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Additional Paths- 2D6 and 2D10 (long)
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Kraken
Federated Suns
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Joined: 04-Feb-2002 00:00
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PostPosted: 13-Apr-2002 14:20    Post subject: Additional Paths- 2D6 and 2D10 (long) Reply to topic Reply with quote

Tour of Duty: Chaos March:

Time: 2 years
Skills: Language/any +1, any two basic Training skills +2, any two AIT skills +2
Stage: 4
Traits: Mechwarriors, aerospace pilots, and vehicle drivers recieve Vehicle +2
Previous Path: Military Enlistment, Military Academy, any TOD, Covert Ops.
Next Path: Any IS Tour Of Duty, Ne’er-Do-Well, Civilian Job, Travel, Covert Ops.
Fluff: All nations, and many, many factions, have stakes in the Chaos March. And as such, duty there is
theoretically common.

2. Captured during a patrol and tortued by captors before being rescued. (Timid, introvert, Build -1, Will -1, add
d6 years to path; character may not take any more military paths.)
3. You were on the wrong side of the conflict when your side pulled out. You were trapped behind the lines and
branded a criminal by those left in charge. (Survival +1, bad rep [1], Build +1, Rifles +1, add d6-2 years to path.)
4. You were fingered by an informant as being involved in some illegal operation and convicted. GM decides if it
was true. (Career/Soldier -1, Streetwise/CM +2, Bureaucracy/nation +2, bad rep [2], rank -1, d4-1 years added to
path.)
5. Accused of having a child with civilian. [GM decides if True] (Character must either take dependent [1
spouse] and dependent [2 child] or bad rep [1] and Build -1 [to reflect local “punishment”]. Either way, character
gets stigma [2, adulterer].)
6. The populace just didn’t like you. (Enemy [1], Streetwise/CM +2)
7. You both stayed on your sides, meaning a (somewhat) uneventful garrison (+2 to any two skills.)
8. Chosen to assist in guerilla ops against some rebels. (Survival +2, Rifles +1, Tracking +1, choose either Night
Vision or Brave.)
9. You were made a local hero after you brought down a politician who was a spy for another faction. (Good Rep
[1], Wealth [1], Well-Equipped [1], Protocol/CM +2)
10. Spent time among locals in some PR thing or another. (Training +3, Interest/any two +2, Good Rep [1],
Gregarious, any two skills +2)
11. Now you know why you didn’t like that new commander of yours: He was a traitor and you took him down
before he could cause a tragedy. (Good Rep [2], Protocol/nation +3, Bureaucracy/nation +3, Enemy [2], may take
OCS and any stage 3 or 4 nation-appropriate military path next.
12. Pick any one event or roll twice and apply both.

Alternate Mil. Academy Paths:

Fluff: This can be used to fit in for the generic paths in the MW3 manual for academies there, or for most any
other one at GM’s discretion.

2. So you accidently shot the commandant in the @$$ during a live-fire exercise. (Bad Rep [2], Stigma/1 Klutz,
Dex-1, may take no additional military paths.)
3. A practical joke went bad enough to get you called before an honor board. (Bad Rep [1], Stigma/Joker [1],
Career/Soldier -1, Demotion [1], Interest/Practical Joking +3, may take no other military paths unless a suitable
connection [Contact/2] can hide it for you.)
4. You were accused by another cadet of Dereliction of Duty after some supplies are stolen from the training
grounds. GM decides if true (Bad Rep [1], Poverty [1], Poorly-Equipped [1], Career/Soldier -1, Bureaucracy/nation
+2)
5. Your drill instructor just didn’t like you and drilled you constantly (Enemy [2], any two basic training skills +1,
CHA -1)
6. Spent weekends helping out local charities. Now if it wasn’t for the fact that you were making up for some
blunders....... (Gregarious, Stigma/screw-up [1], Streetwise/nation +1, Bureaucracy/nation +1)
7. You managed to scrape by (+1 to any two skills)
8. You gained extra merits as a tutor and class aide, especially after an instructor was out sick for an extended
period. (Training +2, Academic/any +2, Good Rep [1])
9. You were sent to recruit new cadets. (Acting +3, Protocol/nation +3, Gregarious, CHA +1)
10. Did so well in the simulators, you were selected for advanced training. (Career/Soldier +1, character gains one
more combat MOS, and may also take OCS.)
10. Model Cadet (Career/Soldier +1, Good Rep [1], may take OCS.)
11. Your success in training and rapid mastery of skills made even the district governor (and their child) take
notice. (Good Rep [2], May Take second AIT and OCS [all of which take half the time], Career/Soldier +3,
SOC+1, Dependent [1/spouse], Wealth [1], Well-Equipped [1], Fast Learner, Any Three skills +3.)
12. May choose one event or roll again twice and apply both results.

