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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 Dec 30, 2016 02:26:52
Hi everybody. Here's the last part of the minor clan project, the long promised and often delayed writeup of the Tikis used by the Iwi clan. It's kind of a big thing, and not at all balanced. Kidding...
I have decided to post this as stand-alone since the clan writeup happened so long ago.

Tikis
Clan Iwi brought with it a mystical tradition practiced for thousands of years by their ancestors. The carved Tiki were symbols of the first man, and served as spiritual protectors of the tribes. The secrets of their creation were kept by Kahunas, mystic artisans who served also as priests to the people. Thanks to their ancient knowledge and insight the Kahunas were able to capture a small fraction of the light in their carving, providing them with tangible results where the Tikis were located. But with the coming of darkness many Kahunas were corrupted and several of their more sinister Tikis were twisted as well. With that the kahunas and their art fell under Brotherhood scrutiny. The Brotherhood recognized the Kahunas as some the oldest mystic craftsmen, whose experience could support the brothers in their fight. The Kahunas however refused to become part of the Brotherhood, seeing their tribe as the only group worthy of their service. In the end an understanding was created, in which the Kahuna would share some of their knowledge and in return the Brotherhood would protect them from outside forces.

Rules:
Tiki effects are constant in the vicinity of the carving, and can only be disrupted through its physical destruction. A Tiki's effect is limited to close range, beyond that the effect of the Tiki is too weak to influence a person.
A Kahuna creating a Tiki can limit its effects by adding one Momentum to the complexity of the Tiki per physical characteristic he wants to exclude, like age, sex, height, and genetic lineage. A Tiki cannot make exceptions based upon abstract ideas like ideology or employment. A Kahuna can always choose to exclude characters and beings serving the Dark Legion from the Tiki's effects, but it still costs one Momentum to do so.

Only characters with the Kahuna talent can create tikis.

Kahuna
Prerequisites: Clan Iwi membership, Mysticism Expertise 1
You have been trained and initiated as a Kahuna, a mystic of clan Iwi. Beyond your role as a spiritual adviser to the clan's families you are also able to create Tikis, powerful carvings imbued with energy. Becoming a kahuna increases your social standing by one.
Special – If bought during play the Kahuna talent costs 600 xp. During character creation the Kahuna talent can be taken instead of a Mysticism talent.

Creating a Tiki:
To create a Tiki the character must fulfill several prerequisites, first he needs to belong to Clan Iwi and posses the Kahuna talent. Second he needs to create the Tiki in a workshop located on Hou Ao island. Third, he has to oversee the placement of the Tiki in person.

Proper traditional tools have to be used to create a Tiki, while made out of simple materials they are rare and only made by a few artisans (Restriction 4, Cost 3). Since Tikis are made only out of natural materials, collected by the Kahuna, there is no cost involved in gathering them.

To create a Tiki the Kahuna must roll Mechanics against the listed difficulty. He has to gather enough successes to match the complexity of the Tiki, plus any momentum required to fulfill the exclusions set when starting his work. Failure to achieve a success means that the carving is flawed, and the work has to be started from scratch.

Several Kahunas can work together and pool their abilities to create a Tiki. The only exception to this rule is the Activity Tiki which can only be created by a single Kahuna.

Hei-Tiki – these small carved amulets are the lesser cousins of the true tikis. Inlaid with shell fragments, these charms provide a small benefit to the wearer.
Difficulty - 1
Complexity - 1
Effect – Choose one of the effects when creating the Hei-Tiki, this effect is active as long as the Tiki is worn by the character. Only one Hei-tiki can be worn at a time.
-Gain a single point of soak to all locations when wearing the Hei-Tiki. The point doesn't stack with armor.
-Gain an additional serious wound.
-Gain an additional momentum point when performing strenuous Athletic tasks, like long running or swimming.
-Gain an additional momentum point when performing Natural Healing checks.

Fertility Tiki – often given to young couples as a wedding gift, the fertility tiki has been the backbone of the clan's resilience. With its existence clan Iwi doesn't need to fear extinction, as the effect guarantees bountiful offspring.
Appearance – small, pudgy-limbed and round, looking like a stylized baby.
Difficulty - 2
Complexity - 3
Effect – Every character in range of the Fertility Tiki gains a bonus momentum to seduction tests. The Tiki also guarantees a stable pregnancy to those staying within its effect for longer periods of time.

