Difference between revisions of "Mechwarrior"

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(Ideas)
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How much is morality worth when you can hardly afford to live?
 
How much is morality worth when you can hardly afford to live?
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=Character Generation=
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Character generation is standard Hero system, with each character being 200 points.  Each character will be 125 base with 75 in Disadvantages.
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==Mechs==
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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.
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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.
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==Equipment==
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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.

Revision as of 19:58, 9 September 2008

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 200 points. Each character will be 125 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.