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Author Topic: Character creation?  (Read 12138 times)

BARNESGN

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Character creation?
« on: 01 February 2011, 13:24:05 »
I was optimizing my character and was a bit confused on points. I used the life modules to create a noble academy trained Mechwarrior officer. When I finished step 4 and gave the character a tour of duty, I noticed how weak the guy is no attribute is above 360 points. Now I don't want any character flaws. I have several skills can I dump ten or so and use the points to bring up my glass jaw trait and my low attribute amounts?

Maverick

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Re: Character creation?
« Reply #1 on: 02 February 2011, 19:38:26 »
Remember that after you optimize, you get to spend the rest of your xp (from the characters I've made, I typically have around 1500xp remaining after optimization).  Also, if you took a tour of duty after finishing up in the Academy, check your age.  If you are over 21, you should get an additional 100 xp per year (at least, that's the way I allow my players to handle it).

Reducing skills is a valid option, but not during the optimization portion of character creation.  That should be done at the end, when you are finalizing your character.  Optimization should entail only adding XP to your total pool, either reducing attributes to their highest attained level (such as optimizing Wealth from 120 xp to 100 xp (1 TP), thereby adding 20 xp to your pool) or reducing negative traits to their next level (such as reducing Enemy -250 xp to Enemy (-3 TP) -300 xp, adding 50 xp back to your xp pool).


Carbon Elasmobranch

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Re: Character creation?
« Reply #2 on: 02 February 2011, 21:40:18 »
Getting 100 XP per year over 21 is a suggested possible adjustment, but not the general rule.  There are by-the-book aging rules on page 333 that apply, though, giving free bumps to Attributes at 25 and 31.  Of course, you'll get docked on some if you're 41 or over.

Random

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Re: Character creation?
« Reply #3 on: 03 February 2011, 00:04:32 »
Have another think about character flaws.  Pick flaws that also add something to the character. 
I know that sounds a bit of an oxymoron but as a player and GM for the past 20+ years I've found that flawed characters are the most memorable and fun to play.  As a player I enjoy working with in the limitations of my characters to get the job done (I'm a problem solver by nature so this works for me) and flaws also provide great opportunities for roleplaying, which means extra EXP (If your GM doesn't award EXP for roleplaying the give him/her a reason to add it to the game.)  True, this approach has got my characters shot, stabbed, beat-up, locked up (sometimes by other players) but it was hardly ever fatal (we don't talk about the time the GM had a NPC kill me and res me a dozen time because I my character kept giving him lip). 
As a GM I tend to give a flawed character how RP's well a break from time to time because they help move the game away from the numbers and more towards the story.


On to more specific advice about ToW.

Compulsion: This is a great trait for adding some 'character' to your character.  1 or 2 light compulsions can add more to your character than they take away.  eg.  booze, cigars, womaniser, lucky charm/s, honorable, impulsive, light fingers (worth more if you don't have any skill at stealing stuff), spendthrift and the list goes on.  This is good for 100-200pts (more if you have a nice GM)

Animal Antipathy:  This can be a bit of a free 100pts or shear hell (and 100pts), it all depends on your GM.

Dark Secret:  Anything up to 3pts in this is not a real game breaker if it gets out.  Again it depends on your GM.  (I've used it as a GM way to move characters to a new story line, they were getting far to comfortable on that planet anyway)

Enemy:  Again a 1 or 2 pt Enemy isn't going to break your character and a good plan and/or a bit of luck can get them out of the way permenently. (At least until their children/lover/sibling catches up to but that takes time)

Lost Limb:  So your missing a toe and it affects you when you walking a tight-rope.  It's not an inner-ear or a neurolgical problem so it dosn't affect your ability pilot a mech/fighter/vehicle.

Poor Hearing:  The old deaf in one ear is good for the unit explosives expert or the guy plays heavy metal on 11 in the cockpit.

Introvert:  As long as your not the unit face/negotiator this is survivable.

TDS:  Not good for any Aerospace oriented character but for rest it's only a problem if your GM is basing the whole story arc in space.

Unattractive:  See Introvert.  Also good for writing into back stories, the screwed up ejection, acid in the classroom and started knife fighting too early a all good.


Yes you can abuse this style of play/character creation but that up to you (and your GM to pull you in to line if you try it)

   

doulos05

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Re: Character creation?
« Reply #4 on: 03 February 2011, 01:59:09 »
-snip-
Awesome assessment. Some of the cheaper Design Flaws can be fun too, and basically free. For instance, if you're in an Alpha Baby, does the absence of cooling jackets on that ML really hurt you that badly?
I mean, it's not like once you having something in low Earth orbit you can stick a gassy astronaut on the outside after Chili Night and fart it anywhere in the solar system.

Winterborn

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Re: Character creation?
« Reply #5 on: 04 February 2011, 00:13:32 »
I have a char that has a -4 trait compulsion/Hatred WOB, and it has gotten her almost a killed a few times, so yes negative traits like compulsions, and even enemies can add a lot of flavor to the char.  Question I have is the amount of negative points one can dump into a character.  I know it is 10% of starting xp for use in optimization if you are using life modules, but what about point buy system.  Is it still 10% of starting xp for use on negative traits, or since you are not adding negative traits one would get in life modules is it still the same.  It just came up in my game and was wondering, or is for that more open to a house rule.

idea weenie

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Re: Character creation?
« Reply #6 on: 04 February 2011, 11:45:25 »
Has anyone tried to do a Lifepath: Terran Born for sheer humor/munch?  Be a great way to have a single terran born businessman who also piloted Mechs as a hobby.

