Battletech D20

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    BattleTech D20

    This document provides a basic skeleton for playing the Battletech

    RPG using a variant of the D20 system rather than the original system

    developed for the Time of War  RPG. The system is designed to make use of a

     variant of the D20 system incorporating elements from many dierenteditions of the !orld"s most popular roleplaying game.

     Ability Scores

    Roll #d$% drop lo!est roll% assign scores to abilities as desired.

     &bilities include' (trength% )ntelligence% *isdom% De+terity% ,onstitution%

    ,harisma

     Ab

    ilit

     y

    Sc

    or 

    es

     Abil

    ity

    Mo

    dif

    er 

    1-

    4

    -3

    5-

    6

    -2

    7-

    8

    -1

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    9-

    12

    0

    13

    -15

    +1

    16

    -

    17

    +2

    18 +3

    19 +4

    20 +5

    21

    -

    22

    +6

     Ability Check Syste !"#tio$%l &'le() )f choosing not to use the optional

    skill system supplied belo!% skills can be deployed using ability checks. ustroll a d20 and add the bonus or penalty for the ability being checked/if

    there is one/and if the result matches the ability score or above the check

    succeeds. The Game aster can feel free to add !hatever situational or

    story-based bonuses or penalties to the roll he or she feels appropriate.

    S%*i$ ,hro Skill Check Syste !"#tio$%l &'le() (ince (aving

    Thro!s scale !ith level and provide a hard value for each class% they can

    also be used to serve a double role in the game and make skill checks if theoptional skill system outlined belo! is not used. (imply roll a d20% add any

    situational bonuses or penalties as determined by the Game aster% and if

    the result matches the saving thro! value for that character"s level or is

    above it% the skill check succeeds.

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    Ch%r%cter &%ces

    • )nner (phere or Periphery 1uman 34 to t!o ability scores of player"s

    choice5

    ,lan Trueborn General (train 32 to De+terity% 34 to )ntelligence% -2to *isdom5

    • ,lan Trueborn 6lemental (train 3# to (trength% 32 to ,onstitution%

    -2 to )ntelligence% -2 to ,harisma5

    • ,lan Trueborn &erospace Pilot (train 3# to De+terity% -2 to

    ,onstitution% -2 to ,harisma5

    • ,lan 7reeborn 34 to t!o abilities of player"s choice5

    • ,lan 7reeborn 1ybrid child of t!o trueborn of any strain5 32 to one

    ability of player"s choice% -4 to one ability5

    • anus Domini ,yborg 3# to (trength% )ntelligence% De+terity or

    ,onstitution depending on type of implant% -2 to ,harisma% saving

    thro!s re8uired for re9ection syndrome every month% failure results in

    onset of immune re9ection of implants !hich means a -: to all ability

    scores% and -2 to hit bonus until ne+t monthly check. ,umulative

    failure doubles the penalties. )f ,onstitution hits ;ero after a failed

    check% the character dies. )n place of the penalties% the character can

    agree to take a permanent mental derangement% as !orked outbet!een the Game aster and the character"s player5

    Ch%r%cter Cl%sses

    • The (oldier.it /oi$ts) d40/roressio$ ,%ble) &s 7ighter or see belo!/rie &e'isite) (trength

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    S%*i$ ,hros) &s 7ighter or see belo!% 32 to saving thro!s against

    poisons or death"#tio$%l Skill /oi$ts) 2 at creation 32 per level

     e%#o$s %$d Aror se) ,an use any !eapon% any armor% re8uires

    training for Battle &rmorS#eci%l) es% but not% for instance% &?? laser

    !eapons.

    %ckro'$ds) )nner (phere (pecial

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    choose !hich of these statistics to modify each round% and can select

    a dierent one each time.%ckro'$ds) )nner (phere ech!arrior% ,lan ech!arrior% )nner

    (phere &erospace Pilot% ,lan &erospace Pilot% ,lan Protoech pilot%

    )ndependent 7reighter Pilot% ilitary (pacecraft Pilot% anus Domini

    ,yborg Pilot% )nner (phere &rmor Driver% ,lan &rmor Driver

    • The 6+pert.it /oi$ts) d$/roressio$ ,%ble) &s Rogue or see belo!/rie &e'isite) Player"s choiceS%*i$ ,hros) &s Rogue or see belo!% 32 to saving thro!s made to

    resist attempts to in>uence or cloud the mind

    "#tio$%l Skill /oi$ts) # at creation 3: per level e%#o$s %$d Aror se) ,an use any !eapon and any armor=

    cannot use Battle &rmorS#eci%l) Beginning at #th level most e+perts begin to dra! a retinue of 

    follo!ers of a type appropriate to their chosen backgrounds i.e.