Passion Tiki – those within the effect of the passion Tiki have their emotions amplified. Normally such Tikis have been used in places where the clan assembles to celebrate important holidays.
Appearance – round and similar to the fertility Tiki, but with an impish grin and piercing eyes.
Difficulty - 2
Complexity - 6
Effect - Every character in range of the Passion Tiki gains a bonus momentum to successful Lifestyle and Persuade tests.

War Tiki – one of the most gruesome looking Tiki in existence, these blood spattered carvings are used to defend clan Iwi. Anyone who has ritually bled on the Tiki gains its effect when fighting. Most of these Tikis are placed in strategic locations, with an emphasis on covering a large area.
Appearance – roughly hewn snarling visage with sharp teeth of bone or stone.
Difficulty - 3
Complexity - 8
Effect – Gain a bonus momentum when making successful attack tests. The type of the benefiting attack must be specified during the creation (either Melee or Ranged).
Special - For an additional 5 momentum spent during creation the range of the war tiki can be extended to medium range. For an additional 5 momentum spent during creation both types of attacks receive the bonus stated above.

Guardian Tiki – in times when technology fails it is important to keep the clan warned of approaching enemies. The Guardian Tiki alerts the kahuna if one of its conditions is triggered.
Appearance – human face with large eyes and ears, positioned upon a small square body.
Difficulty - 3
Complexity - 8
Effect – Entering the range of the Tiki sends an image of the person to the Kahuna as a hazy vision. Additionally sounds made by the intruder are also transmitted. For the Tiki to transmit the image and sound the Kahuna has to be not more than 10 km away from it.
Special – A Kahuna can have no more than 3 Guardian Tikis connected to him.

Protection Tiki – these Tikis are used to keep one thing away from the protected area. Be it rain or Mishiman raiders, the desired element avoids it. The most powerful of these Tikis can even prevent Dark Legion beasts from entering the area, though the most powerful of the Legions beasts and servants are sadly not susceptible to them.
Appearance – oblong carving in stone, with a grim face.
Difficulty - 4
Complexity - 12
Effect – If the excluded element is natural like water, then the area in close range around the Tiki will be safe from it. If the exclusion is aimed at living beings then the persons trying to enter the area must make a Daunting D3 Willpower test or become Perplexed. If the roll suffers a repercussion then the character becomes Terrified.
Special – The Protection Tiki doesn't work against Nemesis NPCs.

Sorcery Tiki – this type of Tiki has not been created since the coming of the Dark Legion. In fact the necessary rituals needed for its construction have been removed from the collected lore of the clan. Said to fuel abilities with blood sacrifice, the sorcery Tikis were responsible for the corruption of several powerful Kahunas until they were destroyed by the Brotherhood. At least most of them were.
Appearance – normally proportioned human figure about 10 inches tall, with real human hair.
Difficulty - 4
Complexity - 28
Effect – When used in conjunction with the creation of other Tikis, the sorcery Tiki hastens the creation by exchanging one humanoid life for 5 points of Momentum. Excess Momentum gained through the sacrifice can be stored for later use within the Tiki, up to 50 points.

Fortune Tiki – the most unpredictable of all Tikis is rarely made these days. Its haphazard effects are dangerous, since no one can really determine what will happen to anyone in the vicinity. Those who do use this Tiki find success more often than others, even though their failures tend to be rather spectacular.
Appearance – pearly-eyed face, with a manic grin splitting it in half. The grin is divided with one half being maddeningly happy and the other maliciously fiendish.
Difficulty - 4
Complexity - 12
Effect – Anyone under the effect of the Fortune Tiki can re-roll a single test every turn, but must accept the new result.