Carbon Elasmobranch

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Re: Character creation?
« Reply #7 on: 04 February 2011, 13:17:51 »
Not really much munch to be had in any life module, as such; the Terran affiliation, in particular, is expensive and tears off great big huge chunks of Edge, among other things, so one way or another' you'll be paying for what you get, in some cases even more from having to buy back the critically sunken Attributes.

Winterborn

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Re: Character creation?
« Reply #8 on: 04 February 2011, 13:21:07 »
I did a Terran born belter life module. he came out pretty munch, but I was able to offset some of the low stats by taking some of the Belter traits, he was also 31 or so, so he had a bit more xp to start with.  I ended up taking him out of the game because he was just to munch.

Halo_One

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Re: Character creation?
« Reply #9 on: 04 February 2011, 18:57:31 »
I did a Terran born belter life module. he came out pretty munch, but I was able to offset some of the low stats by taking some of the Belter traits, he was also 31 or so, so he had a bit more xp to start with.  I ended up taking him out of the game because he was just to munch.

I just didn't do a good enough job of trying to kill him off. ;D
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Jackmc

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Re: Character creation?
« Reply #10 on: 05 February 2011, 01:57:11 »
Lost Limb:  So your missing a toe and it affects you when you walking a tight-rope.  It's not an inner-ear or a neurolgical problem so it dosn't affect your ability pilot a mech/fighter/vehicle.

Actually a missing toe will make it harder to fly an air/aerocraft and pilot a jump-capable mech as those types of vees use toe controls for certain actions.

-Jackmc


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Re: Character creation?
« Reply #11 on: 05 February 2011, 03:04:14 »
Actually a missing toe will make it harder to fly an air/aerocraft and pilot a jump-capable mech as those types of vees use toe controls for certain actions.

-Jackmc

From a rules perspective it doesn't matter.  So unless you have (or are) an overly pedantic GM the table on p.120 of ToW will let get by with 1-3 missing toes
Quote
–1                1-3 Toes (total)           â€“1 to all RFL-related rolls related to balance
–2                4+ Toes (total)            –2 to all RFL-related rolls related to balance; –1 from all movement rates

As a GM I'd rule that you'd have to be standing for the condition your feet to have any impact to balance related rolls.  As most vehicles are piloted from some sort of seat, the condition of the feet (Up to 1 or 2 pts  and assuming that the wounds are healed and not causing ongoing pain.) would not affect any piloting roles except maybe Battlearmour.

As I said its my interpretation of the rules how other people view it is up to them.

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Re: Character creation?
« Reply #12 on: 05 February 2011, 03:38:45 »
Maybe it makes me "overly pedantic" but if I'm giving a character points for a flaw, it's going to come up in the game.

Actually I usually right my adventures out of my characters flaw bag.
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Re: Character creation?
« Reply #13 on: 05 February 2011, 20:19:55 »
Maybe it makes me "overly pedantic" but if I'm giving a character points for a flaw, it's going to come up in the game.

Actually I usually right my adventures out of my characters flaw bag.

Exactly!

Although by the sound of it I may give my players a bit more slack than you do but each to his/her own.

A 1pt flaw in my mind shouldn't gimp a character all the time, just in specific situations (as per the rule).  As a rule I try to keep my RP sessions away from vehicle combat.  (If the storyline heads that way the next session is a Battletech session rather than a RP session.)

My favorite use of this particular flaw is when that characters are doing a mad scramble to get into their Mechs/fighters/vehicles.  There is always a slippery patch of something somewhere.  (a light shower is great if the vehicles are parked in the open, then everyone has to make the roll)  When a play realises that they're going to have to burn edge to avoid that 10 meter fall to the ferrocrete from the shoulder of their mech then the flaw has paid me back for letting the player have it.
 

Tempus

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Re: Character creation?
« Reply #14 on: 19 February 2011, 04:22:14 »
with regards to limits on negatives,  our convention has been that you can add a max of 10% (typically 500 exp) worth of new negative traits (or add to existing) BEYOND what you ended up with at the end of optimization.


e.g. if your life modules ended you up with in-for-life and enemy 2, those points do not count towards what you can add.


To some degree allowances were made for using negative skills to cancel out positives awarded in modules, (where you won't end up with the neg trait 'on the final sheet') provided there is a decent backstory or other justification for it.  we give a fair bit of leeway for a good character concept.


a little flavor is good.   there is such a thing (I speak from experience of having played with a few) as too much.  ESPECIALLY if the character conveniently forgets about their limitations and just flat out never plays as if the negative traits are there.  There are also traits that are just inappropriate, like a mechwarrior with gremlins.. sorry, I just don't see someone with gremlins having that kind of profession.

There's a fine line between the eccentric off kilter oddball that people tolerate because they are useful, and the totally batshitwacko the other characters won't get within a 100 meters of and are plotting to frag when they get the chance.


