Рюмин Дмитрий Юрьевич : другие произведения.

Major Republic Armed Forces Academy (3)

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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


  

STAGE 3: MAJOR REPUBLIC ARMED FORCES ACADEMY (GENERIC)

  
   Republic of the Sphere citizens only. Cannot have Combat Paralysis, Slow Learner, Unhealthy or any of the following Traits above the lowest possible level: Disability, Lost Limb, Poor Vision, Poor Hearing. The character must not have any seriously "questionable" events in his or her history (per the GM's judgment) unless the character has or purchases an appropriate Contact who can hide the event.
   This is not a full Life Path and should not be taken as one. Instead, the information contained below offers the generic information common to most Republic of the Sphere military academies. The entries that follow round out of a full and unique Life Path as offered by one of the major Republic of the Sphere military academies. Each academy has its own entry, along with its own requirements, skill sets, and so on. Requirements, traits and skills listed for each specific academy entry may be added to given below.
  
   Time: 1 year
   Attribute Minimums: INT 4, WIL 4, SOC 5
   Attribute Thresholds: SOC +1
   Traits: Promotion, Well-Equipped
   Skills: Academic/Military History +2, Leadership +1, Protocol/Republic +1, Swimming +2
   Fields: Choose Basic Training or Naval Basic Training
   Previous Path: Freeborn Sibko (2), Military School (2), Preparatory School (2), Trueborn Sibko (2), Covert Ops (4, take Special Training subpath), Tour of Duty: Republic of the Sphere (4, take Special Training subpath)
  
   Major RAF Academy Events
  

2

   There's a reason why the academy teaches safety drills. Perhaps if you'd paid more attention you'd be somewhat healthier. [Choose two: BOD -2, Disability (3), Glass Jaw, Lost Limb (2), Unhealthy]

3

   Not cut out for military life. [-2 to all Basic Training Skills, may take no additional military Paths]

4

   Turned by a foreign intelligence agency and made their spy. [WIL -3, Acting +2, Deception +2, Dark Secret (2), Special Contact (2)]

5

   "Did your mother drop you on your head when you were young, student?" [Slow Learner]

6

   "Volunteered" for testing new equipment. Lucky you aren't dead. [EDG -1, Bureaucracy/Republic +2, choose one: Disability, Lost Limb, Quirk, Timid]

7

   You are overly fond of the nightlife and it takes a major emergency to make you see sense. [Streetwise +6, Seduction +3, MedTech +3, choose Dependent or Disability and add a year to the time this path takes]

8

   "Watch out!" Training accident. [Choose one: Disability, Lost Limb, Poor Hearing, Unattractive]

9

   Maybe it's your face, or maybe your accent, but this guy really doesn't like you. [Enemy]

10

   The library was pretty much you're second home. [Interest/Any two +3]

11

   You have a friend in the Procurement Division... [Stigma/Fixer, Choose two: Appraisal +4, Scrounge +4, Streetwise +4, Contact (2), Custom Vehicle (2), Wealth (2), Well-Equipped]

12

   You lucky dog! You got the girl of your dreams and a career! [EDG +1, Good Reputation, Dependent]

13

   The academy's syllabus is a framework for education, not a rigid limit on what skills may be learned. [Natural Aptitude/Any non-combat skill, +5 to this skill]

14

   You find books easier to get on with than people, though most are rather simplistic. [Fast Learner, Introvert]

15

   Recognized your potential, the instructors assign you additional classes. [Pick on field from AIT or one Civilian Field, add one year to the time this path taken]

16

   A talent for command. [Leadership +3, add +3 to three military field skills; may take Officer Candidate School next, then return and continue this Path]

17

   Free time? That's for people who want to go nowhere. The military is my life, and it should be yours as well. [Combat Sense, Quirk/Stubborn, Stigma/Martinet, +3 to three military field skills]

18

   Congratulations, you graduated top in your class! [Enemy, Fast Learner, Good Reputation, +4 to any two military field skills, +2 to any skill; may take Officer Candidate School next, then return and continue this Path]