Dormancy Tiki – the most complex and powerful Tiki type in existence. These Tikis are used to stabilize Hou Ao island and prevent its volcanoes from ever becoming active again. If the network of these Tikis is ever disturbed the clan will face serious existential problems.
Appearance – conical headed basalt carvings with eyes made out of polished obsidian.
Difficulty - 4
Complexity - 50
Effect – The Complexity of this Tiki represents a set of carvings located in a pattern and preventing a natural phenomenon like a tsunami or a volcanic eruption from occurring. A single set is able to cover an area of ~50 km².

Activity Tiki – this Tiki is a secret mirror version of the Dormancy Tiki, and is used to instigate natural phenomena. Only one Kahuna of the clan is entrusted with the knowledge of its creation, due to its unpredictable effects.
Appearance – a snarling agitated visage made out of driftwood with eyes made out of sunstone.
Difficulty - 4
Complexity – 50
Effect – The Tiki can create one natural phenomenon, like a tornado, a volcanic eruption, or a landslide tsunami. The Tiki is destroyed in the process. The GM is the final arbiter of the damage created by the summoned effect.
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 Jan 13, 2017 14:29:29
Well the forum looks dead after the holidays, so here are a few odds and ends from.
First up is a talent I created to go with the future Dark Eden homebrew content (which was on hold until the public release of the book). Second is an IC based on a unit from 2nd edition Warzone and some new weapons. Enjoy!

Gunslinger
Prerequisite: Sniper talent
When wielding two weapons the character treats "Unbalanced" ranged weapons as "1 Handed" and "2 Handed" ranged weapons as "Unbalanced".

Special: This Talent only applies to Handguns, SMGs/PDWs, Shotguns, and Assault Rifles.

Capitol Ranger Iconic Career (DS, DL, DE)
The elite of the elite, the best light infantry unit in existence with an honor roll going back to the time before the Fall. The Rangers are proud of their achievements, proud of their “can do” attitude and the ability to deliver on their promises. Famous for lighting strike assaults they are a pointed contrast to the lumbering heavy infantry, with its heavy armor and massive weapons. Ranger tactics are based on stealthily approaching the enemy and binding him in intense close combat, few enemy units can properly defend themselves when ambushed by Ranger units..
The uniforms the Rangers wear distinguish them from other Capitol units, their long coats paired with the large combat knives and heavy revolvers used as sidearms evoke an image of a time long past. A time of homesteaders establishing Capitol on Mars, the time when every man and woman was a hero.
Prerequisites: Capitol, Military primary career.
Difficulty: 3
Mandatory Skills – Athletics, Ranged Weapons, Stealth.
Elective Skills – Acrobatics, Close Combat, Willpower.
Signature Skills – Athletics, Close Combat, Ranged Weapons, Stealth.
Talents – One talent from Ranged Weapons, two talents from Athletics, Close Combat, or Stealth.
Equipment – M50 Assault Rifle*, HFMPS-93 Tortoise Mk 1*, .45 Revolver, Combat Knife, Gas Mask, Long Coat.
Earnings – 3

Special: Increase the characters Fame by one.

Buckshot Load (Grenade Launcher only)
The Buckshot Load is a special type of ammunition for grenade launchers. Created around a normal grenade shell it offers close quarters firepower to grenadiers. Able to clear a trench with one shot it is the perfect choice for engaging soft targets in tight spaces.

Damage – 1 + 5d6
Encumbrance – 1
Rate - Munition
Range - C
Reliability - 2
Qualities – Blazing 1, Knockdown, Spread 2
Restriction - 3
Cost – 5

BLAZING - Weapons with the Blazing quality deal an additional Xd6 damage to
targets within Close range, where X is the rating of this trait.

Capitol “Service Special” Revolver – Sherman Inc.
Due to the huge amount of cops needing a good weapon Capitol's Security Service has contracted Sherman Inc. to design a solid gun for the men and women walking the beat. The result was the Service Special revolver, a simple and reliable weapon able to dish out decent damage and be used as a club in a pinch. Sherman Inc. also produces a smaller snub nosed version called the Detective Special and the long barreled Patrol Special for officers patrolling the Freedom Lands.
Damage – 1 + 3d6
Encumbrance – 3
Rate - Semi-Automatic
Range - C
Size – 1H
Reliability - 3
Qualities – Close Quarters, Dependable
Restriction - 2
Cost – 4

DEPENDABLE: The weapon’s design makes it extremely dependable in battle. When making a Ranged Weapons test to fire this weapon, you may ignore the first Repercussion rolled.