 (sez the man edging right up to that line (maybe over) by playing a hotshot mechwarrior with PTSD who every now and then flips out, starts spouting german and attacking in a berzerker rage, friend or foe alike.  she had a traumatic childhood, what can I say.)
« Last Edit: 19 February 2011, 04:30:09 by Tempus »
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BirdofPrey

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Re: Character creation?
« Reply #15 on: 20 February 2011, 05:03:28 »
I am making a char for the Solaris 7 RP on these boards, and my character, being only 22, is also a bit light on xp; the life paths i took ate into INT and CHA in a bad way and i needed a 3 or 4 in most of the attributes due field prereqs in stage 3, so i burned most of my discretionary xp on attributes, so i ran into the same kind of problem.  For a young char I think you pretty much need some negative traits to get xp to fill the gaps.

Remember two point though:
1. ?Not all of them are necessarily character flaws; a enemy trait just means you pissed somebody off, the grievence doesn't even have to be real, miscommunication causes loads of problems., and if the gm send them your way get rid of them and gain some xp.  Having a bad reputation doesn't have to be a bad thing either, imagine interrogating someone when you have the reputation of Vash the Stampeed >:D, if you run into cops though. . .
2.  They make a character more balanced and realistic; everyone has issues of some sorts, no reason a fictonal person shouldn't.  Characters that are writen to be 100% undistilled awesome are known as Mary Sues; avoid them.

Personally, I think anything you give to your character should have a reason in his/her backstory, be them skills, equipment or traits, both good and bad.    Heres the character I am writing for the Solaris 7 Rp on these boards as an example.  First of all I wrote a bio before I even looked at doing the character sheet.  I was forced to take XP in Enemy by the  Tour of Duty module, but that could be justified of being favored for a promotion over someone else, or your unit putting the hurt on another and them despising you for it (in the latter case it could even be justified as them not hating you personally, but rather they would like to see anyone affiliated with your unit go to hell simply by association).  I took unattractive and Compulsion/Hatred of Word of Blake based on my character's profile, however.  Having half your unit killed and being lit on fire tends to color your view of a group, and scars are not good for stories when they cover half of your left side.  I haven't gotten to the equipment stage yet, but I fully intend my character to wear long sleeves often, and once I get into the RP any blakists are going to be very much kill on sight for my character.

Carbon Elasmobranch

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Re: Character creation?
« Reply #16 on: 20 February 2011, 13:39:53 »
Characters that are writen to be 100% undistilled awesome are known as Mary Sues; avoid them.

Not unless they're a self-insert around which all the action unnecessarily gravitates toward and other characters love or hate them just because.  In actuality, "100% awesome" characters are merely made with a higher point total, and thus one cannot help but avoid making them, as you will run out of XP if you attempt it.  ^VVVVV^

Jackmc

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Re: Character creation?
« Reply #17 on: 20 February 2011, 19:36:06 »
with regards to limits on negatives,  our convention has been that you can add a max of 10% (typically 500 exp) worth of new negative traits (or add to existing) BEYOND what you ended up with at the end of optimization.

That's not a convention, that's the rules as written. for characters built with the lfie modules (vs points buy)


-Jackmc


Tempus

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Re: Character creation?
« Reply #18 on: 23 February 2011, 04:28:25 »
That's not a convention, that's the rules as written. for characters built with the lfie modules (vs points buy)


-Jackmc


OK good point.   but I've seen some people not get that distinction (maybe earlier versions of the rules were less clear in that regard??)  and think there is a limit of 500 negative trait xps period.


And I also agree that flaws make the character.  Characters without some kind of flaws or weaknesses are just boring in most ways. 
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Cannon_Fodder

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Re: Character creation?
« Reply #19 on: 23 February 2011, 04:42:39 »

OK good point.   but I've seen some people not get that distinction (maybe earlier versions of the rules were less clear in that regard??)  and think there is a limit of 500 negative trait xps period.


And I also agree that flaws make the character.  Characters without some kind of flaws or weaknesses are just boring in most ways. 

The limit is equal to 10% of the starting XP Pool to 'buy' negative traits for point based or after optimization.

Since 5,000 is the is the default starting pool the default limit works out to be 500.

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StCptMara

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Re: Character creation?
« Reply #20 on: 23 February 2011, 04:50:48 »

TDS:  Not good for any Aerospace oriented character but for rest it's only a problem if your GM is basing the whole story arc in space.

 

So, in my current group that I am running the campaign for, we have several who took TDS....
Their first mission involved the person hiring them footing the bill for a command circuit of about 3 jumps...
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Cannon_Fodder

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Re: Character creation?
« Reply #21 on: 23 February 2011, 05:02:13 »
So, in my current group that I am running the campaign for, we have several who took TDS....
Their first mission involved the person hiring them footing the bill for a command circuit of about 3 jumps...

I have a charter with TDS and the unit has been taking a lot of command circuits including a L-F Batt. double jump.

When he hears the terms "command circuit" or "double jump" he grabs an overnight bag and heads for the med deck.

EDIT: Nausea and disorientation are not very interesting to role-play. But loopy from anti-nausea meds can be. Leave the Action Check modifiers the same.
« Last Edit: 23 February 2011, 05:06:37 by Cannon_Fodder »

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Jackmc

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Re: Character creation?
« Reply #22 on: 23 February 2011, 14:24:37 »
Since 5,000 is the is the default starting pool the default limit works out to be 500.

Orginally though, it was just 500 pts (after optimization) as until relatively late in the beta, IS/Periph characters were built in 4500 points.

