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Homebrew materials

posted Oct 24, 2015 06:55:09 by Marcin.Skupnik
Intro
Welcome to the Homebrew thread, a place to post your own creations or find new materials for your games. This thread is dedicated to new careers, weapons, armor, vehicles and so on. You'll also find new or extended options for character creation. Below is an irregularly updated index of all the things posted here.
Feel free to make requests, post your own creations and/or comment on the materials posted here.

Thread Index (15.03.2017)

Eras - DS/Dark Symmetry, DL/Dark Legion, DE/Dark Eden)

Education
-Bauhaus Student Corporation (DS, DL, DE)
-Police Academy (DS, DL, DE)

Primary Careers
General
-Farmer/Frontiersman (Fisherman) (DS, DL, DE)
-Freelance Mercenary (DS, DL, DE)

Bauhaus
-Goumier Career (DL, DE)

Capitol
-Criminal (Mafia Associate) Career (DS, DL, DE)

Imperial
-Military (Blue Jacket) (DS, DL, DE)
-Military (Highland Clan Warrior) Career (DS, DL, DE)
-Military (Mourning Wolf) Career by Psyfer

Iconic Careers
Bauhaus
-Anarchist (DL, DE)
-Free Shooter (DL, DE)
-Grenadier (DS, DL, DE)
-Hooded Judge (DS, DL, DE)
-Jaeger (DS, DL, DE)
-Jungle Kommando (DS, DL, DE)
-Legion (DL, DE)
-Spahi (DL, DE)
-Storm Zouave (DL, DE)
-Strike Kommando (DS, DL, DE)
-Toreador (DS, DL, DE)
-Ulfwerner (DE)

Capitol
-Admiral Colby's Guard (DS, DL, DE)
-Antagon (DE)
-Assault Marine (DS, DL, DE)
-Barking Spyder (DL, DE)
-Desert Scorpion (DS, DL, DE)
-Filibuster (DS, DL, DE)
-Homesteader (DS, DL, DE)
-Made Man(DS, DL, DE)
-Martian Ranger (DS, DL, DE)
-Pathfinder Scout (DS, DL, DE)
-Polaris Trident (DS, DL, DE)
-Ranger (DS, DL, DE)
-Special Crimes Division (DS, DL, DE)

Cybertronic
-Vector (DL, DE)

Imperial
-Black and Tan (DL, DE)
-Black Heart (DL, DE)
-Bloody Beret (Variant) (DL, DE)
-Fallen Angel (DE)
-Ghillie (DS, DL, DE)
-Golden Lion (Variant) (DS, DL, DE)
-Her Serenity's Life Dragoons (DS, DL, DE)
-Highland Clan Chieftain (DS, DL, DE)
-Highland Swordmaster by Psyfer
-McKendrick's Irregular Flying Column (DS, DL, DE)
-Minotaur (DS, DL, DE)
-Mourning Wolf Alpha by Psyfer
-Rakshasa (DS, DL, DE)
-Rams (DS, DL, DE)
-Rams Air Cavalry (DS, DL, DE)
-'Rook (DS, DL, DE)
-Serenity's Guard ISC-9 (DS, DL, DE)
-Thorn (DS, DL, DE)

Mishima
-Blue Banner Guard (DL, DE)
-Crimson Devil (DS, DL, DE)
-Geisha & Doboshu (DS, DL, DE)
-Hwarang & Shirabyoshi (DS, DL, DE)
-Jade Guard (DS, DL, DE)
-Lord Moya's Guard (DL, DE)
-Meka Pilot (DS, DL, DE)
-Montagnard (DS, DL, DE)
-Ozumo (DS, DL, DE)
-Tiger Dragon (DS, DL, DE)
-Yojimbo (DS, DL, DE)
-Wokou Raider (DS, DL, DE)
-Wu (DS, DL, DE)

Freelancer - All (DS, DL, DE)
-Adventurer
-Assassin
-Bohemian
-Detective
-Mercenary Veteran
-Self-made Man
-Tinker
-Vigilante

Bauhaus Orders
-Order of the Tankard (by BloodAxeKommando)
-Student Corporation (by BloodAxeKommando)

Talents
-Gunslinger (Ranged Weapons)


Ranged Weapons
Assault Rifles
-Capitol M50A4 Aquatic Assault Rifle
-Capitol M74A1 Assault Carbine
-Imperial Mk. LVI Farquhar-Hyte Machine Rifle
-Mishima No. 3 “Shinnyuusha” Battle Rifle

Civilian Rifles
-Bauhaus AG-14 "Hauswehr" Rifle
-Capitol M76 Liberty Rifle
-Capitol "Silverline" Rifle
-Imperial "Squire" Rifle
-Mishima No. 12 "Yumi" Rifle
-Trishula Banduk
-Trishula Toradar
-Whitestar “Samopal” Rifle

Grenade Launchers
-Imperial Wolfbane Howler Grenade Launcher
-Capitol Raven Type II

Handguns
-Bauhaus vz.52 Autopistol
-Capitol Frontier Revolver
-Capitol Service Special Revolver
-Cartel Avalanche Pistol
-Imperial Howdah Pistol
-Trishula Tamanchah

Grenades
-M25 Nerve Gas grenade
-Buckshot Load

SMGs & PDWs
-Bauhaus Bergdahl MP-95 “Hellreaver”
-Bauhaus vz.52 Artillery Carbine
-Capitol M28
-Imperial Mk. IIIc Vindicator
-Imperial Mk. IIIs Eliminator

Shotguns
-Capitol Wolf Shotgun
-Capitol Wolf Shotgun Sawn-Off
-Trishula Sherbachah

Sniper Rifles
-Trishula Jezzail

Autocannons
-Trishula Gingal

Rocket Launchers
-Trishula Taramandal

Melee Weapons
-Chainsaw
-Combat Knife
-Hatchet
-Polearm
-Cybertronic CS600 Gigadeath Chainripper
-Imperial Clansman Broadsword
-Imperial Kukri
-Imperial Wolfbane Claws of the Wolf
-Imperial Wolfbane Headhunter Battleaxe
-Imperial Wolfbane Iron Bola
-Imperial Wolfbane Pick-Hammer
-Imperial Wolfbane Tangle Chain
-Imperial Wolfbane War Hound "Nepharite" Hammer
-Mishima Duskdealer Spear
-Mishima Nagamaki
-Mishima Naginata
-Mishima Tetsubo

Weapon upgrades
-Mishima Shikomizue

Armor
-Armored Leggings/Greaves
-DArk Eden Tribal Armor
-Imperial Mk. IIb Jungle Combat Armor
-Mishima Blue Banner Armor
-Mishima Crimson Devil armor (modified Sode battlesuit)
-Whitestar Armor creation system

Equipment
-DetCord
-Grapnel Launcher
-Imperial Universal Entrenching Tool

Legacy Items
-Grey MD
-External Load Bearing Frame
-Reinforced Nanotube Plating
-Assisted Energy Projector – Ape Arm

Vehicles
-Bauhaus Licorne Combat Bike
-Bauhaus Panthere Wheeled Transport
-Bauhaus Strike Skimmer
-Cybertronic Eradicator Deathdroid by RickardFriskEngelbrektsson
-Imperial Hurricane Walker Loadouts
-Mishima Kobaya Hover Transport

Imperial Minor Clans
-Clan Amis (Rules only)
-Clan Bachleda
-Clan Bruce (Rules only)
-Clan Cavanaugh
-Clan Clarke
-Clan de Wet
-Clan Ellis
-Clan Empaya (Rules only)
-Clan Faulkner
-Clan Hidalgo (Rules only)
-Clan Iwi (+ Tiki creation rules)
-Clan Kingsfield (Dark Symmetry era)
-Clan Leary
-Clan Macrae
-Clan McArthur
-Clan McRobert (Rules only)
-Clan O'Connor
-Clan O'Shaughnessy
-Clan Rowan
-Clan Singh
-Clan St. John-Ross (Dark Symmetry era)
-Clan Taggart