    assistant techs if they are a Battleech or &erospace 7ighter

    technician% 9unior scientists if a scientist% special operators if an

    intelligence oicer% soldier bodyguards if a planetary or Great 1ouse

    noble5. This entourage includes 2d$ members of levels 4-2% but it isbest if the player !orks !ith the Game aster to >esh out each of

    these P,s to make them more real and engaging for the character.%ckro'$ds) )nner (phere ech or &erospace 7ighter Technician%

    ,lan Technician ,aste% )nner (phere (cientist or Physician% ,lan

    (cientist ,aste% )nner (phere (cholar% )nner (phere Planetary or

    Great 1ouse oble% Great 1ouse or ,om(tar )ntelligence

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    "#tio$%l Ch%r%cter Ad*%$cee$t ,%bles

    ,he Soldier 

    / ., :C

    !d10(

    AS

     A,,AC;

    "S

    &S

     A

    SA<

    ,.&" 

    1 0 434 30 4#

    2 2%000 2 34 4:

    3 #%000 : 32 42

    4 A%000 # 32 44

    5 4$%000 F 3: 40

    6 :2%000 $ 3#

    7 $#%000 H 3F A

    8 42A%000 A 3$ H

    9 2F$%000 3H $

    10 F42%000 40 3H $

    ,he /ilot

    / ., :C

    !d8(

    AS

     A,,AC;

    "S

    &S

     A

    SA<

    ,.&" 

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    1 0 4 30 4F

    2 2%000 2 34 4#

    3 #%000 : 32 4:

    4 A%000 # 32 42

    5 4$%000 F 3: 44

    6 :2%000 $ 3# 40

    7 $#%000 H 3F

    8 42A%000 A 3$ A

    9 2F$%000 3$ H

    10 F42%000 40 3H $

    ,he =#ert

    / ., :C

    !d6(

    AS

     A,,AC;

    "S

    &S

     A

    SA<

    ,.&" 

    1 0 4 30 4:

    2 4%F00 2 34 42

    3 :%000 : 34 44

    4 $%000 # 32 44

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    5 42%000 F 32 40

    6 2#%000 $ 3:

    7 #A%000 H 3: A

    8 $%000 A 3# H

    9 42%000 3# $

    10 :A#%#00 40 3F F

    e*els eyo$d 10) To level a class beyond 40% simply continueto double the necessary number of e+perience points !ith each

    ne! level and add 2 hit points per level. The base attack bonus

    continues to increase in the pattern sho!n !hile the universal

    saving thro! number no longer advances.

    M'lticl%ssi$) ulticlassing is simple. &t the ne+t level simply

    choose the ne! class you !ant to be and add its Base &ttackBonus and ne! 1it Dice roll to that of your e+isting class. Take

    the best Iniversal (aving Thro! number available to you. )t

    costs the listed number of e+perience to attain the ne+t level in

    either class. (o if you are a level 2E: PilotE6+pert% you !ill need

    $%000 e+perience points to become a level # 6+pert. )f you then

    !ant to advance your Pilot level again% you !ill need to gain

    another 2%000 +p. 6ach class is essentially on its o!n separate

    track of advancement !hen multiclassing.

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    ,he "#tio$%l Skill Syste

    This system presents one possible !ay to manage skills !ithin

     your BattleTech D20 game. &ll characters can attempt actions

    related to all of these skills. es% player characters are a creative

    and capable lot. Therefore% this skill system describes in !hich

    areas a character has e+pertise% and ho! to make skill checks.(tarting characters normally have e+pertise in the number

    of skills they choose to put the points in that they receive as

    listed above. 6ach time they raise their level% they receive the

    listed number of points for the ne! level listed for their class andmay add the points to an e+isting skill or place 4 point in a ne!

    skill of their choice. o skill can receive more than F points. & skill is performed !ith a d20 roll. our Game aster !ill

    tell you !hich skill and ability modi@er apply to the roll. 7or

    instance% JGive me an )ntelligence 3 Perception checkK if

    searching for comple+ clues. ou roll d20% add your )ntelligence

    modi@er and your Perception e+pertise if any5. ou must total

    e8ual to or higher than the target number set by the Referee

    normally 40 for most actions% but can be higher for more

    challenging uses of the skill5. (ee the table belo!.

