Рюмин Дмитрий Юрьевич : другие произведения.

Tour of Duty: Republican Splinter Faction

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  • Аннотация:
    Classic BattleTech Role-Playing Game (a.k.a. MechWarrior 3rd Edition) house rules. НОТА БЕНИ. Писано на английском, который для меня не родной. Так что советы по вопросу языкознания приветствуются.


  

TOUR OF DUTY: REPUBLICAN SPLINTER FACTION

  
   Non-Republican characters must subtract -1 out of all event rolls
  
   Time: 1 year
   Attribute Minimums: EDG 4
   Attribute Thresholds: [Bannson Raiders] EDG +1, SOC -1; [Dragon's Fury] WIL +1, SOC -1; [Highlanders] EDG +1; [Spirit Cats] WIL +1, CHA -1, EDG +1, SOC -1; [Steel Wolves] INT +1, SOC -1; [Stormhammers] WIL +1, EDG -1; [Swordsworn] WIL +1; [other splinters] SOC -1 and +1 to any other Attribute
   Traits: Choose Vehicle or Well-Equipped; [Bannson Raiders] Contact, Gregarious, Stigma/Outlaw, Wealth; [Dragon's Fury] Gregarious, Stigma/Snake-Lover; [Highlanders] Poverty, Promotion, Well-Equipped; [Spirit Cats] Stigma/Cultist, Well-Equipped; [Steel Wolves] Quirk/Arrogance, Stigma/Rebel, Well-Equipped; [Stormhammers] Contact, Greedy, Gregarious, Stigma/Rebel, Wealth, Well-Equipped; [Swordsworn] Quirk/Hatred of Capellan Confederation or Hatred of Draconis Combine (player's choose); [other splinters] choose two: Bad Reputation, Gregarious, Poverty
   Skills: +3 to one skill from your Military Field and choose two: Acting +2, Blades +2, Deception +2, Disguise +2, Fast Talk +2, Martial Arts/Any +2, Negotiation/Any +2, Pistols +2, Quickdraw +2, Seduction +2, Streetwise +2; [Bannson Raiders] Career/Any +1, Protocol/Mercenary and +1 to any three skills in a single Civilian or Military Field, including new skills if desired; [Dragon's Fury] Language/Japanese +1, Protocol/Draconis Combine +1 and +1 to any three skills in a single Police or Military Field, including new skills if desired; [Highlanders] Language/Scottish Gaelic +1, Protocol/Mercenary +1 and +2 to any four skills up to two Police or Military Field, including new skills if desired; [Spirit Cats] Interest/Clan Nova Cat Remembrance +2, Interest/Nova Cat Vision Quest +2, Protocol/Clan Nova Cat +1; [Steel Wolves] Interest/Clan Wolf Remembrance +1, Perception +1, Protocol/Clan Wolf +1; [Stormhammers] Language/German +1, Negotiation/Commercial +1, Protocol/Lyran Commonwealth +1; [Swordsworn] Interest/Federated Suns History +1, Protocol/Federated Suns +1 and +1 to any three skills in a single Police or Military Field, including new skills if desired; [other splinters] Language/Any +1, Protocol/Any +1 and +2 to any three skills in a single Police or Military Field, including new skills if desired
   Previous Path: Adolescent Warfare (2), Military Enlistment (3), Agitator (4), any Tour of Duty (4), Covert Ops (4) or Ne'er-Do-Well (4)
   Next Path: Ne'er-Do-Well (4), Tour of Duty: Freelancer Mercenary (4), Tour of Duty: Republican Splinter Faction (4), Tour of Duty: Rogue Mercenary (4)
   Path Restriction: Because splinter factions arise in the wake of Gray Monday and the events of 3134-35 years destroyed most of them, passing of this path restricted by early Dark Age period (3132 - 3137).
  
   Tour of Duty: Republican Splinter Faction Events
  

2

   While on an objective raid, one of your own sells you out [EDG -2, +2 to two combat skills, Enemy (2), Madness/Paranoia, Quirk/Vow of Vengeance, choose Addiction, Disability, Lost Limb or Unattractive]

3

   Those cowards said they'd follow you to hell and back, but did they? Of course not! [Madness/Paranoia and choose two: BOD -2, EDG -2, Combat Paralysis, Unlucky (2)]

4

   Captured, imprisoned and escaped. [Escape Artist +2, Scrounge +2, Streetwise +2, Survival/Any +2, Bloodmark, Enemy (2), and choose one: BOD -2, WIL -2, Combat Paralysis, Lost Limb (2), Unhealthy. Add 1d6 years to time this path takes.]

5

   In the filthy jungles in which you hide, you catch a horribly virulent disease. [BOD -2, INT -1, Survival/Jungles +2, choose Disability (3), Glass Jaw or Unhealthy]

6

   Gave your all for the cause. [+3 to four combat skills, STR -1, BOD -1, INT -1, WIL -1, EDG -1, Quirk/Loyalty and choose Addiction, Disability, Lost Limb, Madness or Unattractive]

7

   You married an indigenous and had a kid. [Dependent, Cooking +2, subtract -1 of all skills advanced or learned in this path. Add one year to time this path takes. May choose Civilian Job as next path]

8

   You still bear the scars from all that heavy fighting. [+2 to four combat skills, Poorly Equipped, choose one: BOD -2, Addiction (2), Disability (2), Madness/Any (2), Quirk (2) or Unattractive]

9

   Your boys remained loyal to the last... even while you escaped with the spoils. [Acting +2, Deception +2, Leadership +2, Quirk/Selfish, choose either Dark Secret or Bad Reputation]

10

   Trial by combat. Successful. [+2 to two combat skills, Promotion, choose Enemy, Disability or Quirk]

11

   Your tour is somewhat unusual... [Choose one: Forgery +4, Interrogation +4, Whips +4]

12

   Your dalliance with the slumming noble brings interesting gains and repercussions. [Fast Talk +2, Seduction +2, Streetwise/Any +2, Contact, Dependent, choose Gregarious or Attractive]

13

   Spokesperson for the Leader. [Fast Talk +3, Interest/Faction Ideology Doctrine +3, Performance +2, Protocol +3, Magnetic Personality, Enemy]

14

   The populace has nicknamed you "Modern Robin Hood" [Contact, Dependent, Good Reputation (2), Quirk/Protector of People]

15

   You become a master of "persuasion". [First Aid +3, Interrogation +3, Intimidation +3, MedTech +3, Bad Reputation, Pain Resistance]

16

   Only the strong are survive. [High Endurance, Toughness]

17

   You are one of those fortunate people who enjoy your work. [EDG +1, add +3 to all skills improved this path, receive Natural Aptitude for one of this skills]

18

   The enemy was good, but you were better! [+4 to all skills on your primary Military Field, Leadership +3, Strategy +2, Combat Sense, Commission (Rank 1) or Promotion (3) if character already commissioned or decline the commission. MechWarrior-trained character may receive Owns Vehicle and Custom Vehicle (2) traits, ignoring all affiliation and path restrictions. Other characters may choose Well-Connected (3), Well-Equipped (3) or Patron (3) trait. All characters receive Good Reputation and Enemy]

19

   Choose one event or roll twice and apply both results

20

   Choose two events or roll three times and apply each results
  
  
  
  
  
  
  

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