It's very easy to get confused if you came through the beta.

-Jackmc


Carbon Elasmobranch

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Re: Character creation?
« Reply #23 on: 23 February 2011, 16:04:07 »
Orginally though, it was just 500 pts (after optimization) as until relatively late in the beta, IS/Periph characters were built in 4500 points.

It's very easy to get confused if you came through the beta.

-Jackmc

Harsh.  I have enough problems with just 5000.

Cannon_Fodder

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Re: Character creation?
« Reply #24 on: 23 February 2011, 18:12:44 »
Are group upped our starting pool to 5,500.

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Re: Character creation?
« Reply #25 on: 23 February 2011, 18:18:12 »
Are group upped our starting pool to 5,500.

Which is around right anyway.  If you have a miltiary character with a single TOD, you're looking at a 25 year old which should be 5400 pts (5K base +100 per year odler than 21) plus another 300 from the aging table.

-Jackmc

 


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Re: Character creation?
« Reply #26 on: 23 February 2011, 18:35:35 »
We also don't use aging XP. You are the age you are at the end of creation, be it 16 or 61 you don't get extra XP. We do use the again table on pg 333 to adjust final stats. But unless you plan for it the 50 pts rarely moves you anywhere.

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Jackmc

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Re: Character creation?
« Reply #27 on: 23 February 2011, 22:40:18 »
We also don't use aging XP. You are the age you are at the end of creation, be it 16 or 61 you don't get extra XP. We do use the again table on pg 333 to adjust final stats. But unless you plan for it the 50 pts rarely moves you anywhere.

that 50 points is x 6 so you're looking at enough freed up xp to buy a fairly significant trait such as NA or Fast Learner ect.

-Jackmc


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Re: Character creation?
« Reply #28 on: 23 February 2011, 22:49:59 »
that 50 points is x 6 so you're looking at enough freed up xp to buy a fairly significant trait such as NA or Fast Learner ect.

-Jackmc

We avoid some of this by gradually applying the bonuses. For the age 25 adjustments starting at age 20 we randomly assign +50 to one stat each year until all 6 are applied.

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Re: Character creation?
« Reply #29 on: 24 February 2011, 20:42:38 »
I generally frown on auto-XP (at least, positive bonuses as opposed to the rigors of age) with the passage of years.  It isn't that reaching some benchmark suddenly makes you stronger, more resilient, etc., but the effort you put into what you do in that time.

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Re: Character creation?
« Reply #30 on: 28 February 2011, 22:01:14 »
Which is around right anyway.  If you have a miltiary character with a single TOD, you're looking at a 25 year old which should be 5400 pts (5K base +100 per year odler than 21) plus another 300 from the aging table.

-Jackmc

 


Exactly the logic for the figure we chose.  we figured we wanted folks with a bit of maturity, who had (on average) done one tour of duty or a few years of real life after schooling..  so we said 'ok with that as a baseline 5500 exp is about right for how 'good' of a guy a merc company is looking for.


But we are using the idea from the book of a 'baseline age'  which means that's how much exp you get.. it does NOT mean all the characters are that age, and we don't award (other than the aging effects) anything for being above the baseline, or subtract anything for being below it.


I can quote the relevant section of the rules that says about 'experience is more than the sum of your age' and all that.


IMHO the way the rules presented the aging idea could have been better, because a lot of people seem to interpret it that you apply that '100 per year' to every character individually.. but I'm pretty sure based on the context of the next few sentences that it is NOT how they intended.


It also creates a situation where someone who wants to play a young hotshot with lots of potential and not many skills, is at a big disadvantage starting XP wise to the character with the 31 year old vet with stone average stats.  and really that's not very fair to the players.  I think a level xp playing field is far better
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Re: Character creation?
« Reply #31 on: 01 March 2011, 01:42:27 »
The way I interpret that section is it is presented as an optional rule.  You can use it or not at the whim of the GM.

It is all in how you approach it.  Some campaigns need more XP than others.

Though I will say if you don't use it you'll have a very difficult time coming up with a Captain who served in the War of 3039 and is now being shipped out to the Clan front with only 5500 XP using the module system.

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Re: Character creation?
« Reply #32 on: 02 March 2011, 03:38:14 »
Quick question on the 100XP per year of age over 21 for IS characters..how exactly do y'all handle that?

I've seen it set up so that only if the GM says "Okay, I want 25 year old characters" that you get the extra 400 XP. But I've also seen it set up so that if you happen to go over 21 with your life modules, you get the 100XP...so which is correct, or is it up to the GM?

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Re: Character creation?
« Reply #33 on: 02 March 2011, 04:01:44 »
Up the GM, I would say.
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Re: Character creation?
« Reply #34 on: 05 March 2011, 04:30:27 »
Up to the GM, but he should be careful to limit how old a character can start otherwise you have the same problem as not capping it with Traveller characters.
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Re: Character creation?
« Reply #35 on: 05 March 2011, 05:13:32 »
Thirding the up to the GM, though I personally think the GM should do what he can to keep the characters close skillwise.  If a 22 year old character wants to pick a ride the GM can give it to him/her, if a 45 year old wants to pick the ride he gets to pay for it to sink a bunch of that XP.

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Re: Character creation?
« Reply #36 on: 12 March 2011, 18:20:19 »
Ok, so I am horrible at things like making characters... So bear with me and my lack of reading...