    Target Number Difculty

    5 Easy

    10 Average15 Hard

    20 Very Difcult

    25 Practically Impossible

     A'to%tic S'ccess %$d >%il're

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     &ny skill check !hich has a reasonable chance of

    succeeding no matter ho!

    slim5 should automatically succeed on a natural roll of 20%

    regardless of the skill

    check total. &dditionally% any skill check !hich has a reasonable

    chance of failing

    no matter ho! slim5 should automatically fail on a natural roll of 

    4% regardless of 

    the skill check total. (o yes% you have to roll even if your

    e+pertise is 3F and you"re attempting an 6asy action !ith a target number of F.

    Skill Co$tests)f t!o players are acting in opposition to one another then

    each rolls d20 and

    adds his appropriate ability modi@er and skill e+pertise. *hoever

    rolls higher !insthe contest. 7or e+ample% to pick someone"s pocket a Game

    aster might re8uest a

    De+terity 3 (leight of 1and check versus the target"s *isdom 3

    Perception.

    )n other situations% a Game aster can feel free to use an

    opponent"s ability score as the target number for an action. 7or

    instance% if the guards in your adventure have a

    *isdom score of 42 and your Game aster doesn"t feel like

    making everything a rolled skill contest% he might 9ust say your

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    astrophysical%

    biological% +enobiological% etc. in nature. (ome Game asters

    may !ant to make

    individual entries for these or re8uire a character to choose a

    @eld of speciali;ation

    !hen he takes e+pertise in one of these broad kno!ledge skills.

    Skill ist &el%ted Ability Modifer 

     &erospace Pilot De+terity automatic skill for Pilot !ith thisbackground5

     &griculture )ntelligence

     &nimal 1andling *isdom

     &rt )ntelligence

     &strogation )ntelligence automatic skill for Pilot !ith(pacecraft background5

    Bureaucracy )ntelligence

    Business )ntelligence

    ,omputers )ntelligence

    ,ultures )ntelligence

    Demolitions )ntelligence

    Disguise ,harisma

    Diplomacy ,harisma

    6ntertainer ,harisma

    7orgery )ntelligence

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    Gambling *isdom

    1aggling *isdom

    )ntimidation (trength

    1istory )ntelligence

    ?anguages )ntelligence each 34 adds a ne! language>uency5

    artial &rts (trength see belo!5 all ,lan *arriorsreceive this free5

    ech!arrior Pilot De+terity automatic skill for Pilot !ith thisbackground5

    edicine )ntelligence can heal 4dA hp a number of timesper day e8ual to

    the points in the skill5

    avigation )ntelligence

    Perception *isdom

    Religion )ntelligence

    Robotics )ntelligence includes ,ybernetics5

    (cience )ntelligence can be particular specialty likeLenobiology5

    (leight of 1and De+terity

    (tealth De+terity

    (urvival *isdom

    Technician )ntelligence can be speciali;ed in type ofmachinery5

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    Mero-G De+terity

    M%rti%l Arts

    The artial &rts skill is the only combat-related skill in this

    optional skill system. There is never a Jmartial artsK skill check

    rolled. )nstead% players receive one of the follo!ing artial &rts

    aneuvers for each level of e+pertise. The player must roll to see

    !hich maneuver he receives reroll duplicate results5% though

    !ith Game aster permission he can 9ust choose !hichever

    maneuver he or she prefers. *ithout at least 34 in the artial &rts skill a character !ho @ghts unarmed does only 4d2 of

    damage roll 4d# and halve the result or 9ust assume 4 average

    point of damage5 !ith each hit. *ith at least 4 point in artial

     &rts the character does 4d$ points of damage !ith each hit% and

    can also choose to make this non-lethal subdual damage until his

    opponent is unconscious.

    :20 &oll M%rti%l Art M%$e'*er 

    4  Acc'r%cy  N Receive 34 To 1it opponents !hile unarmed.

    This doesn"t applyif holding anything in your hands.

    2  Aressi*e >ihti$ N Receive a 34 bonus to unarmed

    combat damage.

    :  A%re$ess N ,haracter is surprised only on a 4 in $.

    # li$d >ihti$ N Receive no penalties !hen @ghting

    against enemies you cannot see% as long as you can at least

    hear.

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    F lock  N This allo!s a (aving Thro! against the martial

    maneuvers of othersto avoid disarms% @nd !eakness% hold% nerve strike% or take

    do!n.$ :e?e$si*e >ihti$ N Receive a bonus to &rmor ,lass

    e8ual to 34 as longas you are !earing ?ight &rmor or no armor.

    H :is%r N This attack causes no damage but if successful

    the victim must drop!hatever is in his hand.

    A >i$d e%k$ess N This attack causes no damage butuncovers a !eakness= ne+t attack only5 !ill cause an

    additional 34d$ damage. Isable 4Eday.

    .old N This attack causes no damage but places victim in a

    restraining hold.

    1e may break free in subse8uent rounds on a 2 in $.

