Friday, June 28, 2019

Robomeck RPG: Gun Combat

Robomeck RPG Index

GUN RULES

Called Shot (Personal Combat): This includes attacking a certain area or spot, trying to hit someone holding a hostage, firing into a crowd to hit a specific person, or attempting a disarming attack (with a firearm).  Must be called before roll.  The attacker will have to succeed at two attack rolls to be successful.  (Roll both d20’s at the same time to save time.)  If either attack roll fails, the shot is a miss.  If there’s a hostage or something similarly valuable involved, a double miss hits the hostage or a bystander.  Those with the Crack Shot skill only need to make one roll and they will always either hit their target or miss everyone.

Taking Cover: When gunfire goes off, most people duck for cover.  Finding close cover takes 1 rd (if it's available), it does not allow the attacker another attack, but the person taking cover cannot attack that rd.

Partial Cover: Either hiding behind an object that affords full cover, but still counter-attacking; or cover is only partial; or prone (only counts as cover if under attack at Long range).  Can still make ranged attacks.  You will not have the initiative over anyone in the open.  Those behind partial cover can only be hit on a Called Shot.   

Full Cover: Completely covered and can’t be directly hit.  A grenade or a weapon that can destroy the cover can still affect them.  Those under full cover cannot attack for that rd.

Flimsy Cover and Blind Firing: Curtains and plaster walls such won't stop bullets, however if completely obscured, the attacker loses all attack bonuses on the target for that rd.  Likewise, attacking someone in complete darkness or with obscured vision will be without all attack bonuses.

Out in the Open: Characters in the open always have the initiative over those taking cover.

Suppressing or Cover Fire: This is called before making a firearm attack.  A successful roll (doesn't require a Called Shot) against a partially or fully covered target doesn't cause damage, but keeps the target from attacking or moving for one rd.

Flanking: In gunfights between covered opponents, smart combatants normally attempt to flank or get behind the other side.  This can be achieved through Covering Fire and breaking cover (by the shooter or another) or by Stealth.  A flanked opponent will likely surrender immediately (a way to keep personal combat from dragging out).

Sniping (Personal Combat): The attacker must have cover or use Stealth to get into position and have a clear shot at the target (who does not get a cover bonus).  The Stealth roll would be DC 12 if at Long distance or an unaware target, DC 18 for an exposed position or against someone alert. 

The attacker has two options for attack.  Roll for a normal attack, if successful, it causes max damage.  Alternately, they can try a Called Shot for an instant kill.  If both rolls are successful, the target must make a DC 18 Fort Sv to live.  Even if successful, they are still at 0 hp and unconscious.  If the rolls aren’t both successful, then no damage is done.  After the shot, the sniper will have to make a DC 18 Stealth check to avoid being spotted.

(This assumes that a Character is the sniper.  If an NPC opponent is the sniper, then the Characters would have to Detect the sniper getting into position, DC 12 if alert, DC 18 if unaware.  After the shot, it would be DC 12 to Detect the sniper’s position.)

Point Blank Shot: An attack at Close range with a ranged weapon.  No attack roll is needed, just roll damage.  Two shooters at Close range will be in regular initiative order.  If one of the combatants isn’t using a firearm, the shooter will have the initiative.  However, the shooter will be within melee range and can be struck or grappled, which will keep them from using their firearm if hit.

Horses/Motorcycles/Vehicles: It is a Called Shot to just hit the rider or driver or part of a car (like the tires, which will stop vehicles). 

Reloading: Takes one rd.  If reloading a clip, the person may keep moving.  A revolver can only be reloaded when stationary. 

Massed Small Arms Fire: To simplify a hail of gunfire made with multiple weapons (5 or more), add +1 to the best shooter’s attack roll for each additional attacker.  If mass firing at multiple targets, use only the best AC.  If hit, make one damage roll and multiply by 1d4 and apply to each target.  (Not very realistic, but very dramatic.)

Grenade Attacks
Can be lobbed at an area or group of opponents, up to four.  For multiple targets, each target takes full damage, ½ damage with a DC 12 Ref Sv.  A missed attack won’t cause damage to the opponents, but will go off somewhere.  The Ref will have to make a ruling and perhaps an ad hoc die roll according to the situation and what else is in the area. 

Thursday, June 27, 2019

Robomeck RPG: Personal Combat

Robomeck RPG Index


Time
A Turn equals about 10 minutes.  A Round (rd) is an exchange of combat attacks.  An Encounter is a complete combat encounter, which is considered ended when there is 1 turn of rest following it.  A Turn or an Encounter may be considered equivalent for time purposes. 

