Рюмин Дмитрий Юрьевич : другие произведения.

Focht War College (post-Jihad)

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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. НОТА БЕНИ. Писано на английском, который для меня не родной. Так что советы по вопросу языкознания приветствуются


  

STAGE 3: FOCHT WAR COLLEGE (post-Jihad)

  
   Any Inner Sphere and Periphery affiliation. Cadets from Capellan Confederation and Periphery nations must subtract -1 out of all event rolls. Cadets from Republic of the Sphere and Federated Suns receive bonus +1 to event roll on this path.
   The FWC was founded on Tukayyid in October 3060 with the intent of becoming the premier academy of the Second Star League. The collapse of the League and the subsequent temper tantrum by the Word of Blake ruined those plans, and it appeared the College would fade away into oblivion. The annexation of Tukayyid by the Ghost Bear Dominion in 3071 would have been the final blow if not for a deal struck during the heady days just after the liberation of Terra. The College's namesake, Anastasius Focht, and Paladin Victor Steiner-Davion, the only two men to formally hold the position of Precentor Martial, negotiated with the Princess-Regent of the Federated Suns - who just happened to be Paladin Davion's younger sister - and saved the War College by relocating it to Kentares IV. In addition to providing a home to the academy, the Suns agreed to foot half of the bill to get it back in operating shape and maintain it moving forward. Unlike the University of Proserpina, however, graduates of FWC are not pressured to join the military of the school's host nation and can, thanks to the insistence of Focht and Paladin Steiner-Davion, enter service with any signatory to the Republic Formation Treaty. In accord with this policy, students are and have been accepted from across the Inner Sphere and Periphery.
   The College opened for its first class in fall 3083 and possesses a faculty drawn from both the AFFS and the Republic.
  
   Time: 1 year
   Attribute Minimums: BOD 3, INT 4, WIL 4
   Attribute Thresholds: BOD +1, RFL +1, WIL +1, SOC +1
   Traits: Promotion, Well-Equipped
   Skills: Academic/Military History +1, Academic/Star League History +1, Blades +2, Bureaucracy/Affiliation +1
   Fields: Basic Training
   Previous Path: Mercenary Brat (2), Military School (2), Preparatory School (2)
   Next Path: Advanced Individual Training Subpath (mandatory, part of this path)
  
   Focht War College Events
  

2

   You carried a grudge all the way through training and into your first live-fire exercise. Now the Commandant has a letter to write to your former rival's family, and a court martial to convene against you [Bad Reputation (2), Enemy (2), no more legitimate military paths]

3

   Your actions were so heinous that the high command ignored standard regulations and simply dumped you on a Periphery world. At least they chose one with a human population [Bad Reputation (2), Streetwise +2, no more legitimate military paths]

4

   Sunday: party. Monday: party. Tuesday: party. Rest of the week: party. How long until that lifestyle catches up you? [Choose two: Addiction (2), Bad Reputation (2), Demotion, Dependent, Enemy (2), SOC -2]

5

   The drug was declared dangerous for a reason. It'll likely never sink in, but the instructor who caught you probably saved your life [-1 to all AIT skills, +3 to any two skills, WIL -1, Contact, Life Debt]

6

   What life without getting into a few scraps? At least they never threw you into a brig [Martial Arts/Any +3, Bad Reputation, Enemy, Quirk/Unable to refuse fight, add a year to the time this path takes]

7

   You are overly fond of the nightlife and it takes a major emergency to make see you sense [MedTech +3, Seduction +3, Streetwise +6, choose Disability or Dependent, add a year to the time this path takes]

8

   Who knew that old guy you hassled had the ear of a few your instructors? [Enemy]

9

   You excelled in combat training. Too bad you had to burn a little too much karma to get away with it [+1 to any two field skills, STR +1, EDG -1, choose one: Demotion, Introvert, Unattractive]

10

   And here you thought trading in a little simulation time for another elective would have worked in your favor [-1 to two field skills, Interest/Any +4]

11

   Hey, being a four-year intramural champion would work in anybody's favor [Acrobatics +1, Good Reputation]

12

   They say you mix with the wrong sort, but they never complain when you deliver what they want [Negotiation/Commercial +2, Scrounge +2, Bad Reputation, Contact]

13

   Dropped in the wilderness, nothing but a knife and a blanket, and they expect you to survive for a whole week? [Blades +3, First Aid +2, Survival +4]

14

   A daring victory against the odds secures your reputation in the College [+2 to any three Military Field skills, Brave, Good Reputation]

15

   Your knack is not on the battlefield [Computers/Any +3, Cryptography +3, Investigation +2, Patience]

16

   "Cadet, you're sharp one. Let's see now sharp you really are." [Leadership +3, +3 to any three other skills, Fast Learner, Good Reputation and may choose OCS next]

17

   They say it's better to be lucky than good. What if you're both? [+6 to one field skill, +4 to any two others, EDG +2, Combat Sense. MechWarriors may enter Gunslinger Program subpath]

18

   You truly have what it takes, one of the gifted few who does. Maybe you can survive long enough to put that gift to work [Fast Learner, Well-Connected, +3 to all Military Field skills, may enter OCS and Gunslinger Program (non-MechWarriors receive Combat Sense, Natural Aptitude to any Military Field skill and +6 to this skill instead Gunslinger Program)]

19

   Choose one event or roll twice and apply both results

20

   Choose two events or roll three times and apply each results
  
  
   Mandatory Subpath: Advanced Individual Training (AIT)
   Basic Training graduates only
   Time: 3 years
   Traits: Promotion to Sergeant (Rank 6), Well-Equipped
   Skills: Academic/Military History +1, Academic/Star League History +1, Bureaucracy/Affiliation +1, Leadership +1, Tactics/Any two +1, +1 to two of Basic Training skills
   Fields: choose on of following:
  -- Cavalry
  -- Infantry (minimum STR 4, BOD 4, CHA 3)
  -- MechWarrior (minimum DEX 3, RFL 4)
   Events: Do not roll events for Advanced Individual Training
   Next Path: Special Training (3, part of this path)
  
  
   Subpath: Special Training
   AIT graduates only
   Time: 1 year
   Attribute Thresholds: Add +1 to any one threshold of player's choice
   Traits: Wealth, Well-Equipped
   Skills: Leadership +2, +1 to two Basic Training skills, +1 to half of the character's AIT skills, +1 to any other skill
   Fields:
  -- Armored Infantry (Infantry field required, minimum STR 6, BOD 6)
  -- Military Scientist (minimum INT 5)
  -- Special Forces (Infantry or MechWarrior field required, minimum BOD 4, RFL 4, WIL 5)
   Next Path: Covert Ops (4, Special Forces-trained characters only), Ne'er-Do-Well (4), Tour of Duty: Inner Sphere (4), Tour of Duty: Mercenary (4)
  
  
   Subpath: Officer Candidate School
   Entry via event roll only
   Time: 1 year
   Attribute Minimums: INT 5, WIL 4
   Traits: Commission [Rank 1]
   Skills: Academic/Military History +2, Leadership +1, Strategy +1
   Fields:
  -- Officer Training (Basic Training field required)
   Next Path: Per last path followed
  
  
   Subpath: Gunslinger Program
   Entry via event roll only, MechWarrior field required
   Time: 1 year
   Attribute Minimums: DEX 6, RFL 6
   Attribute Thresholds: DEX +1, RFL +1
   Traits: Contact (2), Good Reputation, Natural Aptitude/Gunnery/'Mech
   Skills: +6 to all MechWarrior field skills
   Next Path: Per last path followed
  
  
  
  
  
  

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