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vendredi 26 mai 2023

MechWarrior : Destiny : Création des personnages



Création des personnages

Je n’ai pas traduit mais les termes de jeu mais ils sont assez simples à comprendre. En cas de besoin : https://www.deepl.com/translator. Si c’est vraiment rédhibitoire je m’y collerai.

Nous sommes en 3025. Pour créer son personnage, le joueur doit suivre les étapes suivants.

1. Thème et faction du personnage

Vous êtes un mercenaire aguerri, pilote de BattleMech ou de Véhicule de combat. Vous appartenez à une petite compagnie de mercenaire travaillant pour qui vous paye.

Votre famille peut appartenir à une compagnie de mercenaires ou être issue de l’une des Maisons de la Sphère Intérieure (Liao, Kurita, Davion, Steiner, Marik ou Steiner), de la Périphérie (Magistracy of Canopus, Outworlds Alliance, Taurian Concordat ou Bandit Kingdom) voire même de la ComStar.

2. Attributs

Le joueur distribue 5 points parmi les Attributs suivants : STRENGTH, REFLEXES, INTELLIGENCE, WILL, CHARISMA et EDGE (CHANCE).

Tous les Attributs ont une valeur de départ de 1 et une valeur maximale de 4. Chaque point dépensé permet de d’augmenter la valeur de 1 à l’exception de EDGE où il faut 2 points pour augmenter la valeur de 1.

Par exemple si le joueur veut avoir une valeur de 3 en STRENGTH, il doit dépenser 2 points. S’il veut une valeur de 3 en EDGE, il doit dépenser 4 points.

Melee Combat Damage Bonus

STR  1-2         DAMAGE BONUS 0

STR  3-4         DAMAGE BONUS +1

STR  5-6         DAMAGE BONUS +2

3. Compétences

Le joueur distribue 12 points parmi les Compétences.  Toutes les Compétences ont une valeur de 0 par défaut et une valeur maximale de 4. Un point de compétence permet d’augmenter la valeur de 1.

STRENGTH (STR)

  • Athletics : Running, jumping, swimming, climbing, and acrobatics.
  •  Support Weapons: Heavy weapons, anti-’Mech weaponry, exoskeleton/powered-armor weaponry.

REFLEXES (RFL)

  •  Escape Artist: Escaping bindings, contortionism, and shaking a tail.
  • Gunnery*: BattleMech, combat vehicle, and aerofighter weaponry.
  • Melee Combat: Armed melee combat, unarmed melee combat, and martial arts.
  •  Piloting*: ’Mech and aerofighter piloting; vehicle driving.
  • Projectile Weapons: Bows and arrows; thrown weapons.
  •  Small Arms: Pistols, rifles, shotguns, etc.
  • Stealth: Sneaking, palming, and pickpocketing.
  •  Zero-G Operations: Extravehicular activity (EVA), zero-g acrobatics, zero-g freefall.

(*) vous devez choisir entre BattleMech, combat vehicle, ou aerospace fighter durant la création du personnage.

INTELLIGENCE (INT)

  • Art: Drawing, sculpting, and forgery.
  • Artillery: Spotting, targeting, and firing artillery weapons.
  • Communications: Creating, boosting, or jamming communications  networks.
  • Computers: Hacking, programming, security systems, and cryptography.
  • Demolitions: Rigging, placing, and disarming explosives.
  • Investigation: Gathering and evaluating evidence, researching, forensics.
  • Knowledge Skills: Languages, interests, and career knowledge. See page 71.
  • MedTech: First aid, medicine, surgery, and bionics.
  • Navigation: Map, compass, and GPS usage; air, ground, sea, space.
  • Perception: Situational awareness, noticing detail, and determining authenticity.
  • Science: Biology, chemistry, mathematics, physics, etc.
  • Tactics: Infantry, land, sea, air, and space tactics.
  • Technician: Diagnosing, repairing, and engineering mechanical/electrical systems.
  •  Tracking: Physical tracking, sensor tracking, and shadowing.

WILLPOWER (WIL)

  • Animal Handling: Herding, riding, and training.
  •  Survival: Wilderness survival, wilderness navigation, and fasting.

CHARISMA (CHA)

  • Acting: Con artistry and performance.
  • Disguise: Camouflage, cosmetics, costuming, and mimicry.
  • Leadership: Inspiration, motivation, administration, and training.
  • Negotiation: Bargaining, contracts, and diplomacy.
  • Protocol: Proper etiquette and decorum.
  • Streetwise: Criminal underworld dealings and avoiding dangerous missteps.
  • Intimidation: Influence, interrogation, and torture.

4. Traits

Chaque personnage possède un Trait positif et un Trait négatif. Le joueur peut choisir un second Trait positif mais il doit aussi choisir un second Trait négatif.

