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− | http://dl.dropbox.com/u/990685/A%20Time%20Of%20War%20-%20The%20BattleTech%20RPG.pdf
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− | '''Governments'''<br>
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− | '''Monarchy''' (Hereditary succession / by the sword / only the Monarch gets a vote)
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− | :Vassal Electors. Requires points in "Vassalage".
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− | :"Vassalage" unlocked for free.
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− | :+1 Noble draft
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− | :(Potential for trouble when the King dies [long live the King]).
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− | '''Republic''' (Somebody elects this dude)
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− | Elected Governments (or Kings) have different traits that represent who does the electing. Pick 1.
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− | :Merchant Estate. For the traders, by the traders! (and the rich). +X Gold.
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− | :Common Estate. while the average peasant might not vote, the burghers can. +X Common draft.
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− | :Noble Estate. Vassalage unlocked.
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− | :(Electoral cycle CAN be tampered with by foreign interests with gold to spend. Electoral cycle, or rule, must be noted.)
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− | '''GOVERNMENT FORMS''' <br>
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− | Governments have different forms and traits attached to them. Pick two.
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− | :Despotism. Rule by force or fear of force. +X Free unit gold upkeep.
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− | :Administrative. Rule by the King's (or Senates) laws and the supporting officials. +100 Gold.
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− | :Feudalism. +X Noble draft modifier (Keeps only).
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− | :Mercantilism. +100 of Gold or Mana or Adamantium.
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− | :Tribal. +X Common draft.
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− | :Wizardly. +20 Books.
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− | '''Vassalage''' <br>
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− | Some states have the fealty from lesser states and lords as Overlord or their Emperor; in any case the game effect is that for every point spent in "Vassalge" you gain 2 points in a vassal realm. The vassal is a friendly NPC that is normally aligned with your nation.
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| ===Magic!=== | | ===Magic!=== |
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| [[Zoycite Kaolin]]<br> | | [[Zoycite Kaolin]]<br> |
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− | ===Psion VARG pilots===
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− | S-Team Pilots<br>
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− | Strength/Dexterity/Stamina: 3/5/3<br>
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− | Charisma/Manipulation/Appearance: 2/2/2<br>
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− | Perception/Intelligence/Wits:3/2/4<br>
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− | Mega Attributes: Mega-Wits 1 (Quickness x 2) <br>
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− | Abilities: Firearms, Heavy Weapons, Gunnery, Athletics, Awareness, Tactics (all at 3), Drive 2, Stealth, Computers, Melee, Brawl, Strategy, Command at 2. <br>
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− | Willpower: 5+3 <br>
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− | Psi:5 (Telekinesis 4, Pyrokinesis 4), Psi Points 11 (spend up to 3/round), Tolerance 0/5<br>
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− | Backgrounds: Mecha Enhancements 4 (8 pts), Allies 3 (squadmates), Resources 1<br>
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− | Soak: 3B/2L = 0/0L/0A, 0B/0L/0A against Quantum powers<br>
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− | HLs: -0x4/-1x2/-2x2/-4x1/Incapacitated<br>
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− | Dodge Pool: 0d (-0 penalty from armor) <br>
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− | Attacks <br>
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− | Bonus points 15 <br>
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− | :3xWillpower (-6)
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− | :2xAttribute (-8)
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− | :1 Background
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− | Transformation points 25<br>
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− | : M-Wits 1 (-2), Enhancement (-1).
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− | :Psi Modes 4 (-16)
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− | :Backgrounds 3 (-1)
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− | :Psi+1 (-5)
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− | ===Super-S VARG Team===
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− | ''Hellfire (Roy Ezpanza Custom)'': Strength 14 [15], Handling +1, Max Speed 60 (~70 km/h), Soak 26B/22L, HLs -0 x 10/-1 x 10/-2 x 6/-4 x 4/-5 x 4/Disabled <br>
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− | Multiple action penalties reduced by 2 . <br>
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− | Advanced sensors add +3d to all attack and awareness rolls. <br>
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− | Armour x 2 (+6B/4L) <br>
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− | Internal Structure x 2 (+ 4x-0 and 4x-1HLs) <br>
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− | Weapon Hardpoint x 1<br>
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− | Improved Handling (+1 Handling) <br>
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− | Improved Targeting x 2 (+2 Accuracy) (Added to weapon stats) <br>
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− | Twin Heavy Plasma Cannons: Accuracy +2, Range 800, Damage 25L [16], AP(6), Rate 1 (per gun), Magazine (inf) <br>
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− | Twin Light Lasers: Accuracy +4, Range 500, Damage 10L [5], AP(1), Rate 40 (per gun), Magazine (inf) <br>
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− | Lightning Field: As Immolate, but deals [6] 10L damage to all touching the VARG instead. <br>
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− | Small Missile Pod: Accuracy +2, Range 2,000, Damage 20L [15], AP(4), Rate 4, Magazine 4<br>
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Magic!
Mages (Training) (Upkeep)
- Archmage (Badass; these'll be expensive) (#Books, #Gold) (#Books, #Gold, #Mana)
- Master (# Books, # Gold)(#Books, #Gold, #Mana)
- Adept (# Books, # Gold)(#Books, #Gold, #Mana)
Magic Ideas
Each magic effect has a level of power and a level of scale which determines cost. The levels scale from easy, simple, or weak to complex, powerful and large-scale. Take a simple fireball. Base power its a level two spell. But it has a scale of "small group" thus increasing it to a total level of three. A fireball with the scale of "large" would be a level four, "huge" level five.
Possible Levels
- Level 4 - Missile Swarm
- Level 3 - Fireball.
- Level 2 - Burning hands.
- Level 1 - Ray of frost.
Mage/Magic Limits
A Mage can only memorize, prepare for, and carry around so many books which limits the number of spells they can have on-hand. For example a Adept might have a max of ten effect levels onhand, a master twenty-five, and a Archmage a whopping fifty. Additionaly spells have a cost in books and mana to prepare.
Zoycite Kaolin