Capitol Regional Origin (DS, DL, DE)

Bauhaus Noble Houses (DS, DL, DE)
-House Arenberg
-House Argyros
-House Belmon
-House d'Estaing
-House de Melo
-House Esterhazy
-House Gössinger
-House Halshany
-House Kolowrat
-House Kyburg
-House Savelli
-House Wolitzky
-House Vivero
-Generic Noble Houses


Career Development System
-Basic Careers
-Imperial Black and Tan Witch Hunter
-Imperial Wolfbanes

Other
-Whitestar optional environments (Siberia, Ukraine, Caucasus)
-How to roll a character born into Cybertronic
-Bauhaus Noble family structure
-Alternate Military Ranks

Gaming Aids
-Wound Sheets by QBird



Original First Post
Some time ago while preparing my Fukido campaign I was asked by a player if he could play a highlander, I said "no problem". Then Nathan disabused me of the notion that I would see the career in the coming months. So I sat down and created my own, because I needed the career. So here's the Highland Clan warrior career for those interested:

Military (Highland Clan Warrior) Career
Strength – 2
Physique – 2
Agility – 3
Awareness – 1
Coordination – 1
Intelligence – 0
Mental Strength – 2
Personality – 0

Mandatory Skills - Athletics, Close Combat, Resistance.
Elective Skills - Acrobatics, Observation, Ranged Weapons.
Signature Skill - Acrobatics, Athletics, Close Combat, Resistance.
Talent - Select one talent from Mandatory Skills.
Equipment - Mk. II Medium Combat Armour, Lyon & Atkinson PSA Mk. XIV ‘Aggressor’ handgun, Punisher shortsword
Earnings – 2

I based the career on the info provided in the 1ed books, like the fact that they are the best swordsmen in Imperial and disdain Wolfbane tactics. The only thing that I didn't do is to give every single one of them a claymore as the 1ed suggested.

The next thing I did was to change how the Blood Beret and Golden Lions were depicted.
The Blood Berets never used plasma weapons in 1ed/Warzone, they were the Invader armed paratroopers. So I changed that:

Blood Beret (Classic)
Replace Mk. XLIII plasma carbine with Mk. XIb ‘Invader’ battle rifle.

Next up were the Golden Lions, and boy are they strange in 3ed. In 1ed/Warzone they were the experts in hostile takeover and fighting Cybertronic, armed with plasma guns that could drop a Cuirassier. In 3ed they are Imperial's version of the Bauhaus Ulfwerner/Capitol Wolverine, armed with claws. I think the idea is solid, but changing an established unit that has been around since forever isn't rocking my boat (I would have preferred a new unit).

Golden Lion (Classic) Iconic Career
Mandatory Skills - Athletics, Close Combat, Ranged Weapons.
Elective Skills - Resistance, Willpower, Unarmed Combat.
Signature Skill - Athletics, Close Combat, Ranged Weapons, Willpower.
Equipment - Mk. IV ‘Felis Pattern’ Combat Proximity Armour (replaces Mk. III), Dagger, Mk. XLIII plasma carbine
Earnings – 3


If anyone is interested in seeing more of the things that I'm working on, drop me line. Right now I'm writing up civilian hunting rifles and the Wolfbane armory of odd and deadly weapons.

PS: The Iconic Career picture for Blood Berets shows Sergeant Michael Mcbride, one of 1ed Imperial heroes akin to Sean Gallagher.
PPS: I'm also working on creating my own clans, got 3 already.
[Last edited Dec 12, 2017 20:42:43]
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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112 replies
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Marcin.Skupnik said Nov 02, 2015 20:27:24
Resistance - that's why they are wearing powersuits. Men in huge armored suits don't need to be tough.
I'll look into the crimson devils, but I think I'll do Lord Moya's guard first.
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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JuanFran said Nov 02, 2015 20:52:17
Ohh...nice work...i like it...I'll keep a close...if you have more pleeeassee...!!! i want to see it...
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ChristofferLundberg said Nov 03, 2015 08:27:57
Like the Tiger dragon.

I'd say Mysticism is so much more than just knowing about the Light, that's more for the Mystic talent, while there is a slew of additional talents under Mysticism that works in the other direction, knowing more about the Darkness and how to fight it.
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Marcin.Skupnik said Nov 03, 2015 10:04:38
Yeah, Mysticism is more, but the description of the Tiger Dragons doesn't say that they know more about the Darkness than the average Samurai. What is there is that they use Ki powers.

And now, for some Dieselpunk Mario Puzo:

Capitol Criminal (Mafia Associate) Primary Career
You belong to a mafia crew operating under a Made Man and hope that one day when the books are open you too will be made. You do the dirty work for the family, whether its shaking down businesses, robbing them or killing people. You adhere to the family honor code and keep your nose clean.
Strength – 2
Physique – 2
Agility – 1
Awareness – 2
Coordination – 2
Intelligence – 0
Mental Strength – 1
Personality – 1

Mandatory Skills – Persuade, Thievery, Unarmed Combat.
Elective Skills – Pilot, Resistance, Ranged Weapons.
Signature Skills - Persuade, Resistance, Thievery, Unarmed Combat.
Talent - Select one talent from Mandatory Skills.
Equipment – Modest clothing, Brass Knuckles
Earnings – 2

Capitol Made Man Iconic Career
You've been made a part of an established Mafia family. This means that you are untouchable, if anyone tries to kill you there will be hell to pay. You either lead your own crew, are a hitman or are a valued expert in one of the shady business interests of the family. If you can make it, you might one day become the Don of your own criminal family.
Prerequisites: Capitol, Criminal (Mafia Associate) Primary Career
Difficulty: 2
Mandatory Skills – Lifestyle, Persuade, Thievery.
Elective Skills – Command, Ranged Weapons, Stealth.
Signature Skills – Command, Lifestyle, Persuade, Thievery.
Talents – Two talents from Command, Lifestyle, Persuade, or Thievery.
Equipment – Fashionable clothing, M8 Slingshot with Silencer
Earnings – 4

The Associate represents the mafia thug, a guy who just got in and serves as muscle. He's tough, can punch people and he's slick. The Made Man is the same guy but now as boss, he learned how to dress and how to give orders. He doesn't need to punch people anymore, he has thugs for that.

EDIT:
Stats for a Lupara. Mobsters need a Lupara.

Capitol Sherman Inc. "Wolf" Side-by-Side Shotgun
Damage – 1 + 5d6
Encumbrance – 4
Rate - Semi-Auto
Range - C
Size – 2H
Reliability - 3
Qualities – Knockdown, Spread 1
Restriction - 2
Cost – 5

Capitol Sherman Inc. "Wolf" Side-by-Side Shotgun Sawn-Off
Damage – 1 + 4d6
Encumbrance – 3
Rate - Semi-Auto
Range - C
Size – Unbalanced
Reliability - 3
Qualities – Knockdown, Spread 1
Restriction - 3
Cost - 4
[Last edited Nov 03, 2015 10:31:46]
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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Marcin.Skupnik said Nov 15, 2015 01:29:15
Mishima Yojimbo
The Hatamoto serve only powerful noble lords, and their service includes more than just being bodyguards. For those of status who need a bodyguard to protect them there are the Yojimbo. These samurai were trained to spot threats and protect their charges from harm, mostly by being visible and vigilant. Some have even trained extensively to understand the cultures of other corporations in order to prevent the loss of face by their masters, this is mostly true for those protecting envoys and dignitaries dealing with outsiders. Because of the ease of carrying a Daisho with them in Mishiman society, most Yojimbo specialize in sword fighting and only a few deign to use firearms or their bare hands when protecting their employers.
Prerequisites: Mishima (Samurai), Observation Expertise 1
Difficulty: 2
Mandatory Skills – Acrobatics, Close Combat, Observation.
Elective Skills – Linguistics, Ranged Combat, Unarmed Combat.
Signature Skills – Acrobatics, Close Combat, Linguistics, Observation.
Talents – One talent from Observation, one talent from Acrobatics, Close Combat, Linguistics.
Equipment – Daisho, Security Scabbard, Sode Battlesuit.
Earnings - 3

To be perfectly honest, Fallout 4 consumes my time and eats away any desire to write more. Luckily I just got my hands on several of Kurosawa's jidaigeki masterpieces and I'm planning to get more Mishiman inspirations. I also considered creating a 'Yo! Jimbo!' IC for Captiol, representing shotgun toting redneck moonshiners, but nah that would go too far.

