Рюмин Дмитрий Юрьевич : другие произведения.

Tour of Duty: Clan (Inner Sphere, post-Reaving) (4)

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Школа кожевенного мастерства: сумки, ремни своими руками
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  • Аннотация:
    Classic BattleTech Role-Playing Game (a.k.a. MechWarrior 3rd Edition) house rules: расширенная версия таблицы эвентов для лайфпаса Civilian Job (see CBT: RPG, p.47-48). НОТА БЕНИ. Писано на английском, который для меня не родной. Так что советы по вопросу языкознания приветствуются.


  

STAGE 4.

   Unless otherwise stated, this path follows the rules for Stage 4: Real Life in the Character Creation section of CBT: RPG (p. 47). Use the standard rules for determining character events (see p. 24, CBT: RPG), with one exception. Instead of rolling 2d6, players roll 2d10 to select an event. After rolling dice for an event, the player can increase or decrease the dice roll results by 1 or 2, or reroll using the single expenditure of Edge (see Edge and Events, p. 25, CBT: RPG).

TOUR OF DUTY: CLAN

  
   Clan warriors only. Characters from Abjured Clans (i.e. Nova Cats and Wolf-in-Exile) must subtract -1 out of all event rolls. Rasalhague Domonion Ghost Bear-affiliated characters receive bonus +1 to event roll on this path
   A Clan warrior lives for battle, and this path is where it all happens! You will either prove your mettle or show yourself unworthy of the legacy of Kerensky. It is all up to you.
   Time: 2 years
   Traits: Choose one: Promotion (2), Vehicle (2), Well-Connected or Well-Equipped; if taken for the second time in a row, add Promotion and Quirk/Follows Zellbrigen or Follows Mongol Doctrine (player's choice).
   Skills: Add +2 to any four Military Field skills and choose one: Interest/Clan Remembrance +2, Interest/Mongol Doctrine +2, Bureaucracy/Clan +1, Negotiation/Any +1, Protocol/Clan +1, Streetwise +1 or Tactics/Any +1
   Previous Path: Advanced Elemental Sibko (2), Freeborn Sibko (2), Trueborn Sibko (2), Cloister Training (4), Tour of Duty: Clan (4), Tour of Duty: Hell's Horses Armor Warrior (4)
   Next Path: Cloister Training (4), Tour of Duty: Clan (4), Tour of Duty: Hell's Horses Armor Warrior (4), To Serve and Protect (4, freeborn warriors only)
  
   Tour of Duty: Clan Events
  

2

   A dezgra ambush cuts you off from your unit, but you survived. [+2 to any two skills in character's Military Fields and choose two of the following (or choose one twice): Addiction (2), Combat Paralysis, Disability (2), Lost Limb (2), Madness (3), Unlucky]

3

   Your Trinary was assigned to hold the line, and though you survived, you will never again "suit up." [+4 to any three Military Field skills, Good Reputation (3), Lost Limb (3), Disabled (3); may take no more military paths]

4

   An honor duel with your commander goes against you. [Demotion, Enemy (2)]

5

   Living on Inner Sphere, you found Inner Sphere ways too tempting to ignore [Bad Reputation, Stigma/unClanlike Behavior, remove Quirk/Clan Honor and choose one: Gambling +1, Seduction +1 or Streetwise/Any +1]

6

   Defeated and captured by Inner Sphere surats. Honor demands that you become a bondsman to your captors. [Leave the Clans with the usual effects, except that the character suffers a lesser Stigma/Inner Sphere Bondsman, rather than the usual Stigma/Bandit Caste (2). Character must take Tour of Duty: Inner Sphere as next path]

7

   A warrior lives to serve, whether or not the order was sound. [Strategy +6, Tactics/Any +6, Bad Reputation and choose one: Disabled (2), Lost Limb (3), Poor Hearing (3) or Poor Sight (3)]

8

   Captured in a raid and made bondsman to the hated enemy. [The specific Clan can be chosen by the character or left to the discretion of the gamemaster]

9

   Your combat assignments take you across a dozen different worlds. [Survival/Any +5, +3 to any three Military Field skills, Allergy, Glass Jaw]

10

   Your commander kept you from distinguishing yourself on the battlefield. [Administration +6, Bureaucracy/Any +6, Enemy]

11

   Lucky for you, no one cares to find out about your unClanlike hobbies. [Interest/Any +6]

12

   Garrison duty on a backwater planet. [Streetwise +2, add +2 to any two skills and choose one: Addiction, Bad Reputation, Enemy, Dependent, Disability. Add d6 years to time this path takes]

13

   Battles may end, but the war shall last forever. [+2 to any five skills, Quirk/Psychotic]

14

   Natural selection is the way of the Clans - you replace your commander. [Commission (Rank 1), Enemy, Glory +2, Leadership +2. If character already has the Commission trait, take Promotion (2) instead]

15

   Exemplary service lands you a leading position in a planetary assault [Vehicle, Custom Vehicle, Promotion (3), Strategy +2, +2 to any two of the character's Military Field skills]

16

   Your heroic exploits rate a brief mention in your Clan's Remembrance. [+6 to any one skill, Leadership +4, Good Reputation (3), Glory +2, Disability, Enemy (2)]

17

   For the glory of the Clan! And your own. [+5 to any two skills, Glory +3, and choose three: Combat Sense, Contact (3), Custom Vehicle (3), Good Reputation (2), Promotion (2), Vehicle (3), Well-Equipped (2)]

18

   Even immortality has a price. [+4 to any four Military Field skills, Glory +4, Commission (Rank 1), choose one: Addiction (2), Disability (2), Madness/Any (2). If character already has the Commission trait, take Promotion (3) instead]

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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