Prehiphery:
Stage: 1
Skills: Career/any +2, language/any -1
Attributes/Traits: INT-1, Stigma/2 [Prehiphery]
Next path: Street, Farm, Back Woods, High School (Min SOC 2.), Prehiphery.

2. You and your family were caught in the middle while trying to flee heavy fighting. (Any three attributes -1,
combat paralysis.)
3. Parents accused of treason and executed by military right in front of you. (SOC-1, Must take either Amnesia or
Quirk/1 [Nightmares] and Combat Paralysis. Must take Street as next path. GM decides if charges true.)
4. Some soldiers wanted your older sister, and you were beaten while down trying to stop them. (Martial
Arts/Brawling +1, Glass Jaw, BLD-1, must take either Stigma/1 [Weak] or Quirk/1 [Nightmares] and Quirk/1
[Uncomfortable in relationships.])
5. The local governing body took advantage of the people. (Poverty/1, Poorly-Equipped/1, Buracracy/nation +2)
6. Your planet got taken over constantly by different factions and you had to adapt to survive. (Language/any two
+2, Protocol/any +1, Stigma/2 [Gives up Easily- GM decides if true.], Poverty/1, Poorly-Equipped/1)
7. You had the closest thing to a normal childhood available. (Career/any +1, SI/any two +1)
8. Taken hunting regularly. (Rifles +1, Either Survival +1 and Nav/Ground +3 or Night Vision and Brave.)
9. Your parents were abnormally sucessful for your region (Wealth +1, SOC +1, may take Prep School next.)
10. Your school was actually half-way current on something for once (Academic/any two +3, may take Mil.
School.)
11. Your parents managed to make a good impression on someone in office who agrees to help you out. (SOC +1,
may take either Military School or Prep School as next path.)
12. (Roll again twice and apply both results or pick one event.)

Prehiphery:
Stage:2
Skills: Any three academic +1, academic/national history +3, any language +2, Streetwise/nation +2
Attributes/Traits: None
Next Path: As so many Prehiphery powers require mandatory service, character must take Military Enlistment as
next path unless he doubled-up with Paramilitary Service, gets an appropriate event role here, or GM decides
character does not have to. Otherwise, it’s Military Enlistment, Travel, Ne’er-Do-Well, Civilian Job, Trade School.

2. You were caught in the middle of a government crackdown “of the opposition” when it rolled into your school.
(Lose all skills gained in this path. Buracracy/nation +3, Stigma/2 [possible enemy of state], Introvert, SOC -1)
3. Your school sucked and yet the local government kept pouring loads of money into it. (Lose all academic skills,
Poverty/1)
4. Skipped school often, and have a record to show for it. (Bad Rep/1 [Juvenile Delinquent], Streetwise/nation +1,
lose two academic skills; Choose one: Security Systems +2, TECH/ICE +2, Administration +3, Pistols +1, Blades
+2, or MA/Brawling +3; but at the cost of either: BLD-1, addiction, Missing Limb/1,or EDG -1.)
5. No one really cared much about you in school. (Lose all academics, Introvert.)
6. No one really noticed you much. Then you started thinking about why. (SOC-1, Stealth +3, Introvert.)
7. You were an average student in school. (Academic/any two +1)
8. You had a career that actually paid you something. (Career/any +1, SI/any +1, Wealth[1])
9. You had a teacher who actually gave a damn about you and helped you through. (INT +1, Academic/any three
+2, may take Trade School after Enlistment.)
10. You did what a lot of your friends were doing and went paramilitary. (Career/Soldier +2, Rifles +2, two other
Basic Training skills at +2, Promotion +1 if character takes Military Enlistment next. Mandatory service is not
required and has now been waived.)
11. You entered Paramilitary Service, and stood out. (Career/Soldier +3, all other Basic Training skills at +2
Promotion +1 if next path is military enlistment or military school, May take Military Academy or University
instead of Enlistment; mandatory service requirement waived.)
12. (Pick any event or roll twice and apply both.)