With picking the Stage 0 affiliation. If I pick the Lyran affiliation with subgroup of Skye Province for instance. I pay the 150 XP from the 5K xp, and then each subset +XXX I pay for is that correct? And the - I get given back or is it that to get those items to a positive I need to spend more xp?
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monbvol

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Re: Character creation?
« Reply #37 on: 12 March 2011, 18:47:49 »
If I understand correctly the answer to your question is yes you deduct the 150 XP for Lyran affiliation with sub affiliation Sky Province.  The XP allocations listed in the Affiliation and Sub Affiliation are how that 150 XP is broken down.

So for Lyran your Will Attribute has 50 XP deducted from it bringing it from 100 XP down to 50 XP.  Edge Likewise has 50 XP deducted from it similarly taking it from 100 XP down to 50 XP.  Moving on to traits you then get 100 XP to Equipped which starts at 0 bringing the total to 100 XP.  Extra Income also starting at 0 gets 50 XP so now is at 50 XP total.

I know I stopped short but I can go on if you are still confused.

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Re: Character creation?
« Reply #38 on: 12 March 2011, 19:07:23 »
Ok, so what you are saying is basically the following...

5000 XP to start
- 150 xp for Lyran/Skye affiliation (Fixed part = 90 if added all together due to -/+, and 60 more from the Skye part <- so both together = 150)

This then leaves 4850 xp at the start of stage 1.

Am I correct? Because I was worried it was basically the 150 for choosing Lyran, then the fixed and Skye parts added into it (so essentially 300 xp for the Lyran/Skye all together...
GreyWolf.


Carbon Elasmobranch

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Re: Character creation?
« Reply #39 on: 12 March 2011, 20:44:42 »
Ok, so what you are saying is basically the following...

5000 XP to start
- 150 xp for Lyran/Skye affiliation (Fixed part = 90 if added all together due to -/+, and 60 more from the Skye part <- so both together = 150)

This then leaves 4850 xp at the start of stage 1.

Am I correct? Because I was worried it was basically the 150 for choosing Lyran, then the fixed and Skye parts added into it (so essentially 300 xp for the Lyran/Skye all together...

Only the amount that it says at the top, yes.  Sub-Affiliations don't cost anything extra.

StCptMara

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Re: Character creation?
« Reply #40 on: 12 March 2011, 21:01:16 »
Actually, it is
5000
- 850 (for the mandatory 100 to each attribute, 20 to english, 20 to a factional primary or secondary language, 10 to perception)
- 150 (for Lyran Main Faction, Skye subfaction)
---------------
4000 XP remaining at the end of Stage 0, just before you pick your module for Stage 1
"Victory or Debt!"- The Battlecry of Mercenaries everywhere

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Reality and Battletech go hand in hand like a drug induced hallucination and engineering a fusion reactor ;-)

monbvol

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Re: Character creation?
« Reply #41 on: 13 March 2011, 00:07:46 »
Before it gets asked, yes that second +20 to a faction primary or secondary can be more English for a total of 40 XP on English if desired.

Aside from that Mara's got the rest covered.

greywolf79

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Re: Character creation?
« Reply #42 on: 14 March 2011, 00:03:17 »
Ok, so if I did something wrong please let me know... I just want to make sure I got the creation down so far.

Want to make a Mechwarrior...
Starting XP = 5000
Stage 0 = -150 xp (Lyran Alliance/Donegal Providence)
Stage 1 = -170 xp (White collar)
Stage 2 = -500 xp (military school)
Stage 3 = -870 xp + Field cost (military acadamy) Adv +1 year - Mechwarrior
(What are field cost? and does having advance also mean basic too (for later items that say need basic in a field)?)
Stage 4 = -800 (tour of duty) +3 years

So this leaves 2510 xp. What am I missing and can I pull it off?
GreyWolf.


monbvol

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Re: Character creation?
« Reply #43 on: 14 March 2011, 01:18:05 »
Fields have a variable number of skills associated with them.  By default in the module system they cost 30 XP each granting a 6 XP rebate each.  So a field with 6 skills will cost 180 XP but refund 36 XP.

And yes you must have one basic field training before you can select an advanced field of training.  In your case that would be Basic Training then Mechwarrior.

Also don't forget the -850 XP for having 100 XP to each attribute, 20 XP to English, 20 XP to another faction Primary or Secondary(which can be more English), and 10 XP to Perception.

greywolf79

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Re: Character creation?
« Reply #44 on: 14 March 2011, 01:27:53 »
Fields have a variable number of skills associated with them.  By default in the module system they cost 30 XP each granting a 6 XP rebate each.  So a field with 6 skills will cost 180 XP but refund 36 XP.

And yes you must have one basic field training before you can select an advanced field of training.  In your case that would be Basic Training then Mechwarrior.

Also don't forget the -850 XP for having 100 XP to each attribute, 20 XP to English, 20 XP to another faction Primary or Secondary(which can be more English), and 10 XP to Perception.

Ok, so it is 1660 xp left at this point... And I apologize but not 100% sure I got the adv/basic... I still need basic on top of the adv or the adv counts as basic too?
GreyWolf.


monbvol

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Re: Character creation?
« Reply #45 on: 14 March 2011, 02:03:47 »
You need the basic field before you can have the advanced field.