19

   Choose one event or roll twice and apply both results

20

   Choose two events or roll three times and apply each results
  
  
   Mandatory Subpath: Advanced Individual Training (AIT)
   Basic Training graduates only
   Time: 2 years
   Traits: Promotion
   Skills: Leadership +1, add +2 to two Basic Training skills and +1 to any other skill
   Fields:
  -- Aerospace Pilot (Naval Basic Training field required, minimum DEX 4, RFL 4, cannot have TDS trait)
  -- Basic Technician (minimum DEX 3)
  -- Cavalry
  -- DropShip Pilot (Naval Basic Training field required, minimum DEX 4, cannot have TDS trait)
  -- Infantry (minimum STR 4, BOD 4, CHA 3)
  -- Intelligence
  -- Marine (Naval Basic Training field required, minimum BOD 4, CHA 3, cannot have TDS trait)
  -- MechWarrior (minimum DEX 3, RFL 4)
  -- Military Scientist (minimum INT 5)
  -- Scout (minimum WIL 5, EDG 3)
   Events: Do not roll events for Advanced Individual Training
   Next Path: Special Training (3, part of this path; take if character enters Basic Technician, DropShip Pilot, Infantry, Intelligence, Marine, MechWarrior, Military Scientist or Scout fields), Covert Ops (4, Intelligence, Military Scientist or Scout-trained characters only), Tour of Duty: Republic of the Sphere (4).
  
  
   Subpath: Special Training
   AIT graduates only
   Time: 2 years
   Attribute Thresholds: Add +1 to any one threshold of player's choice
   Traits: Contact, Promotion, Well-Equipped
   Skills: Protocol/Republic +1, add +3 to one Basic Training skill, +2 to three of the character's AIT skills, +1 to any other skill
   Fields:
  -- Analysis (Military Scientist, Intelligence or Scout field required)
  -- Armored Infantry (Infantry or Marine field required, minimum STR 6, BOD 6)
  -- Covert Operations (Intelligence, MechWarrior or Scout field required, minimum WIL 5)
  -- Engineer (Basic Technician field required, minimum INT 5)
  -- JumpShip Pilot (DropShip Pilot field required, minimum INT 5)
  -- Special Forces (Infantry, Marine, MechWarrior or Scout field required, minimum BOD 4, RFL 4, WIL 5)
  -- WarShip Pilot (DropShip Pilot field required, minimum DEX 4, INT 6, SOC 6)
   Next Path: Covert Ops (4, Covert Operations or Special Forces-trained characters only), Tour of Duty: Republic of the Sphere (4)
  
  
   Subpath: Officer Candidate School
   Entry via event roll only
   Time: 1 year
   Attribute Minimums: CHA 4
   Attribute Thresholds: CHA +1
   Traits: Commission [Rank 1]
   Skills: Leadership +1, Protocol/Republic +1
   Fields:
  -- Naval Officer Training (Naval Basic Training field required)
  -- Officer Training (Basic Training field required)
   Next Path: Per last path followed
  
  
  
   LIAO CONSERVATORY OF MILITARY ARTS
   Time: 1 year added to Basic Training
   Attribute Minimum: INT 5
   Attribute Thresholds: SOC -1, add +2 to any two other Attributes
   Traits: Contact, Stigma/Capellan Nationalist (whether or not it is true), choose Quirk/Loyalty to Republic or Quirk/Capellan Patriot
   Skills: Add +2 to any Basic Training skill and choose two: Academic/Capellan History +2, Academic/Capellan Philosophies +2, Art/Any +2, Blades +2, Deception +2, Interest/Any +2, Language/Any Capellan +2, Perception +2, Protocol/Capellan Confederation +2, Streetwise/Liao +2, Tracking/Any +2, Whips +2
   Fields: Basic Training only; replace Martial Arts/Military skill with Martial Arts/Gung Fu (any style)
  
   Mandatory Subpath: Advanced Individual Training (AIT)
   Traits: Natural Aptitude/Any
   Skills: Tactics/Any +1, Strategy +1, +2 to any non-field skill
   Fields: Only the following fields are available: Basic Technician, Cavalry, Infantry, MechWarrior, Military Scientist, Scout
  
   Subpath: Special Training
   Attribute Minimum: WIL 5
   Skills: Choose three: Academic/Capellan History +2, Academic/Capellan Philosophies +2, Art/Any +2, Blades +2, Deception +2, Interest/Any +2, Language/Any Capellan +2, Perception +2, Protocol/Capellan Confederation +2, Streetwise/Liao +2, Tracking/Any +2, Whips +2
   Fields: Only the following fields are available: Analysis, Armored Infantry, Covert Operations, Engineer, Special Forces
  
