The Aurigan Renaissance
Chronicles of a Periphery Warlord (An Essence story)
The Pirate War...
Chronicles of a Periphery Warlord (An Essence story)
The Pirate War...
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User | Total |
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Imperator Pax | 27 |
[I'm still looking for my build for this but the start location is Katinka] Also you should go do builds for Cimbri's CYOA of your own in the BT General threadBATTLETECH ISEKAI CYOA
You and three of your friends are stuck in the ass-end of nowhere in the Periphery in 3015. Normally this would be a short trip to ignoble poverty and death but you're lucky. So lucky that you are all Isekai protagonists! This means that fate is on your side and gently tips the odds in your favour. By using some metaphorical Fate points to adjust things in your favour! Well its not all in just your favour. The more Fate is changed the more opposition to this change appears in the form of luck and abilities of others native to that Universe. So your little intrepid group of friends start with Two Fate Points and may earn more in the progress of choosing your starting position and opposition.
You wake up in what appear to be Star League Cryo pods in an abandoned base. It was in the past a:
[ ] A ruined bunker. There's nothing there aside from the pods and your rides and some food. Enough for a week. Make sure you're able to pilot the mechs by then. Have fun! +1 points.
[ ] Listening outpost. 0 Points. It has the bare bones needed to stay hidden and resupplied with a hangar that can fit a shuttle and four mech bays. There is living space for up to a dozen people with enough MREs to last a good while. It also comes with sensors capable of passively watching almost everything that occurs in the system.
[ ] Star League Intelligence Supply depot. 1 point. The main difference is in the size of it with the hangar now being capable of welcoming a Leopard and a small craft or two. It also has twelve mech bays ready for use. The barracks can hold up to a hundred people in relative comfort with four apartments for officers or VIPs also present. The depots warehouse is sadly empty but can hold roughly ten thousand tons of cargo. Aside from that it retains every capability the Listening outpost possessed.
[ ] Outpost Castle. 2 points. It is a facility capable of holding a mech battalion with the facilities to match. Its hidden hangars holds room enough for at least three Aerodyne Dropships and six small craft bays stand ready for use. The well appointed living spaces are enough for not just the hypothetical battalion and its support personnel but also a fair amount of possible VIPs and perhaps dependants. The mech bays also comes with a well appointed workshop capable of machining almost anything under two metres in length (If someone competent is there to do the work at least). Its sensor coverage are comparable to some of the best in the Inner Sphere.
[ ]Castle Brian.No sorry not sorry.
You somehow managed to die out of reach of Truck-kun and as such we failed to retrieve your body. Luckily we still have your DNA on file and can make you a new one free of charge! But we can always tweak you a bit if you feel that those points you have are starting to burn a hole in your pocket... Still these are mostly cosmetic changes so maybe save your points for more important stuff. Or pick as many choices as you want, as long as they don't contradict each other its fine. Well you can skip this if you remember Truck-kun hitting you.
[ ] Vanilla clone. What it says on the tin; just your original body although without that old football injury that slowed you down. 0 points.
[ ] A famous face. This is the choice if you want to look like Sean Connery or whoever. Kinda creepy in a way but its not like they'll be around to sue for using their likeness. 1 point.
[ ] Minor corrections. Use this option to fix your eyesight, allergies, asthma or similar problems. Its a way to start fresh although most of these are fixable in one of the better hospitals on Canopus. 1 point.
[ ] Idealised body. Pretty self-explanatory this is the choice to be the best version of you: As if you'd had coaches looking over your diet and exercise schedule your whole life. Well its a kind of all-rounder body so it doesn't excel in any one thing and its up to you to keep it trim. This choice doesn't fix any underlying faults though... 1 point.
[ ] Gender-bender. Okay so you want to walk a mile in someone else's shoes? See how the other side manages things? I guess it can be accommodated we'll even make sure that there's no body-dysphoria! 1 point
[ ] Narcissus. This just makes you into a ten out of ten nothing else. But with that said there's a power in that; beautiful people are both catered to and allowed to get away with more. It also makes you into a target and not really in any way forgettable. People will remember seeing you anywhere you go. 1 point
Fate would have liked to give you powers for free but sadly Fate is a bitch (Wait what?). So pick four powers for your little group. Those unpicked will go to someone else who might or might not end up as your enemy. Although she does give all of you the equivalence of basic mech training raising you to the same level as "Green" pilots.
