| Mightypion |
I think I can bring 3 characters together. Maybe?
In the chaos of the 2nd succession wars, there was a bastard Steiner.
Bertha "Broadside" Diaz had been sired by a mercenary commander and a Steiner noble, and, being a bit of an embarrasment, been left with the mercenaries care.
Known for her unusual degree of swoleness, pragmatisim, and giving literally zero f&$#s, "Bertha's Broadsides" have been a relatively reknowned merc unit, who unfortunately ended up on the receiving end of the second swords of light on Caledonia, with most of it getting wiped out alongside the Arcturus guards, with only her "Scout lance" surviving. Mostly because their comms were intercepted, and the swords of light thought it was a "scout company" and not 2 Atlas and 2 Catapaults.
Still, surviving the whole s$@@show was alas sufficient to gain her a noble title, it was alas imprudent to declare her Steiner ancestry at this moment, resulting in the Claudius Steiner honoring her request for a "lesser Steiner like" title into being named the "Von Steinchens".
Having been reraised to nobilitiy by probably the most evil Steiner archon ever, and beeing sadled with literally a joke of a surname, some von Steinchens took up some rather unusual jobs, including the male adult film start "Aurelius Big Rock von Steinchen", who was also famous for the might of his mustache.
Still, ridicule makes resourcefull, and while von Steinchens holdings are formally limited, the family has not so obvious sources of income from a variety to sectors, especially in the magistracy, where Aurelius Big Rock von Steinchen had a bit of a following, including the bringing of professional VR and holographic techniques to the Magistracy.
Incidently, Markus is still alive, and the grand uncle of Markus "Meatbag" von Steinchen, a so far not that notable Nagelring cadet mostly known for being a card shark, while exhibiting the pragmatism and "opportunistic attachment to reality" that characterizes his house.
"Big Rock" had just taken over the rights for a Canopian Idol Band, as it was mysteriously wiped out by supiciously well equiped "Pirate" mechs.
He strongly suspects one of his business rivals, or even comstar as the holographic projectors on that ship were actually nearly as good as star leagues, and he did pick up that funny accidents happen to people who are good at technology.
He funded the surviving idols military studies in the Canopian military, mirroring funding one of his grand nephews in the Nagelring, and then wisely opted to also send some well regarded private security to well, keep his grand nephew out of trouble. In an almost comical turn of events, the agent sent, a certain Mr Powers, saved the wrong Steiner from an assassin, but it turned out to be an excellent business opportunity because the grateful and shockingly rich noble did agree to "part with his money" by playing some card games.
| Deigon Black "Gunny" |
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If it’s not too late to try and squeeze in, I’m interested in giving this a try. I just seen this post today and I’m a bit new to the FATE mechanics. That said, I’m a fast learner. I would like to submit this character concept for consideration. Let me know if I missed or need to change anything. Thank you for the consideration.
Character Name: Deagon “Gunny” Black
Fate Points 3/3
Stress (Physical) [_] [_] [_]
Stress (Mental) [_] [_] [_]
Skills
(+4) Toughness
(+3) Piloting, Gunnery
(+2) Resource, Shoot, Fight
(+1) Engineering, Will, Notice, Administration
Stunts: Alpha Strike and Feel the Burn.
Mech Roll: 4d3 - 8 + 2 ⇒ (1, 3, 2, 2) - 8 + 2 = 2 (COM 1D Commando)
High Concept: Bag of Bolts
Gunny’s perspective leans towards the fact that everything in life ends up being a variant of what you intended it to be. Nothing ever comes out as planed which generally requires some sort of an on-the-fly fix. After spending more than a few years as a foot soldier, he has learned to live by the credo of “adapt and overcome”.
Troubled: Bad Cards
Life is a mix up fate and choices. Gunny’s life has been a turbulent path of bad situations. Being in the wrong place at the wrong time, or simply the victim of a decision that had to be made. Having to make the tough call has been a way of life for him, which has resulted in a fairly tenacious attitude.