TRAITS POSITIFS

  • Alternate ID: You live two lives. You or the GM may use this positive Trait in the story at any time.
  • Animal Empathy: Animals love you, and the feeling is mutual. +1 bonus to Tests involving animals.
  • Attractive: People find you pleasing to the eye. +1 bonus to CHA based Tests where physical appearance matters.
  • Citizenship: Citizens look favorably on other citizens. +1 bonus to CHA-based Tests involving citizens from your faction.
  • Combat Sense: You are keenly aware of your surroundings in combat. +2 to Initiative
  • Connections: You know some folks with access to info, wealth, equipment, or specific people. +1 bonus for CHA-based Tests when interacting with your connections.
  • Equipped: You’ve got access to a larger stockpile of equipment than others. Choose 1 additional Weapon OR 2 additional Inventory items during character creation. (This Trait cannot be purchased with XP.)
  • G-Tolerance: Your body is well adapted to working in situations of high or low gravity. Ignore any situational modifiers for Tests involving high-gravity maneuvers or zero-gravity situations.
  • Good Hearing: If a tree falls in a forest and no one is around, you can hear it. +1 bonus to Perception Tests involving hearing and +1 to Initiative.
  • ·Good Reputation: People know you and tend to say good things about you. +1 bonus to CHA-based Tests involving someone who knows your character.
  • Good Vision: Your eyes are so sharp you can spot a ghillie-suited Sniper in the middle of a forest—at night. +1 bonus to Perception Tests involving vision and +1 to Initiative.
  • Pain Resistance: You can take a punch and not even feel it. Ignore the first wound modifier on both Damage Tracks.
  • Poison Resistance: Your body has developed a tolerance for toxins. Reduce by 2 any Condition Monitor damage caused by the effects of a toxic substance.
  • Prosthetic: You lost a digit or limb at some point in your life, but medical science came to the rescue. Must also take the Lost Limb Trait. When the prosthetic is worn, it cancels the effect of Lost Limb.
  • Rank: You’ve climbed high enough up the chain of command to command your own unit. Prerequisite for the rank of Captain (or equivalent) and higher.
  • Sixth Sense: You have a bad feeling about this… +1 bonus to Perception Tests to avoid being surprised or ambushed.
  • Tech Empathy: You were born with an innate understanding of machines and technology. +1 bonus for any non-combat Tests directly involving technology.
  • Thick-Skinned: High and low temperatures don’t bother you the way they affect others. Ignore any situational modifiers related to extreme heat or extreme cold.
  • Toughness: You’ve got skin like cured leather, and your bones are like steel. Subtract 1 from all Physical and Fatigue Damage you receive. (Damage to Armor pips is not reduced.)
  • Wealthy: You either won the lottery or were born into a well-to-do family. +1 Hardware Points to spend during character creation. (This Trait cannot be purchased with XP.)

TRAITS NEGATIFS

  • Animal Antipathy: Animals hate you, and the feeling is mutual. –1 penalty to Tests involving animals.
  • Bad Reputation: People know you and tend to say bad things about you. –1 penalty to CHA-based Tests involving someone who knows your character.
  •   Bloodmark: You’ve got a bounty on your head, for one reason or another. The GM may use this negative Trait in the story at any time.
  • Combat Paralysis: Whether due to anxiety or full-blown PTSD, you freeze in combat every single time.  -2 to Initiative
  • Compulsion: Some addiction or impulse motivates you. –1 penalty on Tests to resist your compulsion.
  • Dark Secret: You’ve got some deep, dark secret that would destroy  you, should it be revealed. –1 modifier to Tests for trying to keep your secret hidden.
  • Dependents: You’ve got a family or someone else who actively depends on you. The GM may use this negative Trait in the story at any time.
  • Enemy: Someone is out to get you, either to ruin you, kill you, or perhaps even both. The GM may make your nemesis appear at any time to complicate your life.
  • Glass Jaw: You never quite learned how to roll with the punches. Add 1 to all Physical and Fatigue Damage you receive.
  • Gremlins: You and technology do not get along. –1 penalty to any non-combat Tests directly involving technology.
  • Illiterate: You never learned how to read. –2 penalty to Tests involving written material. In for Life: You belong to a shadowy organization, a crime syndicate, or a secret society. The GM may use this negative Trait in the story at any time.
  • Introvert: You are a wallflower, the exact opposite of the life of the party. –1 penalty to CHA-related Tests.
  • Lost Limb: You are missing a limb or a digit either from birth or due to injury and do not have a prosthetic fitted. –4 penalty to Tests involving use of the affected appendage. The Prosthetic Trait cancels this penalty when the prosthetic is worn.
  • Poor: You either grew up in modest means or have fallen on hard times. Start with 1 Weapon, 2 Inventory items, and half (minimum 1) of your starting Hardware Points, regardless of your chosen experience level.
  • Poor Hearing: If a tree falls in a forest, you probably won’t hear it even if you’re standing right next to it. –1 penalty to Perception Tests involving hearing and to Initiative.
  • Poor Vision: You should probably get your eyes checked. –1 penalty to Perception Tests involving vision and to Initiative.
  • Thin-Skinned: Your body is more susceptible to the effects of high and low temperatures. Double any modifiers related to performing actions in extreme heat or extreme cold.
  • TDS—Transit Disorientation Syndrome: Some people’s systems are not cut out for the rigors of hyperspace travel, which causes severe disorientation and other detrimental symptoms. –2 penalty to all Tests taken within 20 minutes after a hyperspace jump (GM’s discretion).
  • Unattractive: You have a face only a mother could love. –1 penalty to CHA-based Tests where physical appearance matters.
  • Unlucky: You ticked off the gods of fate somehow. Whenever you spend a point of EDG to reroll, any 6s rolled on the reroll are counted as 1s instead.

