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Option #5, point 5: "The player is free to distribute these rolls among their Attributes as they see fix"
Change to:
"The player is free to distribute these rolls among their Attributes as they see fit"
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Example: "As this leas to him failing one of the rolls, Jon washes out of Sibko training"
Chaange to:
"As this leads to him failing one of the rolls, Jon washes out of Sibko training"
The land areas are directly out of the Mechwarrior 2nd edition corebook Pg. 157. MW2 also provides a C-Bill per year income chart that the land provides which is where the balancing comes in. As this has a more liner progression then the land it grants due to the increased cost of maintaining large areas of land.
Knight 25,000 C-Bills
Baronet 50,000 C-Bills
Baron 100,000 C-Bills
The MW2 table is also wrong. It should be reflecting the income, not the land area. The income per year should be the primary driver of what is given, not the land size. You can even se that a Knight has a massive 2500 C-Bills per sq km land income, the Baronet through Marquess have a ratio of 100 C-Bills/sq km, then the Duke has a ratio of 200 C-Bills/sq km.
A better Noble title/income chart would have had a large ratio for income per square kilometer at the Knight end, and the ratio getting smaller the higher you get in the social circles (to reflect that the higher ranking noble is cutting off a profitable location for a subordinate to maintain). This reflects real life where you can have small regions that are highly profitable (i.e. a diamond mine), while an overall country would have a lot of land that is not profitable (i.e. the various national parks operated by the US government).
A key note for the Land Grant is that the character (and the other players) is expected to take care of and improve the Land. This can be finding skilled personnel/teachers, getting tech samples/computer records, along with sometimes needing to defend the location from pirates. Part of the Noble title includes obligations, so the character may be called upon at time to defend their feudal superior when they would prefer to just sit and relax.
This is one I would leave to the GM. Seem a little to crunch even for me. But have at it, and if you would like to fully flesh it out, I could add it as a more advanced rule in the end appendixes created to you.
Quirks is the 1 point disadvantage in the (1-3) Compulsion range, that's why it's located were its at.
See Addiction above
Ah. The options looked identical to the Compulsion header, so I thought they were separate disadvantages. Since Psychosis has its own table, it should get its own header under disadvantages, rather than being part of "Compulsions"
How about this:
Compulsions: various conscious or subconscious habits or fears that negatively affect the character. These can range from minor stuttering that occurs rarely, to debilitating addictions that must be satisfied on a daily basis or the character takes severe penalties.
Rate of occurrence:
1/year: 0 pts
1/month: 1 pt
1/week: 2 pts
1/day: 3 pts
Frequency of Compulsion/addiction availability
Available freely on-planet: 0 pts
Restricted access (requiring permits to get it locally): 1 pt
Not legally provided on the planet the character is located, but is provided within the nation you are in: 2 pts
Off-world only supply from a nation you are not in: 3 pts
If the item is illegal for the planet you are on, add 1 pt to the value of this disadvantage.
Phobias: various environmental or mental effects that can potentially debilitate the character. Value of this disadvantage is based on how often the situation occurs and how harmful it is to the character. GMs are encouraged to avoid a player using this disadvantage for free, such as a fear of drowning when deployed on a desert planet. The die roll penalty applies to all die rolls where the character is having to think about the situation (i.e. rolling vs Body to heal would not be affected, but rolling Medtech skill would apply since that requires the character to think.)
Length of debilitation:
1 combat turn: 0 pts
1 hour: 1 pt
1 day: 2 pts
1 week: 3 pts
Penalty to the character:
1 pt penalty to die rolls: 1 pt
2 pts penalty to die rolls: 2 pts
3 pts penalty to die rolls: 3 pts
aso
For Quirks, I'd recommend removing them as they would be part of the character's personality rather than a debilitating effect. Since 1 pt of Wealth is 5,000 C-Bills, I am having a difficult time seeing Addiction/Smoking as equal to 1 pt of Wealth.
As for the Income Advantage, this again to me seems like a GM/Player discussion more then an advantage.
Personally, I don't care if the player wants to have a separate source of income outside what they normally do, but they would IMHO have to Roleplay it and not get it for just spending XP.
A note can be added about buying or increasing the Income advantage needing lots of Roleplay during the game.
