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License Class System

No careers. Instead, when you would spend XP, you declare which license you are
working towards. While learning a license, you must complete it before moving on to the
next one. Talents with a * next to them are not mandatory purchases, and are unlocked
for purchase at any time in the future. When a license is completed, you move onto
another license the next time you choose to do so. You must unlock stat advances in
order to take them.

Ex: a character may be Melee I, Ranged I, Defensive II, Newtype I, for instance.

Goals:
*keep total big path investments between 3000-4000 XP, Newtype excepted.
*have characters with skillsets that feel organic
*encourage customization
*have a way for characters to advance all their stats through paths that are useful and not
boring.

Not Implemented Yet:


MS Operator Proficiencies
Not sure if any key talents have been missed

Ranged Path
~These packages focus on ranged combat techniques~
Total XP investment: 3300

Ranged I 300 XP
*BS advance I 100
*Ag advance I 100
*Ranged Weapon Training (individual groups) (100)
Awareness (100)
Rapid Reload (200)

Ranged II 400 XP
Prereqs: BS 30, Ranged I
*BS advance II (250)
*Ag advance II (250)
Awareness+10 (200)
Deadeye Shot (200)

Ranged III 400 XP


Prereqs: BS 35, Ranged II
*BS advance III (500)
*Ag advance III (500)
Awareness+20 (200)
Marksman (200)
Ranged IV 2200 XP
Prereqs: BS 40, Ag 40 Ranged III
*BS advance IV (750)
*Ag advance IV (750)
Hip shooting (200)
Independent Targeting (500)
Crack Shot (500)
Sharpshooter (500)
Mighty Shot (500)

Melee Path 3300 XP total investment


~These packages focus on melee techniques~

Melee I 300 XP
prereqs: N/A
*WS advance I (100)
*S advance I (100)
*Melee Weapon Training(Individual Groups) (100)
Berserk charge (200)
Acrobatics (100)

Melee II 400 XP
prereqs: WS 30, Ag 30, Melee I
*WS advance II (250)
*S advance II (250)
Acrobatics+10 (200)
double team (200)
sure strike (200)

Melee III 700 XP


prereqs: WS 30, Ag 30, Melee II
*WS advance III (500)
*S advance III (500)
Acrobatics+20 (200)
swift attack (500)

Melee IV 1700 XP
prereqs: WS 40, S 40, Melee III
*WS advance IV (750)
*S advance IV (750)
lightning attack (500)
crushing blow (200)
precise blow (500)
melee version of crack shot *+2 to crit damage on melee attacks (500)
Newtype
~these packages represent the awakening of newtype potential~
total investment: 4900 XP

Using Powers: To activate a power, a focus test must be made(either awareness or WP) to
activate it. A 9 on the dice induces fatigue, regardless of success or failure. You may
lower your Newtype Potential temporarily(taking the reduced efficacy of powers) to
reroll a focus test, either to try and rectify a failure, or avoid fatigue due to a 9.

Newtype I 800
prereqs- Awareness
*Per Advance I
*Per Advance II
*WP Advance I
*WP Advance II
*Funnel Proficiency
Newtype Potential 1 (200)
Nerves of Steel (100)
Scrutiny (100)
Short Range Telepathy[WP] 100
Delude[WP] (100)
In Harm's Way[awareness] 200

Newtype II 2200
prereqs - WP 30, Per 30
*Per Advance III
*WP Advance III
Newtype Potential 2 (200)
Last Man Standing (500)
Blind Fighting (200)
Scrutiny+10 (200)
Awareness+10 (200)
Mind's Eye[passive] (200)
Mind Scan[awareness] (300)
Divining the Future[awareness] (200)
Mind Link[WP] (200)

Newtype III 1900


prereqs - WP 40, Per 40
*Per Advance IV
*WP Advance IV
Newtype Potential 3(200)
Scrutiny+20 (200)
Awareness+20 (200)
Combat Sense (200)
Bastion of Iron Will (500)
Psychic Scream[WP] (300)
Blessed by the emperor[awareness] (300)

Soldier Path
Total investment: 3900
~This path is filled with talents that make for an efficient fighter~

Soldier I 600
*T Advance I
*T Advance II
*Per Advance I
*Per Advance II
**Sound Constitution (100)
Survival (100)
Nerves of Steel (100)
Quick Draw (200)
Unshakeable Faith (200)