    40 #ro*ed %$di$ N Reduces by half any damage caused

    by falls.

    44 e%# Att%ck  N ?eap at foe up to 40 feet and make an attack 

    against himusing any attack based maneuvers% if desired5% end

    ad9acent to him in close

    range.

    42 Medit%tio$ N 6nter trance for 4 hour and recover 4d$ hit

    points% 4Eday.

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    4: er*e Strike N This attack causes no damage% but if

    successful paraly;es onelimb for 4d$ rounds.

    4# &%#id Strike N

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    scene% or a character carries out a particularly cool or innovative

    action in-game.

     Actio$ /oi$t S#eci%l Actio$s

     & character can perform certain special tasks by spending an

    action point.

    •  Acti*%te Cl%ss Ability  - & character can spend 4 action

    point to gain another use of a class ability or skill that has a

    limited number of uses per day.

    • oost :e?e$se - & character can spend 4 action point !hen

    @ghting defensively for a 3# bonus to &rmor ,lass for the

    duration of the combat.

    • =tr% Att%ck  - During any round in !hich a character takes

    a full attack action% he or she may spend 4 action point to

    make an e+tra attack at his or her highest Base &ttack

    Bonus. &ction points may be used in this !ay !ith both

    melee and ranged attacks.

    • St%bili@e - &ny time a character is dying% he can spend 4

    action point to become stable at his current hit point total.

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    $di*id'%l Cob%t

    • 6very player rolls initiative on d20 before combat begins=

    players act in order of roll from highest to lo!est= Game

    aster characters all act as a group in the initiative order

    !hen their turn comes

    • Range is ,lose% edium or 7ar= only creatures in ,lose

    range can be attacked using a melee !eapon

    • 6ach player rolls to hit on d20 3 Base &ttack Bonus 3

     &bility odi@er 3 situational bonusesEpenalties against

    opponent"s &rmor ,lass

    • )f hit occurs% player rolls !eapon damage or can take

    average !eapon damage

    •  & ,ritical 1it occurs on a roll of 20 resulting in double

    damage% a ,ritical 7ailure occurs on a roll of 4%

    conse8uences for the player to be determined by the Game

    aster

    • Dual !ielding of !eapon leads to 32 to hit and damage= no

    e+tra attacks

    •  &dd De+terity modi@er to hit if using ranged !eapons= add

    (trength modi@er to hit if using melee !eapons

    • Inarmed ,ombat does only 4d2 points of damage unless

    the character has the artial &rts skill.

    • )n personal combat !earing Battle &rmor provides an &, of

    340 and 3F0 hit points

     ehicle Cob%t !i$cl'di$ %ttle Aror(

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    • 6very player rolls initiative on d20 before combat begins=

    players act in order of roll from highest to lo!est= Game

    aster characters all act as a group in the initiative order

    !hen their turn comes• Range is ,lose% edium or 7ar= only Battleechs in ,lose

    range can engage in melee combat

    • Determine &rmor ,lass of all vehicles involved in the

    combat as described belo!

    • 6ach player rolls to hit on d20 3 pilot"s Base &ttack Bonus

    3 pilot"s De+terity modi@er 3 ,alled (hot modi@ers or

    Pilot"s (pecial Bonus if chosen that round5• )f a hit occurs% player rolls !eapon damage for the vehicle

    !eapon he is using that round or can choose to take the

    average !eapon damage= all damage is subtracted @rst

    from the opponent"s armor points and then hit points= at

    ;ero hit points the Battleech or &erospace 7ighter

    e+plodes and the Pilot must make a saving thro! versus

    e+plosions to manage to e9ect safely. 1e or she can choose

    to e9ect early and make no saving thro! but suer the

    indignity of co!ardice and the capture of their Battleech

    if they are a ech!arrior

    •  & ,ritical 1it occurs on a roll of 20 resulting in double

    damage% a ,ritical 7ailure occurs on a roll of 4%

    conse8uences for the player to be determined by the Game

    aster

    •  & ech!arrior or &erospace Pilot can choose to @re more

    than one or all of their !eapons at once at a target% each

    !eapon makes a separate to hit roll= after!ards% the pilot

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    must make a saving thro! or his vehicle immediately

    overheats. )f the pilot"s vehicle is a Battleech% it shuts

    do!n for F rounds to dump e+cess heat= if an &erospace

    7ighter it cannot @re its !eapons again for F rounds• 7or ,alled (hots% a Battleech has F0 of its armor and hit

    points in the main body% 40 in its cockpit% and the

    remaining #0 in each limb= for &erospace 7ighters% 2F of 

    the hit points are in the cockpit% the rest in the main body. & 

    ,alled (hot against a Battleech arm or leg that reduces it

    to ;ero hit points destroys that limb and makes all the

    !eapons on it nonfunctional. )f the main body is reduced to

    0 hit points% the Battleech"s fusion generator e+plodes%

    destroying the vehicle.