Sequence of Personal Combat

Surprise
One side catches the other by Surprise.  This may require a successful Stealth roll (see the Skills Section) or a failed Detection roll to execute, or the situation itself may automatically grant Surprise.  The attackers may act without a counterattack from the other side.  Figure out the initiative order before the attack anyway.

Initiative
First, anyone with a +3 or +4 in Dex bonus will act first in every rd.  (In HTH combat, those with the HTH Trained skill will go first over untrained.)  If there are multiple high-speed combatants, have a roll off with a d20 and rank them in order.  No ties. 

Next, the rest of the combatants roll a d20.  Similar combatants may share the same roll as a logical grouping.  Have a roll off between any ties.  The combatants will then be ranked from high roll to lowest and attack, in order, each rd. 

Attack Rolls
Roll 1d20 + BAB + Str or Dex bonus against the opponent’s AC.  If it is equal or more, it’s a hit.
Melee: add BAB attack bonus + Str bonus.
Ranged: add BAB attack bonus + Dex bonus.  This includes thrown weapons. 
Unlike other D20 games, Natural 1’s and 20’s are not automatic misses and hits.
● Personal Armor Class (AC): 10 + Dex bonus + ½ level + any worn armor bonus

Damage
Roll for damage according to the weapon type.  For melee (hand-to-hand) weapons, add the attacker’s Str bonus to the damage.  Subtract the damage from the opponent’s HP total.  At 0 HP, a combatant is dead, but see the Recovery section. 

FP and XP
Characters and important NPC’s who have FP may choose to use them here to negate any damage taken from the attack.  Characters out of FP might use their XP, but there will be Ref-decided consequences for doing so.  See the FP and XP section for usage.


Additional Personal Combat Rules

Combat Ranges
L-Long: Barely in visual range with binoculars or sniper scope, in range of L range weapons
M-Medium: In identifiable visual range, in range of M range weapons
S-Short: Engaged in close firearm combat
C-Close: Engaged in hand-to-hand combat

Disadvantaged
Combatants who are knocked down have to give up their action for the rd to stand up. 
Disarmed combatants require 1 rd to re-arm themselves. 
Blinded combatants cannot make directed attacks.  Any initial attack against them will be from Surprise and detection of Stealth always fails. Deafened combatants may attack as normal, but will be unable to detect anyone sneaking up behind them.
A stunned combatant cannot take any action in that condition, except to defend themselves. 
A Coup de Grace is an attack on an immobile opponent at Close range.  No attack or damage roll is needed.  It is assumed to be an automatic, lethal shot to the head or a throat-cutting.  Characters and important NPC’s are allowed a DC 18 Fort Sv.  If successful (or if FP or XP are used to make the Save successful), the victim is still alive (at 0 hp), but left for dead.  They are unconscious and will recover to 1 hp in 1 hour.      


Non-Lethal Melee
For a typical bar or fist fight, perhaps even including some blunt weapons, after the loss of half of a combatant’s hp, they must make a DC 12 Will Save each rd to keep fighting.  If firearms or edged weapons are used or displayed, this doesn’t apply.  If the intent of the attack is to take captives, they will likely have to be knocked out or shown lethal or overwhelming force before surrendering. 

Knockout (KO)
Those with the HTH Trained skill can potentially knockout an opponent with their fists with at least an 18 (roll plus modifiers) on a successful melee attack roll.  With a blunt weapon, it can occur with any max damage hit also.  A DC 18 Fort Save is required for the opponent to stay standing or they are knocked out for 1 turn. 

For an untrained attacker under the same conditions, they must roll a Natural 18 and hit for a possible KO.  A DC 12 Fort Save is required for the opponent.  Blunt weapon attacks are the same.

Unaware opponents not engaged in combat can possibly be knocked out with a Surprise Attack.  This would require a Stealth Check and a successful attack with a blunt object.  For the Stealth Check figure DC 12 for someone completely unaware, DC 18 for someone generally alert.  With a successful attack, the victim must make a DC 12 Fort save to remain conscious, otherwise they are out for 1 turn.  Such an attack can be tried on an opponent once per encounter.  If the Stealth check is failed, then it is just a normal attack.  

Assume that a combatant who is bound or otherwise restrained can be knocked out at will.  Anyone wearing a helmet is immune to being knocked out in melee.