  
   NORTHWIND MILITARY ACADEMY
   Attribute Thresholds: BOD +1, RFL +1, WIL +1
   Traits: Well-Connected
   Skills: Interest/Northwind Highlanders History +2, Protocol/Northwind Highlanders +2, Survival/Forest +2
  
   Mandatory Subpath: Advanced Individual Training (AIT)
   Skills: Interest/Any Sport +2, choose Blades +2 or Pistols +2
   Fields: Only the following fields are available: Aerospace Pilot, Basic Technician, Cavalry, DropShip Pilot, Infantry, MechWarrior
  
   Subpath: Special Training
   Traits: Contact, Enemy
   Skills: Interest/Any +3, Streetwise/Northwind +1
   Fields: Only the following fields are available: Armored Infantry, Engineer, JumpShip Pilot, Special Forces
  
  
   SANDHURST MILITARY COLLEGE
   Attribute Thresholds: BOD +1, RFL +1, SOC +1
   Traits: Military School graduates may take Military Brat/RAF and Quirk/Honorable traits
   Skills: Academic/Star League History +3, Bureaucracy/Republic +1, Language/Any +1, Protocol/Republic +2
  
   Mandatory Subpath: Advanced Individual Training (AIT)
   Skills: Academic/Military History +2, Blades +2
   Fields: Only the following fields are available: Basic Technician, Cavalry, Infantry, MechWarrior, Military Scientist, Scout
  
   Subpath: Special Training
   Traits: Choose Contact (2) or Well-Connected
   Skills: Blades +2, Protocol/Republic +2
   Fields: Only the following fields are available: Analysis, Armored Infantry, Engineer, Special Forces
  
  
   SANGLAMORE ACADEMY
   Attribute Minimums: DEX 5, INT 5, WIL 5
   Attribute Thresholds: WIL +1, CHA +1
   Traits: Military School graduates may take Military Brat/Republic Navy and Quirk/Honorable traits
   Skills: Academic/Star League History +2, Blades +3, Bureaucracy/Republic +1, Interest/Skye History +2, Protocol/Republic +1, Zero-G Operations +1
  
   Mandatory Subpath: Advanced Individual Training (AIT)
   Traits: Contact, Well-Connected
   Skills: Career/Soldier +2, Tactics/Any +2, Strategy +1
   Fields: Only the following fields are available: Aerospace Pilot, Basic Technician, Cavalry, DropShip Pilot, Marine, MechWarrior, Military Scientist
  
   Subpath: Special Training
   Attribute Minimums: WIL 6, EDG 5
   Attribute Thresholds: +1 to STR, INT or WIL (player's choice)
   Traits: Contact, Well-Connected
   Skills: Acting +2, Deception +2, Fast Talk +2, Interest/Any +3
   Fields: Only the following fields are available: Analysis, Armored Infantry, Engineer, JumpShip Pilot, Special Forces, WarShip Pilot
  
  
   WAR ACADEMY OF MARS
   Attribute Minimums: BOD 3
   Attribute Thresholds: DEX +1, INT +1
   Traits: In For Life/Department of Military Intelligence
   Skills: Choose three: Computer/Any +2, Deception +2, Fast Talk +2, Interest/Any +2, Perception +2, Poisons and Antidotes +2, Protocol/Any +2, Read Lips +2, Reconnaissance+2, Stealth +2, Survival/Martian Desert +2
  
   Mandatory Subpath: Advanced Individual Training (AIT)
   Attribute Thresholds: -1 to STR or BOD, +1 to DEX or RFL
   Skills: Choose three: Computer/Any +2, Chic +2, Deception +2, Disguise +2, Fast Talk +2, Interest/Any +2, Intimidation +2, Pick Pocket +2, Protocol/Any +2, Read Lips +2, Reconnaissance+2, Seduction +2, Stealth +2, Surveillance +2, Tracking/Any +2
   Fields: Only the following fields are available: Intelligence, Marine, Military Scientist, Scout
  
   Subpath: Special Training
   Attribute Minimums: EDG 4
   Attribute Thresholds: EDG +1
   Traits: Choose two: Contact, Gregarious, Patience, Unremarkable Appearance
   Skills: Choose three: Computer/Any +2, Chic +2, Disguise +2, Interest/Any +2, Intimidation +2, Pick Pocket +2, Poisons and Antidotes +2, Protocol/Any +2, Read Lips +2, Seduction +2, Stealth +2, Training +2
   Fields: Only the following fields are available: Analysis, Covert Operations, Special Forces
  
  
  
  
  
  
  
  

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