In your case you would have Basic Training(required for Mechwarrior training anyway as can be found on page 84) then Mechwarrior training.  As such your character would be 18 at this point(16 at the end of Stage 2 +1 year for Basic Training +1 year for Mechwarrior Training) and have (5000 -850 XP for the Universal XP -150 XP for Affiliation -170 XP for White Collar, -500 XP for Military School, -870 XP for Military Acadamy -150 XP for Basic Training field +30 XP for Basic Training field rebate -150 XP for Mechwarrior Training field +30 XP for Mechwarrior Training rebate) 2220 XP before going on to Tour of Duty Innersphere.  Accounting for that will make your character (18 +3 for Tour of Duty Innersphere) 21 years of age with (2220 -800 for Tour of Duty Innersphere) 1420 XP left at this point.

Clear as mud yet? :D

BirdofPrey

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Re: Character creation?
« Reply #46 on: 14 March 2011, 02:38:09 »
Ok, so it is 1660 xp left at this point... And I apologize but not 100% sure I got the adv/basic... I still need basic on top of the adv or the adv counts as basic too?

Each stage 3 module has an XP cost then a list of fields split between basic advanced and special training.  When you do Stage 3, you choose a module, and do the same for it as the other ones (subtract xp from your pool and apply the points listed).  You then pick one to three of the fields it lists.  You ALWAYS chose ONE of the basic training fields, you can then choose to take one or two advanced fields and if you take an advanced field you can take one special field.  After choosing your fields you flip to the list of fields (page 82) and add 30 XP to each of the skills listed in the fields you chose.  You subtract 24 XP from your pool for each of the skills in the field

greywolf79

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Re: Character creation?
« Reply #47 on: 14 March 2011, 03:26:04 »
You need the basic field before you can have the advanced field.

In your case you would have Basic Training(required for Mechwarrior training anyway as can be found on page 84) then Mechwarrior training.  As such your character would be 18 at this point(16 at the end of Stage 2 +1 year for Basic Training +1 year for Mechwarrior Training) and have (5000 -850 XP for the Universal XP -150 XP for Affiliation -170 XP for White Collar, -500 XP for Military School, -870 XP for Military Acadamy -150 XP for Basic Training field +30 XP for Basic Training field rebate -150 XP for Mechwarrior Training field +30 XP for Mechwarrior Training rebate) 2220 XP before going on to Tour of Duty Innersphere.  Accounting for that will make your character (18 +3 for Tour of Duty Innersphere) 21 years of age with (2220 -800 for Tour of Duty Innersphere) 1420 XP left at this point.

Clear as mud yet? :D

Ok, so I understand the part of paying for the Basic training and mechwarrior part... So the +30 rebate for basic training, is that a Basic Training skill/trait or 30 xp I get to put into a skill (like pilot/mech)? And same question for the mechwarrior training rebate?

Otherwise, it is pretty clear how you explained it...

(Sorry CGL, but you did not make it terribly easy for making a character... Rolling dice is a lot simpler.)
GreyWolf.


BirdofPrey

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Re: Character creation?
« Reply #48 on: 14 March 2011, 03:52:08 »
The rebate means you put that XP back into your pool to use on whatever you feel like.

The 30 comes from the fact that the rebate is 6 XP per skill and both fields have 5 skills (6*5=30)
« Last Edit: 14 March 2011, 03:54:14 by BirdofPrey »

greywolf79

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Re: Character creation?
« Reply #49 on: 14 March 2011, 04:01:00 »
Ok. So that answers the xp rebates... Here is another good question, it is about traits.

How many traits are we supposed to end up with? I mean in the affiliation alone is at least 6-12 traits, but there is only room on the record sheet for 8. Where do the others go or are you supposed to recycle the points to use elsewhere?
GreyWolf.


BirdofPrey

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Re: Character creation?
« Reply #50 on: 14 March 2011, 04:14:42 »
As far as I know, there is no limit on the number of traits you can take.  Most of the characters I have generated and seen other generate have more traits than fit; such are the hazards of life paths.   At the end of character creation you can buy some of them off with your leftover XP, and any opposing traits will cancel each other out.   

It doesn't really matter where you list them.  You could write small and put two traits per line on the sheet, or use a piece of lined paper for your overflow.  There's also a few fan designed sheets floating around.  As long as they are listed somewhere, it really doesn't matter.

greywolf79

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Re: Character creation?
« Reply #51 on: 14 March 2011, 04:37:07 »
Ok, so if I do not care for a specific skill... Can I drop the skill and put the xp back into the pool? (i.e. if I do not want Martial Arts +30, can I take the 30 xp and put it into Leadership/etc?)
GreyWolf.


BirdofPrey

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Re: Character creation?
« Reply #52 on: 14 March 2011, 04:45:04 »
No.  Just like the rest of the points allocated by the life paths, you get what the modules says you get.  You can use that rebate to pay for an extra skill, though
It's just like real school, no you can;t skip advanced math and take something useful.

greywolf79

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Re: Character creation?
« Reply #53 on: 14 March 2011, 05:19:34 »
Ok, and the 150 points for mechwarrior training for instance, that means 150 (or 120 with the 30 point rebate?) is split among the 5 mechwarrior skills (i.e. gunnery/mech, piloting mech, etc) correct? or do I still have to add from the pool to start those?
GreyWolf.