In other news, clans are proceeding smoothly, ten are either done or need minor work. The other ICs need fluff and some buff and polish. Since we will be seeing Bauhaus soon, I'm getting ready to create ICs and similar for the homebuilders.
[Last edited Nov 15, 2015 02:25:51]
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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Marcin.Skupnik said Nov 15, 2015 14:28:15
Yesterday I stayed up late and kept reading my copy of Cambridge History of Japan Vol. 2. I also kept thinking about ICs that would fit Mishima. The one thing I noticed was that besides the Noble, Mishima offers no non-combat ICs for Samurai. Every single IC offers at least two combat skills and is geared toward conflict. So this kept me thinking, what options are there that would be appropriate for samurai not interested in combat? Reading about Heian Japan I noticed a small group that often popped up, the Shirabyoshi, female performers with a great deal of education. The only snag was that there were no male Shirabyoshi, so I looked elsewhere to grab the Hwarang, Korean flower knights who were most likely similar to samurai.
So here are two distinct Mishiman ICs, one for men and one for women.

Mishima Hwarang & Shirabyoshi
The Hwarang, a term loosely translated as Flower Knights, are an ancient order of male samurai which serves the Overlord and no one else. Financed directly from his coffers they are keepers of traditional arts and crafts like calligraphy, painting and poetry, as well as paragons of courtly grace. Their daily lives are spent in the creation of poetry, practice of traditional medicine, playing kemari and intense training in hand to hand techniques. Many talented young men join the order to escape a life of mind numbing service as managers or officers, by serving the Overlord they also rise above the petty infighting that threatens Mishima and protect traditions which are often cast aside by the other samurai who are more interested in profit. If accepted, they spend their life mostly on Luna serving the overlord and creating art and performing for him and his courtiers.
While the Hwarang order only accepts men a similar group exists for women. While not an organized order, the Shirabyoshi enjoy the same status and privilege as the Hwarang. Their focus however lies elsewhere. They are dancers, singers and musicians, in addition their education includes the art of fighting with the Daisho. Their education has been handed down from generation to generation from one mistress to another and has never been fully written down, the only constant is their tradition of wearing male court dress and keeping their hair extremely long. The Shirabyoshi often venture out to present plays and perform at the courts of samurai lords which has often led to scandals as samurai, enchanted by the poise and grace of a Shirabyoshi, are more than willing to marry them instead of someone politically advantageous.

Mishima Hwarang
Prerequisites: Mishima (Samurai), male only.
Difficulty: 2
Mandatory Skills – Education, Treatment, Unarmed Combat.
Elective Skills – Athletics, Close Combat, Command.
Signature Skills – Athletics, Education, Treatment, Unarmed Combat.
Talents – Two talents from Athletics, Education, Treatment, or Unarmed Combat.
Equipment – Elaborate court dress.
Earnings – 4

Mishima Shirabyoshi
Prerequisites: Mishima (Samurai), female only.
Difficulty: 2
Mandatory Skills – Close Combat, Education, Persuade.
Elective Skills – Acrobatics, Linguistics, Unarmed Combat.
Signature Skills – Acrobatics, Close Combat, Education, Persuade.
Talents – Two talents from Acrobatics, Close Combat, Education, or Persuade.
Equipment – Elaborate male court dress, Daisho.
Earnings – 4

I also thought about adding a Chinese flair to the commoners and decided to introduce the Wu, shamans of the traditional folk religion. Their role is that of the guy/girl who knows stuff and can play a good support role.
Think Egg Shen from Big Trouble in Little China.

Mishima Wu
The people of Mishima are a superstitious lot, especially the commoners. Their lives are filled with omens, auspicious events and bad signs. When Mishima established itself it brought with it a myriad of beliefs which all combined into a syncretic tradition. To cater to their spiritual needs the people turned to the Wu, diviners and masters of traditional healing practices. The Wu are not only diviners and healers, they are also the most knowledgeable people about both darkness and light. Their ancient traditions helped them recognize darkness when it first appeared and they have been helping the people by warning them about it ever since. The Wu are not warriors and leave the fighting to others, but they are always happy to provide their insight to those willing to listen.
Prerequisites: Mishima (Commoner)
Difficulty: 2
Mandatory Skills – Insight, Psychotherapy, Treatment.
Elective Skills – Mysticism, Persuade, Willpower.
Signature Skills – Insight, Psychotherapy, Treatment, Mysticism.
Talents – Two talents from Insight, Psychotherapy, Treatment, or Mysticism.
Equipment – Modest robes, acupuncture set, traditional medicine bag (treat as medikit, basic).
Earnings – 1

Special – When entering the Wu Career roll roll 2d6+1 for your age. If you are using the Aging rules the character starts aging at 35.
[Last edited Dec 03, 2015 17:33:40]
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
avatar
Marcin.Skupnik said Dec 04, 2015 22:27:05
Modified the skills on the Wu, now they fit better. Here are two ICs requested by Christoffer. I haven't written much fluff about them since it is in the Capitol book.

Capitol Admiral Colby's Guard
Prerequisites: Capitol, Survival Expertise 2, Stealth Expertise 1, Athletics Expertise 1, Military Primary Career
Difficulty: 3
Mandatory Skills – Close Combat, Ranged Weapons, Survival.
Elective Skills - Athletics, Acrobatics, Stealth.
Signature Skills – Close Combat, Ranged Weapons, Stealth, Survival.
Talents – Two talents from Close Combat, Ranged Weapons, Stealth, or Survival.
Equipment - Bulletproof Vest, M516D Shotgun, Harbinger Survival Sword
Earnings – 3

Capitol Desert Scorpions
The Desert Scorpions are experts in fighting in the inhospitable wastes of the Martian Great Rust desert. Their primary purpose is to keep the forces of Saladin at bay. They are also used whenever Capitol has the need for troops used to fighting in harsh environments.
Prerequisites: Capitol, Stealth Expertise 1, Willpower Expertise 1, Military primary career
Difficulty: 2
Mandatory Skills – Ranged Weapons, Stealth, Willpower.
Elective Skills - Athletics, Close Combat, Survival.
Signature Skills - Ranged Weapons, Stealth, Survival, Willpower.
Talents – Two talents from Ranged Weapons, Stealth, Survival, or Willpower.
Equipment - M50 Assault Rifle with silencer, Punisher shortsword, ADMPS-4 Survivor Armor
Earnings – 3

I'm working on more Imperial clans, Capitol special forces, and freelancer ICs. Stay tuned and remember feedback is always welcome.

PS: I'm going to update the published clans with a description of how they tend to look.
[Last edited Dec 08, 2015 11:01:24]
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
avatar
JuanFran said Dec 05, 2015 12:47:28
Congratz...Good material...nothing to do...it's ok
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Nathan.Dowdell said Dec 07, 2015 18:19:00
Arag, I'd say that the "harsh environments" element of the Desert Scorpions means they should have access to the Survival skill somewhere.
Game Development - 2D20 System
System Design - Star Trek Adventures

Rules questions and playtest feedback to nathan@modiphius.com
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Marcin.Skupnik said Dec 08, 2015 11:00:53
That's why they have Resistance, but you are right Survival should replace it as it is more than just finding a squirrel to eat and some water to drink.

