Essence Wielding Social General
Space Heir II & Essence of MegaMek
1st January 3015
He had...
Space Heir II & Essence of MegaMek
1st January 3015
He had...
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User | Total |
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Imperator Pax | 17 |
An essence specifically for Battletech or if you want to insert battletech into other settings. I added more stuff to it, and then I thought I might as well make it available here.
Essence of MegaMekLab
You get access to the Megameklab, which looks and functions pretty similarly to the normal megameklab.
-The application can either be downloaded onto a computational device with an appropriately advanced GUI, or can simply be projected out onto the air in front of you. You can expand, minimize, rotate, and toggle the transparency of the screen. You can even make it so other people can see and interact with it if you'd like.
-You add 25 BV to your pool per day and can spend them on whatever you like. You can also use regular money in order to buy something at a rate of 1 dollar to the C-bill. The amount would automatically be deducted. Don't think too hard about where the money goes.
-Upon purchasing an item, it will appear either in front of you, in a safe spot near you, or in a safe orbit above you. Upon purchase, you may chose to instantly gain basic proficiency with the purchased equipment, rating approximately as "Green" initially.
-You may also purchase a specific historical item if you'd like. For instance, you can simply buy a Mckenna-class battleship but you can also buy the SLS Mckenna's Pride if you'd like. The history doesn't cost anything extra.
-Battletechnology is effectively durable enough to need minimal maintenance work at all assuming it's not outright abused or neglected, but you may also choose to gain enough basic proficiency to perform most rudimentary repairs to any equipment you buy. You may also spawn in spare parts for the cost of the Battle Value of each individual part, but a number of components will require a requisite hulk to pull from.
-Any units you buy will come fully fueled and fully loaded with ammunition. Ammunition can be purchased through the MegaMekLab, and fusion reactors can crack water into hydrogen fuel, but petrol, alcohol, and natural gas to feed internal combustion engines will be a continuing issue.
-Any item you buy can also come already crewed if you'd like. These crew start absolutely loyal and you can customize their appearance, personality and backgrounds, but after they spawn in, they become actual people and will have their own opinions, thoughts, and morals. For example, if you spawn in some Eridani Light Horse and tell them to massacre civilians, you're going to have a mutiny on your hands.
-When purchasing an infantry unit, you may chose to get only kit or gain soldiers wearing it.
-You can toggle "normalization" off and on. This makes it so that people will simply shrug and accept machines or people popping up out of thin air or anything anomalous that happened as a result of the Essence. The default is "on".
-Spawned in humans will conform to the physics of the world and any changes that you've made to the world. You may also chose if they need to eat and other facts of life, though this needs to be set from the start and can't be toggled afterward
-Bays and compartments don't come already filled. You need to buy an infantry unit to put it in an APC and you need to buy a mech to put it in a mech cubicle.
-If you'd like, support personnel can also be purchased for one BV each.
Campaign Operations ruleset
-In the case of pairing this essence with a CYOA, you can, before starting the CYOA, pick or build a single unit at the very beginning at no cost. It is recommended that you use this to obtain personal conveyance, but it's not necessarily required.
-Once at the very beginning, you may also use the infantry menu to customize your starting loadout, as well as any advanced gear, implants, or training (anti-mek, marine, Xenoplanetary Conditioning, etc) Your starting skills still count as "Green" though. This is free but you will not get the opportunity again.
-Should it be necessary, your starting personal conveyance and units you spawn in will start with the minimum necessary provisions to last until you reach a place where normal resupply becomes possible.
-You may at the beginning of your journey initiate a "campaign mode" of sorts in order to build up resources and forces more quickly than simply waiting for a long time to wait for the BV pool to fill. This is not necessary, but it could be fun.
-Spawned in humans may also be modified using parts of any cyoa which allows you to construct your or a companion's body/skills/personality (eg. Be the Girl, Big Beefy Husbando, Battle Maid etc.)
-"Campaign Mode" unlocks a "modifier" which forces all units other than capital units or dropships to spawn inside bays. Depending on difficulties or exact settings in the Interstellar Operations rule section, this can also be applied even to dropships and capital units other than space stations.
-"Campaign Mode" can also unlock an MRBC from which you can pull contracts even in universes in which an MRBC does not exist.
-You can toggle automatic repairs/maintenance, meaning the machines will simply maintain themselves. Normally Battletechnology is rugged enough that they don't need a lot of maintenance and repairs are easy even after the machine gets shot to bits. This however makes it so that repairs and maintenance are wholly unnecessary.