[ ] The "Phantom Mech Ability" You may use this in any vehicle you pilot to disappear from any and all sensors. It doesn't work on the mark one eyeball sadly. It can be used at will and will remain as long as the user is conscious and wills it so.
[ ] "Luck of Heroes" This ability simply makes its owner very lucky. It could manifest as finding great finds in antique shops and markets or your enemy stumbling just as they're about to finish you off. To explain it in nerd terms you get a plus ten on loot rolls and a reroll if you're about to bite it. Or want to stay hidden etc. Probablitity is on your side and you always win at games of chance. Of course there are times when all the luck in the world can't help you...
[ ] "Precognition" A truly terrifying ability where its wielder can see the future and all his possible actions. Luckily its restrained to one minute into the future and no further. Use it to become a discount Jedi.
[ ] "Empath" You can feel the emotions of those around you in a radius of five kilometres. An excellent way to determine friend from foe. It can even be used to predict the actions of others in a general way if its user trains it enough.
[ ] "Telekinesis" The wielder of this power can move anything below five hundred kilograms in a two hundred metres radius around themselves. Its only weakness is the ability to concentrate and lasers. Mostly lasers.
[ ] "Telepathy" You can send and receive thoughts from those around you within fifty kilometres as well as sense those within range in general. But you cannot read minds, you need only to concentrate on who you wish to send your thoughts to and a connection is established. This power can either be used to coordinate a group of fighters or if you're evil... Drive someone mad with intrusive thoughts as they remain unaware of your power.
[ ] "Shapeshifting" You're Mystique essentially. You can turn into anyone at anytime for as long as you want. Gender is no barrier as you naturally don't suffer from dysphoria. Its a great ability for a spy since even DNA tests fail to reveal your duplicity.
[ ] "Technopathy" Well now this allows you to control any electronic system or device. As long as you are within five metres of it. Use it to make purchases or vent the atmosphere of a ship I don't care. Just be careful you aren't left on an uninhabited planet because you switched the shower to cold one too many times on your buddies.
Now for the bad part. Please roll a D20 four times to determine who gets the leftover powers. If you roll the same number several times? Then congratulations on creating a menace with up to four powers. Hope it wasn't Liao...
1. Romano Liao
2. Kyone Akashi
3. Red Jack Ryan
4. Paula Trevaline
5. Kamea Arano
6. Natasha Kerensky
7. Joshua Wolf
8. Justin Allard
9. Ed Corbu
10. Subhash Indrahar
11. Yorinaga Kurita
12. Aldo Lestrade
13. Gray Noton
14. Therese Marik
15. Kristen Marik
16. Thomas Calderon
17. James Sandoval
18. Nondi Steiner
19. Frederick Steiner
20. Jessica Chernovskaya
Sometimes your friends might miss getting hit by the Isekai truck and then its good to get some people to sub for them. These are persons of import that you might recognise that at a certain point in their life got asked if they wanted to leave their current situation and said yes. They sadly lack their native powers more often then not but don't underestimate them. These people are still the outliers of humanity in one way or another and they do get one of the four powers you've picked. In some cases they're even locked into one power or another as the closest substitute of their original one. Oh and while they've agreed to get Isekai'd they never agreed on who'd be in charge... Please choose up to three characters.
[ ] The greatest goth to ever quip sarcastically on screen. Raven or Rachel Roth is the daughter of an evil demon and a mortal woman. She chose to accept the deal of disappearing from her Earth to protect it from her fathers machinations as she lacks her original powers and connection to her father in this new world thus freeing her from that burden. Still under her prickly exterior beats the heart of a hero and she'd never leave an innocent to suffer if she can help it. The power she did gain in this new world is a lesser form of empathy; at least compared to her original strength. (requires taking Empath)
[ ] Katarina Claes is the densest protagonist in the known multiverse. She is also a cinnamon roll that might not have completely understood just what she agreed to do. Still she'll be your friend as long as you're hers in return although it might not be completely voluntary for your part. She might fall in love with the possibility of piloting giant robots but it is doubtful she'll ever want to actually bring harm to anyone unless it is to protect others. Her power is that of the "Luck of Heroes" and she might well need it. She's a glutton and not the most gifted academically but she might also befriend anyone and anything that stands still long enough to get caught in her gravitational pull. (requires luck of heroes)
[ ] Tanya von Degurechaff jumped on the chance of leaving "Being X" behind as well as the grinding warfare of the Great War. She might also have preferred to go to a more civilised era but beggars cannot be choosers and she's well aware of this fact. Still be wary of this little bundle of violence and twisted logic as she might inadvertently draw you into violence especially if you fail to take the leadership position of your little crew. Still she's a competent soldier and commander and you'd be a fool to discount her aptitude for war and logistics. She gained the power of telekinesis which is a significant step down from those she wielded earlier but without any of the drawbacks. (requires telekinesis)
[ ] Reagan Ridley overworked genius and gaslighted daughter of one of the largest douchebags this side of Desaad. Her judgement might have been slightly impaired when she chose to leave her world behind but goddammnit she'll fucking blow your brains with her brilliance now that she's here. The future of the eighties won't know what hit it and neither will you if you don't shape up. She's caustic with several undiagnosed alphabet disorders but she is at heart a good person if a bit petty at times. She gained the power of Technopathy just to make her even more terrifying. (requires technopathy)
[ ] Adam Jensen is not quite a broken man but he left his Earth behind to find a new start after everything that went down on Panchea. He's a skilled operator even before receiving his cybernetic enhancements and with them he's close to unstoppable. Still it is by his will alone that they are directed now and he wont follow orders from someone he doesn't trust. He's a rarity as an honest and upright man in a society mired in conspiracy. With that said he's been ground down a bit by the world and its bullshit. He never asked for it but he still wont throw away this second chance.