5. Episodes du passé (Life Modules)

Le joueur choisit un épisode du passé pour son Enfance, Éducation supérieure (optionnel car le personnage n’en n’a pas forcément bénéficié) et la vraie vie.

Enfance

  • ·        Backwoods: +1 to Tracking OR Projectile Weapons
  • ·        Blue Collar: +1 to Art, Technician, OR Zero-G Operations
  • ·        Mercenary Brat: +1 to Small Arms
  • ·        Farm: +1 to Animal Handling
  • ·        Fugitives: +1 to Escape Artist OR Disguise
  • ·        Nobility: +1 to Protocol
  • ·        Slave: +1 to Athletics
  • ·        Spacer Family: +1 to Zero-G Operations
  • ·        Street: +1 to Streetwise
  • ·        War Orphan: +1 to Survival
  • ·        White Collar: +1 to Protocol

Éducation supérieure (optionnel)

  • ·        Technical College: +1 to Technician OR Communications
  • ·        Trade School: +1 to Knowledge Skill
  • ·        University: +1 to Science OR MedTech
  • ·        Solaris VII Internship: +1 to Streetwise
  • ·        Police Academy: +1 to Investigation OR Intimidation
  • ·        Intelligence Operative Training: +1 Intimidation OR Tracking
  • ·        Military Academy: +1 to Tactics OR Leadership
  • ·        Military Enlistment: +1 to Support Weapons OR Artillery
  • ·        Family Training: Requires the Nobility Life Module. +1 to Leadership OR Protocol
  • ·        Officer Candidate School: +1 to Tactics OR Leadership

La vraie vie

  • ·        Agitator: +1 to Melee Combat
  • ·        Civilian Job: +1 to Art OR Knowledge Skill
  • ·        Combat Correspondent: +1 to Perception
  • ·        ComStar Service: +1 to Communications OR Computers
  • ·        Covert Operations: +1 to Stealth OR Demolitions
  • ·        Explorer: +1 to Navigation
  • ·        Guerrilla Insurgent: +1 to Stealth OR Acting
  • ·        Merchant: +1 to Negotiation
  • ·        Ne’er-Do-Well: +1 to Acting
  • ·        Organized Crime: +1 to Intimidation
  • ·        Postgraduate Studies: +1 Science OR Technician
  • ·        Solaris Insider: +1 to Negotiation
  • ·        Solaris VII Games: +1 to Piloting (BattleMech) OR Gunnery (BattleMech)
  • ·        Think Tank: +1 to Science OR Knowledge Skill
  • ·        Tour of Duty: Requires one of the following Life Modules: Military Enlistment, Military Academy, Family Training, or Officer Candidate School. +1 to one of the following: Artillery, Gunnery, Melee Combat, Piloting, Projectile Weapons, Small Arms, Support Weapons
  • ·        To Serve and Protect: Requires Police Academy Life Module. +1 to Small Arms OR Intimidation
  • ·        Travel: +1 to any Skill (excluding Artillery, Gunnery, Piloting, or Support Weapons)


6. Points d'Intrigue

Chaque personnage commence chaque session de jeu avec 3 Points d'Intrigue.

7. Equipement

Le personnage possède 1 armure (Armor), 1 arme de corps à corps (Melee Weapon), 1 arme à distance (Projectille/Thrown Weapon, Small Arm) et 4 pièces d’équipement (Inventory). Le personnage commence gratuitement avec au choix Unarmed ou Martial Arts.

Le catalogue du combattant est dans un autre article. On précisera les règles en début de séance.

8. Véhicule

Le personnage possède 1 véhicule à choisir parmi les catégories suivantes :

  • Battlemech léger (20 à 35 tonnes) et +1 en EDGE ;
  • Véhicule de combat léger (1 à 35 tonnes) et +1 en EDGE ;
  • Battlemech moyen (40 à 55 tonnes) ;
  • Véhicule de combat moyen (36 à 55 tonnes).

Le choix du véhicule pourra se faire en début de séance si le joueur n’a pas d’idée précise.

9. Histoire du personnage

Le joueur définit les caractéristiques de son personnage (nom , âge, taille et poids, particularités physiques), son histoire, sa personnalité, son comportement (comment il réagit de manière générale). 


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