Soldier II per 30, T 30, Int 30 1400


*T Advance III
*Per Advance III
*Sound Constitution (100)
Survival +10 (200)
Last Man Standing (500)
Lightning Reflexes (500)
Blind fighting (200)
Technical knock (200)

Soldier III per 40, T 40 1700


*T Advance IV
*Per Advance IV
*Sound Constitution (100)
Survival +20 (200)
Iron Jaw (500)
Fearless (500)
Combat Sense (500)

Mastermind Path
Total Investment: 3800
~These are intelligence and planning-based packages~

Mastermind I (500)
*int advance I
*fel advance I
Scholastic Knowledge (tactics) (100)
Precision Targeting (200) [AdEva]
Brilliance (200) [AdEva]

Mastermind II Int 30, WP 30 (600)


*int advance II
*fel advance II
Foresight (200)
Scholastic Knowledge (tactics)+10 (200)
Expert Assistant -prereq: int 30, count as 2 people when assisting another (200)

Mastermind III (1000)


Prereqs- Int 35, Fel 35
*Int advance III
*Fel advance III
Master & Commander (500)
Just As Planned (500) [AdEva]

Mastermind IV (1700)
prereqs- Int 40, fel 40
*Int advance IV
*Fel advance IV
Lead From the Rear - May spend a full-round action to assist everyone under your
command on a successful command test. Must be able to personally view and guide with
visuals or radar or reliable real-time aid, and must have audio contact to those you are
guiding. (500)
Scholastic Knowledge (tactics) +20 (200)
Infused Knowledge (500)
Combat Formation (500)

Education Path
~These licenses represent progressively higher education and mental training, and are
relatively cheap~
Total investment: 1600

Education I 200
Prereq- N/A
*Int Advance I
*Int Advance II
*Five skills
Talented (choose 1) (200)

Education II 400
Prereq- Int 30, Fel 30, Education I
*Int Advance III
*Five skill+10's
Foresight (200)
Total Recall (200)

Education III 1000


Prereq- Int 40, Education II
*Int Advance IV
*Five skill+20's
Infused Knowledge (500)
Polyglot (500)

Dual Wielder
total investment: 1500
prereqs- WS 35, BS 35, Ag 35
~Self-explanatory~

Sleight of Hand (100)


Ambidextrous (200)
Dual shot (500)
Dual strike (500)
Two weapon wielder (200)

DEFENSIVE PATH
3500 XP investment
~these packages allow a character to focus on defensive techniques~

Defensive I 200 XP
Prereqs: N/A
*Ag advance I
*WS advance I
Contortionist 100
Dodge 100

Defensive II 1300 XP
Prereqs: WS 30, Ag 30, Defensive I
*Ag advance II
*WS advance II
Dodge+10 (200)
Contortionist+10 (200)
Disarm (200)
Combat Master (500)
Leap up (200)

Defensive III 900 XP


Prereqs: WS 35, Ag 35, Defensive II
*Ag advance III
*WS advance III
Wall of Steel 500
Contortionist+20 200
Dodge+20 200

Defensive IV 1100 XP
Prereqs: WS 40, Ag 40, Defensive III, Acrobatics
*Ag advance IV
*WS advance IV
Assassin strike 200
Hard Target 200
Step Aside 500
Counter Attack 200

Commander (1100)
~A one-off license that fleshes out the inspirational capabilities of a character. If you
command a large vessel, this isn't really optional if you want to be good at what you do.~
prereqs - WP 30, Fel 35, Int 35, Command
*Fel Advance I
*Fel Advance II
*Fel Advance III
*Fel Advance IV
Command+10 (200)
Command+20 (200)
Air of Authority (200)
Master Orator (500)

Berserker License
Total XP Investment: 800
prereqs: WS 35
~An alternate melee path for those who wish to only learn the most basic of enemy-
smashing techniques~

*WS Advance I
*WS Advance II
*WS Advance III
*WS Advance IV
Berserk Charge 200
Frenzy 200
Furious Assault 200
Battle Rage 200

Ace
prereqs- WP 30, Fel 30, Command, 2000 XP Spent
Total Investment: 1600
~A license for famous pilots.~

Recognizable Unit - Your mecha has been cosmetically altered to be immediately


recognizable. Everyone who sees it knows you're obviously alive. (100)
Iron Discipline (200)
Into the Jaws of Hell (500)
No Zaku (500) - Gain Fear (1) versus anyone in a lower grade mobile suit
Peer (200)
Enemy (100)

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