-You can toggle automatic Ammunition/Fuel so that both are replenished the moment a unit enters an appropriate unit bay.
-It is possible to buy units in a bulk package should you obtain the necessary resources or have saved up enough BV to do so. These units may be spawned in already grouped up into a unit with a set unit culture and shared values.
Interstellar Operations ruleset (WIP, non-functional currently)
BattleValue is by design a fairly scarce resource in order to encourage careful use and management, however it is understood that it is not necessarily suitable for waging or interstellar wars. Thus, the Interstellar Operations ruleset addon allows for an industrial manufacturing system almost independent from BattleValue.
As land based factories or even land based structures are not covered by MegaMekLab, it is not possible to create land based structures. The standard building blocks of the MegaMekLab Essence industrial ruleset are the 1000 ton machinery space/cargo bay of the MML default small space factory equipped with an SRCS (referred to as "small factory unit" or SFU) and the 6900 ton machinery space/cargo bay of the MML default medium space factory equipped with an SRCS (referred to as "medium factory unit" or MFUs).
SFUs are able to handle the production of simple things such as refining ores, or machining relatively simple components such as armor panels, myomers, spark plugs, mechanical actuators, and steam engines.
MFUs are able to handle manufacturing or assembly of more advanced components using materials from 4 or more SFUs such as "complex" engines, chassis, electronics, and neurohelmets. MFUs are also required for final assembly of a completed unit, assembling the components produced by multiple factory units into a finished unit. Note that a final assembly MFU cannot be used to produce components at the same time.
It's also possible to design additional factories and separating the cargo bay into SFU and MFU units.
In order for a shipyard to manufacture a spacecraft, it must be supported by a constellation of 25 SFUs and 15 MFUs for a dropship, and 50 SFUs and 30 MFUs for a jumpship (either a "normal" jumpship or a warship).
Factories can also optionally be manned, though it does not necessarily confer any sort of bonus.
-It is possible to also set the spawn limitation to also include capital vessels and dropships as well, leaving space stations as the only units which can be spawned into thin air after the initial personal transport spawn.
Errata- LAMs
As it's an extremely divisive topic, you can chose to use the default ruleset or you may modify them in the following ways
>Cancel Advanced technology penalties - use advanced technologies (DHS, Endosteel, Ferro Fibrous Armor) like any other mech
>+2 free thrust (to bring fighter mode in line with normal fighters)
>free wing pylons for drop tanks or bomb munitions
>Transformation time becomes a non-issue
Now, with this done:
You total up the points spent in Stage 0, 1, 2, 3(or 4). Subtract this from 10,000.
This is your total free XP minus the ATOW book Stage 0, 1, 2 and 3 or 4 (depending on which one you took).
Points gained or lost above *do not count unless explicitly stated*
Otherwise build your character as normal per ATOW (if using) Use ATOW Companion Life Path Rules. Do not subtract any modifiers. You gain 2 rolls at Stage 1, Stage 2, and Stage 4 (even if you went to Stage 3 instead) You are not allowed to spend Free XP on the following attribs: Wealth, Title, Connections, Reputation outside what's given in the CYOA path.
You *may* level them to the next rank if you do have them, however Traits that do not apply to this: (Put points in something similar, such as Wealth, Connections, et al): Extra Income, Vehicle, Quirks, Equipped. If you are using this as a SI generator, you add 50+4d6 XP times your age, that may be applied to the following traits/skills/Attrib: WIL, EDG, Any non pure physical trait, any INT, WIL, CHA skill (or tiered skill), and you must put points into Interest (BattleTech) You gain a number of friends (see table at end) equal to your *total* connection+wealth+reputation(treat negative as a positive) ranks, plus any modifiers Now, onto your father's last (or only) gift to you!
Stage 1 Early ChildhoodFixed XPs: [Attributes] WIL (–50 XP), EDG (–50 XP); [Traits]
Equipped (+100 XP), Extra Income (+50 XP),
Wealth (+100 XP), Choose either Combat
Paralysis or Glass Jaw (–100 XP); [Skills]
Negotiation (+15 XP), Appraisal (+10 XP),
Protocol/Lyran (+15 XP)
Stage 2 Late Childhood MILITARY SCHOOLBORN MERCENARY BRAT
Module Cost: 300 XP
The child born to mercenary parents (or adopted by a
passing mercenary command early in life) is an army brat
of the most transient nature, whose family travels to distant
and foreign realms with regularity, and who knows no
true nationality or culture beyond the confi nes of military
DropShips and fi eld bases.
