 59 (CDA-2B) 626 BV quirk: no/minimal arms, no torso twist pilot: Jason Gato
fourth mech (med): rolled  331 (VND-1R) 1024 BV quirk: Rugged (1), ubiquitous, difficult ejection, no torso twist pilot: Lamar Leese
Total BV= 4421 (before custom) 4998 (after custom)
« Last Edit: June 18, 2017, 12:51:50 PM by deadlyfire2345 »
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deadlyfire2345

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Re: Paul's lance
« Reply #13 on: March 15, 2017, 07:50:58 PM »

last two rolls (did not fit on last slide)
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Darrian Wolffe

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Re: Paul's lance
« Reply #14 on: August 08, 2017, 10:19:52 AM »

Bumping this thread up to the front page so I remember it exists after this contract ends.
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