Notices


Fuzion for Mechwarrior: Character Creation

 
Fuzion for Mechwarrior: Character Creation

Here be stuff.


Attributes
Based on Fuzion

Character Creation
There are 10 attributes. Choose one of the 4 arrays below and assign the numbers as you choose. There are 45 points in each array.

Array 1 : 8, 5, 5, 5, 5, 4, 4, 4, 4, 1
Array 2 : 7, 6, 5, 5, 5, 4, 4, 4, 3, 2
Array 3 : 6, 6, 6, 6, 5, 4, 3, 3, 3, 3
Array 4 : 5, 5, 5, 5, 5, 4, 4, 4, 4, 4

Commoners will generally have 20 points to spread among the attributes.
Low-level NPCs will generally have 30 points to spread among the attributes.
Mid-level NPCs will generally have 40 points (about the same as the PCs).
High-level NPCs will generally have 50 points to spread out.


Attribute Ranges
Below 1 : Generally only children or the elderly might hit a 0.

1 - 2 : Everyday. People here are unhealthy, a bit dull, not very good looking, or such. They can function, but not well.

3 - 4 : Competent. There is where most people are. Perfectly average.

5 - 6 : Heroic. This is where most specialists are. Above average, but not the best.

7 - 8 : Incredible. This is where pro athletes, supermodels, and a prize winning scientists are.

9 - 10 : Legendary. Once in a generation if naturally occurring, these are the truly blessed.

11+ : Superheroic. Almost entirely the realm of cybernetics, people that are enhanced beyond the norm.


Attributes
Mental Group
INT- Intelligence: A measure of your problem solving ability, cleverness, awareness, and ability to learn.

WILL- Willpower: Your determination and ability to face danger and/or stress. Courage.

PRE- Presence: Your ability to impress and influence people through your character and charisma.

Combat Group
TECH- Technique: Your ability to manipulate tools or other instruments, and maybe some fancy weapons.

REF- Reflexes: Your response time and coordination, and your ability to HIT things.

DEX- Dexterity: Your ability to balance, leap, and general competence. Also your ability to AVOID being hit.

Physical Group
MA- Movement Allowance: This is an index of how fast you can move.

STR- Strength: Your muscle mass and how good you are at using it. Also how hard you can hit things.

BOD- Body and Constitution: Your size, toughness, and general healthiness.

Luck Group
LUCK- Luck: This is an intangible "something" that your character has, where fate favors him/her above others.



Increasing Attributes
Spend 1 XP to increase an Attribute 1 time.
No attribute may be raised above 8 without GM permission.

Derived Attributes
Based on Fuzion

Derived Attributes
STUN- Stun Points: Represents how much Stun damage you can take before falling unconscious.
HITS- Hit Points: Represents how much Lethal damage you can take before dying.
Computation- BOD x 8 in points, divided between STUN and HITS. Neither value can be lower than BOD x 2.

SD- Stun Defense: How resistant you are to STUN damage. Subtracted from any STUN damage.
Computation- BOD x 2

RUN- Running Speed: Combat speed
Computation- MA x 2 in meters

SPRINT- Sprinting Speed: Non combat fastest move speed
Computation- MA x 3 in meters

LEAP- Leaping Distance: How far you can leap in meters
Computation- MA x 1 in meters

HUM- Humanity: A measure of how much meat and life are left after cybernetic surgery
Computation- starts at 100


Increasing Derived Attributes
Derived attributes can only be raised by raising the attribute they are based on, at this time.

Humanity can only be raised by removing cybernetics.

Skills
Based on Fuzion

Character Creation
You automatically gain the “Everyperson” skill group:
Athletics 2; Concentration 2; Education (General) 2; Evade 2; Hand to Hand 2; Language (Affiliation) 4; Local Expert (Affiliation) 2; Perception 2; Persuasion 2; Teaching 2

You automatically gain the "Combat University" skill group:
Driving 2, Education ('Mech History) 2; Professional (Solider) 2, Strategic Operations ('Mech Warfare) 2; Technician ('Mech) 2

You automatically gain the "Mechwarrior" skill group:
Piloting, Mech 4; Gunnery, Mech 4; Mech Operations 6

You have 30 additional points to spend on skills. Mechwarrior skills may not be raised further, but Everyperson and Combat University skills may be raised. No skill may be raised above 6 during creation. You also may not purchase any Special Skills during creation.


