Stats
- Stats will be purchased with points. Each player has 15 points to purchases stats. See table to the right for cost of stats.
Skills
- Use CP as the list of available skills however, there are some new
skills and some unavailable skills (See below). At creation time PC's may
have a maximum of one skill at 7, and 3 skills at 6 (1x7, 3x6). Characters
get 30 + Ref + Int in skills. They also receive the basic training package
and one specialty training (see below). Other packages can be built if
someone has a particular idea that they feel isn't represented by the current
packages. You'll notice that there is no fighter type in the specialty
training packages this because all the PCS are fighters by default. You
are all trained member of the US Military Fighting Corp as demonstrated
by your basic training packaged. The specialty packages represent your
secondary specialization.
Money
- Don't worry about it you have $100 on you right at the moment. If you really care you have 2D6 x $1000 in the world bank, however that probably won't be accessible once game play begins.
Possessions
- None. Hahahahahahaha. Well actually you are wearing a set of casual clothes. You have a wallet/purse, wallet pictures, various credit cards, cell phone/pager/pocket computer (ebook), keys, Ids and abundant scraps of papers, video club card, stick of gum, pen, etc. If there is anything else you think you would bring out on a night drinking let me know before the game begins. You have all the usual things you have in your apartment/house back at the base. If there is an odd or important item at the base let me know before game play begins.
Cyberware
- Hahahahahahha. Not in this world. Cyberware exists but is only used to replace accidentally misplaced limbs and/or organs. It must be carefully balanced exactly replicate the missing piece. Overpowered organs or limbs cause psychosis in almost all cases. Almost all visual sensory effects of cyberware may be purchased as goggles as per the CP rules.
Character Creation
Combat and everything else that comes to mind on a personal scale will be handled using CP rules with the following alterations. Autododge rules are in effect (everyone gets a free dodge role to avoid getting hit this replaces the normal target numbers and is subject to modifiers), modified Good Shot (if the attacker exceeds his needed to hit by 10 treat as AP or -10SP to armor at Defenders option. Has no effect on unarmored foes.), and probably some other things I haven't' thought of yet.
| Cost of Stats | |||
| Stat | Cost | Stat | Cost |
| 2 | -7 | 7 | 1 |
| 3 | -4 | 8 | 2 |
| 4 | -2 | 9 | 4 |
| 5 | -1 | 10 | 7 |
| 6 | 0 | ||
Unavailable skillsAero Tech (use flight tech)
|
New SkillsElectronic Warfare
|
Packages
| Basic Training
Pilot: Mek +2
Leader Human Per +2
|
Tech Training
Mek Tech +2
Con Man Streetwise +2
|
Medical
Pharmaceuticals +2
Sneak Stealth +2
|
Lifepath
Replace the CP life path with the below or even better your own well thought out history.
| A1: Family Wealth and Status | A2: Family Relationship | ||
| 1 2 3-4 5-7 8 9 10 | homeless L. Class L. Middle Class Middle Class U. Middle Class Upper Class Elite | 1 2 3 3 5-6 7-8 9 10 | Parents Dead Estranged Tolerated Interested Hot and Cold Supportive Doting Invasive |
Go to A2 to see how your parents feel | Go to A3: Siblings | ||
|
A3: Sibling
roll 1-3 to determine number of siblings. Roll on A2 to determine how they feel about you. | Friends and Enemies
Roll 1D6 to determine the number of friends and enemies you have. For each friend/enemy roll a D10 odd=enemy, even=friend. | ||
| B1:Friends | B2:Enemies | ||
| 1 2 3 3 5 6 7 8 9 10 |
Like a big brother/sister to you Like a little brother/sister to you Teacher or mentor Partner or Co-Worker An ex-lover An old enemy Like a foster parent Relative Reconnect with old friend Met through a common interest | Freeform it's all up to you. Don't let the power go to your head. Check the CP book if you aren't ready for the responsibility. | |
Construction Points (CP)
CP are points the character can expend to increase the capability of thier powerarmors. Characters will be issued 150 CP at the beginning of the game they acquire more as the game goes on. At the end of each session they will be issued CP just like in the same manner that they are issued IP. CP are used like a combination of money and Champions characters points. In order to expend CP there must be the opportunity and capability to do so. But PC's can't keep in mecha like stuff more than they can afford to buy with CP. PC's can use whatever they can find on a battle field but if they use it in the next battle they must pay CP for it. Characters may not spend any CP before game play begins.