PS: Added appearance to the clans I posted. More clans coming very soon.
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
avatar
Marcin.Skupnik said Dec 13, 2015 14:22:39
Five more clans coming in, all are inspired either by my personal acquaintances or pieces of scotch-irish lore.

Clan Clarke
Home: Clarke House, Luna

The chieftain of Clan Clarke, Countess The Right Honourable Clarissa Clarke, carries the title of Reading King of Arms. This office has been created during the founding to adjudicate conflicts of armigerous nature between the clans. In effect the position was a sinecure without power, made for a respected by blow of the Murdoch family, until a Paladine became the Serenity. Before, the Clarkes could do nothing to really influence clan society, and had only representative duties in the parliament. But since the Paladines took them out of Murdoch's shadow they came into their own. They represent the highest authority on clan law, coats of arms and questions of inheritance. Whenever a citizen of Imperial is knighted it is a member of Clan Clarke who assigns him a coat of arms and attaches the Imperial seal to his patent, without the seal he would remain a commoner. Shortly after the first corporate war Count Thomas Clarke, in his capacity as Lord Reading, rewrote how clan inheritance worked by removing foreign influence from the practised law. In his opinion and since his time the opinion of the clans, the Serenity cannot grant a letter patent without a confirmation from the King of Arms, who represents the clans and their law. Due to this influence Clan Clarke is under close political and social scrutiny, and they aren't allowed to get too cosy with anyone and the only family they are close to is the Paladines.
The clan is divided into two groups. The first deals with questions of heraldry and law, serving directly as part of the Court of the Lord Reading, the only instance allowed to adjudicate cases concerning chieftain inheritance and heraldry. The second group serves in the dual role of solicitors of clan law and serene messengers-at-arms, who are responsible for the delivery and enforcement of court orders. The more experienced of the solicitors either become barristers or read law at Hampshire.

Appearance: The Clarkes all closely follow trends currently en vogue at the Reading palace. They try to blend in with the crowd and unwittingly help establish new fashions among the nobility. Outside Luna the Clarkes tend to wear conservative attire, in line with their role in society. Physically the Clarkes tend toward being rather average, rare is a Clarke with striking looks.

Roll Family
1-12 – Clarke Family
13-20 – Affiliated Family

Social standing: Clarke 5, Affiliated Family 3
Earnings rating: Clarke 4, Affiliated Family 2
Attribute bonuses: Awareness, Intelligence, Personality.
Skills: Education, Lifestyle, Persuade.

Trappings: Court dress; pin or belt buckle with clan emblem; membership in an exclusive club on Luna; a picture or video commemorating your grandfather meeting someone important.

Education:
1
Hampshire (Standard)
2
Hampshire (Standard)
3
Serenity (Elite)
4
Stratford (Elite)
5
Choose one.
6
Choose one.

Family Business: Academic (Solicitor)

Special: Members of Clan Clarke can join Clan Paladine's Blue Berets.

Adolescent Event table
1
Military Heritage
2-3
Nepotism
4-5
A Born Diplomat
6
Sharp Eyes

Clan Leary
Home: Leary Holds, Venus

The Leary Clan is older than Imperial, it is older than history even. They trace their lineage back through time to old earth when most men couldn't write or read. When Imperial was founded the earldom of Leary was already ancient, though not wealthy or powerful enough to claim anything but simple membership in the new corporation. The Learies went into deep debt to transport their people and their businesses off-planet. For a time it looked like they would fold and be subsumed by the larger Fergan Clan, with whom the Learies had close dealings. But the loyalty of the clansmen is legendary, those who were rescued by the Leary chiefs repaid their debts by accepting a life of austerity to repay the debt. The bonds between the head family and the lesser ones is strong and many second and third son of the chief marries within the clan.
The Fergans are thought as the best beef producers in Imperial and the Learies do not dispute that. But they always remind others that the average clansman eats more cheese and milk than beef. There is also no conflict between the two clans, they both know that their respective businesses are far enough form each other, both physically and economically. The Learies also act like the older peaceful brother to the Fergans, since few of them serve in the armed forces, with the exception of those who join the Minotaurs. Many members of clan Leary become veterinarians, serving those who cannot speak up when they are sick.

Appearance: The Learies come in two sizes, big and too big. They are physically the most imposing Imperials around, easily dwarfing others not only with their height but also their stature. They say it's the extra ration of milk every Leary gets as a child. The Ministry of War would love to have the whole clan in uniform to scare others, but the Learies are some of the most gentle and caring people in Imperial, easily matching the Finn's in compassion.

Roll Family
1-12 – Leary Family
13-20 – Affiliated Family

Social standing: Leary 3, Affiliated Family 2
Earnings rating: Leary 3, Affiliated Family 1
Attribute bonuses: Awareness, Personality, Physique
Skills: Animal Handling, Pilot, Treatment.

Trappings: A guard dog (working animal); Pin or belt buckle with clan emblem; An ancestor's prized harp.

Education:
1
Galway (Standard)
2
Langfrey (Standard)
3
Mercy (Standard)
4
Stratford (Elite)
5
Wexford (Elite)
6
Choose One

Family Business: Farmer/Frontiersman.

Special: Clan Leary members learning at Mercy Medical School replace the Willpower skill with Animal Handling, representing training as veterinary physicians.

Adolescent Event table
1
Medical Heritage
2
Nepotism
3-4
Born Diplomat
5
Born at the Wheel
6
You are of the Land

Imperial Minotaur Iconic Career
The Minotaurs are the most expensive unit Imperial ever fields on the battlefield. The very cost of providing them with their equipment is staggering. If not for the active financial support of other clans the Leary clan would be forced to shut them down. But Imperial needs them and so the Minotaurs are being generously supported by the Ministry of War.
The only task the Minotaurs have is to serve as heavy assault infantry. Where other units use artillery or stealth, the Minotaurs wade in trusting their heavy armor and natural resistance to keep them alive. And when they come close enough they do what they do best, they leave nothing and no one standing.
Prerequisites: Imperial (Clan Leary), Military Primary career
Difficulty: 3
Mandatory Skills – Close Combat, Ranged Weapons, Resistance.
Elective Skills – Athletics, Heavy Weapons, Willpower.
Signature Skills - Close Combat, Heavy Weapons, Ranged Weapons, Resistance.
Talents – One talent from Resistance, one talent from Close Combat, Heavy Weapons, Ranged Weapons.
Equipment - Mk. V Augmented Heavy Assault Armor, Violator sword, PSA Mk. XIV Aggressor
Earnings – 3

Clan McArthur
Home: McArthur-Muir Freighter Hub, Main-Belt (48 Doris)

When Imperial took to the skies it was on chartered ships belonging to McArthur Global Shipping & Trading LTD. After they established themselves on Luna and elsewhere, it was the same company that transported the Imperial settlers between the moon and the outposts. When it came to making them a clan the whole company collapsed in itself, all because its major families were at odds as to who would lead the new clan. An internal war seemed inevitable until the Batholomews, who were McArthurs patrons, stepped in and offered a solomonic deal. Both major families would designate a clan chief, and they would both represent the clan in their area of expertise. The McArthurs would continue transporting cargo between established ports, the Muirs would control the trade company. And if anything happened, the Bartholomews would serve as impartial judges. The clan however would take on the company name as its own, in memory not of the family but the business that made them a clan.
The family business of clan McArthur made it necessary to secure a large home base for their fleet of ships, so when Imperial terraformed asteroids of the main belt the McArthurs claimed the irregularly shaped 48 Doris as their home. There they not only built a massive home estate, but also a large service dock able to handle dozens of ships at the same time and warehouses for the materials needed for their fleet.

Appearance: Both McArthurs and Muirs possess sharp looks and a determined mien. The McArthurs rarely wear anything else besides their company uniforms, with short hair and a professional appearance being prized over anything else. The Muirs on the other hand prefer to present themselves as members of the gentry and follow current fashions.