BirdofPrey

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Re: Character creation?
« Reply #54 on: 14 March 2011, 05:32:05 »
The XP for those skills comes from your pool yes (you just get to put some of that back in your pool, that's why it's a rebate)

StCptMara

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Re: Character creation?
« Reply #55 on: 14 March 2011, 05:42:37 »
The XP for those skills comes from your pool yes (you just get to put some of that back in your pool, that's why it's a rebate)

And, for an inner Sphere character, you put 30 XP into each skill in the field.
"Victory or Debt!"- The Battlecry of Mercenaries everywhere

"Greetings, Mechwarrior! You have been recruited by the Star League to defend the frontier against---Oops, wrong universe" - Unknown SLDF Recruiter

Reality and Battletech go hand in hand like a drug induced hallucination and engineering a fusion reactor ;-)

greywolf79

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Re: Character creation?
« Reply #56 on: 14 March 2011, 05:56:19 »
Ok. So now if I have Art/Any +10, and it takes 20 to = level 0... Can I take those 10 xp and put them into something like language or whatever?
GreyWolf.


BirdofPrey

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Re: Character creation?
« Reply #57 on: 14 March 2011, 06:13:46 »
yes.

Any time you end up with XP  that puts an attribute, trait, or skill in between levels, you can take out the extra XP to bring the attribute, trait, or skill to the lower level and use the XP elsewhere.  With 0 XP your at skill will cease to exist.  Note that you can only bring it to the next lowest level.  See the optimization section on page 87.

StCptMara

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Re: Character creation?
« Reply #58 on: 14 March 2011, 10:02:22 »
yes.

Any time you end up with XP  that puts an attribute, trait, or skill in between levels, you can take out the extra XP to bring the attribute, trait, or skill to the lower level and use the XP elsewhere.  With 0 XP your at skill will cease to exist.  Note that you can only bring it to the next lowest level.  See the optimization section on page 87.

However, I generally say : Put some points into those oddball skills in optimization...because that gives you character!
"Victory or Debt!"- The Battlecry of Mercenaries everywhere

"Greetings, Mechwarrior! You have been recruited by the Star League to defend the frontier against---Oops, wrong universe" - Unknown SLDF Recruiter

Reality and Battletech go hand in hand like a drug induced hallucination and engineering a fusion reactor ;-)

Jackmc

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Re: Character creation?
« Reply #59 on: 14 March 2011, 12:03:35 »
Ok. So now if I have Art/Any +10, and it takes 20 to = level 0... Can I take those 10 xp and put them into something like language or whatever?

yes and no.  You can cancel out the skill in the optimization phase, but not while going through the modules.

-Jackmc


greywolf79

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Re: Character creation?
« Reply #60 on: 14 March 2011, 13:11:49 »
But once I am done the modules, I can remove the ones I dont want and move them around a little?

I for instance want to make this character into a sort of dream character of myself.. I have no interest in Art other than occasional wishes I was better. But I do like military history and I also like computers and swimming... So I wanted to put those a little higher.
GreyWolf.


monbvol

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Re: Character creation?
« Reply #61 on: 14 March 2011, 13:17:14 »
It is actually pretty well explained on page 87 of AToW but I'll take a crack at it.

If you have 35 XP in a skill at the end of your module selection at the optimization stage you can reclaim that 5 XP for use elsewhere leaving 30 XP in the skill and giving a +1 bonus to skill checks for that skill.  If you wind up at 15 XP you can reclaim that 15 XP for use elsewhere leaving 0 XP in the skill and making the character untrained in that skill.

Tempus

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Re: Character creation?
« Reply #62 on: 16 March 2011, 17:55:36 »
But once I am done the modules, I can remove the ones I dont want and move them around a little?

I for instance want to make this character into a sort of dream character of myself.. I have no interest in Art other than occasional wishes I was better. But I do like military history and I also like computers and swimming... So I wanted to put those a little higher.


Optimization is all about 'rounding down'   You round stuff down to the amount needed for a given level, and if you don't have enough to get +0 you can round down to zero and not have the skill at all.


So if you had 25 into art, you'd be rounding down to 20 and stuck with art at +0..  it adds character, yer marginally skilled at some kind of art.. maybe it's whittling or carving, you knife obsessed fiend you..   OTOH if you had 15 into art, feel free to dump it entirely.
Note that for Negative traits, Rounding Down, does not mean to a smaller value, but a lower  number on the number scale.   If you have -150 towards enemy(ies) you 'round down' to the next tp level or -200.   If you have -50 in a trait that takes -300 min, like glass jaw, you round DOWN to -300  (which generates 250 to put back in your pool.


For positive traits you also are going down.. so if you have 100 towards a trait that costs 200 min, round it off to zero.


Now, since you can always put points (assuming you have them to spare) back into something, I also sometimes do a bit of rounding UP  during optimization as a sort of 'prebuy'..  e.g. if my small arms is at 45 points, and I know I'm going to want at least +2 if not more, I'll go ahead and round that up (spending 5 points from my pool) to 50 right away.  (rather than pull 15 off now, and put 20 back on later)


  Clear as mud?
C4 trumps 4 Aces

StCptMara

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Re: Character creation?
« Reply #63 on: 17 March 2011, 02:45:43 »
When I do optimization, I look at the point values of things, and pull from one, immediately putting into an area
I want points in.

