03-06-2016, 10:31 PM
Does anyone remember that idea for a battletech RPG I had? of course you don't, I'm not that interesting and neither was it.
Anyways here's a thing related to it, I'm putting it here so if I fully commit to making the necessary docs and PDFs I'll not forget it.
Anyways here's a thing related to it, I'm putting it here so if I fully commit to making the necessary docs and PDFs I'll not forget it.
Each planet may have one or more of the following modifiers, which must be taken into account when generating the local market.
Market hub: A large volume of goods and equipment pass through this world from many exotic locations.
Effect: Use 1d20 instead of 1d10 for availability, increase chances for IS/mixed/clan tech on roll from 1-6/7-9/10 to 1-4/5-8/9-10
Solaris:This world is part of or has ties to the Solaris VII arenas and games and their associated industrial complex, unique gladiatorial equipment can be found here.
Effect: Generate a second 1d10 market selection using Solaris mechs.
Frontier:This world is on the edges of civilization, while not impossible it will be hard to find equipment here.
Effect: Use 1d4 instead of 1d10 for availability. Roll to determine if available mechs are battlefield salvage.
Frontline:This world is in the middle of an active conflict, the battlefields ensure ready access to mechs and weapons, but many will not be in very good shape.
Effect: Use 1d20 instead of 1d10 for availability. Roll to determine if available mechs are battlefield salvage.
Production center:A local industrial complex operates in service of the ruling government, and ensures access to industrial quantities of mechs and equipment.
Effect: Immediately roll to select 1 regionally available mech and 2 weapons, then roll 1d6 to determine quantity of mechs and 1d20 for weapons.
TO-DO: Design system for applying damage to mechs flagged as salvage.
Generating a market: If the party wishes to shop for mechs or weapons you will need to determine what they can purchase, in this case consult your starmap to determine if the current planet has any market modifiers, then roll 1d10 to determine how many mechs are available, all common types of weapons are presumed available, uncommon weapon rules will be covered later. For instance, if you roll 4 then 4 different chassis of mechs are available to the team, roll 1d10 to determine the tech level of each chassis with 1-6 making it IS, 7-9 making it mixed, and 10 making it a clan mech, then roll for the appropriate table of possible models.
Uncommon weapon availability: If the party wishes to purchase an experimental or otherwise rare weapon, check that it is available either within the state they are currently operating in, or throughout the inner sphere,* then roll 1d10 to determine if any can be found, an 8+ is required for foreign uncommon weapons, 6+ for experimental weapons, 4+ for uncommon weapons, and foreign experimental weapons will require a perfect 10 and suffer a quantity penalty even if they pass (1d4). If the weapon is found on the local market roll 1d6 to determine how many examples can be found.
Weapon quantity: Weapons are not available in infinite quantities, even on Marketplace worlds, roll 1d20 to determine how many examples of any given weapon are available locally, if the current planet has the Marketplace or Frontline modifiers rolls a second time and add up the results.
*: This does not apply on worlds with the Marketplace modifier, roll directly for quantity.
Battlefield salvage: By default all mechs will a 1/10 chance of being salvage, however certain modifiers will change this chance, on worlds with the Frontline modifier roll 1d10 and any roll under 6 will cause the mech to be marked as salvage, on worlds with the Frontier modifier a roll of 4 or below is required. Mechs flagged as salvage will come already suffering from battle damage with missing weapons, components, and in extreme cases missing limbs or defects that will need to be repaired. If the mech picks up any defects while being generated the party will have to pass a perception or persuasion check to discover this.
Market hub: A large volume of goods and equipment pass through this world from many exotic locations.
Effect: Use 1d20 instead of 1d10 for availability, increase chances for IS/mixed/clan tech on roll from 1-6/7-9/10 to 1-4/5-8/9-10
Solaris:This world is part of or has ties to the Solaris VII arenas and games and their associated industrial complex, unique gladiatorial equipment can be found here.
Effect: Generate a second 1d10 market selection using Solaris mechs.
Frontier:This world is on the edges of civilization, while not impossible it will be hard to find equipment here.
Effect: Use 1d4 instead of 1d10 for availability. Roll to determine if available mechs are battlefield salvage.
Frontline:This world is in the middle of an active conflict, the battlefields ensure ready access to mechs and weapons, but many will not be in very good shape.
Effect: Use 1d20 instead of 1d10 for availability. Roll to determine if available mechs are battlefield salvage.
Production center:A local industrial complex operates in service of the ruling government, and ensures access to industrial quantities of mechs and equipment.
Effect: Immediately roll to select 1 regionally available mech and 2 weapons, then roll 1d6 to determine quantity of mechs and 1d20 for weapons.
TO-DO: Design system for applying damage to mechs flagged as salvage.
Generating a market: If the party wishes to shop for mechs or weapons you will need to determine what they can purchase, in this case consult your starmap to determine if the current planet has any market modifiers, then roll 1d10 to determine how many mechs are available, all common types of weapons are presumed available, uncommon weapon rules will be covered later. For instance, if you roll 4 then 4 different chassis of mechs are available to the team, roll 1d10 to determine the tech level of each chassis with 1-6 making it IS, 7-9 making it mixed, and 10 making it a clan mech, then roll for the appropriate table of possible models.
Uncommon weapon availability: If the party wishes to purchase an experimental or otherwise rare weapon, check that it is available either within the state they are currently operating in, or throughout the inner sphere,* then roll 1d10 to determine if any can be found, an 8+ is required for foreign uncommon weapons, 6+ for experimental weapons, 4+ for uncommon weapons, and foreign experimental weapons will require a perfect 10 and suffer a quantity penalty even if they pass (1d4). If the weapon is found on the local market roll 1d6 to determine how many examples can be found.
Weapon quantity: Weapons are not available in infinite quantities, even on Marketplace worlds, roll 1d20 to determine how many examples of any given weapon are available locally, if the current planet has the Marketplace or Frontline modifiers rolls a second time and add up the results.
*: This does not apply on worlds with the Marketplace modifier, roll directly for quantity.
Battlefield salvage: By default all mechs will a 1/10 chance of being salvage, however certain modifiers will change this chance, on worlds with the Frontline modifier roll 1d10 and any roll under 6 will cause the mech to be marked as salvage, on worlds with the Frontier modifier a roll of 4 or below is required. Mechs flagged as salvage will come already suffering from battle damage with missing weapons, components, and in extreme cases missing limbs or defects that will need to be repaired. If the mech picks up any defects while being generated the party will have to pass a perception or persuasion check to discover this.
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I answer questions. snark provided free of charge.
Most hated member of the nexus, irritation and/or ragequit guaranteed or your money back.
"IF I DO NOT RETURN INFORM MY HUMAN COHABITANTS THAT I FEEL STRONGLY FOR THEM"