[ ] Helga Sinclair was given the choice of either getting hit by a burning wreck of steel and canvas or another go at making something of herself. She chose life and is now in the far future in a world that is very similar but still very different to the one she left behind. Still she's a resourceful woman willing to do what it takes to get ahead and skilled enough to leave most in the dust. With that said she's a bit burned out on amoral superiors especially if they're after some kind of ancient super weapon in such cases she'll be more likely to shoot first and ask questions never. Although she still has a certain kind of loyalty; the kind that exists between thieves and mercenaries so she'll fit right in in this war torn era.
[ ] Sakura Hibiki got accidentally hit by a truck delivering dumbbells to the gym she was training in. As a consequence she perished before her time but received a chance for a new life. A life in the far future where mechs are commonplace and scantily clad pilots shows off their bodies/muscles! She is an uncomplicated young girl with a love for action movies and food. She is also naturally gifted with strength and a body easily trained up. Too bad for her that the enhanced metabolism also makes her easily gain a bit of fat if not looked after. She is the equivalent of having a five year old going over your plans as her common sense is developed enough to see flaws that might be overlooked by supposed "geniuses".
[ ] Taylor Hebert died a hero, something that was rewarded with her deeds being attributed to others and a painless death at the hands of the one person who could have saved her. Strangely she's not bitter about it and is at most sad because she left her friends behind. A determined tactician capable of improvisations that turn almost certain defeats into victories no matter the cost. It is easier to convince her to change targets than to stop her and she is a natural leader with a terrifying kind of charisma. She will naturally seek to overturn those in power if she perceives them as unjust or incapable.
She gained telepathy as her new power and her experience with multi-tasking makes her an excellent battlefield coordinator. (requires telepathy)
[ ] Obi-Wan Kenobi did not in his own opinion truly "die". He did shuffle the mortal coil but as long as the Force persists so does he. He does feel that he completed his journey and managed to do some good along the way but when asked to do more he simply answered "yes". Perhaps it was a lingering feeling of having failed Anakin or maybe just the knowledge that someone felt that he was needed was enough to motivate his choice. Whatever the reason he now moves to aid the troubled peoples of the galaxy, as a Jedi and as a man.
Obi-Wan brings many talents to the table being trained as a Jedi knight and picking up various talents along the way, such as piloting, diplomacy and sass. He lost his active connection to the Force coming to the Inner sphere but gained a small talent in precognition. (requires precognition.)
You have at the very least one mech each. Are they Royals though? Or were they perhaps used as deniable assets by Star League Intelligence. Lets pick how much tonnage you have to play around with and what technology level.
[ ] You have one hundred tons of mechs to tool around with. Its enough for four twenty five tonners if you're keen on being absolutely fair. +1 Points.
[ ] A hundred and fifty tons is enough to almost reach medium mechs for all of you but sadly at least one of your crew will be forced to toddle around in an Urbie or something. 0 point.
[ ] At two hundred tons you can all comfortably cruise around in fifty tonners. Perhaps a quartet of Enforcers? 1 point.
[ ] At two hundred and fifty tons all of you squeak into the Heavy category. Please watch where you walk okay?. 2 points.
[ ] Three hundred tons of heavy metal gives your crew a lot of tonnage to play around with. Seventy five tons each. At the top of the category. 3 points.
