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Battletech • View topic - Clan Creation
 
 
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 Post subject: Clan Creation
PostPosted: Sat Jan 15, 2011 1:20 am 
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Joined: Sun May 02, 2010 10:45 pm
Posts: 71
Location: Twycross
Clan: Clan Jade Falcon
Galaxy:
Cluster:
Unit:
Assigned Mech:
http://cf.sarna.net/data/mechwarrior/me ... ations.pdf

1. Trueborn/Freeborn

2. Caste

3. Affiliation (clan)

4. Traits: Clan characters may not take the Land Grant, Owns Vehicle, Poverty or Wealth traits

5. Equipment: Clan characters who operate within the boundaries of Clan society do not have personal possessions. Instead, their Clan allows them equipment appropriate to their caste and assignment. Clan player characters can have any equipment appropriate to their occupational fields and skills (with the gamemaster's permission and following the rules for Equipment Ratings). However, a character who leaves his or her Clan must return the equipment.

6. Path Restrictions: Severe path restrictions apply to Clan characters based on their birth status and caste. These restrictions are described at each stage under the Clan Characters heading.


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 Post subject: Re: Clan Creation
PostPosted: Sat Jan 15, 2011 1:21 am 
Star Captain
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Joined: Sun May 02, 2010 10:45 pm
Posts: 71
Location: Twycross
Clan: Clan Jade Falcon
Galaxy:
Cluster:
Unit:
Assigned Mech:
Clan Jade Falcon

Staunch traditionalists, the Jade Falcons were central to the creation of the Crusader philosophy and led the faction for many years. Aggressive and tenacious, the Falcons are staunch believers in the principle of “might makes right” but have not limited themselves to the martial field. Despite a shaky start, their mercantile interests are second only to the Diamond Sharks. Likewise, though brusquely treated by the warriors, the efforts of the civilian castes are well regarded and their standard of living is above average compared to other Clans. Falcon merchants range far and wide, with numerous trade missions to the Inner Sphere, while members of the scientist caste garner considerable respect for their efforts on behalf of the clan. Nonetheless, the Falcon warriors allow their civilians few liberties and tolerate no rebellion against their authority.
The Falcon military, once second only to that of the Wolves, has been undermined by the predations of Operation Revival and its aftermath, though the resources available to them as an Invading Clan have allowed them to make good their material losses but not those of personnel.
Consequently, this has led to a sharp increase in the number of freeborn warriors within the Falcon Touman, as well as older warriors who would normally be assigned to Solahma units. Additionally, the Falcons graduated a number of sibkos early and thus its warriors span the broadest range of ages of the remaining Clans. Despite this, Falcon officers and senior personnel are among the most experienced in the Clans, as other Clans have discovered to their chagrin.

Attribute Thresholds:
MechWarrior: DEX +1, RFL +1
Elemental: STR +2, DEX -1, BOD +1
Fighter Pilot: DEX +2, RFL +2, STR -1, BOD -1
Scientist: INT +1, STR -1
Technician: DEX +1, CHA -1
Merchant: CHA +1, BOD -1
Laborer: BOD +1, INT –1
Primary Language: English
Secondary Languages: None

Attribute Minimums: Warrior: SOC 6; scientist: SOC 5; technician: SOC 4; merchant: SOC 3; laborer: SOC 2. Clan characters ignore Social Standing minimum modifiers in the Life Path unless the path is specifically a Clan Path; in those cases, the new minimum applies even if it is lower than the previous minimum. These minimums also serve as maximums: at the end of the Life Path, a Clan character's Social Standing Attribute must be equal to his Social Standing minimum.

Bonus Skills: Protocol/Clan Jade Falcon +1, Brawling +1, Survival +1, Intimidation +1
Bonus Traits: Quirk/Hates Clan Steel Viper. The Falcon’s sense of superiority manifests as a penalty in social interactions with the members of other Clans. This takes the form of the Quirk/Falcon Hubris Trait. Apply a +1 modifier to the TN of any SOC checks with members of other Clans; +2 modifier for any non-Clan characters.
Path Restrictions: Clan Jade Falcon characters follow the standard Clan path restrictions.


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 Post subject: Re: Clan Creation
PostPosted: Sat Jan 15, 2011 1:22 am 
Star Captain
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Joined: Sun May 02, 2010 10:45 pm
Posts: 71
Location: Twycross
Clan: Clan Jade Falcon
Galaxy:
Cluster:
Unit:
Assigned Mech:
Clan Coyote

None could look at the history of the Clans without also reading that of Clan Coyote, for indeed the Coyotes stood preeminent among the Clans, second only to their staunchest allies-Kerensky’s own Wolves. Together, the two Clans dominated the Grand Council and Clanspace itself, politically, militarily and economically. The Coyotes brought Kerensky’s children their most potent of weapon sand continue to bring revolutionary methods to the way the Clans do battle.
The Coyotes are still among the most resolute of Warden Clans, a mindset they have professed since the Warden/Crusader division first came to light. Thought the influence of the Coyotes has waned in the past century-due significantly to the political and military campaigns waged by the Crusader Clans-the Coyote is nevertheless still a power to be reckoned with. Its Khans have expended significant effort and resources to revitalize its Touman. Likewise, the Coyote still holds true to the semi-mystical rituals taught by its first Khan, binding its warriors together in a brotherhood few other Clans can even attempt to equal. Truly those of Clan Coyote stand firmly, not only on the might of their Touman, but also the strength of tradition.