History: Retired but not Forgotten
During his time in earth’s military, Gunny distinguished himself in combat on more than one occasion. His distinct valor brought about the attention of House Stiner, who eventually recruited him and began training him as a Mech pilot. In that role, he fought his way through a successful carrier with House Stiner that ended with an honorable retirement. During his final days with House Stiner, they presented him with a “COM 1D Commando” as a parting gift to reflect his years of service.
First Combat: Bang up Job
Gunny’s first engagement was a patrol skirmish that literally brought down the house. While assigned to a (4) Mech patrol detail, Gunny picked up a number of hostile signature’s. The detail reported the readings and then investigated. The investigation turned into a full assault, which included the (4) Mech’s in his detail, (4) other Mech’s in a second detail, and (12) unidentified enemy signatures. The battle was immense and ended with the destruction of all (12) enemy combatants, (6) of the responding Steiner Mech’s, and the Commanders personal dwelling. Needless to say, he was on s$!+ duty for quite some time after that.
First Meeting: A Brush By
During his years in service with House Steiner, Gunny has run into Jack Elroy Powers, who was well known for his role in saving the life of one of House Steiner’s noble’s. Although neither encounter ended overly memorable, Jack himself was. In addition, Gunny has also had the occasional run in with Marcus Meatbag Stienchen during the occasional event that warranted his appearance.
Relations with a Great House: A Cut Above the Rest
During his tour with Earth’s ground forces, Gunny served with distinction. He was involved with multiple engagements, which resulted in success with minimal losses. On two separate occasions he was awarded a medal for holding the line in over whelming odds, which literally turned the tide of the battle. These success didn’t come without a price. Making the hard call to do what was necessary cost lives. Many lives, which haunt’s the retired sergeant to date. Because of his track record in combat, Gunny attracted the attention of House Steiner, who recruited him fresh out of Earth’s military and began training him as a Mech pilot. There he served a full carrier, resulting in a healthy retirement.
Previous military Training: With Honors
Gunny served as a foot soldier with Earth ground forces. There he earned the rank of Sargent and eventually transitioned over to training new recruits. From that point forward, he adopted the nick name “Gunny,” which was commonly used by the cadets. Between the occasional side mission and training new recruits, Gunny’s four year carrier ended with an honorable discharge.
Becoming a MechWarrior: Ghosts of the Past
Now retired, Gunny has lost a sense of purpose and is extremely haunted by his past exploits. Each night he drinks to dissolve the ghosts of his past and then spends much of the night staring at the Commando that was gifted to him by House Steiner. An inner calling to die on the battlefield and not wither away as an old man continues to prod him to date. A desire to walk into the realm of the dead with his head held high, knowing that he left his mark on the world with just as much honor as those that have died under his command.
Jack Elroy Powers
|
I've been looking over the Downtime roles and I have some thoughts:
Lap, your 3 Contacts puts you in the prime spot for Spymaster.
von S., you have a 2 Command, so that makes you Commander.
Charly, your 4 Engineering puts you as Master Tech.
That leaves MedTech open with no one to even hold a candle, or bigger than a 1. Tareth loves to exploit weaknesses, so Imma change my 3 Computer Systems to Science!.
"No, I don't know what's wrong with you. But I can look it up."
@Charly: This leaves us weak in Computer Systems, which I think will play a large part in the adventure. If you could please see your way to switching your 1 Computer and your 3 Engineering(ground) around, I think that would serve us well.
Jack Elroy Powers
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GM, I'm going to get starting gear in the assumption that since I have the stunt Keep It Going At Any Cost that a salvage kit is of no use to me. This makes sense much in the same way that a $5 multitool in the hands of a skilled mechanic will accomplish much more than me IRL with an entire machine shop.
"Is that the carburetor?"
Sir, please stop pointing at the steering wheel."
| DM - Tareth |
GM, do our mechs begin with both our rolled Starting stunt/Quirk and also the stunt that is listed with the mech?
So do I start with both Held Together With Duct Tape and also Sensor Ghosts?
Nope. Just one mech stunt and one mech quirk. At this point, folks can either choose the default or what they rolled.