    •  & Battleech or &erospace 7ighter"s armor points and hit

    points added together are e8ual to its tonnage. 1alf of the

    total is armor% the other half is hit points.

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    .o to :eteri$e %ttleMech %$d Aeros#%ce >ihter Aror Cl%ss

    4

    03

    (i;e

    odi@er3

    Pilot"s De+terity

    Bonus

     

    3

      Pilot"s (pecial Bonus if chose

    that round5

     Qehicle (i;e odifer

    Battle &rmor 3F

    ?ight ,lassEProtoech -4

    edium ,lass -2

    1eavy ,lass -:

     &ssault ,lass -#

    .o to :eteri$e %ttleMech %$d Aeros#%ce >ihter ,o

    .it 'ber 

    d20

    3

    Pilot"sBase &ttackBonus

    3Pilot"sDe+terityodi@er

    3

     &ny called shot penalties orother bonuses like Pilot"s(pecial Bonus if chosen thatround5

    ,alled (hot odi@ers

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    1eadE,ockpit -40

     &rmsE*eapon -A

    ?egs -$

    ain Body -#

    BattleMech/Aerospace Fighter Class Armor oi!ts/"it oi!tsBattle Armor 5/5

    Light lass !5/!5"edium lass #5/#5Heavy lass $5/$5Assault lass 5%/5%

    #ehicle $eapo! Type Ma%ium &a!ge"achi&e 'u& "edium()" "ediumL)" *ar(mall Laser lose"edium Laser "edium

    Large Laser "ediumPP *arAutoca&&o& loseE+te&ded )a&ge

    "elee ,eapo&

    Add o&e ra&ge i&creme&t to -eapo&

    lose

    #ehicle $eapo! Type Damage"achi&e 'u& !d. o&ly agai&st &o&0Battle Armor i&1a&try2()"0# !d.()"0. #d.()"03 #d3L)"05 !d3L)"0!% !d!%

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    L)"0!5 #d4L)"0#%

    (mall Laser

    "edium Laser

    Large Laser

    Pulsed Lasers a&y sie2PP

    Autoca&&o&/#

    Autoca&&o&/5

    Autoca&&o&/!%

    Autoca&&o&/#%

    "elee ,eapo& Battle"echs 6&ly2

    !d#%

    !d3

    !d4

    !d!%

    "ove up o&e sie o1 dice!d!%

    !d.

    !d3

    !d!%

    !d#%

    !d!%

     &ll vehicle !eapons using limited ammunition (Rs%?Rs% and &utocannons5 can @re once for t!enty-@ve

    rounds of combat and then the ammunition is e+hausted.

    •  &ll vehicle-si;ed !eapons for Battleechs and &erospace

    7ighters do the listed damage + 40 to individual

    infantrymen hit by them not !earing Battle &rmor.

    • ,apital ship-si;ed versions of these !eapons do the listed

    damage + 40 to vehicles and !ill simply kill individuals hit

    by them outright.

    •  &ll technological advances above the baseline !eapons

    noted above add bonuses to hit% &rmor ,lass or increase the

    damage dice by one si;e i.e. 4d# becomes 4d$5 depending

    on the description of the technology and the Game aster"s

    discretion.

    Type Mo'eme!t (pee) er &ou!)

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    7&armored Perso& $% 1eetArmored Perso& #% 1eetBattle Armored Perso& 3% 1eetLight lass Battle"ech !#% 1eet"edium lass Battle"ech 8% 1eetHeavy lass Battle"ech 3% 1eet

    Assault lass Battle"echLight lass Aerospace *ighter

    "edium lass Aerospace *ighter

    Heavy lass Aerospace *ighter

    Assault lass Aerospace *ighter

    .% 1eet

    .4% 1eet

    $5% 1eet

    #.% 1eet

    !5% 1eet

    • *ith ump ets a Battleech or person in a suit of Battle

     &rmor can move at 4F0 feet per round and 9ump several

    hundred feet into the air. )t can stay airborne for three

    rounds= every round thereafter re8uires the pilot to make a

    saving thro! or suer from an overheat as described above.

    )f the Battleech overheats !hile still in the air% the 9ets !ill

    turn o and the Battleech !ill fall from that height and

    incur 4d$ points of damage for every ten feet o the

    ground. ump ets can only be @tted to ?ight and edium

    class Battleechs.