Roll Family
1-6 – McArthur Family
7-12 – Muir Family
13-20 – Affiliated Family

Social standing: McArthur Family 4, Muir Family 4. Affiliated Family 3.
Earnings rating: McArthur Family 4, Muir Family 4, Affiliated Family 2.
Attribute bonuses: Awareness, Coordination, Mental Strength
Skills: Mechanics, Pilot, Space

Trappings: Model of a shipping freighter made out of exotic woods; Belt buckle or decorative pauldron with clan emblem; Passage booked on a spaceship to or from a major city; Mechanics repair kit.

Education:
1
Galway (Standard)
2
Langfrey (Standard)
3
IIT (Standard)
4
IIT (Standard)
5
Stratford (Elite)
6
Choose one

Family Business: Ship Crew

Adolescent Event table
1-2
Business Heritage
3
Nepotism
4-5
Spacefarer
6
Slender

Clan Singh
Home: Phaulad Sahib, Luna.

Clan Singh does not represent a single businesses turned clan, or a family, rather its the amalgamation of an ancient Earth religion that have found themselves leaving their home during the fall on Imperial ships. Since their service to Imperial was critical in establishing the Corporation, a deal was struck. The members of the religion would become a separate clan with all the rights and privileges, and Imperial would be assured that they wouldn't abandon the Corporation even if someone offered them a better deal. To this day Clan Singh has never been tempted to leave. A large majority of the clan serves in the regular military forces of Imperial, with an inordinate amount as officers. Additionally many members of clan Singh go on and join the Blood Berets, with the unit standing in as a special clan regiment. The rest of the clan serves in various positions as doctors, lawyers, and scientists. A percentage joins the Brotherhood in its quest against the darkness.
While not the most insular of clans, the Singh clan keeps itself focused on their mission, to serve humanity and protect it through their deeds. Their ideas often fly in the face of the majority of the other clans and the other corporations. But the steadfast adherence to their beliefs has won them many powerful allies in the Brotherhood and beyond, and many clan Singh clansmen have found themselves delegated to deal with them, forging bonds spanning over the petty limits of corporate society.

Appearance: The Singh clan is one of the most visibly different from all the non-anglo clans. Their tawny skin and long black hair is combined with traditional dress brought from earth. Few Singhs wear kilts, mostly those who use it as a part of their uniform. When not dressing for their work they prefer understated clothes, with loud colors only reserved for celebrations.

Roll Family
1-12 – Singh Family
13-20 – Affiliated Family

Social standing: Singh 4, Affiliated Family 3.
Earnings rating: Singh 3, Affiliated Family 2.
Attribute bonuses: Coordination, Mental Strength, Personality
Skills: Close Combat, Command, Willpower

Trappings: Silk turban; Pin, decorative shoulderpad or belt buckle with clan emblem; An ancestor's sword; A collection of military treaties and books.

Education:
1
New Bristol (Standard)
2
New Bristol (Standard)
3
Paxton (Elite)
4
Paxton (Elite)
5
Roll on next School column
6
Roll on next School column

1
IIT (Standard)
2
Mercy (Standard)
3
Hampshire (Standard)
4
Babbage (Elite)
5
Cardinal's (Elite)
6
Choose One

Family Business: Military (Basic)

Special: Reduce the difficulty of entering the Blood Beret Iconic Career by one.

Adolescent Event table
1-3
Military Heritage
4
Weapons Fanatic
5
Contact within the Brotherhood
6
Child Prodigy

Clan Taggart
Home: Glenkinnear Castle, Venus.

The Taggarts have it made, as long as Clan society and the Wolfbanes wear furs the clan will live the best life there is. Allied to the MacGuires, the members of Clan Taggart protect large swaths of land left untamed and wild, both on Venus and on Mars. There they tend to the population of wild animals carefully transported from Earth during the fall. When the Clan needs to harvest them they organize epic hunts in which feats of marksmanship and acts of great chivalry are more than common. Among other clans the Taggarts are recognized as naive dreamers who live in their own fairy tale world, the Taggarts see the other clans as bores with no sense for adventure and fun, luckily both groups try to stay away from each other.
Because of their unique business Clan Taggart keeps away from most elements of Imperial society, protecting large estates on two planets saps the manpower of the small clan. Beside the groundskeepers, the hunters, the attendants and all the people needed to turn the caught prey into furs, bone and meat, the clan has few hands to spare. Those that wish to serve Imperial beyond working the clan business tend to gravitate toward service in the Ghillies, a sniper unit composed out of the best hunters and outdoorsmen in the clan. Beyond that, the Taggarts don't bother, if Imperial wants more from the clan then the Wolfbanes will go bare-assed into combat.

Appearance: Members of clan Taggart try to live to their own romanticized perception of themselves, the chivalrous servants of the distant serenity. Whenever they leave their clan's estates they dress in kilts and ornate hunting jackets with dress swords and clan emblems adorning them. Their long hair is often tied with a ribbon in Paladine blue, to signify their undying love and loyalty to the throne. At home, the Taggarts wear practical clothing, their job is dirty and they don't go traipsing through the wilderness in silks.

Roll Family
1-12 – Taggart Family
13-20 – Affiliated Family

Social standing: Taggart 4 , Affiliated Family 3
Earnings rating: Taggart 3, Affiliated Family 2
Attribute bonuses: Agility, Awareness, Personality.
Skills: Ranged Weapons, Stealth, Survival.

Trappings: Fur coat or cloak; Heirloom rifle with bone inlays; Belt buckle or decorative pauldron with clan emblem; Framed map of Clan Taggart estates on Mars and Venus.

Education:
1
Galway (Standard)
2
Langfrey (Standard)
3
Stratford (Elite)
4
Wexford (Elite)
5
Paxton (Elite)
6
Choose One

Family Business: Farmer/Frontiersman

Special: Members of Clan Taggart may learn Rune Magic.

Adolescent Event table
1
Military Heritage
2
Nepotism
3-4
Hardened by the Frontier
5-6
You are of the Land


Imperial Ghillie Iconic Career
The Ghillies are the pride of the Taggarts, they are the best hunters and stalkers in all Imperial. Prospective members must prove beyond any doubt that they would not shame the legendary standing of the clan as the best shots in the corporation. A dash of je ne sais quoi is also welcome, the Taggarts are after all noble warriors and not an armed rabble.
Prerequisites: Imperial (Clan Taggart), Survival Expertise 1, Ranged Weapons Expertise 1, Stealth Expertise 1
Difficulty: 2
Mandatory Skills – Observation, Ranged Weapons, Stealth.
Elective Skills – Animal handling, Survival, Willpower.
Signature Skills - Observation, Ranged Weapons, Stealth, Survival.
Talents – Two talents from Observation, Ranged Weapons, Stealth, Survival.
Equipment - SR Mk. XII Assailant with Silencer and Bipod, Camouflage Kit, Mk. I Light Personal Protection Suit
Earnings – 3

That's it for now. As always I'm open for questions, comments and bribes. There are six more clans to go until I reach the magical number 20. Next up - either the 5 minors from the Imperial book or 5 freelancer ICs inspired by noir novels, cliffhanger serials and history. Enjoy!
[Last edited May 25, 2017 05:47:49]
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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JakeBernstein said Dec 15, 2015 01:35:15
You should compile this into a fan PDF sourcebook at some point!
-Apoc527
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Marcin.Skupnik said Dec 15, 2015 13:00:26
That's the plan, although I would rather get this stuff into an official book.

And now for something completely different.I sat down and took a hard look at the ICs, most of the time they are great at representing a specific facet of a corporation. But there are no ICs that would represent dieselpunk/noir characters in general. Look at movies like the Rocketeer, the Mummy, the Shadow or Maltese Falcon and you won't find ICs allowing you to play a character based on the movie protagonist. I have high hopes for the freelancer book, I really hope it will fill this gap. But I also suspect that the things that I'm looking for won't be there. So here are five ICs representing iconic occupations taken from dieslpunk/noir sources.