[ ] Three hundred and fifty tons. Would Sir and Madam care for a Battlemaster? Or perhaps a Stalker? 4 points.
[ ] Look Four hundred tons is enough to give each of you an Atlas or King Crab each. You can't ask for more than that. Super Heavies are off limits. 5 points.
Now are they Royals or not? It will cost you to have the shiniest mechs but perhaps you think its worth it.
[ ] Regular mechs are fine ma'am. 0 points.
[ ] Royals! Royals! Royaaaaaaaalsssss! 1 point.
You are in the Periphery and far from any exciting action as you wake up. That is not to say that the neighbourhood is very safe though...
[ ] Astrokaszy. You better be prepared for the fight of your life. Seriously its a pirate infested shithole while still being close enough to the Inner Sphere that any hint of Lostech will result in an invasion. +1 points.
[ ] Aquagea is home to a small population in the low millions. It holds a grudge against the Free Worlds League and is currently under threat from not only pirates but also its neighbours in Zathras. 0 points.
[ ] Gillfillan's Gold. A small population in the low millions the planet is a temperate one inhabited by stubborn descendants of the Rim Republic. They are regularly attacked by bandits. This prevents any prosperity from blooming. 0 points.
[ ] Herotitus or space Vegas is a terrestrial planet close to the Inner Sphere and the Taurian Concordat as well as the Aurigan Coalition. It is mostly known for being a place to lose your money in various entertaining ways but also boasts of a thriving agricultural export industry and as a port of call on the trade lanes it straddles. 1 point.
[ ] Katinka is a planet belonging to the Aurigan Coalition although this is disputed by the Taurian Concordat. It suffered during the Periphery uprising as a mass driver was used on a local SLDF facility causing vast damage to the local eco system. Today the system is mostly known for agriculture and mining with the economy supported by the steady stream of Lostech prospectors who comes there to strike rich. 1 point.
[ ] Detroit. Rock City! It is an excellent starting point for adventure as its both independent yet with a robust industry and large population it desperately needs defenders that might be willing to pay in things other than hard currency to get them... 1 point.
Some weeks after your arrival your small group either notices a pirate force approaching the planet. You ride out to defend the locals. Or if you had the bad luck to land on Astrokaszy the pirates sees you and attack. How many are there and how well equipped are they?
[ ] They are terrifying with a full company of mechs. Four light mechs, four mediums, two heavies and two assaults. They are backed up by a pair of Eagle Aerospace fighters that was brought along on their Union. +3 point.
[ ] You are lucky enough that the pirates at least lack Air support but four lights, four mediums, two heavies and two assaults are terrifying enough. +2 points.
[ ] They are coming out of a Union with six lights, four mediums and two heavies. Can you take them? +1 points.
[ ] Well Eight light mechs and four mediums sounds doable surely? 0 points.
[ ] Look twelve light mechs trundling towards you isn't that threatening. 1 points.
Well there might be some local support. Or perhaps they've been crushed in a preceding raid.
[ ] Nope not a dang single militia man is available. +2 points.
[ ] There's a company of infantry armed with rifles. They travel on a pair of flatbed trucks and might be handy in case you're taking any prisoners. +1 points.
[ ] You're backed up by a infantry company and a pair of Scorpions so buckle up! 0 points.
[ ] A single infantry company backed up by a lance of Scorpions will make things nearly equal. 1 points.
[ ] A lance of scorpions backed by a pair of Strikers are usually enough to make a pirate lance at least hesitate. The infantry company is really just gravy. 2 points
Well did you find any loot looking around at your starting location? Even if the bunker is destroyed it might hold something of value...
[ ] You found negative value as one of your mechs got their arm blown of by some rusting mine it managed to trigger somehow... +1 points.
[ ] Eh nothing really. A vintage porn magazine was all you found in the end. 0 points.
[ ] A noteputer with some standard armour schematics. Also a few bars of germanium worth roughly fifty thousand C-bills. 1 points.
[ ] The noteputer you found held not only the information needed to make standard armour but also myomer bundles! Oh and you found Literal gold bars worth a hundred thousand C-bills. Now you just have to get them to a buyer... 2 point.
[ ] A personal computer you found held the knowledge on how to make not only armour and myomer but also the Core Tek 275 fusion engine! The Literal treasure chest filled with jewels kinda pales in comparison despite being worth two hundred thousand C-bills. 3 points.