Chainsaw
More a tool than a weapon, the chainsaw has the capability to chew through almost anything it hits. Used by those who have no other weapons at hand or maniacs hellbent on causing chaos and mayhem, it has entered the popular consciousness as a gruesome killing tool.
Damage – 2 + 4d6
Encumbrance – 5
Size – Unbalanced
Reliability - 2
Qualities – Gruesome, Vicious 2
Restriction - 1
Cost – 8

Combat Knife
Combat Knives are a step between survival knives and swords. Their massive blades can easily cleave through unarmed opponents or maim armored foes. Popular among Capitol homesteaders as a fashion statement, the largest producer, Bowie Industries, has a full catalog to suit every taste and need.
Damage – 1 + 4d6
Encumbrance – 2
Size – 1H
Reliability - 4
Qualities – Vicious 1
Restriction - 2
Cost – 5
[Last edited Jan 13, 2017 14:37:11]
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 Mar 14, 2017 16:44:22
Bauhaus Hooded Judge (DS, DL, DE)
People are being found hanging from trees, and everyone knows that the Tree Courts have passed sentence. The Elector Counts know that there is a secret society passing judgment on nobles and their servants, but they know that the society dispenses justice where public courts cannot. Men and women gather in the middle of the night to judge those who think themselves untouchable. This has been going on since Bauhaus first set foot outside of Earth. The Hooded Judges are chosen from members of the local population, some of them are educated like the village doctor others are respected like a patriarchy of an old family, but they all are members of the lower classes who have to live in the hierarchic Bauhaus society. Because of that they sentences are harsh, for the Tree Court knows only one punishment, death. And so many cruel nobles or their callous servants find themselves facing a court of hooded figures in the middle of the night.
Prerequisites: Bauhaus, Commoner or Retainer social status, Observation Expertise 1.
Difficulty: 2
Mandatory Skills: Lifestyle, Observation, Persuade.
Elective Skills: Education, Insight, Stealth.
Signature Skill: Lifestyle, Observation, Persuade, Stealth.
Talents: Two talents from Lifestyle, Observation, Persuade, or Stealth.
Equipment: Hooded cloak, a network of people you can trust, sturdy length of rope.
Earnings Rating: 2

Some background on this. There have been vigilante courts in Germany before the modern age. They gathered at night to judge people guilty of various crimes. This system grew out of an late medieval legal court system in which every free man was able to become a judge in a free court. A similar legal system was created in the Polish-Lithuanian Commonwealth during the time after a king's death, when the legal system was suspended. Nobles wearing mourning hoods swore themselves to pass judgment under a hooded court, which often passed sentences twice or thrice as harsh as a normal court would.
[Last edited Mar 14, 2017 16:44:33]
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 Mar 15, 2017 13:26:00
I've updated the Wolfbane weapons that use entangling rules with the official quality from Dark Eden. Made minro adjustments to the weapons.

Here are the Wolfbane Career Developments with specific rules -

Faction Specific career developments:
System: These Career Developments need to be bought with a Life Point, each costs 1 point and a character cannot buy more than one career development of this kind. Other rules for career developments apply.

Wolfbane Pathfinder
Those Wolfbanes who are too unpredictable to serve as regular commandos join the Pathfinders. These men and women are the finest scouts in the Solar System. Their role on the battlefield is to find the enemy and ambush them. The Pathfinder badge is the paw print of the Venusian Wolverine.
Prerequisite: Imperial, Wolfbane IC.
Mandatory Skills – Acrobatics, Observation, Stealth
Elective Skills – Athletics, Close Combat, Ranged Weapons
Signature Skills – Acrobatics, Observation, Stealth
Talents – Choose one talent from your signature skills.
Equipment - Wolfbane Iron Bola, Wolfbane Howler Short Range Grenade Launcher
Earnings – No change.

