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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. | ||
TOUR OF DUTY: REPUBLIC OF THE SPHERE
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2 |
Convicted of a crime (player decides whether the character is actually guilty) and drum out of the army. [SOC -2, lose all Commission, Rank, Vehicle and Well-Equipped traits, and choose three: Bad Reputation, Bloodmark, Enemy, Introvert, Quirk and Stigma. Add 1d6 years to time this path takes. May take no legitimate military paths] |
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3 |
Captured and escaped. [Escape Artist +2, Streetwise +2, add 1d6 years to time this path takes, and take two of the following: STR -2, BOD -2, WIL -2, Combat Paralysis, Madness/Any (4), Unlucky (2)] |
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4 |
"An offer you can't refuse." Blackmailed into working for the enemy. [Acting +2, Cryptography +2, Contact (2), Dark Secret/Spy (2), In For Life/Foreign Intelligence Agency, choose one: Addiction, Introvert, Madness, Quirk] |
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5 |
Your grandstanding in the field cost the regiment several good soldiers! You're lucky they didn't shoot you on the spot! [-1 to four Military Field skills, Acting +2, Bad Reputation, Demotion, Enemy] |
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6 |
"On Capellan borders there's no innocent civilians, all of them are Liaoist insurgents!" [Quirk/Hate Capellan Confederation, Stigma/Cruelty] |
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7 |
You earn a promotion... for long service [Career/Soldier +5, add 2d6 years to time this path takes and receive one level of Promotion for each two years (round up)] |
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8 |
"Who is THAT?" Whirlwind romance. [WIL -1, CHA +1, Dependent, Seduction +4] |
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9 |
"Are you with us or against us?" A splinter faction wants call up you [If you accept this offer, take Contact/Splinter Faction, Enemy/RAF and choose Vehicle, Wealth or Promotion. Otherwise, take Quirk/Loyalty to Republic and Enemy (2) traits] |
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10 |
Uneventful garrison duty. [+2 to any skill] |
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11 |
There is a time for hobbies. [Interest/Any +5] |
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12 |
"Information is ammunition" [choose two: Comms/Conventional +3, Computer/Any +3, Cryptography +3, Interrogation +3, Investigation +3, Streetwise +3] |
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13 |
After several successful missions, you earn a promotion. [Promotion, +2 to any two skills in one Military Field] |
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14 |
Assigned to a border world where raids are common. [Language/Nearest State +2, Tactics/Any +2, +2 to any three of the character's Military Field skills] |
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15 |
Develop contacts with the locals. [Bureaucracy/Republic +2, Protocol/Republic +2, Streetwise +2, Contact, Well-Connected] |
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16 |
The highlights of your year are the great social functions held in the Prefecture capital. [Acting +3, Fast Talk +3, Negotiation/Political +2, Protocol/Republic +2, Seduction +2, choose one positive and one negative traits: Contact, Enemy, Dependent, Gregarious, Promotion, Stigma] |
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17 |
Conspicuous gallantry in the field and the death of your superior offer you a chance for a field commission. [+3 to two Military Field skills, Leadership +2, Brave, Commission (Rank 1) and must take Major RAF Academy: Officer Candidate School as next path. If the character is already an officer, or if you want to decline the commission, take Promotion (2) instead] |
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18 |
Making a number of good friends amongst the influencing people [SOC +1, Contact, Contact (2), Contact (3), Gregarious, Promotion (2), Well-Connected. Add +6 to any two and +4 to four others of you skills. May take Career Politician (4) or Corporate Mover (4) as new path, applying +2 to any resulting Event rolls] |
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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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