[ ] You found one ST-46 shuttle. It looks fully functioning and it carried a computer with the secrets of standard armour, myomers, the VOX 280 and the Magna Hellstar PPC! 4 points.
[ ] A ST-46 shuttle is a fine price but it is the computer core sitting pretty in the cargo bay with plans for how to build a Wolverine WVR-6R in it that's the real price. 5 points.
Sometimes luck just doesn't smile on you. Well she does so she'll make it up to you in other ways but the dice still fucked you over this time. Whether it was gaining a bounty on your head for stepping on the wrong toes or having the bad luck to look like someone else you'll still have to bear the consequences of rolling Snake Eyes!
[ ] There is a bounty on your head since you accidentally stole the date of a highroller on Hirotitus. Although it isn't the highest and you wont get the Bounty hunter after you for it its still annoying as hell. (Gain a fifty thousand C-bill bounty on you in the Capellan Marches and 1 Fate points)
[ ] You're attacked by pirates a second time two months later. This time its a full company of mechs with six lights, four mediums and two heavies. They also have two Centurion aerospace fighters flying support.(Gain 1 fate points)
[ ] Its kinda sad to be banned from a whole province but you've somehow managed to piss off Catherine Humphreys. Enough to be blacklisted on every planet under her rule. On the bright side she hasn't been able to charge you for anything officially and as such is unable to bring her full might to bear against you. Still look out for snobby assholes with smiles that makes you want to punch their teeth in. Oh and the cheaper kind of mercenary I guess. (Gain 1 fate points)
[ ] You sadly share DNA with James McEvedy marking you as a child of his. Should the Wolves ever find out you're shit out of luck. With that said the risk is manageable as long as you don't get too famous. Uh look just don't get known as a hotshot mechwarrior? Or alternatively don't trashtalk the trashborn. With that said things like this tends to come up a the worst of times. (Roll a 1d100 quarterly after reaching interstellar fame comparable to such luminaries as Morgan Kell or Gray Noton if you get five or below then Wolfnet will start to investigate. Also gain 2 fate points.)
[ ] A year into things and you find out that Lady Death wants you. Its unclear why but at least she specified "Alive and unspoiled" which doesn't make things much better. So now pirates know that if they want her favour they can just take you to her. At least she didn't specify any reward aside from it being "substantial". (Activates 3016. gain 2 fate points.)
[ ] You have a gift for pissing off people in power or maybe just people in general. You have in any case managed to piss off Ivan Fontral the newly risen general of The Dismal Disinherited as well as Timothy Nels the colonel in charge of The Dioscuri. Yeah they'll gladly sign off on raids targeting any planet you happen to be on. This does make the Federated Suns look askance at your little ragtag team. Don't expect them to stick their head out for you unless you're worth more than the goodwill of several regiments. Oh and I'd avoid any planet within two or three jumps of these people. ( gain 2 fate points)
[ ] One of your companions has... Drawn the eye of both Alexandria Cunningham (countess of Kestrel) and Alban Stieglitz-Bradford (a Lyran Graf). Both of these wealthy nobles are now vying for their attention, this is a problem because it has started to attract attention from both their friends and their foes. You've been stumbling over spies and overambitious pirates and mercenaries ever since. The gifts are nice though. (Gain 2 fate points and roll a 1d20 to see what you encounter on this list every month:
1. Nothing happens this month hallelujah.
2. Alban sent a beautiful piece of art worth five thousand C-bills at least... Too bad you can't sell it.
3. Alexandria sent some of the the latest New Avalon fashion as a gift. Please wear it and send a Tri-vid!
4. The not so dread pirate Rob Anybody is sending his worst company to kidnap your companion. They're all piloting wasps... You're pretty sure he's just fucking with you by now.
5. Merita Plex the most annoying "journalist" in the Inner Sphere managed to track you down and is currently managing to raise your blood pressure through the roof. As well as revealing your current location to the whole world.
6. The "Elite" mercenary Lucas "Broodhard" Smith is facing you down with his lance of mercs. They're in heavy mechs and at least rated regular/questionable by the MRB. He's hoping to deliver your companion to his employer who remains unknown at this time.
7. Alexandria managed to catch enough free time to visit. It would be incredibly uncouth to show her the door. Especially as she brought flowers.
8. Alban has crossed the Sphere to spend time with your companion. He brought gifts and is dressed to impress most importantly he's a gentleman about it. You can't show him the door surely?
9. A team of DEST commandos has managed to track you down. They're actually planning to kidnap Alexandra and Alban so you better track them down before either of them visits.