Prerequisites: Independent/Mercenary affi liation; STR 4+,
BOD 4+, WIL 4+
Fixed XPs: [Attributes] STR (+75 XP), BOD (+50 XP), RFL
(+100 XP), WIL (+25 XP), CHA (–25 XP), EDG (+25 XP); [Traits]
Equipped (+50 XP), Illiterate (–50 XP), Reputation (–50 XP);
[Skills] Career/Soldier (+10 XP), Interest/Military History (+5
XP), Language/Any (+10 XP), Martial Arts (+15 XP), Melee
Weapons (+10 XP), Negotiation (+5 XP), Perception (+5 XP),
Streetwise/Any (+10 XP)
Prerequisites: WIL 3+
Fixed XPs: [Attributes] CHA (+50 XP); [Traits] Connections
(+15 XP), Fit (+15 XP), Rank (+20 XP); [Skills] Career/Soldier (+25
XP), Computers (+35 XP), Interest/Any (+30 XP), Interest/Military
History (+40 XP), Leadership (+20 XP), Martial Arts (+30 XP),
Medtech (+10 XP), Melee Weapons (+20 XP), Protocol/Affi liation
(+30 XP), Running (+30 XP), Small Arms (+50 XP), Strategy (+10
XP), Swimming (+30 XP)
Flexible XPs: +40 XP (may only be applied to Skills)
From 10000 XP that should be 8340 minus college field costs the rules of which I'm going to have to review later...University (710 XP + Field Costs)
Universities represent the upper crust of higher education among
civilians. Many developed worlds have their own universities, but the cream
of the crop are those that draw on students from across their native realms,
such as House Davion's prestigious New Avalon Institute of Science or the
Lyrans' University of Tharkad. Universities are expensive, and most have
strict entry requirements, but off er students access to the skills for lucrative
careers in science, medicine, law and technology.
Prerequisites: Minimum INT 4+. Also, if character did not take Preparatory
School as a Stage 2 module (or Nobility or White Collar as a Stage 1 module),
apply the following: [Attributes] WIL (+100 XP), EDG (–100 XP); [Traits]
Connection (+200 XP), Reputation (–100 XP), Wealth (–100 XP)
Automatic: [Attributes] INT (+150 XP), WIL (+75 XP), CHA (+25 XP), EDG
(+25 XP); [Traits] Connections (+200 XP), Equipped (+50 XP), Reputation (+75
XP), Wealth (–200 XP); [Skills] Computers (+25 XP), Interest/Any (+20 XP),
Perception (+25 XP), Protocol/Affi liation (+20 XP); [Flexible XP] (+220 XP)
Fields:
Basic (+1 year): Scientist,
Advanced (+2 years):
Engineer,
Special (+2 years): Technician/'Mech,
So thats minus another eight fifty, so free XP 7490 + Field Studies cost university [30Xp per skill in the field]Universal Fixed Experience Points
Regardless of their original affi liation, all characters in A Time of War must purchase a mandatory universal allotment of fi xed XPs in Stage 0 that establishes a minimum level of Attributes, as well as the character's general awareness of his surroundings and his ability to understand at least one of his home realm's main languages. Also provided are XPs toward the common tongue of English (which is spoken in all corners of human-occupied space). Thus, in addition to all XPs awarded from the character's starting affi liation, all characters using Life Modules must purchase the following (at a cost of 850 XPs): +100 XP to each Attribute, Language/Affi liation Primary or Secondary Language Skill (+20 XP), Language/English Skill (+20 XP) and Perception Skill (+10 XP).
210XpCareer/Scientist
Computers
Interest/Any
Investigation
Perception
Science/Any
Training
150 XPAppraisal
Career/Engineer
Perception
Technican/Nuclear
Technician/Any
150 XPTechnician/Electronic
Technician/Jet
Technician/Mechanical,
Technician/Nuclear
Technician/Myomer
Attribute | Strength | Body | Reflex | Dexterity | Intelligence | Willpower | Charisma | Edge |
XP Stage | 175 | 225 | 275 | 100 | 350 | 400 | 175 | 150 |
XP Spend | 425 | 375 | 325 | 500 | 350 | 300 | 425 | 450 |
XP Total | 600 | 600 | 600 | 600 | 700 | 700 | 600 | 600 |
Score | 600 | 6 | 6 | 6 | 7 | 7 | 6 | 6 |