Wolfbane War Hound
War Hounds are the most experienced Wolfbanes, they are the veterans of countless missions and operations. Their melee expertise allows them to wield the mighty Nepharite Hammers, powerful two-handed weapons equipped with a shaped charge able to kill a Dark Legion beast with one hit. The War Hound badge is a wolf's head in profile instead of a skull.
Prerequisite: Imperial, Wolfbane IC, ten or more years in Wolfbane careers.
Mandatory Skills – Close Combat, Resistance, Willpower
Elective Skills – Acrobatics, Athletics, Stealth
Signature Skills - Close Combat, Resistance, Willpower
Talents – Choose one talent from your signature skills.
Equipment - Wolfbane War Hound "Nepharite" Hammer
Earnings – No change.

Wolfbane Mourning Wolf
The sisterhood of the Mourning Wolves is made out of widows of fallen Imperial soldiers. These women seek death on the battlefield to be reunited with their loved ones. Known for their reckless assaults, the unit has gathered a sinister reputation among other armed forces. The badge of the Mourning Wolves is a goat's head over a Venus cross.
Prerequisite: Imperial, Wolfbane IC, Female.
Mandatory Skills – Acrobatics, Athletics, Close Combat
Elective Skills – Ranged Weapons, Stealth, Willpower
Signature Skills - Acrobatics, Athletics, Close Combat
Talents – Choose one talent from your signature skills.
Equipment - Wolfbane Claws of the Wolf, Wolfbane Tangle Chain
Earnings – No change.

Wolfbane Headhunter
The Headhunters are a cult of death, they wade into battle to claim the heads of the greatest enemy warriors. Few Wolfbanes associate themselves with those who wear the heads of their fallen enemies at their belts. The badge of the Headhunters is an axe behind a skull.
Prerequisite: Imperial, Wolfbane IC.
Mandatory Skills – Athletics, Close Combat, Stealth
Elective Skills – Acrobatics, Observation, Ranged Weapons
Signature Skills - Athletics, Close Combat, Stealth
Talents – Choose one talent from your signature skills.
Equipment - Wolfbane Headhunter Battleaxe
Earnings – No change.

Wolfbane Heavy Support
Those Wolfbanes who have the stature and flair for ranged combat are often sent to join the heavy support squads. These Wolfbanes specialize in laying waste to enemy infantry with their massive Charger HMGs, allowing the other Wolfbanes to close in and finish the job. The badge of the Heavy Support squads is the standard Wolfbane badge surrounded by six spikes.
Prerequisite: Imperial, Wolfbane IC.
Mandatory Skills – Athletics, Heavy Weapons, Ranged Weapons
Elective Skills – Acrobatics, Observation, Stealth
Signature Skills - Athletics, Heavy Weapons, Ranged Weapons
Talents – Choose one talent from your signature skills.
Equipment – Imperial MK. XIXB Charger HMG
Earnings – No change.
[Last edited Mar 15, 2017 19:27:05]
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ishannon5289@gmail.com said Mar 15, 2017 13:47:04
I would greatly appreciate it if you could come up with a talent branch for subs and such.
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Marcin.Skupnik said Mar 15, 2017 19:26:28
Fun fact - there are no stats for waterborne ships in-game. So there's little point in making talents for things that would need to be created in the first place. And creating ships would require rules to govern them.

Sorry but that's a project too large to tackle in my spare time.
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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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ishannon5289@gmail.com said Mar 15, 2017 19:55:43
Fair enough.
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Marcin.Skupnik said Apr 07, 2017 08:23:52
Hello again. The Dark Eden campaign setting has been out for some time and since the preview went live I've been working on homebrew for the Dark Eden setting. Many of the old established elements haven't made it into the book, so I'll be attempting to fill the cracks and gaps. I am however not going to write up the whole character creation for the Tribes, that's too much work for one man, especially since it would require me to write up also background info for the tribes (education, careers, equipment etc.). So I'll be limiting myself to smaller things like Iconic Careers from the old Warzone Dark Eden supplement and other materials.

Here are two ICs for corporate characters:

Imperial Fallen Angel (DE)
The Fallen Angels were the first Imperials to set foot on Dark Eden. And to their horror they faced a world that was as hostile as the Dark Legion. Many of these early explorers perished after informing the corporation of the dangers they faced, gaining them the name of Fallen Angels. Now they serve as experts on the lost home of humanity, from survival to knowledge about the tribes, the Angels know something about it. They accompany young brash Conquistadors steering them away from places that spell certain doom for all.

