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  #1  
Unread 6th of May, 2009, 07:15
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Mercutio
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Helmut Glicksen

Affiliation --

Lyran Commonwealth (House Steiner)
  • Primary Language: German
  • Secondary Languages: Scottish Gaelic, Italian, Swedish, English
  • Bonus Skills: Negotiation +2, Appraisal +1
  • Traits: The easy life so common among Lyrans has led to a general distaste for the dirty business of combat. Increase the value of the Timid and Combat Paralysis traits by one.
  • Path Restrictions: None. If you follow the Free Trader path, add +1 to the event rolls.

Last edited by Mercutio; 6th of May, 2009 at 07:54.
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  #2  
Unread 6th of May, 2009, 07:58
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Mercutio
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BLUE COLLAR
Your family worked for an industrial concern, perhaps a weapons factory or a mining operation. While you had few advantages, your hard-working parents managed to give you a reasonable education, and your future prospects are fairly open.
Attribute Minimums: SOC 3
Skills: Career/Any +2, Interest/Any +1
Next Path: Farm (2), High School (2), Street (2)
Blue Collar Events

7 Learned many skills in the kid scouts (First Aid +1, Survival +1)
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  #3  
Unread 6th of May, 2009, 08:02
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Mercutio
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HIGH SCHOOL
You attended one of the many schools that give teenagers a basic education, participating in academic studies as well as a healthy dose of athletic and other extracurricular activities.

Traits: Contact
Skills: Academic/Any +1, Computers +1, Interest/Any +2, Streetwise/Affiliation +1
Next Path: Trade School (3), Technical College (3), Police Academy (3), Military Enlistment (3), Ne'er-Do-Well (4), Civilian Job (4)
High School Events
8 Avid participant in extracurricular activities (Acting +1, Art/Any +1)
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  #4  
Unread 6th of May, 2009, 08:03
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Mercutio
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Join Date: Oct 2005
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Location: Ocean City, NJ
Posts: 8,215 (1.70 per day)
MILITARY ENLISTMENT
Cannot have Combat Paralysis or any of the following traits above the lowest possible level: Lost Limb, Poor Hearing, Poor Vision
In this age of perpetual war, the military will take just about anyone into its ranks. However, without the money or connections to get into an academy, you must work your way up from the bottom.
After finishing military training the character must complete at least one Tour of Duty path in the Real Life stage.
Time: 1 year
Attribute Minimums: WIL 3
Attribute Thresholds: +1 STR, +1 RFL, +1 BOD, +1 WIL, –1 CHA
Traits: Promotion
Skills: Swimming +2
Fields: Basic Training
Next Path: Advanced Individual Training Subpath (mandatory, part of this pass)
Military Enlistment Events
9 Training standout; recommended to the academy by your CO (Promotion; may take remaining military training [if any] in the Military Academy path)

NEW AVALON MILITARY ACADEMY
Mandatory Subpath: Advanced Individual Training (AIT)
Basic Training graduates only
Time: 2 years
Traits: Promotion
Skills: Leadership +1, add +1 to three Basic Training skills and +1 to any one other skill
Fields: Choose one of the following fields, subject to the listed restrictions:
Aerospace Pilot (minimum DEX 4, RFL 4)
Aircraft Pilot (minimum DEX 4, RFL 3)
Armored Infantry (minimum STR 6, BOD 5)
Cavalry
DropShip Pilot (minimum DEX 4)
Infantry
Marine (minimum WIL 4, may not have TDS trait)
MechWarrior (minimum DEX 3, RFL 4)
Scientist (minimum INT 3)
Scout
Ship's Crew
Events: Do not roll events for AIT.
Next Path: Tour of Duty (4), Covert Ops (4, Scout only) or Special Training (3, part of this pass; take if character enters Scientist, DropShip Pilot, Infantry, Marine, MechWarrior, Armored Infantry, or Scout fields)

Subpath: Special Training
AIT graduates only
Time: 3 years
Attribute Thresholds: Add +1 to any one threshold of your choice
Skills: Leadership +1, +1 to three Basic Training skills, +1 to half the character's AIT skills (round up), and +1 to any one other skill
Traits: Promotion, Wealth, Well-Equipped
Fields: Choose one of the following fields:
Doctor (Scientist Field required, minimum DEX 4, INT 5)
JumpShip Pilot (DropShip Pilot Field required, minimum INT 5, may not have TDS trait)
Military Scientist (minimum INT 5)
Special Forces (Infantry, Marine, MechWarrior, Armored Infantry or Scout Field required, minimum BOD 4, RFL 4, INT 3, WIL 5)
Next Path: Tour of Duty (4)

Last edited by Mercutio; 6th of May, 2009 at 08:20.
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  #5  
Unread 6th of May, 2009, 08:25
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Mercutio
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Join Date: Oct 2005
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TOUR OF DUTY: INNER SPHERE
From lofty MechWarrior to common grunt, this path is where you put it all on the line. Combat and non-combat military personnel alike must face the enemy in one or more tours of duty. Despite the dangers of this path, a character can earn substantial rewards in skill and rank.
Time: 2 years
Traits: Vehicle (2) for MechWarrior, Aerospace Pilot, Aircraft Pilot, Cavalry, and Armored Infantry characters only
Skills: Add +2 to any three skills from your Military fields, add +1 to any two other skills
Next Path: Ne'er-Do-Well (4), Tour of Duty: Inner Sphere (4), Police Academy (3), Covert Ops (4, Special Forces or Scout-trained characters only)
Tour of Duty: Inner Sphere Events


