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Classic BattleTech Role-Playing Game (a.k.a. MechWarrior 3rd Edition): отредактированная версия этого лайфпаса. НОТА БЕНИ. Писано на английском, который для меня не родной. Так что советы по вопросу языкознания приветствуются | ||
DEATH COMMANDOS COVERT TOUR
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2 |
You must have been very good in a previous life, but your luck may be all used up [choose Unlucky (4) or EDG -4] |
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3 |
Taken alive! Will you keep your mouth shut no matter the cost, or will you break? [No skill improvement this pass, and choose one of the following: if you don't talk, BOD -2, WIL +1, EDG -2, Brave, Introvert, Madness/Any (2), Pain Resistance, Unhealthy and add 3d6 years to the time this path takes; if you break down and talk, WIL -2, CHA -2, SOC -2, Bloodmark/Death Commandos (3), subtract d3 years from the time this path takes and must immediately entry to gameplay] |
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4 |
Maybe it is getting to you a little [Addiction (2), Introvert] |
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5 |
A nuisance, really. Nothing more [EDG -1, Quirk/Overconfident; choose one: Disability, Enemy, Lost Limb] |
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6 |
Paranoia or premonition? Been at this too long? [Enemy, Quirk/Paranoid] |
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7 |
They were waiting for you, but you managed to escape [+3 to any two combat skills, but choose two: BOD -1, Addiction (2), Disability (2), Enemy (2), Madness (2)] |
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8 |
Just following orders. But... they're kids! [If you follow the orders, take Quirk/Merciless, Stigma/Cruelty (even to Death Commando), Natural Aptitude/Intimidation and +5 to this skill. In you to disregard orders, take two of following: Bad Reputation, Dark Secret, Dependent (may take twice), Enemy, Madness/Any, Quirk/Merciful, Stigma/Weakling] |
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9 |
Friends come and go, but enemies accumulate. [Enemy (1), Enemy (1), Enemy (1)] |
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10 |
Convalescent leave forces you to miss several choice assignments [-2 to any three combat skills, BOD +1] |
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11 |
All in all, just another few years of "office" work. [Bureaucracy/Any appropriate +2, any two non-combat skills +2, Enemy] |
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12 |
Nothing like a well-rounded war! [+2 to four combat skills, Quirk/Aggressive] |
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13 |
Out of the `Mech and into the action. [Apply +2 to all Basic Training skills, choose one positive and one negative trait: Allergy, Animal Antipathy, Disability, Enemy, Good Hearing, Good Vision, Night Vision, Poison Resistance] |
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14 |
Always open for something different [Choose a field: Anthropologist, Archaeologist, Cartographer, Detective, Merchant, Politician] |
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15 |
Sniper duty is your calling, and you enjoy your work. Your victims' friends, on the other hand... [Rifles +5, Stealth +3, Patience, Enemy, Enemy (2)] |
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16 |
Front-line heroics earn you some powerful enemies [apply +2 to all skills in MechWarrior Field, Good Reputation, Promotion, Enemy (2), Enemy (3)] |
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17 |
Paranoia or premonition? Either way, it paid off [EDG +1, Sixth Sense, Promotion, Strategy +2 and +4 to any other four skills] |
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18 |
Chancellor himself rewarded you for conspicuous heroism [+6 to three military field skills, +2 to any other skill and choose two: Combat Sense, Good Reputation (3), Pain Resistance, Promotion (3), Sixth Sense, Toughness] |
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19 |
Choose one event or roll twice and apply both results |
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20 |
Choose two events or roll three times and apply each results |
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