Battletech Chicago Merc Corps
Nelson Walch (AKA: Brink)
|Score||Link||Movement (Meters per Turn)|
|STR 4||+0||Walk: 9|
|BOD 4||+0||Run: 19|
|RFL 5||+0||Sprint: 38|
Combat Sense (4): A character with Combat Sense is in his element during stressful situations, especially combat. In game play, characters with this Trait roll Initiative using the best two dice of 3D6 (as if Initiative itself were a Natural Aptitude), and reduce the combat modifi er for Stun or Surprise to +1 (from +2). In Tactical Combat, this Trait has no effect unless the character is in command of a force, or is separated from his force commander under the optional Outof-Contact rule (see p. 204). In stressful situations outside of combat where quick reactions are vital, the gamemaster may also apply a +1 roll modifier to any Action Check the character performs where stress or fear are a factor (such as resisting the intimidation eff ects of a creature’s Terror Trait, or disarming a bomb as its timer races through its last 15 seconds). The Combat Paralysis Trait opposes the Combat Sense Trait. If a character with Combat Sense receives or purchases Combat Paralysis (or vice versa), the Traits cancel each other out.
Compulsion (–1): A character with a Compulsion Trait has an irrational tendency toward some kind of negative behavior, ranging from a minor quirk like fear of heights or a superstition, to a more serious addiction to drugs or alcohol. In more extreme cases, a compulsion can take
the form of madness, where stress can trigger a dramatic and emotional episode.
The level of a Compulsion Trait determines how severely detrimental it is to the character’s behavior in game play, but player and gamemaster should thoroughly discuss the cause and nature of each compulsion beforehand to get a feel for what may or may not set it off . The Compulsion Trait Table below provides basic rules and examples of how severely this Trait will aff ect a character.
A character’s compulsion is always considered active, but not necessarily “triggered”. As long as a compulsion is not triggered, the character functions normally, but things
that trigger the Compulsion Trait vary with its description. Addiction-type compulsions (such as alcoholism) reflect Compulsions Traits triggered if the character cannot get
access to the focus of his addiction for more than 24 hours. Hatred- or fear-based compulsions (such as racism or phobias)are triggered if the focus of the Compulsion Trait is present (and the character knows this). More serious psychoses (such as berserker rages, full-blown paranoid delusions and multiple-personality disorders) are triggered under any
circumstance the gamemaster deems stressful enough.
Triggered compulsions provide game play effects as listed on the Compulsion Trait Table, though the gamemaster may apply additional effects based on the nature of the compulsion (such as doubled roll modifiers over extended periods, or modifiers that apply to a particular Skill). Characters can fi ght to maintain control in the face of a Compulsion Trait’s eff ect, but to do so they must make a successful WIL Attribute Check (applying the roll modifier shown on the Compulsion Trait Table). Success allows the character to “hold out” for a number of 5-second turns equal to the roll’s MoS. Failure means the compulsion is triggered as normal. Addiction-based compulsions return to their dormant state once the character gets his “fix,” while hate- or fearbased compulsions subside when the object of their focus is destroyed or no longer present. Madness-type compulsions subside if the character is rendered unconscious, or after a period of minutes equal to twice the Trait’s negative TP score (for example, a –3 TP madness-type Compulsion Trait lasts for
6 minutes), or after the character is successfully “talked down” by a friendly character (which forces another WIL Attribute Check by the character with the compulsion).
Characters may have any number of Compulsion Traits, so long as none directly oppose each other (such as an irrational fear of heights and an irrational love of plunging out of
perfectly good aircraft).
Natural Aptitude/Piloting/Air Vehicle (5): A character with the Natural Aptitude Trait has an affinity for a particular Skill (or, when applicable, a particular Subskill) that goes beyond mere training. Though a character may possess multiple Natural Aptitude Traits, the number of these may not exceed the character’s INT Attribute. The TP score for this Trait depends on the Skill’s complexity, with a +3 TP Natural Aptitude applying to non-Tiered Basic (CB or SB) Skills, and +5 TP Natural Aptitude applying to Advanced (CA or SA) and/or Tiered Skills. In game play, the Skill Check for any Natural Aptitude Skill in which the character has any levels (including Level 0) are rolled using the best two dice of 3D6, rather than a normal 2D6. This same best-of-three rule applies to untrained Skill Checks as well.
Vehicle (2): A character with the Vehicle Trait begins play with an assigned vehicle—a BattleMech, IndustrialMech, Combat Vehicle,
Conventional Fighter, Aerospace Fighter, Battlesuit or ProtoMech. (Other vehicles, such as Support Vehicles, may be purchased
as equipment at the end of character creation; see Purchasing Equipment, p. 91.) This Trait’s TP score indicates the weight class of vehicle a character receives, as shown in the General Vehicle Trait Table; with an increase of 2 TP, the character can also elect to own the desired vehicle, to refl ect a machine he previously purchased outright (before spending C-bills in character creation) or received as an heirloom. The vehicle ownership option is not available to Clan characters who remain in the Clans, as all vehicles belong to the character’s Clan and so can be assigned as the Clan sees fit. The Vehicle Trait does not defi ne the exact model of a character’s vehicle. For that, see the Custom Vehicle Trait (see p. 112), or determine the model by using the Random Unit Assignment Table (on pp. 130-135).
Vehicle Traits are identity-based and must be assigned to one of the character’s aliases if the character has an Alternate ID (see Alternate ID, p. 108). A character with multiple Vehicle Traits must distribute them among all aliases as appropriate, but a given identity can have any number of Vehicle Traits (of any value).
|Gunnery/Air Vehicle||DEX + RFL||8||SA||+1|
|Language/English||INT + CHA||8||SA||+1|
|Language/Germanic||INT + CHA||8||SA||+0|
|Piloting/Air Vehicle||RFL + DEX||8||SA||+3|
|Piloting/Mech||RFL + DEX||8||SA||+0|
|Protocol/Mercenary||WIL + CHA||9||CA||+1|
|Sensor Operations||INT + WIL||8||SA||+2|
|Tactics/Air||INT + WIL||9||CA||+1|