Grapple
The attacker must make a successful melee attack roll and a Str check to pin their opponent.  A grappler will always go last in the initiative order.  The Str check is DC 12 + defender’s Str.  Failing either means the attack has totally failed.  If other attackers, who delayed their action in the rd, are assisting (up to three more), add their Str scores to the Str check. 

The grappled opponent has to make a successful Str check to throw off the grappler(s).  The DC rating is DC 12 + the attackers’ Str.  Those with the Escape Artist skill need to make a check with the same DC to get free.  (Whichever chance is better.)  A defender who is unable to get free is pinned, where they can be bound or even knocked out (or negotiated with under duress). 

It should be noted that everyone involved in the grapple is functionally immobile and are vulnerable to Called Shots from a distance or even Coup de Grace or Point Blank shots.    

Withdrawal
If orderly, the retreating cannot attack, but their opponent gains no advantage.  If routed, the retreating gives up their attack and their opponent will instead get an extra attack on them.  This also applies if someone disengages from an opponent they are fighting in melee/close combat.

Stunt Attack  
An attacker engaged in melee can announce a Stunt attack before rolling.  They are giving up any potential damage to instead cause an effect on their opponent.  This can include knocking them down, disarming them (HTH weapons only), grabbing an item away from them, and anything else physical.  The attacker rolls an attack roll (BAB) modified by the ability that applies (Str to knock down and Dex to grab or disarm for example) against defender’s AC.  If the attack is successful, the attacker can narrate the result. 

An attacker can also attempt a psychological attack to stun an opponent.  The Player or Ref will actually have to say something, say they’re showing a picture, or perform a gesture or something.  This would be an Appeal roll, as detailed in the Social Interaction section.  This would be a DC 12 or 18 (or something in-between) Appeal.  The DC is set by mutual agreement as to how good the “burn” or “Truth bomb” was.  It can also be laughed off as lame and waved off without a roll.

Wednesday, June 26, 2019

Robomeck RPG: Scientist/Commanding Officer

Robomeck RPG Index

Scientist
This Character is pretty much just a plot device.  This way Ref’s can concoct some kooky techno-babble plan and not have to have the Players try to figure it out by themselves.  Who else will foist experimental/dangerous new mecka on the Characters for testing in combat?  Surely the Players are going to have some ideas for new equipment and weapon systems, which their Characters will not be able to craft (don’t even think about letting them).  Seriously though, for a technologically-based game, there should be an NPC with an advanced science degree hanging around the Characters. 

Character Stats
Abilities: +3 Int, +2 Wis

Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +0 Ranged, +0 Melee
Hp (doesn’t improve with level): 6/15/21 (d6)
AC: 10
Fort: 0/+1/+2, Ref: +0/+1/+2, Will: +4/+6/+7

Level Skills:
Beginner +4—Lab flunky, Beaker
Expert +6—In charge of the lab or a department with a couple of lab assistants and graduate students working for them
Master +8—In charge of an important project with many subordinates

Rank: High-level Scientists are likely civilians.  If they’re formally in the military, they might have a high officer rank, like Captain or Major (even General).  However, their area of control would be their lab or a special scientific project, not a field commander.

Combat: If military, they’ll have some training and a pistol, but will more than likely depend on others for protection (the Player Characters).  Non-military Scientists likely won’t be able to defend themselves at all.

Equipment: Scientists will have a definitive, well-stocked Lab or Workshop, whether at a university, or an employer's private lab, or their own facilities.

Hypothesis: A Scientist can make an educated guess to figure out technological items, exotic materials, and such.  DC 12 complex, DC 18 very complex.
         
Invention: Inventions are made in-between adventures (and can even be hooks for adventures).  This includes physics-based devices, as well as chemical concoctions and biological potions.  The device worked in the lab, or at least, it works in theory.  It will have limitations, drawbacks, and failure rates decided by the Ref when used in the field.  Example: DC 12 light use, DC 18 extended, heavy use. 

Jury Rigging: A minor, impromptu invention done in the field.  It is assumed there are sufficient materials on hand to work with.  The device will fail eventually, it's up to the Ref to decide the imminence of the failure and time required to build (a turn, to an hour, depending on complexity).  Example: DC 12 first use, DC 18 subsequent uses.  

Advanced Technical Repair: This isn’t for mecka or vehicles (Mechanics can fix those), or common electronics (a regular Tech could fix that).  This is for weird alien tech, the arming mechanism for a Proto-Warhead missile, or the fold engines.  This assumes that the device was working and that materials are on hand to possibly fix it.  Example: DC 12 minor damage, DC 18 wrecked or a second attempt at repair.  Assume at least a turn of work for a minor repair, an hour for major repairs.
         