Income: the character has a source of money coming to them in the form of bank interest, stock portfolio, a trust fund, or a relative who sends you money each month, etc. The nice part is that your character does not have to protect this income normally, you just receive the money. This advantage is valued at the following rate:
50 C-Bills/month - 1 pt
500 C-Bills/month - 2 pts
5000 C-Bills/month - 3 pts
(this is set up where the monthly income equals the Wealth value if the character is willing to wait 100 months, or just over 8 years)
Debt: You owe money to some people, and they want their money back. This can be a polite bank charging low interest and just wants a check every month, a payment sent off to help family/friends, all the way to the local loan shark who loaned you money at a horrible interest rate and has connections on other planets to make sure they get paid. Debt disadvantage is measured as amount to be paid every month::
100 C-Bills/month - 1 pt
1000 C-Bills/month - 2 pts
10,000 C-Bills/month - 3 pts
(I just doubled the values for the Income to make the math easy)
Debt and Income can be bought with points during setup, but have to be bought with roleplay during the game. To reduce a debt you have to pay 100 C-Bills to the debtor in order to reduce the amount of subsequent monthly payments by 1 C-Bill. So if you every have a 3-pt Debt Disadvantage and want to pay it off in-game, you need to come up with a total of 1 million C-Bills. Hope you can salvage a Mech soon. You can even have a situation where someone has a Knight title with a land grant (MW2e has the Knight getting 25,000 C-Bills/yr), but the character also took 1 pt of Debt and has to pay a total of 1200 C-Bills every year.
Forgot to expand the text box all the way in Publisher. Missing text should read (A note "must be made on the character sheet of the effected disadvantage by the player.")
Unfortunately pre-edit tables got into the draft.
the correct table should be
Clan Caste Packages Clan Caste Packages
Cost Skills Level
(5) Labor Caste
Administration 2
Drive/Ground 2
Career/ Any 1
Cost Skills Level
(14) Merchant Caste
Administration 4
Computer 3
Appraisal 2
Negotiation 1
Cost Skills Level
(19) Scientist Caste Scientist Caste
Administration 3
Computer 4
Career/Any Science 3
MedTech 3
Cost Skills Level
(14) Technical Caste Technical Caste
Administration 2
Perception 3
Computer 2
Technician/Any 3
Technician/Any 2
The correct tables have been added and will be present in the final draft.
MW2e only gave 12 pts to the Secondary Clan Mechwarrior package, or 16 pts to Clan Pilot or Elemental, yet Scientist gets 19 pts skills package, while the Merchant and Technical Castes get 14 pts each. To me the Merchant, Scientist, and Technical Castes should be reduced to 12-pt cost and 18 skill pts (this is why the Secondary Mechwarrior is so cranky, as lower-caste personnel have similar education amounts as he does.
Laborer Package: 5 pts for 7 skill levels (2+1 + 2+1 + 1)
Merchant Package: 14 pts for 20 skill levels (4+3+2+1 + 3+2+1 + 2+1 + 1)
Scientist Package: 19 pts for 28 skill levels (3+2+1 + 4+3+2+1 + 3+2+1 + 3+2+1)
Technical Package: 14 pts for 21 skill levels (2+1 + 3+2+1 + 2+1 + 3+2+1 + 2+1)
For Laborer Caste, I'd be tempted to swap the Administration and Career skill points, to reflect that Laborers don't need to know more than the basics about getting their rations, but the Clans will want the Laborers to do a decent job. From the MW2e book, the Clan Schools have a ratio of 1.5 skill points received per point of school cost, so I'd be tempted to add another 1-pt skill to the Laborer caste, or even bump up the skills and cost as follows:
Cost Skills Level
(8) Labor Caste
Administration 1
Career/ Any 2
*Career/ Any 2
Drive/Ground 2
Medtech or Unarmed Combat 1
Scrounge or Streetwise or Tinker 1
* The second Career Skill can be removed to increase the first Career Skill from a 2-pt skill to a 3-pt skill
The Medtech reflects basic urban health care that a Laborer can figure out and pass on to their friends, while Unarmed Combat reflects the basic fights that Laborers can get into.
The Scrounge/Streetwise/Tinker reflects that a Laborer will attempt to use various pieces of junk to accomplish small goals, or the Laborer knowing who to talk to in order to accomplish a goal.
The other idea would be putting certain skills as preferences among the different Castes. I.e. the Merchant Caste package should Administration skill at 3, as keeping track of material is their job. Scientist and Technical Castes would have Administration 2, as they do need to know some administrative capability to get the right resources. Similarly, Technical Caste would start with the highest Computer Skill, as that is their purpose.
Please note the Pg.#s and locations so I can correct this error.
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The Note at the end of the "Secret Warship/Insurgents Camps" has two cases of "Aramis" when it should be "Amaris"
All other error noted have been corrected ty for the proof read.
Can you attach the updated proof to the
original post?
As for the Labor Caste will likely have the "Poverty" disadvantage and when among other Castes that the Labor caste will have the "Bad Reputation" disadvantage.
Poverty is not a thing in the Clans, you are given what you need to survive.
As for Bad Reputation, this assumes that a Clan warrior would take the time to notice a lower caste member.
Then you also have the question "does every player get the Bad Reputation disadvantage because the landed NPC in the game are higher social caste then them"
The Clans have a credit system that is reset every month so the Laborers have to work constantly since savings are not possible. Plus the Clan system is far more harsh, as Laborer Caste is 4 levels below Warrior. Imagine a PC that was a Knight trying to talk to a Duke and what would be involved. The Bad Reputation would work to cover all the social difficulties involved.