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Love it. Also, love the little ammo you gave me with a mercenary group who does not like him.

Good picture choices, too, I thought.
For long term, I assume you mean.

Hey all, on this subject, please add a short bio and description and/or picture to your character. I don't require much for this, just to get an idea.

Also do remember that you are by no means bound to the pictures in the book for your mechs. Their appearance is totally up to you, despite everyone using the same frame to begin with.


» WIDOW «
Holly Pritchard
SOLDIER, LL0
GRIT:0 // H:1 A:1 S:0 E:0
[ SKILL TRIGGERS ]
SURVIVE (+2), STAY COOL (+2)
PULL RANK (+2), ASSAULT (+2)
[ TALENTS ]
EXEMPLAR 1, LEADER 1
TECHNOPHILE 1
[ GEAR ]
ASSAULT HARDSUIT, MEDIUM A/C
LIGHT SIGNATURE, THERMITE CHARGE
PATCH, MAG-CLAMPS
----------
« RECLUSE »
[ GMS STANDARD PATTERN I EVEREST ]
STRUCTURE:4/4 HP:12/12 ARMOR:0
STRESS:4/4 HEAT:0/6 REPAIR:5/5
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:9 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
Main Mount: ASSAULT RIFLE
Flex Mount: NEXUS (LIGHT) / MISSILE RACK
Heavy Mount: HEAVY MELEE WEAPON
[ SYSTEMS ]
Servant-Class NHP, EXPANDED COMPARTMENT
PATTERN-A JERICHO DEPLOYABLE COVER, RAPID BURST JUMP JET SYSTEM
MANIPULATORS

Wow, that app is super useful for this.

So I have a character. I will be playing them much like a player, however, you may treat her like an NPC in regards to making rolls to charm deceive or whatever else. Hell, try to kill her and mutiny if you want, just beware consequences from other players.
Okay, it sounds like we're mostly settled on LL0, so I'll stick there.

Our first mission will probably end up being just one battle anyway, so we'll move up a level quickly.

So, the game actually also has a fun(I think) way of randomizing relationships between characters. Basically you go around the "table" and for each other player there's a d20 table that you can roll on with stuff like "they tried to kill me once" or "they saved my life" or "I'm in love with them."

When I first did this story, it was like in the Magnificent Seven where it was a group of randos that got pulled together, but I've come to believe that have a predetermined connection between all the players can be helpful. If you want to roll on that chart for each other, feel free.

@vietmyke They don't, but this is the first mission.

By the rules in the game, anyway, getting a new mech is as easy as deciding you want one between missions. I believe, and I shall double check, that by level 3 you should have access to a new frame(depending on where you put your license points).

@rocketrobie2 no, you have the right of it.

Now, my intention was to start at level 0 for simplicity, but I'll let you all chime in. It would be a little more complicated, but if we start at 3 you would have a lot more options for your mechs, and we wouldn't all be bound by the starter frame. What do folks prefer?

@Dead Cruiser I'm certainly not full yet.
"You be careful, Acrius' 'teaching' has been known to leave men with broken bones," Faira actually didn't know if this was true, but it tallied with her experience of the young man.

She looked the girl over, sizing her up before stepping very close and speaking to Acrius in an undertone.

"Zatana and I have work outside the walls tonight. The Guard will be two short, so be extra vigilant. But don't spread that about."

She clicked her tongue at Steak and made her way toward the Eastern gate.

The cannon that had been moved here was quiet for the time being, but Faira was pleased to see that the guard here was as alert as ever, despite the lateness. She saw at least two who were tousled haired and had clearly gotten out of bed recently.

She waited here for Zatana.
Very happy go see the interest!

@ReusableSword, I like the way you structured the sheet, and it seems to cover some stuff I missed so don't mind me as I copy/paste it.
@PPQ Purple@vietmyke

You will need to know how to build your character and mech, and understand what you are allowed to do on your turn in combat. Theres a cheat sheet for the latter, and the character section in the book walks you through the former. I will help guide when rolls are needed, but that's fairly simple for most situations.

As for a battle map: I haven't decided if I'm going to use it or not. It would help keep things structured so we don't have to argue about enemy position based on the prose. If I use one, I will maintain it personally, it will simply be posted as an image on discord, and updated after every turn.

Call Sign:
Name:
SUPER SOLDIER, LL0
GRIT: // H: A: S: E:
[ SKILL TRIGGERS ]

[ TALENTS ]

[ GEAR ]

---------- Mech -------
« APPROACHING STORM »
[ frame ]
STRUCTURE: HP: ARMOR:
STRESS: HEAT: REPAIR:
ATK BONUS: TECH ATK: LTD BONUS:
SPD: EVA: EDEF: SENS: SAVE:
[ WEAPONS ]

[ SYSTEMS ]
I want to run a game using the Lancer system. Lancer is a tabletop rpg with a heavy focus on mech combat. The link will take you to a site where you can download the core rulebook for freesies.

Being familiar or experienced with the system is not required, as long as you can read and follow the rules. I myself will be using it for the first time here.

The first mission will be a story I've used before, and it is basically the Magnificent Seven, but with mecha!

McDonough's Rest. A small town built into a long abandoned adamantium mine on the far flung frontier world of Actaeon. It's shelter from the native creatures, and any storm that might roll through. When Earth is years of near-light-speed travel away, and no help could conceivably come to their aid, solid shelter is a must for a frontier settlement.

The mine that McDonough's Rest sits in was set up and run by Alvarez Mineral Imports. At the time, they were a small, ambitious operation that set up many such outposts in planets out in one of the star systems that have been colonized from out of the Sol System. AMI’s business tactic at the time revolved around getting in some place cheaply(and with as little regulation to get in their way as possible) and leaving quickly with whatever they could grab. They left behind a network of tunnels, the shallower ones being quite solid and equipped with worker quarters that weren’t completely stripped when AMI left.

This made it an excellent find when Sean McDonough and his ship full of pilgrims arrived on the planet, looking for a place of their own. In the two generations since McDonough’s Rest, as the town came to be called, is alive and thriving, primarily through agriculture. There are other settlements that they can trade with, but they require a long caravan trip to reach, and it’s only worth the effort for things they can’t produce locally, mostly higher tech commodities.

Recently, a representative from AMI arrived and asked, quite politely, that the people leave so that they can continue their mining. When the townsfolk tried to open up some form of negotiations, it became clear that the request was anything but. They were informed(just as politely) that if they did not vacate the premises by the time AMI’s operation fleet arrived, they would be removed by whatever force was necessary.

With no law enforcement to speak of, McDonough's Rest faces death, either at the hands of AMI’s private police force, or the native mega-fauna out in the wild, should they try to flee. The grandchild of the town's namesake, Patrick McDonough, has set out with the town’s only shuttle in desperation to neighboring towns to find anyone, local militia, mercenary, even a rival corporation, that would protect them, or allow them passage to another safe haven.

A handful of pilots and their mecha partners answer the call.
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