Skill Ranges
Below 1 : You have no idea how to do this, or can only do it at a default level.

1 - 2 : Everyday. You’ve learned the basics of the task, but can’t do it very well.

3 - 4 : Competent. There is where most people are. You’re trained and can cope with most situations.

5 - 6 : Heroic. This is where most specialists are. You are a master craftsman of the skill.

7 - 8 : Incredible. You are one of the best in the world at this skill.

9 - 10 : Legendary. One in billion example of a skill user.

11+ : Superheroic. Almost entirely the realm of cybernetics, people that are enhanced beyond the norm.


Basic Skill Concept
Combat skills are, in general, broken into two categories- Use and Create. One skill allows you to use a weapon (Marksmanship- Hanguns for handguns) and another allows you to create a weapon (Weaponsmith- Handguns for handguns).

Non-combat skills sometimes allows a person to both Use and Create, and sometimes the abilities are separate, entirely depending on the skill.


Skills
Special Skills
Armor Operations: (TECH) You know how to make the most of a tank in combat.
Battle Armor Operations: (REF) You know how to make the most of a suit of battle armor in combat.
Combat Operations: (REF) You know how to act like a proper infantryman.
Mech Operations: (TECH) You know how to make the most of a Mech in combat.

Fighting Skills
Evade: (DEX) You know the best defense is just not to get hit. Works against most attacks.
Hand to Hand: (REF) Basic ability to fight with your hands or other body parts.
Melee Weapons: (REF or TECH) Using different types of melee weapons like swords, clubs, etc.
Throw: (REF) Your ability to hit something with something lobbed or thrown, like darts or grenades.

Ranged Weapon Skills
Gunnery, Armor: (REF) Your ability to use the heavy warfare weapons in the vehicle type.
Gunnery, Battle Armor: (REF) Your ability to use the heavy warfare weapons in the vehicle type.
Gunnery, Mech: (REF) Your ability to use the heavy warfare weapons in the vehicle type.
Heavy Weapons: (REF) Your ability to use the indicated weapon to hit targets.
Marksmanship, Archery: (REF) Your ability to use the indicated weapon to hit targets.
Marksmanship, Handguns: (REF) Your ability to use the indicated weapon to hit targets.
Marksmanship, Rifles: (REF) Your ability to use the indicated weapon to hit targets.
Marksmanship, SMGs: (REF) Your ability to use the indicated weapon to hit targets.

Awareness Skills
Concentration: (WILL) Your ability to focus and control you mind in stressful situations.
Investigation: (INT) The art of taking a few facts and figuring out how to put it into a bigger picture.
Perception: (INT) Noticing things.
Surveillance: (INT) The ability to notice things when given a lot of time look for something, without being noticed.

Control Skills
Driving, General: (REF) Your ability to drive general-use vehicles, cars, trucks, motorcycles, etc.
Driving (Subcategory): (REF) Your ability to drive specialized or unique vehicles like airships, airplanes, etc.
Driving (Exoskeleton): (REF) Your ability to drive and use an exoskeleton for routine operations.
Handle Animal: (INT) Your ability to tame or handle animals, including wild ones.
Piloting, Armor: (REF) Your ability to pilot the indicated vehicle type.
Piloting, Battle Armor: (REF) Your ability to pilot the indicated vehicle type.
Piloting, Mech: (REF) Your ability to pilot the indicated vehicle type.
Riding: (REF) Your ability to pilot the indicated vehicle... er... animal... types.

Body Skills
Acrobatics: (DEX) Your ability to act like a circus acrobat.
Athletics: (DEX) Your ability to do all those physical things just short of being a circus acrobat.
Climbing: (STR) Your ability to move vertically.
Stealth: (DEX) Your ability to move without being seen or heard.

Social Skills
Deception: (PRE) Your ability to lie, bluff, and generally be dishonest.
Leadership: (PRE) The skill needed to convince people to follow your lead.
Persuasion: (PRE) Your ability to talk, chat, and generally discover information by talking.
Streetwise: (PRE) Your ability to chat and gather information from less-than-honest elements.