Prerequisites: Imperial, Survival expertise 1.
Difficulty: 2
Mandatory Skills – Education, Stealth, Survival.
Elective Skills – Athletics, Linguistics, Ranged Weapons.
Signature Skills – Education, Linguistics, Stealth, Survival.
Talents – Two talents from Education, Linguistics, Stealth, Survival.
Equipment – Mk. XIB Invader Battle Rifle, Mk. II Medium Combat Armor, Survival Kit, Rebreather
Earnings – 3

Capitol Antagon (DE)
The Antagons have been created to sow chaos and confusion between the tribes of earth, with the weakening of Whitestar being of priority. They are chosen from hand picked volunteer experts in stealth and ambush tactics, able to wipe out small outposts and vanish into the wastes at a moment's notice. Their preferred way to attack enemy forces is to charge into their midst with their twin CAR-24 blazing and causing as much mayhem as possible.
Prerequisites: Capitol, Military primary career.

Difficulty: 2
Mandatory Skills – Acrobatics, Ranged Weapons, Stealth
Elective Skills – Athletics, Close Combat, Survival
Signature Skills – Acrobatics, Ranged Weapons, Stealth, Survival
Talents – One talent from Ranged Weapons, one talent from Acrobatics, Stealth, Survival
Equipment – 2x CAR-24 SMGs, ADMPS-4 Survivor Armour
Earnings – 3

Special: To fully utilize Antagon equipment picks the player is advised to pick the Gunslinger talent from the Ranged Weapon tree.

Gunslinger
Prerequisite: Sniper talent
When wielding two weapons the character treats "Unbalanced" ranged weapons as "1 Handed" and "2 Handed" ranged weapons as "Unbalanced".

Special: This Talent only applies to Handguns, SMGs/PDWs, Shotguns, and Assault Rifles.
[Last edited Apr 07, 2017 08:24:12]
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Marcin.Skupnik said May 27, 2017 02:43:03
I'm not dead, yet. The Black and Tan IC can be found earlier in the thread.

Black and Tan Witch Hunter
Merciless and unforgiving the Witch Hunters lead Black and Tan units into battle against heretics. These men and women have been trained to use the Art by Brotherhood teachers to better hunt down the enemies of mankind. And while their abilities to wield it are limited, they are powerful enough give them and edge over any heretic they may meet.
Prerequisite: Imperial, Black and Tan IC.
Mandatory Skills – Command, Mysticism, Observation.
Elective Skills – Close Combat, Ranged Weapons, Willpower.
Signature Skills - Command, Mysticism, Observation.
Talents – Gain the Mystic talent.
Earnings – 4

Special – Witch Hunters are sanctioned by the Brotherhood to use the Art, but cannot buy any further Art talents beyond the Mystic talent granted by the Career Development.

Faction Specific developments:
System: These Career Developments need to be bought with a Life Point, each costs 1 point and a character cannot buy more than one career development of this kind. Other rules for career developments apply.
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Marcin.Skupnik said May 30, 2017 17:58:55
Here are the reworked rank tables for MC3. Included are all the big corporations save Cybertronic. I tried to make them as close to fluff and real world inspiration as possible. Capitolian ranks are based on the US military ranks around 1940, Same goes for Mishima but with Japan as source. Imperial is based on the British rank system. Bauhaus is a mix, with Army ranks based on German ranks and Naval ranks based on French/Italian/Dutch naval ranks.

Furthermore, there are some special ranks that require explanation.
The Capitolian rank of Commodore Admiral was an attempt to differentiate between Rear Admirals with one and two stars done in the 80s by the USN. Yeah, they have two ranks with the same name.
The special category of Technician was in use for noncommissioned officers who had no command authority but received equivalent pay while serving as specialists in their field.
Imperial Petty Officers in the Navy go directly from Petty Officer E-4 to Chief Petty Officer E-6.
Life Dragoons have no ranks called sergeant, instead the term corporal is used. This is because "sergeant" means servant, and their position is too exalted for them to be called servants.
Bauhaus uses a civilian rank system with uniforms, rank insignia, honour swords etc. Every civil servant has a rank modified by the name of his field of work.
Mishiman O-11 ranks are honorary, given to O-10 officers retiring from the service or members of the Overlords family.