Freelancer Detective
There's a corner office with your name somewhere, it says that you are a detective, a sleuth, a gumshoe. You stick your nose where it doesn't belong, whether it's a dame looking for her husband's mistress, a business associate thinking he's being ripped off or a tear-jerker missing person case, you are out there, trying to find the light of truth about it. Armed with a sixth sense and knowledge on how the streets work you go about knowing that you'll get your man.
Prerequisites: Observation Expertise 1.
Difficulty: 2
Mandatory Skills – Insight, Observation, Persuade .
Elective Skills – Ranged Weapons, Stealth, Unarmed Combat.
Signature Skills - Insight, Observation, Persuade, Stealth.
Talents – Two talents from Insight, Observation, Persuade, or Stealth.
Equipment – Ballistic trenchcoat, a handgun with the Hidden quality.
Earnings – 3

Freelancer Assassin
The killing of a fellow man is the most heinous deed a human can do, for you it's just business. Maybe you always wanted to do it, maybe your hand was forced and the killings won't stop or maybe you just followed your family. You are a paid killer, the whispering blade in the dark, the high caliber bullet to the temple. You are death incarnate, and others bow when your unflinching gaze falls on them. And at the end of the day, when the deed is done, you can always look at the pile of money someone paid you, to remind yourself that it's just business.
Prerequisites: Ranged Weapons Expertise 1 or Close Combat Expertise 1, Stealth Expertise 1.
Difficulty: 2
Mandatory Skills – Close Combat, Ranged Weapons, Stealth.
Elective Skills – Observation, Persuade, Thievery.
Signature Skills - Close Combat, Observation, Ranged Weapons, Stealth.
Talents – One talent from Stealth, one talent from Close Combat, Observation, or Ranged Weapons.
Equipment – One ranged weapon (pistol or sniper rifle) with a silencer, one close combat weapon.
Earnings – 4

Freelancer Self-made man
You have made it, through hard work, tricks or just pure luck. You are your own man, with a business that keeps churning out profit just for you. Let others keep their titles and status, you are not dependent on the achievements of your ancestors, instead you know that all you have, has been earned by you alone. And when the push comes to shove they will learn that you are tougher and stronger than all of them combined, after all you are a self-made man.
Prerequisites: None.
Difficulty: 3
Mandatory Skills – Insight, Lifestyle, Persuade.
Elective Skills – Education, Mechanics, Sciences.
Signature Skills - Insight, Lifestyle, Persuade.
Talents – Two talents from Insight, Lifestyle, or Persuade.
Equipment – Sports car, bespoke ballistic nylon suit.
Earnings – 6

Freelancer Tinker
You always had a knack for technology, whether mechanical or electronic. Your parents always said you have the world at your feet with such talents, how right they were. When you went to school you have always been better than your peers and many of your teachers. You just had it in you, the knowledge how things work and how they can be made to work better. Some said you were cheating, but your teachers knew that your mind is like the minds of those visionaries that terraformed the planets and saved humanity. Maybe your inventions will one day too.
Prerequisites: Mechanics Expertise 1
Difficulty: 2
Mandatory Skills – Education, Mechanics, Sciences.
Elective Skills – Insight, Observation, Willpower.
Signature Skills - Education, Mechanics, Observation, Sciences.
Talents – Two talents from Education, Mechanics, Observation, or Sciences.
Equipment – Laboratory, comptograph, personal library (Mechanics or Sciences).
Earnings – 4

Freelancer Adventurer
You were made for grander things than a 9-to-5 in a factory or hobnobbing with your boring peers. You always wanted to climb the highest mountains on Mars, dive into the depths of Venus or walk between the asteroids. While searching for the ultimate thrill you've trod on many planets and talked with a lot of people, some friendly and others not so. Some even gave you money for the rights to your stories, to tell the masses about your intrepid adventures. There are still things to do, but now you have established yourself as an adventurer, a man of action and mystery.
Prerequisites: Survival Expertise 1.
Difficulty: 2
Mandatory Skills – Acrobatics, Athletics, Survival.
Elective Skills – Linguistics, Ranged Weapons, Unarmed Combat .
Signature Skills - Acrobatics, Athletics, Ranged Weapons, Survival.
Talents – Two talents from Acrobatics, Athletics, Ranged Weapons, or Survival.
Equipment – Survival kit, diving gear, climbing gear, medical insurance (Restriction 2, Maintenance 3).
Earnings – 3

Started working on some Whitestar stuff. Also in the cauldron - more clans, Bauhaus ICs, Mishima and Capitol military ICs.
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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Marcin.Skupnik said Dec 20, 2015 01:54:04
I started this topic with the intent to also create stats for the wolfbane armory found in the Casualties of War supplement. I put them on a back burner for most of the time, since I had problems with their eccentric abilities. Today I had some inspiration how to solve those problems and so here they are, wolfbane weapons.

Imperial Wolfbane War Hound "Nepharite" Hammer
This massive weapon has been constructed to serve the War Hounds as their primary weapon. The head has been fitted with a shaped charge which can be activated to deliver an explosive blast which can fell even a nepharite.
Damage – 2 + 5d6
Encumbrance - 5
Size – 2 handed
Reliability - 3
Qualities – Knockdown, Reach, Unforgiving 3
Restriction - 4
Cost – 14

Imperial Wolfbane Headhunter Battleaxe
The preferred weapon of the infamous Wolfbane Headhunters and Berserkers, this two headed axe can easily cut the head off of an armored soldier.
Damage – 2 + 5d6
Encumbrance - 4
Size – 2 handed
Reliability - 4
Qualities – AP 2, Dreadful, Reach
Restriction - 3
Cost – 13

Imperial Wolfbane Pick-Hammer
A massive bludgeoning weapon made out of smelted weapons of fallen enemies, often wielded by the strongest Wolfbanes in lieu of a Claymore.
Damage – 2 + 4d6
Encumbrance - 5
Size – 2 handed
Reliability - 4
Qualities – AP 2, Reach, Vicious 1
Restriction - 3
Cost – 13

Imperial Wolfbane Claws of the Wolf
These three long blades are attached to an armored gauntlet, they are used almost exclusively by the Mourning Wolves in combination with the Tangle Chain.
Damage – 1 + 3d6
Encumbrance - 1
Size – 1H
Reliability - 4
Qualities – AP 1, Parry 1
Restriction - 3
Cost – 4

Imperial Wolfbane Iron Bola
The Iron Bola is a standard weapon of the Wolfbane Pathfinders, together with the Howler launcher and pistols. It offers them a capability to capture live prisoners for interrogation or kidnapping.
Damage – 1 + 3d6
Encumbrance - 1
Size – 1H
Reliability - 4
Qualities – Knockdown, Nonlethal, Entangling
Restriction - 2
Cost – 2

As thrown weapons, each iron bola is considered to be both weapon and Reload: each purchase provides two Reloads, and using the weapon expends one of these Reloads. If you possess no iron bola Reloads, you possess no iron bola.

ENTANGLING - A target hit by this weapon is unable to move or take action except to attempt an Acrobatics or Athletics test to escape, with a difficulty equal to the number of Dark Symmetry Icons generated

Imperial Wolfbane Tangle Chain
A mass of barbed chains used by Mourning Wolves to capture and immobilize their targets before dispatching them with their Claws.
Damage – 1 + 3d6
Encumbrance - 2
Size – 1H
Reliability - 4
Qualities – Entangling
Restriction - 3
Cost – 5

ENTANGLING - A target hit by this weapon is unable to move or take action except to attempt an Acrobatics or Athletics test to escape, with a difficulty equal to the number of Dark Symmetry Icons generated

Imperial Wolfbane Howler Grenade Launcher
A launcher tube strapped to the forearm of a Wolfbane Pathfinder, this launcher is the perfect weapon for hit and run attacks.
Damage – As grenade
Encumbrance – 2
Rate - Munition
Range - M
Size – 1H
Reliability - 2
Qualities – As grenade
Restriction - 3
Cost - 6
Special – Can only fire Anti-Personnel and Smoke grenades.

