Tag: character creation

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  • Knowledge and Science Skills

    h3. Knowledge: Area Knowledge: [[The Minos Collective]] Area Knowledge: [[The Thessian Collective]] Area Knowledge: [[Asterion Collective]] Area Knowledge: [[Daedalus Collective]] Contract Law Military Law Labyrinth Aliens and Languages …

  • Package Deals

    click here for [[Everyman Skills]]: for player characters (assuming that the characters are mechwarriors) h3. Professional Packages [[Elite Soldier Package]]: You are or were an elite footsoldier. [[Rogue Package]]: You are or were a member of …

  • Weapons

    h2. [[Character Equipment, Demolitions|Grenades are listed under Demolitions]] h2. [[Basic Weapons]] [[Character Equipment, Impromptu Killing Attack|Impromptu Killing Attack]]: Killing Attack - Hand-To-Hand 1d6 Active: 15, Real: 7 *Pistol*: 2d6 …

  • Fringe Benefits

    h4. Special Note Keep in mind, the fringe benefits tend to blend a bit. If, for instance, you are a force commander, you pretty much have access to everything in the force's arsenal regardless of what perks you've bought. Furthermore, Perks change. …

  • Equipment Pool

    The Equipment pool can be used to augment character weapons and equipment. Equipment Pool(X Reserve) Control Limitations: Cannot take multiple 1/2 DCV or 0 DCV (-1/4), Cannot take multiple 1/2 OCV or 0 OCV (-1/4), equipment limited by stores, perks …

  • Commen Disadvantages

    h4. Special Note The galaxy's a big place. In terms of a small group or a large group, in the complication language, a character is known as X if he is known throughout Merc circles and information linking X to the character can be found on [[CAT|C.A. …

  • Character Equipment

    [[Targetters]] [[Sense Equipment]] [[Communicators for Characters]] [[Remote Surveillance]] [[Bugs and Listening Devices]] [[Computer Hack and Anti-Hack Defense Programs]] [[Body Armor and High Tech Suits]] [[Defensive Gear]] [[Movement Equipment …

  • Character Building

    h4. Basics: Go Here First [[Character Races and Types]] [[Characteristic and Power Maximums]] [[Everyman Skills]] [[New Skill Rules]] [[Old Character Powers|Old Powers]] [[Perks]] [[New Limitations]] [[Old Character Limitations|Old Limitations …

  • Characteristic and Power Maximums

    The rules for Character Creation in Rabbit Punches and Tyger Stripes follows the basic maximum for heroic games as outlined in volume 1, pages 51-52. Anything over the maximums set here cost double. I am repeating the Maximums here: …

  • Alternative Equipment System

    h4. Equipment Collection This is an option based on Perks. Instead of buying each individual piece of equipment the character owns, the character buys a perk and gets a collection of specific kinds of equipment. The price of the perk is based on the …

  • Perks

    Note: A large group must be galactic in size. A medium group would cover a few star systems. A small group might be a single star system or a single planet. h4. Access There are a lot places in the PanGalactic Federation that are off limits. …

  • Five Ways to Get Character Equipment

    Characters, as mechwarriors, start off with standard equipment that they carry around. This is anything that the character has reasonable access to: flashlights, crowbars, flares, stuff like that. [[Everyman Equipment]] includes a weapon, a communicator …

  • Old Character Limitations

    One feature of all old limitations is that characters are prohibited from taking limitations that create the same effect multiple times. So, characters could not take a limitation that makes a power restrainable multiple times (Accessible focus+ …

  • Everyman Skills

    [[Everyman Skills for Mechwarriors | Everyman Skills for Mechwarriors]] [[Everyman Skills for General Galactic Citizenry | Everyman Skills for General Galactic Citizenry]] [[Everyman Skills for Ancillary Military Personel | Everyman Skills for Ancillary …