TOD: Desk Jockey
Fluff: someone has to push the papers- and it’s you. You sit amid a wash of bureacracy, barely able to keep your
combat skills honed.
Time: 2 years.
Skills: Bureacracy/Nation +2, Protocol/Nation +2, Administration, Career/Soldier +2, Computers +2, any three
combat skills -1.
Next path: as per standard IS TOD

2. Base captured during fighting on planet. (Add d6+2 years to time path takes. If character defects, take Stigma
[2/defector] plus rank [2], Wealth [2]. If not, takes Quirk [2/loyal to nation] and Good Rep [2], but at the cost of
Glass Jaw and Lost Limb [1]. May take no more military paths.)
3. Called into battle and maimed horribly. (Combat Paralysis, Combat Sense, any two combat skills in MOS +3,
choose two: poor vision, poor hearing, addiction [1/painkillers], addiction [1/alcohol], or disabled [1]; may take no
more military paths unless three edge are sacrificed.)
4.The general’s secretary is hereby off limits. (Stigma [2], Seduction +2, Career/Soldier -3, Enemy [3])
5. As head of the supply department, any theft or short in the inventory is on your head (lose either all Wealth or
all Well-Equiped., Bad Rep [1])
6. The Canopian Pleasure Cruise Website is not government approved. (Computers +2, Stigma [2], Poverty [1],
Career/Soldier -3)
7. You were leading great armies into battle and winning...... until you crashed the system installing ‘Star Crusader
X.’ (Computers +2, Career/Soldier -2)
8. Chaplain Walters does have a nice daughter.... but why’s he a chaplain if he’s such a good shot? (Seduction +2,
Bureacracy +1, Career/Soldier -1, Enemy [2])
9. “Maxwell Q. Klinger reporting for duty, sir!” (Stigma [2/looney], Career/Soldier -2, any two skills +2)
10. You were leading great armies into battle and winning- you even beat the all-time high score! (Computers +3,
Career/Soldier -2, Good Rep [1])
11. Your section cheif took you under his wing. (Contact [2], Career/Soldier +3)
12. As head of the supply department, any shortages or thefts are on your head. (Lose either all Wealth or all
Well-Equipped; transfer points to other.)
13. Damn, that last game you bought is realistic. (Computers +3, any three combat skills +2, Career/Soldier -1)
14. Flagged to do PR. (Extrovert, CHA +1, Acting +3, Career/Soldier +3, any two skills +2)
15. Supplied men with hot new movies- even though they weren’t at the PX yet. The thankful men snuck you into
the sims as additional payment. (Career/Soldier -1, Wealth [3], Computers +4, Good Rep [2], one combat skill +3,
two combat skills +2)
16. Well, it had been written off as a lost unit. (Mech and vehicle pilots get Owns Vehicle, Vehicle [2], and Lemon
in addition to Tech[any basic] +3; non-vehicle pilots get Wealth [2] and Well-Equipped [2]; Good Rep [1],
Bureacracy +2, Gunsmith +3, Tech[any basic] +3)
17.Aptiude tests suggest that you would do just as good elsewhere (may select either Infantry or Calvary MOS [or
any other MOS as GM allows.], Good Rep [2])
18. Your CO realized that you had more potential than the aptitude tests did. (Career/Soldier +2, Bureacracy +2,
Administration +2, may take OCS as next path or 1 rank if officer already or do not want to be. Good Rep [2])
19. Roll again twice and apply both events, or select one roll.
20. Roll again three times and apply both events, or select two rolls.



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chihawk
Clan Blood Spirit
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Master Bartender


Joined: 04-Feb-2002 00:00
Posts: 8075
Location: United States
PostPosted: 13-Apr-2002 16:52    Post subject: Additional Paths- 2D6 and 2D10 (long) Reply to topic Reply with quote

(moved from General discussion to Design Submissions)

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