The last weapon isn't used by the wolfbanes or inspired by them. Bauhaus has a dueling saber, which is nice. Imperial has none even though it deserves a nice clansman weapon. So I took the basket-hilt broadsword as inspiration and made on for them:

Imperial Clansman Broadsword
Damage – 1 + 4d6
Encumbrance - 3
Size – 1H
Reliability - 4
Qualities – Dueling, Parry 2
Restriction - 2
Cost – 8

PS: I'm working on something big right now, a way to represent a character's progression and promotion within a single career before the start of adventuring. Like becoming an NCO or a factory foreman, things which the system can't do right now. It would also allow players to play characters which belong to sub-types of existing careers (think Wolfbane War Hounds). I'm going to post it in a separate thread when the basics are ironed out.
[Last edited Mar 15, 2017 13:23:09]
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CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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Marcin.Skupnik said Dec 28, 2015 21:09:30
Time for another load of goodies. The first part is made up of three more minor clans, we will soon reach all 20. The second is a set of Mishima ICs, got inspired by various sources and decided to add more flavor to the corporation.

Cavanaugh Clan
Home: Luna House of Science, Luna

From its beginnings, as a conglomeration of scientists and engineers whisked away from earth during the fall, clan Cavanaugh has been certain that its expertise would pave a way towards greatness for them. It hasn't, and no matter how often the clan members bemoan it, they are nothing more than a small clan with almost no pull in Imperial society. The reason for this is simple, the clan has remained a mixture of scientists, inventors and designers. And to top it off the clansmen of clan Cavanaugh most often work for others. The clan is just too diverse to possess a business to call its own. This doesn't concern the majority of the members, since the moment they finish their education they are almost assured to get job offers others would kill for. These job offers come from clans in the technical business who consider clan Cavanaugh to be the scatterbrained genius cousin, at times irritating but still part of the family. And in Imperial family has to be protected.
Clan Cavanaugh is one of the most open minded and tolerant of all Imperial clans. With no grudges, enemies and rivals, they look forward toward a life of discovery and exploration, while safely tucked away in a lab or workshop. If there is one group the Cavanaughs are uneasy about, it's the Cybertronic corporation. The clan has spent a lot of time trying to find out how Cybertronic's equipment is protected from the darkness, and since they haven't found out they began to accept and spread the idea that Cybertronic is a pawn of the Dark Legion.

Appearance: It is hard to pin a specific look to the Cavanaughs, they are a varied lot that dresses for the occasion. When not being completely lost in their thoughts they are a headstrong people, who can argue their point of view until the break of dawn.

Roll Family
1-12 – Cavanaugh Family
13-20 – Affiliated Family

Social standing: Cavanaugh 3, Affiliated Family 2
Earnings rating: Cavanaugh 3, Affiliated Family 2
Attribute bonuses: Awareness, Intelligence, Mental Strength
Skills: Education, Mechanics, Sciences

Trappings: Pin with clan emblem; An ancestor's scientific texts (personal library, sciences); An old comptograph.

Education:
1
IIT (Standard)
2
Galway (Standard)
3
Mercy (Standard)
4
Babbage (Elite)
5
Stratford (Elite)
6
Choose One

Family Business: Academic (Researcher)

Adolescent Event table
1-2
Business Heritage
3
Nepotism
4
Extraordinary Chemical Resistance
5
Comptography Expert
6
Electronics Whiz


Clan Macrae
Home: Morlaix Tower, Luna

What happens when several small timers come to an agreement? Trouble, that's what happens. And clan Macrae has been trouble since its beginning as a group allied to clan Kingsfield. They began as a group of producers of various consumer goods, everything from sports equipment to bottles. They leveraged clan Kingsfield to get them off planet, then got together and hammered out another agreement that saw clan Kingsfield secure in in its supply of almost everything. During the Sad Struggle clan Macrae got a reputation as the nastiest collection of thugs allied to clan Kingsfield. And after it they remained allied to them, even though they managed to save themselves by selling out several Kingsfield secrets. The remaining clans see clan Macrae as a necessary evil, they manufacture products no one else bothers to make but everyone needs.
Clan Macrae is divided roughly into four parts. The head of the clan is the Macrae family of Macrae Household & Farm LTD. They produce a plethora of products every clansman needs for his home, from affordable furniture to rubber hose to water his garden. Thanks to this variety the family has the biggest say in external politics of the family, on wrong decision and the revenue they depend on will drop. The second family are the Durhams, owners of Durham House Tobacco. They offer everything connected to tobacco consumption, including the tobacco itself in a myriad of different products from exclusive cigars to cigarettes. As a side venue the Durhams run the Lucky Lads sports betting parlors, netting them a tidy sum. The third and most insular family is the Lodwick family of the Lodwick Group. They produce the majority of containers used by Imperial companies, from cardboard boxes through bottles to cans. To distance itself from the rest of the clan the Lodwick family claimed three small martian asteroids, far enough to be almost completely cut off from the clan. The rest of the clan is composed of workers who are aligned with one of the three families.

Appearance: Work hard, play hard, hit even harder, that's the clan motto of clan Macrae. They rarely can be bothered to get out of work clothes when they go out, since the places they frequent don't belong to high society. A typical Macrae spends his time working, drinking and brawling. And wherever they go they bring the same attitude of punching first and asking questions later with them.

Roll Family
1-4 – Macrae Family
5-8 – Durham Family
9-12 – Lodwick Family
13-20 – Affiliated Family

Social standing: Macrae/Durham/Lodwick 3, Affiliated Family 2
Earnings rating: Durham 4, Macrae/Lodwick 3, Affiliated Family 2
Attribute bonuses: Coordination, Strength, Physique
Skills: Mechanics, Resistance, Unarmed Combat

Trappings: Shoulder pad with clan emblem; Your ancestor's prize boxing gloves; A sturdy walking stick made out of blackthorn.

Education:
1
Galway (Standard)
2
Langfrey (Stadnard)
3
New Bristol (Standard)
4
IIT (Standard)
5
Wexford (Elite)
6
Choose One

Family Business: Corporate Worker

Adolescent Event table
1
Business Heritage
2
Nepotism
3-4
Natural Brawler
5
Gambler
6
Gift of the Gab


O'Connor Clan
Home: O'Connor Academy of Fencing, Luna

You can always recognize whether an O'Connor is around, their voices fill the silence with a zesty desire for life at its best. The O'Connors are warriors first and everything else second, their intense training is focused on making every O'Connor a great swordsman. Gallaghers made the best swords in Imperial but it was the O'Connors that wielded them best. Sworn to serve in the Higland Clan Warriors the O'Connors are one of the few warrior clans of Imperial, besides fighting in every Imperial conflict their fiery spirits have led them towards all types of entertainment, including to the dismay and shock of others, adult entertainment. Few clans can tell stories of members who with sonorous voice recite poetry while wading through a sea of undead legionnaires, but to the O'Connors its a daily occurrence.
The O'Connor clan serves predominantly in the Highland Clan Warriors, the rest settles down doing things they found a passion for. Many clan members are involved in art and drama, while some dabble in politics and espionage. Clan O'Connor participated actively in Project 6 by providing many Romeo agents, and has maintained a good relationship with the Fieldhausen clan ever since. If there is one flaw in the clan it's the fact that they can't keep their passions in check, with marital fidelity being almost a myth in the clan. But on the other hand it has been fashionable to have an O'Connor lover among the nobility in times past.

Appearance: An O'Connor can never hide, even when dressed in rags he will be recognized. Their loud voices and grand gestures have become a clan trademark, with certain plays reserving roles for clan members on this basis alone. In dress the O'Connors live to be one step ahead of fashion, even in a uniform an O'Connor looks better than his fellows.