As for the modification ban, that's just to start with. So once you get through the first battle scene and into the first downtime repairs and modification projects can get underway.
Deigon: We had one more spot still open, so yes, you're in. You'll need to trim a few aspects. Everyone should start with the High Concept, Trouble, and three other Aspects. And no worries about not being familiar with FATE. Since these specific Battletech rules are totally homebrewed, it's pretty new to everyone.
We'll call recruitment closed at this point.
We've got the following:
Markus Meatbag Steinchen(Mightypion) - Minor Steiner scion booted from Nagelring. Pilots a Phoenix Hawk.
Lapeidra Apolonia(Therenger) - Graduated from Magistracy Military Acedemy. Pirate hunter and former child star. Pilots a Panther
Jack Elroy Powers(Atlas2112) - Tech savoy mech jockey who saved the life of a minor Steiner noble. Pilots a Phoenix Hawk.
Charlotte "Charly" Takahashi(Adamwarnock) - Also tech savy. Former Capellen who do to her poor people skills probably has some enemies lurking out there. Pilots a Wasp.
Almonihah - Still TBD but piloting a Wasp
Deigon Black "Gunney" - Another Steiner affiliation which could probably be worked into the emerging story with the others. Piloting a Commando.
| Almonihah |
@Charly:[/b] This leaves us weak in Computer Systems, which I think will play a large part in the adventure. If you could please see your way to switching your 1 Computer and your 3 Engineering(ground) around, I think that would serve us well.
I was looking at having a +3 computers.
| Deigon Black "Gunny" |
Jack Elroy Powers wrote:Deigon: We had one more spot still open, so yes, you're in. You'll need to trim a few aspects. Everyone should start with the High Concept, Trouble, and three other Aspects. And no worries about not being familiar with FATE. Since these specific Battletech rules are totally homebrewed, it's pretty new to everyone.OK, I narrowed it down to three plus High concept and trouble.
| Almonihah |
All right, here's the basic build for my character:
High Concept: Sensor Officer who got Tired of Just Watching
Trouble: Can’t Keep my Hands off an Interesting Computing Problem
Aspects: Used to Making Due with Junk
It’s Great as Long as I Forget it’s Not a Sim
Self-Taught Mechwarrior on the Lookout for Tips
Skills:
Sensors +4
Piloting(Battlemech) +3 Computer Systems +3
Gunnery +2 Science +2 Investigate +2
Shoot +1 Stealth +1 Piloting (Dropship) +1 Command +1
Stunts: (Sensors) Fine Tuning
(Computer Systems) Security Override
Gear: Personal Kit
Neurohelmet & Cooling Vest (Mech)
Survival Kit (Mech)
Commpad
Ballistic Pistol
Military Field Communicator
I feel like I always struggle with aspects... I either make them too specific so it's hard to find situations where invoking them makes sense, or so broad they can be invoked for almost anything. So if anyone has suggestions for improving mine I'm open to it.
Still working on writing out his backstory. The basic outline is that he was a sensor tech on a world in the Illyrian Palatinate, working for the planetary militia (which, if I'm reading the wiki right on this time period, was not a very impressive force). He was kind of mech-mad as a youth, and kept the interest, managing to work his militia connections into getting simulator time.
Eventually he started trying to hack the systems on one of the militia's Wasps, more or less because he was just that bored with his job. Playing around grew into a plan, where he hacked some systems to disguise his departure while he stole the mech just as a mercenary company he'd talked with was about to leave the planet, managing to talk his way into joining. Since then he drifted between a few different small mercenary bands in the Periphery until ending up with the other PC's.
| DM - Tareth |
| 1 person marked this as a favorite. |
I hear you on Aspects. They can be a challenge to get right sometimes.
Since FATE is pretty new to most of us, I'm okay if someone wants tweak or adjust an aspect that just isn't working. As long as it doesn't totally change the entire character concept or interactions with others, I think that'll be fine. We can kind of consider it a 'free' downtime action for the first few scenes.