PS: This forum hates tables.

CLICK ON THE IMAGES BELOW FOR A FULL VIEW.




[Last edited May 30, 2017 18:05:25]
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Michael_Romanov said Jun 05, 2017 23:01:53
I would like to add some sort of specialization:
- for every point of Focus you may add one specialization
- COST: 200 exp + 100 for every specialization already in this skill - 50 per point of Focus, min Cost 50*# of specialization after the purchase
- during character generation max 1 specialization, instead of a talent for this skill.
Effect: I am not sure: additional d20 for test, 1 automatic success, after successful test 1 or 2 free Momentum, or decrease the difficulty of every test using the specialization by one
Limits: must choose a narrow field:
Examples:
Ranged Weapons: not Handgun, but MP-105
Art: specific Art Talent, for example "Rubrum Minoris"
Pilot: not type (aircraft), but model: Dassaud-Klein Albatross
Science and Education are a lot more tricky. But for Science it could be some mode of operation, for example 'use industrial console' or 'Subreality hacking'
[Last edited Jun 05, 2017 23:48:42]
"If you do something, do it right!
Do it like the best.
Do it like Bauhaus!"

Michael Romanov
Major, Order of the Wolf

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Michael_Romanov said Jun 10, 2017 01:51:09
I would like to add our promotion system. It use the earning value from Decision Three, Status or the earnings of your current career (which ever is higher) and requires the GM to determine what career count "Leader" (officers, detectives, directors, ambassadors aso) or as "Follower" (enlisted, NCO, street cop, factory line worker aso).
Every time you enter a new type of career, you start on rank 1. For example moving from military primary to military IC allow you to keep your rank. But if move to media primary career, you have to start by rank 1 again.
For every year a career takes you roll once. As long as your rank equal or less than your earnings (symbol in case your status), you roll 1d10:
- above your current rank -> one rank up.
- Below or equal your current rank -> nothing happens, you keep your current rank.
But when your rank is higher than your earnings, you have to roll 2d10.
- If both above your current rank -> 1 rank up. "Follower": if both dice show a 10, or a 0 -> earnings raise by one. "Leaders": one die a 10, the other 9 or 10 -> earnings raise by 1
- otherwise you have to compare the dice to your earnings:
-- both dice below or equal your earnings -> nothing happens
-- if one die below or equal to your current rank, but higher than your earnings -> one rank down
-- if both dice below your current rank, but higher than your earnings -> to bad: two ranks down
-- if both dice are equal to your current rank, but still higher than your earnings -> very bad news: in addition to two ranks down you also loose one point in earnings!
Currently we gives "Leader" only 2 rolls for every 3 years in the career. He would roll on the first and the third year. If the player rolls the maximum duration of time (7 years), an enlisted would have 7 rolls, but an officer "only" 5 (1st and 3rd years (1st three years), 4th and 6th years (2nd three years), 7th year).
[Last edited Jun 10, 2017 21:16:21]
"If you do something, do it right!
Do it like the best.
Do it like Bauhaus!"

Michael Romanov
Major, Order of the Wolf

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Marcin.Skupnik said Jun 22, 2017 07:30:29
So this system is only used during character creation?
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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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Michael_Romanov said Jun 22, 2017 10:43:28
Yes, we use it mostly to give military or law enforcement guys a rank. But is also useful for any Bauhaus career or executives of any corp.
Ranks after creation are mostly for good gaming and assign from GM
"If you do something, do it right!
Do it like the best.
Do it like Bauhaus!"

Michael Romanov
Major, Order of the Wolf

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AlexandreDupuis said Jun 29, 2017 02:52:19
Is it just me or there's a lack of careers in character development that have Gunnery as an option? I mean in all of them, the only one I saw was for Spaceship Crew. This doesn't cover the Iconic careers

This brings me to another idea: why isn't there an Iconic Career for a Meka pilot for Mishima? :)
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