5 You make an enemy of your superior officer (Enemy [2])
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  #6  
Unread 6th of May, 2009, 08:27
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Mercutio
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Join Date: Oct 2005
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Location: Ocean City, NJ
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COVERT OPS
Your nation summons you to perform well beyond the call of duty. You will earn significant rewards... if you survive. You determine the specific duty covered by this path, ranging from sabotage and infiltration to assassination and fomenting rebellion. Choose appropriate subskills based on your character's particular path.
Time: 1d6+1 years
Traits: Alternate Identity, Wealth, Well-Equipped, Enemy (3), In for Life
Skills: Disguise +2, Fast Talk +2, Perception +2. Choose three: Acting +3, Blades +2, Computers +2, Cryptography +2, Demolitions +2, Escape Artist +3, Forgery +3, Gambling +3, Interrogation +3, Language/Any +3, Leadership +2, Martial Arts/Any +2, Pistols +2, Protocol/Any +3, Seduction +3, Streetwise/Any +2, Tactics/Infantry +2
Next Path: Ne'er-Do-Well (4), Travel (4), Tour of Duty: Inner Sphere (4), Yakuza (4, Draconis Combine Affiliation only)
Covert Ops Events

10 : You become a master of "persuasion" (First Aid +2, Interrogation +3, Intimidation +2, MedTech +2, Bad Reputation, Pain Resistance)
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  #7  
Unread 6th of May, 2009, 08:59
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Thanos
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Join Date: Aug 2004
Member: #894
Location: Las Vegas
Posts: 3,437 (0.66 per day)
Comments First:
I would use an Edge point to up your 5 in Tour of Duty to a 6!
6: Heavy combat (+1 to all skills in one Military field, Disability)
You loose an enemy and lv1 disability can be cybernetically replaced or you could just be hard of hearing or something.

I have no idea why 10 is somehow better than 9 in Covert ops, but it certainly gives your character a bit of GRIT


Otherwise so far you have:

Language/German 3
Language/English 3
Perception +2
Negotiation +2, Appraisal +1
Career/Any +2, Interest/Any +1
First Aid +1, Survival +1
Academic/Any +1, Computers +1, Interest/Any +2, Streetwise/Affiliation +1
Acting +1, Art/Any +1
Swimming +2
Leadership +1, add +1 to three Basic Training skills and +1 to any one other skill
Add +1 to any one threshold of your choice
Leadership +1, +1 to three Basic Training skills, +1 to half the character's AIT skills (round up), and +1 to any one other skill

Add +2 to any three skills from your Military fields, add +1 to any two other skills
**The +2’s and one +1 should be used in Mech skills!!!!
Add 1d6+1 to Lifepath age
Disguise +2, Fast Talk +2, Perception +2
First Aid +2, Interrogation +3, Intimidation +2, MedTech +2,

Choose three: Acting +3, Blades +2, Computers +2, Cryptography +2, Demolitions +2, Escape Artist +3, Forgery +3, Gambling +3, Interrogation +3, Language/Any +3, Leadership +2, Martial Arts/Any +2, Pistols +2, Protocol/Any +3, Seduction +3, Streetwise/Any +2, Tactics/Infantry +2

BASIC TRAINING
Career/Soldier 3
First Aid 3
Navigation/Ground 3
Rifles 3
Martial Arts/Military 3
AID
Gunnery/Ballistic/Humanoid 3
Gunnery/Laser/Humanoid 3
Gunnery/Missile/Humanoid 3
Piloting/'Mech 3
Sensor Operations 3
Tactics/'Mech 3

SPECIAL TRAINING
Blades 3
Demolitions 3
Free Fall 3
Stealth 3
Submachine Guns 3
Survival 3
Tracking 3

Contact, Promotion V, Wealth II, Well-Equipped II, Vehicle (2), superior officer (Enemy II), Alternate Identity, Enemy (3), In for Life, Bad Reputation, Pain Resistance


MINS
BOD 4, RFL 4, INT 3, WIL 5, DEX 3, SOC 3

Threshold modifiers
+1 STR, +1 RFL, +1 BOD, +1 WIL, –1 CHA

Last edited by Thanos; 30th of May, 2009 at 00:48.
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  #8  
Unread 30th of May, 2009, 00:49
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Thanos
Famine Spirit [Epic GM]

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Join Date: Aug 2004
Member: #894
Location: Las Vegas
Posts: 3,437 (0.66 per day)
CHOOSE where these go!
+2 to any three skills from your Military fields
+1 to any two other skills
+1 to three Basic Training skills
+1 to half the character's AIT skills (round up), and +1 to any one other skil
add +1 to three Basic Training skills and +1 to any one other skill

Choose three: Acting +3, Blades +2, Computers +2, Cryptography +2, Demolitions +2, Escape Artist +3, Forgery +3, Gambling +3, Interrogation +3, Language/Any +3, Leadership +2, Martial Arts/Any +2, Pistols +2, Protocol/Any +3, Seduction +3, Streetwise/Any +2, Tactics/Infantry +2

Choose Attributes:
MINS
BOD 4, RFL 4, INT 3, WIL 5, DEX 3, SOC 3

Threshold modifiers
+1 STR, +1 RFL, +1 BOD, +1 WIL, –1 CHA
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