Also here's a link to the FATE SRD page that offers some good tips for coming up with better Aspects. Note that they do offer the possibility to not choose immediately. I think everyone needs to have a High Concept and a Trouble to begin with, but if you prefer to let the narrative guide some of the other aspects, that is fine by me.
Jack Elroy Powers
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I hope people don't mind if I keep giving some minor advice. I'm not sure any of us are all that familiar with FATE, and we're all learning a new ruleset besides. Hence it seems that there may be some growing pains, and I hope I can alleviate some of that. =)
@Gunny: I like what you're doing here. When new to a system making a combat -beast- is a good way to go. Also we're a bit light on that ourselves it's a good lack to fill.
The +1 to Engineering can actually be quite handy. Since a PC only gives +1 when doing Teamwork, that's a good place to be.
Mind you, in as much as I can see what you're going with for the +1 Administration, there might be a better use for that.
Encumbrance is done by doing a max load of 3+Athletics. Since I assume that for your one Rare item you'll be taking a Gyroc Rifle, that's 3 load right there and tops you off. For 1 Athletics that'll give you one more load for a flak vest, making you both unkillable and unresistable. =)
Also, don't forget you +4 Toughness gives you +2 physical boxes. (Tareth said that earlier in the thread. I'll quote it later.)
Jack Elroy Powers
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Jack Elroy Powers wrote:I've been looking over the Downtime roles and I have some thoughts:
Lap, your 3 Contacts puts you in the prime spot for Spymaster.
My updated Skills:
+4 Rapport
+3 Piloting (BattleMech), Gunnery
+2 Sensors, Contacts, Notice
+1 Toughness, Administration, Will, Culture
Very fair. Some might call it good...ACTING!
In the same vein, I presume that your one Rare item will be either the Spy Kit or the Noteputer?
That actually brings up a good question....
@GM: What's the point of the Spy Kit? At Rare I'd assume it would be able to do more than a common item, but it just lists stuff without an application. The Noteputer actually says it'll give +2 to Spycraft. One might say that it could do +2 to Spycraft, but at a load of 1. ... OH WHY IS IT LOAD of 2?? At Rare and Load 2 I'd expect it to dance and tell jokes.
srsly, tho, might it not be on par with a scanalyzer and do +2 to a thing for low weight due to it being Rare?
Jack Elroy Powers
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@GM: Do bonuses Stack? Like, if I have a Scanalyzer and a Noteputer do I get +3?
As a person who has had open a desktop, a laptop, a tablet, my phone AND a sheaf of papers just to play Kingdom of Loathing and, um, Dungeons and Dragons, then, yes, Sir, I should think that it does! =p
Jack Elroy Powers
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And this is something I just didn't copy over from the FATE SRD. But since I'm using a slightly modified stress structure that doesn't use all the multiple "points" per box, that system doesn't quite fit. So let's go with this:
Toughness: Taking this skill gives you additional physical stress boxes or consequence slots. Toughness of +1 or +2 provides one additional physical stress box. Toughness of +3 or +4 provides two additional physical stress boxes. Toughness of +5 or greater provides two additional physical stress boxes plus an additional mild physical consequence slot.
Will: Taking this skill gives you additional mental stress boxes or consequence slots. Will of +1 or +2 provides one additional mental stress box. Will of +3 or +4 provides two additional mental stress boxes. Will of +5 or greater provides two additional mental stress boxes plus an additional mild mental consequence slot.
This is the thing I thought worth repeating.
| AdamWarnock |
Almonihah seems to have computers covered, so a wrench-turner Charly remains. :P
I'll try getting things together over the rest of the week, but no promises. I'm going to be staying with my mom Wednesday night and the puppers Thursday through Saturday nights. I'm too beat to try getting it done tonight.
| DM - Tareth |
So equipment. I've been a bit of two minds (heh...or maybe more than two at times. There are a lot of voices up here.)
