Mechwarrior

From benscondo.wiki-rpg.com
Jump to: navigation, search

This is a roleplaying game attached to the Battletech universe. In this game the players would be Mech pilots working as freelance or mercenary company members. There would be little Battletech combat.

Ideas

Mechs are rare, so just being owners of them makes the players in demand. This will make politics important. Which jobs the players choose will have an impact on the setting. Who the players hire for NPC help will be important. Interpersonal and out of mech interactions will be very important. Characters may frequently be engaged in combat outside of their mechs. Intrigue will be common.

My memories of what the Battletech universe it may not be accurate, but what I write here will be part of the universe whether it turns out to be canon or not. For instance, my recollection is that 'Mechs can no longer be produced, so salvage is important. They are also very expensive. I will also guarantee the setting will be pre-clan and no clan 'Mechs will ever be present en masse, if one or two show up, thats a huge deal. In other words, there will be no 'return of Kerensky'. If a 'Mech with a clan weapon or two shows up as an enemy, holy crap!

Themes

Who can you trust?

How much is morality worth when you can hardly afford to live?

Character Generation

Character generation is standard Hero system, with each character being 175 points. Each character will be 100 base with 75 in Disadvantages.

Mechs

Each character has the option of purchasing a Mech at 1 point per ton. They will be treated as a VPP, with 2/3 of the points being the pool (rounded to the nearest 5) and the remaining 1/3 being control cost. Limitations may be assigned to the 1/3. Appropriate limitations will be added here later.

A character may choose not to purchase a Mech. This, of course, would mean that they would not participate in any Mech combats, but would be very effective outside of them. Some possible ideas are spies, negotiators or mechanics. Other vehicles or ships (dropship or jumpship etc) may be purchased on a case by case basis.

Equipment

Players may spend character points on equipment for their mercenary company. As of now I am envisioning the characters as an independent Lance of Mechwarriors, and any extra equipment for their use could be very helpful. Once I have a better understanding of the economics I will post the point conversions here. Suffice it to say, however, that point expenditures will grant significant amounts of equipment.

Setting

Here is a link with an overview of the setting [1]

An Uneasy Peace

The third Succession War has been history for 13 years, but with as little as the leaders trust one another there is still ample work for a mercenary company such as insert name of players group here. Funds were starting to get low, however, when they were approached by the planetary governor of Xiang Lo, a planet in the Capellan Confederation (House Liao). With the impending marriage of the Steiner and Davion houses, they fear their security may be less than standard. Xiang Lo has a Battlemech parts manufacturing plant, and this could be a point of interest should war resume. An experienced unit such as yours would be a welcome addition to their garrisons. The pay is reasonable, and there is an ample bonus should combat actually ensue.

The game begins with the players en route to Xiang Lo.

The Mechwarriors

All of them have names that are not gender specific, for obvious reasons. This makes their bios a little weird at times.
Vic Milligan
Kelly Simcox
Jean Trembeau

Other Possibilities

If anyone would like to try something other than a Mechwarrior, let me know SOON. Some possibilities: Fighter Pilot, Scout, Infantry Soldier, Spy. Or...?