Like, say I have

Small Arms 15
Unarmed 25
Piloting/Mech 45
Gunnery/Mech 45
Interest/Tropical Fish 25
Melee 25

I would pull the 5 points from unarmed into Small Arms, and pull the 5 points above 20
in both Melee and Interest/Tropical Fish, and put them into the piloting and Gunnery skills,
getting a result like this:

Small Arms 20   (+0)
Unarmed 20   (+0)
Piloting/Mech 50 (+2)
Gunnery/Mech 50 (+2)
Interest/Tropical Fish 20 (+0)
Melee 20 (+0)
"Victory or Debt!"- The Battlecry of Mercenaries everywhere

"Greetings, Mechwarrior! You have been recruited by the Star League to defend the frontier against---Oops, wrong universe" - Unknown SLDF Recruiter

Reality and Battletech go hand in hand like a drug induced hallucination and engineering a fusion reactor ;-)

greywolf79

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Re: Character creation?
« Reply #64 on: 17 March 2011, 03:22:31 »
So does a skill ending like "Small Arms 20   (+0)" mean you keep it on the list or do you remove it?
GreyWolf.


BirdofPrey

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Re: Character creation?
« Reply #65 on: 17 March 2011, 05:15:43 »
You keep it.  The skill is trained, but it is at level zero so you get no bonus to your roll when you use it.  You only remove a skill with less XP that it takes to reach level 0

Maelwys

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Re: Character creation?
« Reply #66 on: 18 March 2011, 18:15:39 »
Having a +0 in the skill also allows you to roll the actual skill, instead of having to make an untrained skill roll. So while a +0 may not seem like a lot, it does help out a bit (and you can't make untrained skill checks for Complex-Advanced skills, so its a benefit there as well).

gopher

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Re: Character creation?
« Reply #67 on: 06 April 2011, 18:15:25 »
I was a wondering if there was a character generator out for AToW yet, or at should I say a good one out.

Werewolf

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Re: Character creation?
« Reply #68 on: 06 April 2011, 18:46:07 »
Not that I know of, besides several Excel-Sheets to cope with the number crunching...

That's actually why I'm currently getting into Netbeans and Java stuff to get a CharGen working.
Could take a while, though, as I still suck at such stuff, with Delphi and C++ having been the last stuff I worked with eons ago.. *lol*
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gopher

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Re: Character creation?
« Reply #69 on: 07 April 2011, 00:43:07 »
lol well i'll be cheering for ya  [applause]

Cannon_Fodder

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Re: Character creation?
« Reply #70 on: 07 April 2011, 01:19:27 »
Not that I know of, besides several Excel-Sheets to cope with the number crunching...

That's actually why I'm currently getting into Netbeans and Java stuff to get a CharGen working.
Could take a while, though, as I still suck at such stuff, with Delphi and C++ having been the last stuff I worked with eons ago.. *lol*
If you get it going you will be the hero to a lot of us.


EDIT: Right after the forum purge a program did pop up. Most of us treated it with a lot of suspicion and the program wasn't that helpful. The message where is was posted is here http://www.classicbattletech.com/forums/index.php/topic,101.msg2143.html#msg2143 read the rest of the thread. I wouldn't download it again.
« Last Edit: 07 April 2011, 01:28:45 by Cannon_Fodder »

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monbvol

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Re: Character creation?
« Reply #71 on: 07 April 2011, 01:25:10 »
There is an alternative at http://bthub.net.  It has been updated since I last checked on it too.

Though I do find it interesting that I'm not the only one prying open the old java books to see about coding their own.

Cannon_Fodder

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Re: Character creation?
« Reply #72 on: 07 April 2011, 01:32:42 »
There is an alternative at http://bthub.net.  It has been updated since I last checked on it too.

Though I do find it interesting that I'm not the only one prying open the old java books to see about coding their own.
That is the program I was talking about.

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gopher

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Re: Character creation?
« Reply #73 on: 07 April 2011, 01:33:54 »
its not letting me install it. I keep getting errors :(

doulos05

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Re: Character creation?
« Reply #74 on: 07 April 2011, 01:38:28 »
based on the other posts and its apparent pedigree, I'd count that a blessing and virus scan your computer....
I mean, it's not like once you having something in low Earth orbit you can stick a gassy astronaut on the outside after Chili Night and fart it anywhere in the solar system.

gopher

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Re: Character creation?
« Reply #75 on: 07 April 2011, 01:42:43 »
ha..haha...hahaha  :'(

monbvol

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Re: Character creation?
« Reply #76 on: 07 April 2011, 01:55:31 »
based on the other posts and its apparent pedigree, I'd count that a blessing and virus scan your computer....

I've virus scanned the heck out of it with no problems.  *shrug*

its not letting me install it. I keep getting errors :(

Probably need to update your .Net framework in all likely hood then.

gopher

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Re: Character creation?
« Reply #77 on: 07 April 2011, 01:58:45 »
i have no idea what .net framework is my coms only a year old but i guess it could be out of date :(

monbvol

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Re: Character creation?
« Reply #78 on: 07 April 2011, 02:09:45 »
The .Net framework is something that isn't part of the normal update process and as such is easy to miss the updates for.  Some games require it these days to run.

It's free and does take a bit of digging to find on the Windows update site.

gopher

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Re: Character creation?
« Reply #79 on: 07 April 2011, 02:14:13 »
and so i shall dig