My basic goal with personal equipment is to try and provide a few things people can use to build narrative and complete various actions. Each piece of equipment is actually a minor Extra that allows someone to perform a task or set of tasks that they otherwise couldn't do or do as well if they didn't have the equipment. With the exception of the flak vest which provides a single bonus stress box, I might actually do away with most of the bonuses. I was originally thinking some equipment might act as a stunt, thus providing a +2 bonus. But really it is about providing the narrative capacity to do something and an aspect to derive an additional bonus. So, having a Scanalyzer allows you to actually analyze physical elements and determine their structure. Something a person can't do without some kind of special equipment. It also acts as an Aspect that could then be Invoked to gain a +2 if you decided it was worth spending a FATE point to really now what that odd alloy is made of.
The Spy Kit has an increased load because it consists of several items rather than just one. (And these items are likely a bit bulkier because BT is generally stuck in 80's and early 90's tech.) These items can be used in a variety of different ways and I'm sure not all specific to just Spycraft, but they could certainly be important for anyone really looking to do something sneaky. So there's more versatility there.
In addition, I think a person could also use the 'Spy Kit' as an aspect. Thus they could spend a FATE point to potentially add some other useful item that isn't listed there but that could reasonably be included in a Spy Kit. For instance, maybe Lapeidra wants it to include a professional set of make up useful to change her recognizable appearance. The same could be true of the Survival Kit or a Salvage Kit. Remember FATE points can also be spent to "Declare a Story Detail."
Rarity tries to reflect the overall tech level in a society on a downward technological swing, the general availability, and the general legality. A Spy Kit is likely to be less easily available for both tech and legal reasons, so I've got it at rare. There may be black markets or certain planets like Solaris where such an thing could be much more common and available but generally it won't be.
As for bonuses stacking would say equipment bonuses don't. I'm actually more inclined to just eliminate most of the equipment bonuses based on the aspect point mentioned above. The equipment allows you to do the thing and provides an Aspect avenue for further bonuses if someone spends a FATE point. And remember, as long as a different aspect is invoked with each FATE point, you (and others) can spend multiple FATE points and stack all of those invocations. It all just has to make sense from a narrative and aspect perspective.
Sorry for the long winded reply and somewhat 'messy' thinking. This is all still a bit untried so thanks for riding this bumpy thought exercise with me. :)
| DM - Tareth |
Lapeidra is not subtle and has not much interest in subterfuge beyond sweet-talking stiff bureaucrats. Her rare item will be a keytar or something she can jam with. I'd love to just hand-wave equipment and have it be available when invoked.
This is also fine by me. It is similar to the Forged in the Dark systems where you don't necessarily need to select equipment ahead of time, but can instead select what you need when you need it.
Rereading things, I can make this option more explicit in the rules. I think it is one of those things that was taken for granted in my own head but needs to be stated for everyone else.
I was looking through the provided content and I don't see the loadout page for the COM 1D Commando. I see a COM 2D Commando, but not the 1D. Am I missing something?
Sorry, that is totally a typo on the chart. You've got a COM 2D Commando per the actual stat sheet.
Yeah, dropping the equipment bonuses definitely seems like a good idea. They're not very FATE-ish, from my admittedly small experience with the system. Using them as aspects sounds good.
So I'll make the call right now. Please ignore any bonuses listed in the personal equipment section of the equipment table. The exception being the Flak Vest which still provides an additional physical stress box.
Another note on personal equipment. This is obviously a very limited list mostly because I don't have time or the inclination to try and list out every thing created for BT over the years. But that's where FATE can shine a little per Lapeidra's note above. Spend a FATE point, invoke a relevant aspect, and assuming it would be something that is fairly common and accessible to the PC then we can create an aspect/load/availability really quickly. Obviously, this wouldn't include Lostech type stuff.
| Lapeidra Apolonia |
Alrighty, I think Charly's ready to go minus some gear selection. I'd like to have someone look over her sheet and see if there's anything that I missed or did wrong.
I really like how you did those internal structure boxes. I'm going to steal that if it's all the same to you.
Atlas2112
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Steal away! I got the idea from someone here on the boards, but I don't recall exactly who or where.
There's nothing to explain. You are trying to kidnap what I have rightfully stolen.