Attribute Thresholds:
MechWarrior: DEX +1, RFL +1
Elemental: STR +2, DEX -1, BOD +1
Fighter Pilot: DEX +2, RFL +2, STR -1, BOD -1
Scientist: INT +1, STR -1
Technician: DEX +1, CHA -1
Merchant: CHA +1, BOD -1
Laborer: BOD +1, INT –1
Primary Language: English
Secondary Languages: None

Attribute Minimums: Warrior: SOC 6; scientist: SOC 5; technician: SOC 4; merchant: SOC 3; laborer: SOC 2. Clan characters ignore Social Standing minimum modifiers in the Life Path unless the path is specifically a Clan Path; in those cases, the new minimum applies even if it is lower than the previous minimum. These minimums also serve as maximums: at the end of the Life Path, a Clan character's Social Standing Attribute must be equal to his Social Standing minimum.

Bonus Skills: Interest/Clan Coyote Rituals +4, Survival +2
Bonus Traits: Due to Clan Coyote’s emphasis on further developing its military machine, Scientist and Technician Caste characters may purchase the Natural Aptitude Trait at one point lower than normal, so long as the skill applied to it is Computers, Engineering or a Technician skill. All MechWarriors get both Custom Vehicle (1) and Vehicle (1).
Path Restrictions: Clan Coyote characters follow the standard Clan path restrictions.


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 Post subject: Re: Clan Creation
PostPosted: Sat Jan 15, 2011 1:23 am 
Star Captain
User avatar

Joined: Sun May 02, 2010 10:45 pm
Posts: 71
Location: Twycross
Clan: Clan Jade Falcon
Galaxy:
Cluster:
Unit:
Assigned Mech:
Clan Ghost Bear

The Strana Mechty ghost bear is a patient predator that waits buried in the snow for hours, even days, for its prey to come into view. When the moment is right, the massive animal strikes with such lightning speed and strength that the naked eye can barely see the ghost bear at all. Like its namesake, Clan Ghost Bear is a conservative hunter. Never hasty, the prevailing Ghost Bear attitude is “wait and see.” When the Bear finally moves, the results are swift and often extreme. It is said that once the Bear has its mind set on something, nothing can stand it its way.
Hard work and dedication are cornerstones of Ghost Bear daily life. Though these values are typical of the Clans, the Bears further reinforce them with the concept of family. Ghost Bear warriors maintain tight bonds of friendship with their trothkin and Starmates, while in the civilian castes, children generally stay with their parents rather than being raised in community crèches. In the warrior caste, some demonstrate their dedication by engaging in a “Great Work,” usually a large-scale artistic piece that the warrior begins after coming of age, and continues to refine until his death.
On the field of battle, Ghost Bears value strength above all things. Ghost Bear training is harsh and especially physical, and the Clan makes use of an extensive array of heavily armed and armored BattleMechs.

Attribute Thresholds:
MechWarrior and Fighter Pilot: DEX +1, RFL +1, STR +1
Elemental: STR +3, DEX -1, BOD +1
Scientist: INT +1
Technician: DEX +1, CHA –1, STR +1
Merchant: CHA +1, BOD -1, STR +1
Laborer: BOD +1, INT –1, STR +1
Primary Language: English
Secondary Languages: None

Attribute Minimums: Warrior: SOC 6, STR 3; scientist: SOC 5, STR 3; technician: SOC 4, STR 3; merchant: SOC 3, STR 3; laborer: SOC 2, STR 3. Clan characters ignore Social Standing minimum modifiers in the Life Path unless the path is specifically a Clan Path; in those cases, the new minimum applies even if it is lower than the previous minimum. These minimums also serve as maximums: at the end of the Life Path, a Clan character's Social Standing Attribute must be equal to his Social Standing minimum.

Bonus Skills: Protocol/Clan Ghost Bear +2; warrior characters may choose to embark on a Great Work before play begins, in which case the player chooses the type of the artistic endeavor. The character gains a relevant Arts Skill with a number of Skill Points equal to the total number of paths the character has completed.
Bonus Traits: Quirk/Hate Hell’s Horses. Toughness and Exceptional Attribute/Strength cost Ghost Bear characters 1 Character Point less than usual. Clan Ghost Bear never adopted the aerospace pilot genotype for its pilots, so they do not have the Fighter Pilot Phenotype Trait. Instead, trueborn fighter pilots in this Clan must take the MechWarrior Phenotype Trait, with the following modifications: rather than having Natural Aptitude with every skill in the Clan MechWarrior Field, they receive Natural Aptitude with the Piloting/Aero Skill at no cost, and may purchase additional Natural Aptitudes for any of all other skills in the Clan Fighter Pilot Field for 1 Character Point apiece.
Path Restrictions: Clan Ghost Bear characters, all but those who wash out of training, follow the standard Clan path restrictions.
Washing out of Training: Any Trueborn Ghost Bear character who washes out of training may re-enter training for a different branch rather then proceeding to the civilian castes. If this option is chosen, the character stays at the same Stage and retains his skills and traits, and takes training a second time for a different branch of service; this counts against the character’s maximum of six additional paths. Note that only Elemental phenotype characters may choose Elemental training. If the character washes out a second time, he proceeds to the civilian castes as usual.


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