Roll Family
1-12 – O'Connor Family
13-20 – Affiliated Family

Social standing: O'Connor 4, Affiliated Family 3
Earnings rating: O'Connor 3, Affiliated Family 2
Attribute bonuses: Agility, Awareness, Personality
Skills: Acrobatics, Close Combat, Lifestyle

Trappings: Membership in an exclusive club on Luna, Decorative belt buckle, pin or shoulder pad with the clan emblem; Full higlander regalia with a great kilt.

Education:
1
Galway (Standard)
2
New Bristol (Standard)
3
Stratford (Elite)
4
Paxton (Elite)
5
Choose One
6
Choose One

Family Business: Military (Highland Clan Warrior)

Special: Every clan O'Connor member starts the game owning an Imperial Clansman Broadsword.

Adolescent Event table
1-2
Military Heritage
3
Gambler
4
Slick Talker
5-6
Born to the Sword

Mishima Montagnard
There is a secret hidden on the island of Quan, a secret so great that Lord Heir Maru will do anything to keep it from being revealed. This secret is the existence of several mountain villages populated by a special group of commoners called the Montagnards. These commoners have only one duty, to serve Lord Maru in his army. What makes the Montagnards so special is their ability to disappear into the jungles of Venus and survive. These men and women can strike at the enemies of Mishima while remaining unseen and offer the Prince of the Oceans a potent weapon against the mighty armies of the other corporations. In addition their units lack Samurai officers, which makes their actions completely deniable, as Lord Maru can openly say that no Samurai serving him has ever performed acts of sabotage.
Prerequisites: Mishima (Commoner), from Venus, Military (Ashigaru) career.
Difficulty: 2
Mandatory Skills – Close Combat, Ranged Weapons, Survival.
Elective Skills – Observation, Resistance, Stealth.
Signature Skills – Close Combat, Ranged Weapons, Stealth, Survival
Talents – One talent from Survival, one talent from Close Combat, Ranged Weapons, or Stealth.
Equipment – Silencer for Yari Shogun rifle, Camouflage kit.
Earnings – 2

Mishima Crimson Devils
The Crimson Devils have been created to strike fear into the enemy, these specially chosen warriors are known for their relentless assaults and extreme brutality on the field of battle. They are trained in separate barracks and when they deploy in the field their armors are locked so that no one will know their identity. Mishima actively spreads various rumors about those who serve in the Crimson Devils, some of those say all Crimson Devils are dishonored samurai driven mad by shame, others say that they are all Triad members sentenced to live in agony while locked forever in the red armor. But one thing is certain, no one knows who the Crimson Devils really are.
Prerequisites: Mishima, Military Primary Career.
Difficulty: 2
Mandatory Skills – Acrobatics, Ranged Weapons, Willpower.
Elective Skills – Close Combat, Resistance, Stealth.
Signature Skills – Acrobatics, Close Combat, Ranged Weapons, Willpower.
Talents – Two talents from Acrobatics, Close Combat, Ranged Weapons, or Willpower..
Equipment – Crimson Devil armor, No. 3 “Shinyuusha” Battle Rifle
Earnings – 4

Crimson Devil armor (modified Sode battlesuit)
The armor of the Crimson Devils is a reinforced version of the Sode battlesuit. With the addition of a helmet and a sturdy breastplate this armor offers a substantial protection to the wearer, while being still less expensive than a powersuit. The armor also contains a locking mechanism that prevents the wearer from discarding the armor and a self-destruct charge that destroys the armor and the body in case of the wearers demise.
Head: 3
Torso: 4
Arms: 2
Legs: 2
Encumbrance: 4
Restriction: -
Cost: -

No. 3 “Shinnyuusha” Battle Rifle
The Shinnyuusha Battle Rifle is a limited modification of the Shogun rifle. The main difference between the two weapons lies in the longer and heavier barrel of the rifle and the increased caliber of the bullet. Otherwise the rifles are almost identical in their inner work. Just like the Shogun rifle the Shinnyuusha comes with a No. 23 grenade launcher.

Mishima No. 3 "Shinnyuusha" Battle Rifle
Damage – 1 + 5d6
Encumbrance – 5
Rate - Burst
Range - M
Size – 2H
Reliability - 2
Qualities – None
Restriction - 3
Cost - 7

Mishima Jade Guard
The Jade Guard has been the elite unit serving the Lord of Venus for hundreds of years. These samurai have been chosen based on their devotion and fearlessness when facing the enemy. These stalwart warriors ride on Kobaya hover-transports to quickly reinforce or invade territories under foreign threat. Their role in battle is simple, to create a beachhead for the rest of Lord Maru's forces.
With great flexibility and freedom given even to the lowest of officers the Jade Guard is also an incubator for future commanders of the armies of the Prince of the Oceans.
Prerequisites: Mishima (Any Samurai), from Venus.
Difficulty: 2
Mandatory Skills – Athletics, Close Combat, Ranged Combat.
Elective Skills – Acrobatics, Pilot, Willpower.
Signature Skills – Athletics, Close Combat, Pilot, Ranged Combat.
Talents – Two talents from Athletics, Close Combat, Pilot, Ranged Combat.
Equipment – Kote battlesuit, odachi, No. 1 Shogun assault rifle.
Earnings – 4

Mishima Geisha/Doboshu
There are few accepted ways for one samurai to entertain another samurai who serves a different lord. The entertainment machine of the Mishima corporation just does not cater to them. Instead a select group of commoners has been providing various forms of socially acceptable entertainment to the nobility of the corporation. The entertainers can be broadly divided into two groups, based on their sex. The Geisha are female, and are experts in dancing, singing, music and conversation. Contrary to the minuscule numbers of the vaguely similar Shirabyoshi, the Geishas work in every city with a Mishiman presence, with Longshore having thousands of okiya, Geisha teahouses, scattered around the city. In contrast to the Doboshu, the geisha undergo a orderly training at a teahouse and must pass a strict exam to be allowed to debut.
The Doboshu are the male entertainers, they are story tellers, jesters and advisers. Instead of living in specific districts and offering their skills in teahouses, the Doboshu often are attached to the courts of noble samurai. A skilled Doboshu can live his whole life serving many generations of a single samurai family. One of their less known role is that of strategists, in a corporation bound by honor and face the only person who can openly criticize a bad plan is the court jester. Many dismal failures were prevented by an observant Doboshu ridiculing flaws no one else dared to mention.
Prerequisites: Mishima (Any Commoner).
Difficulty: 2
Mandatory Skills – Education, Observation, Persuade.
Elective Skills – Acrobatics, Lifestyle, Linguistics.
Signature Skills – Education, Linguistics, Observation, Persuade.
Talents – Two talents from Education, Linguistics, Observation, Persuade.
Equipment – Expensive traditional robes, make up kit, musical instrument.
Earnings – 3

Mishima Ozumo
There is honor in the circle, and big money outside of it. Sumo wrestling is an ancient and traditional sport with millions of fans among the mishimans. It is also the only sport which allows both commoners and samurai to participate, albeit not against each other. To become a professional wrestler a prospective Ozumo must dedicate his whole life to training, with a harsh diet and many obligations to his Oyakata, a retired Ozumo leading his own training stable and providing the aspiring wrestler with both training and life's necessities. Those who make it however can look forward towards a career filled with glory and rewards, with a preferential marriage and lifelong endorsement deals being par for the course.
Prerequisites: Mishima, Unarmed Combat Expertise 1, Athletics Expertise 1.
Difficulty: 2
Mandatory Skills – Athletics, Acrobatics, Unarmed Combat.
Elective Skills – Lifestyle, Resistance, Willpower.
Signature Skills – Athletics, Acrobatics, Unarmed Combat.
Talents – Two talents from Athletics, Acrobatics, or Unarmed Combat.
Equipment – Mawashi belt, membership in a Sumo stable.
Earnings – 5

That's it for now. Still in the pot are some ICs for Bauhaus and Capitol. When I'm done with them I'll look at the promotion system.
As always any comment is welcome.
[Last edited May 19, 2016 02:42:02]
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
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