10. There's a beautiful white horse grazing outside. Correction there's a herd of beautiful white horses grazing outside and a message from Alban that waxes lyrically about how their beauty and strength is nothing compared to the one who makes his heart beat. You're pretty sure that they're worth their weight in germanium... Although it would break Albans heart if you simply sold them all off.
11. Look apparently a cousin of Alexandria is in trouble on Herotitus if you could just swing by and escort them to the Fedsun border? There are bad people after them and she'd be oh so grateful! (Its Broodhard again he has managed to scrape together a new lance of medium mechs and is hot on the Cunningham cousins heels.) She'll gladly cover any costs incurred.
12. Alban hates to ask this of you but apparently someone managed to get nude pictures of Katrina Steiner from her time in the Periphery and is holding an auction for them on Herotitus. If you could just swing by and retrieve the pictures and flatten the auction house he'd be ever so grateful! Oh and the Commonwealth would of course reward you with a couple of million C-bills for services rendered.
13. Another day another attack by Rob Anybody. This time he's sending his fifth cousin Bob Anybody to take you down. Be prepared to face a pair of medium lances backed up by a lance of Strikers LRM vehicles. They're actually competent?
14. The Hessian Dragoons (Regular/Reliable) are preparing to attack you. Be ready to face a company of fast medium mechs. They've been hired by Loretta von Haas who's been pursuing Alban romantically for a while now and who suffers no rivals for his affection!
15. Jeremiah Rand-Davion is calling your companion out for a duel! He seeks the affection of Alexandria Cunningham and wishes to show his superiority by defeating your companion in a mech duel. He's an elite mech warrior and an honourable although hot headed young man. He'll face them in a Victor to gain victory! And Alexandria's affection of course.
16. The KISS mercenary band based out of Detroit is according to rumour preparing to face you down to kidnap your companion and auction them off to the highest bidder. They're adding a mech every month to their already strong lance of Assaults so it might be wise to pre-empt them and face them sooner rather than later.
17. Rob Anybody enticed a band of pirates to attack you! They're coming for you in a busted up old Union with a short company of ten medium mechs. They're uh not green but certainly not the veteran warriors they present themselves as.
18. Alexandria ever conscious of your sometimes precarious situation has sent you ten tons of your preferred ammunition, a Jonah Gold apple tree and a Ripper VTOL.
19. Both Alexandria and Alban has come to visit your companion at the same time. You're pretty sure that the ambient temperature dropped when they spotted one another. Of course the Maskirovka chose this moment to drop a company of heavy mechs on you. You'll have to hold them off although both Alexandria and Alban were wise enough to bring a lance each as bodyguards so at least the numbers are even.
20. Both Hanse Davion and Katrina Steiner has become aware of the situation and is receiving a briefing on it at this very moment. Only time will tell what comes of this... (Can only happen after three other events has occurred so if less reroll).
[ ] It sucks but it seems like the Draconis Combine has marked you for death. Good luck with that as they'll send progressively more people to do you in if the initial attempts fail. With that said they're unlikely to poison you or just blow you up in orbit. No for the offence of looking exactly like and seemingly sharing the exact same DNA as one of the Gunslingers that humiliated a relative of the Coordinator during the late Star League era you've been marked to fall in combat to an honourable samurai. (Gain 3 fate points and prepare to meet ever increasing amounts of people wielding glorious Nippon steel against you).
[ ] You know what's rough? Having a fifty million C-bill Dead or Alive bounty on your ass and not knowing why. Perhaps you sneezed on a Liao, maybe you deflowered Melissa Steiner in a drunken one night stand or maybe someone just doesn't like your face. Still once you pop up on peoples radar they'll go after you. At least in the Inner Sphere since it seems like that's were your bounty originates from. Your only hope is to track down the source and make them retract it somehow. Good luck with that. Oh and this is something the Bounty Hunter is willing to cash in on. (Gain 3 fate points. Roll a 1d20 every time you interact with someone who travels a one or a twenty means they recognise you.)
A/N Well I shat this out in a couple of hours as I'm stuck on other things. Don't know how balanced it is but well any feedback is welcome.
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
One of the key differences here rather than Ghost is that the Battle for Luxen in September 3015 is that in Ghost Gene & Friends kill the pirates, the ComStar compound doesn't get breached Olaf doesn't get abducted, the HPG doesn't get smashedHonestly at this point got to wonder just how much of Comstar's warship fleet or at least its active one is trying to hunt down Black Jack