Рюмин Дмитрий Юрьевич : другие произведения.

Knight of the Republic life paths (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. НОТА БЕНИ. Писано на английском, который для меня не родной. Так что советы по вопросу языкознания приветствуются


  

KNIGHT-RECRUIT TRAINING PROGRAM

  
   Republic of the Sphere citizens only. Cannot have Combat Paralysis and In For Life traits. No seriously "questionable" events in character's history, unless the character has or purchases at least a two Contacts (2) or a Contact/Paladin of the Republic (3) to hide the event (per the GM's judgment)
  
   Candidates for Knight-Errant can be selected by any full Knight or Paladin and must undergo an extensive training and evaluation program at the Northwind Academy before officially entering the ranks. At the end of their training, these Knight-Recruits serve six months as aides to members of the higher order ranks. This duty marks the final test they must pass before being knighted, and also serves to build ties between the newest members of the order and the more experienced, strengthening the bonds of brotherhood that will see them through the heavy responsibilities of their positions.
   Not every candidate for Knight-Errant has been a MechWarrior; at least seven percent of the initial enrollment in the training program on Northwind has come from vehicle crewmembers and infantry, aerospace jockey and even civilians. But in keeping with Stone's ideas of a modern day knighthood, all of them undergo BattleMech instruction and are expected to prove themselves in that area, even if they maintain competency in their original specialization.
  
   Time: 1 year
   Attribute Minimums: INT 6, WIL 6, SOC 6
   Attribute Thresholds: +1 to any Attribute
   Traits: Commission (Rank 1/Knight-Recruit) *, Contact/Knight of the Republic (2), In For Life/Knights of the Republic, Quirk/Loyalty to Republic or Loyalty to Exarch (by player's choice), Quirk/One of Twelve Virtues **
   Skills: Choose three: Academic/Any +3, Acting +3, Administration +3, Blades +3, Bureaucracy +3, Deception +3, Fast Talk +3, Interest/Any +3, Investigation +3, Leadership +3, Negotiation/Any +3, Pistols +3, Protocol/Republic of Sphere +3, Seduction +3, Strategy +3, Tactics/Any +3, Training +3
   Fields: MechWarrior. Characters entering without prior military training gain Basic Training and MechWarrior fields but receive only 2 skill points in each of its skills rather than the usual 3
   Previous Path: Tour of Duty: Republic of the Sphere (4), To Serve and Protect (4) and Civilian Job (4)
   Events: Roll events on the Paramilitary Service Events Table.
   Next Path: Tour of Duty: Knight of the Sphere (4)
  
   * Previous rank and promotions (if any) are cancelled
   ** Choose one of twelve: Prudence, Temperance, Justice, Fortitude, Humility, Compassion, Courtesy, Devotion, Mercy, Purity, Peace and Endurance
  
  
  

TOUR OF DUTY: KNIGHT OF THE REPUBLIC

  
   Knight-Recruit Training Program graduates only.
  
   Time: 1d6 years
   Traits: Promotion to Knight-Errant (Rank 4), choose one: Custom Vehicle (2), Vehicle (2), Well-Connected or Well-Equipped
   Skills: +3 to any four skills from your Military Fields, add +2 to any two other skills
   Previous Path: Knight-Recruit Training Program (4), Tour of Duty: Knight of the Sphere (4)
   Next Path: Covert Ops (4), To Serve and Protect (4), Tour of Duty: Knight of the Sphere (4)
  
   Tour of Duty: Knight of the Republic Events
  

2

   Your actions prove that you do not possess the required moral convictions to remain in the Knighthood and deserve swift and final punishment. [Lose all traits received in this path and choose two: Bad Reputation (3), Bloodmark (3), Dark Secret (3), Enemy (3), Unlucky. Next path must be Ne'er-Do-Well. May take no legitimate military paths, unless player takes Alternative Identity trait]

3

   You solely held the line against Capellan hordes, and though you survived, you will never again "suit up" [+4 to any three Military Field skills, Good Reputation (2), Lost Limb (3), Disability (3); may take no more military paths]

4

   Captured, tortured and interrogated (player determined whether the character cracked). [BOD -1, Escape Artist +2, Survival +2, and choose two: WIL -2, Enemy (2), Disability (2), Glass Jaw, Lost Limb (2), Madness/Any (2)]

5

   In the end, you took the coward's way out and watched your associates die, but you also took the face of a hero. [Acting +3, Escape Artist +3, Combat Paralysis, Dark Secret (2), Good Reputation (2), Quirk/Self-doubt]

6

   You make an enemy in the Senate. [Bureaucracy/Republic +2, Enemy (2)]

7

   The political machine chewed you up fairly well. [CHA -1, Bureaucracy/Republic +2, Negotiation/Political +2, choose Introvert or Timid trait]

8

   Mission failure! [+2 to any military field skill, Bad Reputation]

9

   How fast fortunes may change! [EDG +1, Vehicle -2, Custom Vehicle, Enemy, +1 to any three skills]

10

   Shuffling paper was never your style. [Administration +2, Bureaucracy/Republic +2, Impatience]

11

   Routine missions. [+2 to any two skills]

12

   You earn a promotion with a hard-fought battle. [Addiction, Good Reputation, Promotion, Tactics/Any +2, +2 to two military field skills]

13

   Heavy but glorious combat. [+2 to all skills in one Military Field, Good Reputation, Promotion, choose one: Disability, Lost Limb, Madness, Quirk, Unattractive]

14

   You receive a special presentation from the Exarch for services to the Republic. [Take Promotion and choose two: Custom Vehicle (2), Special Item (2), Vehicle (2), Well-Equipped]

15

   Deep cover assignment. [Acting +3, Disguise +3, Fast Talk +3, Language/Any +3, Protocol/Any +3, Streetwise/Any +3, Alternate Identity, Dark Secret, Enemy (2)]

16

   Your reputation precedes you, for good and ill. [Protocol/Republic +2, Seduction +2, +3 to any two other skills, Contact, Enemy, Promotion, Stigma/The One to Beat]

17

   You saw some heavy action on and off the battlefield. [Leadership +2, Negotiation/Political +5, Strategy +1, +2 to two military field skills, Enemy, Promotion, Well-Connected]

18

   The Exarch himself handed you this mission. You didn't disappoint him. [SOC +1, +8 to any one and +4 to three other skills. Receive Contact (3), Good Reputation (2) and choose two: Contact (3), Custom Vehicle (3), Promotion (3), Property (3), Vehicle (3), Wealth (3)]

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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