Technique Skills
Demolitions: (TECH) The ability to use, handle, set, and disarm explosives.
Electronics: (TECH) The ability to identify, understand, repair, and use electronic systems.
Gambling: (TECH) The ability to do better at games of chance than others.
Paramedic: (TECH) The basic level of ability to save lives, but not surgical procedures.
Security Systems: (TECH) The ability to recognize and evade security systems, and set up basic systems.

Performance Skills
Disguise: (TECH) Knowing how to change appearance with clothes and makeup, and also how to hide vehicles.
Perform (Subcategory): (PRE) The skill that covers a wide range of performance activities, singing, acting, etc.
Sleight of Hand: (REF) The ability to palm items, perform simple tricks, and fool the eye.

Education Skills
Computers: (TECH) The ability to operate and program computers.
Education (Subcategory): (INT) General and specialized knowledge category.
Language (Subcategory): (INT) Your ability to use different languages.
Local Expert (Subcategory): (INT) Your knowledge in a particular area/region.
Navigation: (INT) Knowledge of how to use maps, tools, (signs) to find a destination.
Ordinance (Subcategory): (TECH) The ability to create bullets and bombs, etc.
Professional (Subcategory): (INT) Professional level knowledge of a particular job or career.
Strategic Operations (Subcategory): (INT) Knowing the how-tos of organizing large groups of something.
Survival (Subcategory): (TECH) Your ability to survive in harsh environments.
Teaching: (INT) Your ability to convey to others something you know how to do.
Technician (Subcategory): (TECH) Ability to repair and create highly technical pieces of equipment, Mech, etc.
Weaponsmith (Subcategory): (TECH) Your ability to repair and create weapons.



Improving Your Character
Spend 1 XP to increase a Skill 1 time.
No attribute may be raised above 8 without GM permission.

Equipment
Based on Cyberpunk

Character Creation
You have 12,000 C-bills to purchase gear.

Up to Tech Level D. You may buy E at 4x the cost
Up to Availability Level D. You may buy E at 4x the cost
Up to Legality Level C. You may buy D at 4x the cost
Cybernetics up to T/A/L level D at regular cost. You may buy E at 4x the cost

Multipliers add, not multiply. So a Tech E x4 and a Avail E x4 means x8 to the cost, not x16

Must be able to CARRY all the gear, with one exception- a civilian vehicle purchase is an option. Any credits not spent are lost. The characters have come on rough times, and while they still have things valuable to them, they don't have much more.


Equipment
Link to the Google doc with ALL Equipment is here.

If equipment is not listed in the spreadsheet, then ask. It can be added after being modified, if required.

For equipment ratings and availability, see A Time of War page 255.


Armor

EV is Encumbrance Value. EV is totaled up and subtracted from REF Reflexes. It represents a general state of not being able to move as quickly.

Mod is the number of non-integrated modifications that can be added per location.


Weapons

Mod is the number of non-integrated modifications that can be added to the weapon.

FAQ

Weapons vs Vehicles

Can my weapon hurt a vehicle?

Is the vehicle unarmored? . . . Yes, your weapon can hurt it, or the occupants inside.

Does the vehicle have 16 or less (total) points of armor? . . . If your weapon does d10 damage (not d6), then yes, your weapon can hurt it, or the occupants inside.

Does the vehicle have more than 16 points of armor? . . . If your weapon does 5d10 damage or more, then yes, your weapon can hurt the vehicle, but only harm the occupants via critical hits or extensive damage.


Vehicles

Refer to A Time of War of the various Technical Readouts for purchasing civilian vehicles.


Luck

Luck is an intangible factor. Mechanically, it plays simple.

There are 2 ways to spend luck. Permanently, and "per day." Your per day Luck value is the same as your Luck value.

Every day, you can use a point of luck to:
  • Add 1 to any Skill roll
  • Add 1 to a to-hit roll
  • Reroll all the damage dice on the previous attack
  • Add 1 to any Save roll
You may spend multiple points of Luck on a single roll

Permanent Luck is the Luck you spend to stay alive when all else fails. When you spend a point of Luck this way, permanently reduce your Luck stat by one.
  • Eject from a mech before being killed inside of it
  • Succeed on a Death Save and stabilize
  • Negate a head-shot on yourself
  • Succeed on something you have no chance in succeeding with normally





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