Notes: Again, this Character class is a plot device.  Don’t work up a sweat over the details.  Just set some complications and a DC for using any special devices and run with it.  Guarding a Scientist in the field could be quite an adventure.      
         
  
Commanding Officer
The Characters’ squadron leader will be their immediate commanding officer (create a Pilot Character for them), but they’re certain to be interacting with other officers.  (Rebels might have a command structure if connected to a larger rebellion.)  Unless the Characters become squadron commanders, they like likely won’t be interacting directly with the ship’s captain, or admirals or generals, but rather with officers like the XO (Executive Officer, second in command) or the CAG (Air Group Commander) or various bridge officers. 

This class includes soldiers that are physically past their prime, but are more valuable for their experience.  They may also be deck officers on the bridge, perhaps just out of the Academy.  This group also includes rebel leadership, who will probably be military in background.  In any case, they normally won’t take a direct hand in combat. 

At the least, Commanding Officers will be handing your group missions.  They may be someone you’re arguing with to get approval for a mission.  While not errorless decision-makers, they normally have a larger view of the conflict and objectives than the grunts.  Different commanders will have different attitudes towards their troops.  They may only see the troops as a means to accomplishing objectives, or see reducing casualties as a prime responsibility, or anything in between.  Super confident and competent/completely incompetent and having no interest in the war, who knows? 

Trying to date a superior officer is a really poor decision, but what the hell!  Who can stop the power of love?  Even randy old Captain Kirk showed some discretion with his attractive subordinates.  (But, Picard didn’t.)  This wasn’t really addressed in the show, but this sort of affair should be more of a forbidden romance variety.  This could cost both Characters their commissions.     

Character Stats
Abilities: +2 Int, Wis, Cha, +1 Str, Con, Dex

Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +2 Ranged, +2 Melee*
Hp (doesn’t improve with level): 9 (d8)*
AC: 10 +armor if appropriate 
Fort: +3/+5/+6, Ref: +1/+2/+3, Will: +4/+6/+7
* The sample Character here is a desk jockey of sorts, perhaps right out of the Academy or an old lion way past their prime.  For a Character that was a combat warrior recently or still is, use the Trooper template instead (in the Mecka section).

Level Skills:
Beginner +4—Uptight Bridge Bunny officer that initially doesn’t like you for some reason
Expert +6—Ship captain, Battalion or Group commander
Master +8—Admiral or General in charge

Rank: This person will certainly outrank your Character and your squadron commander.  Figure at least Lieutenant Commander in the Navy and Major in the Army or Aero-Space Force at Beginner level.  Experts would be Captains and Colonels.  Masters are Admirals and Generals. 

Combat: While trained military personnel, Commanding Officers will typically not be engaging personal combat.  They will only have a sidearm (and armor, if era appropriate), which will only be used if they run out of troops to command.  If they are actual pilots going into combat, roll up a full Character.

Commanding Officer Skills: To make this class useful, these skills typically don’t need to be rolled for, unless it’s a really difficult situation.  Roll DC 12 for those.  Impossible situations are DC 18. 

Commanding Officers can make things happen with an order.  If they need a superior officer’s authorization, their recommendation will mean a lot more than your Characters’.  They can intimidate anyone with a lower rank.  They can likely guess correctly if any subordinate is telling the truth or not.  They hold or can obtain vital information about your forces and enemy strengths. 

Notes: This is a questionable addition for RPG play, but feels necessary.  Ship captains, Supreme Commanders, and Generals and such should always only be plot devices rather than actual characters.  (Their fates should not be decided by dice rolls.)  This class is sort an intermediary between squadron commanders and overall commanders.  Giving them some stats makes them playable in-game, albeit likely helpless in combat.  They’ll be giving orders, but will probably need to be protected from falling into enemy hands.

Tuesday, June 25, 2019

Robomeck RPG: Rebel Sympathizer-Connection/Police Officer-Detective

Robomeck RPG Index

Rebel Sympathizer/Connection
This includes Characters whose contribution to the effort, generally isn’t of a martial nature.  This includes distractions, an extra hand during a job, negotiations, knowledge of an area, spying on the enemy, obtaining funding, and general dangerous activities not involving direct gunplay or mecka use.  This class also includes those working against the group as double agents and neutral opportunists. 

A Connection would be a shady Character that might be hanging around and operating their “business” around a military base or an urban area.  This even includes actual military personnel running a side business or someone who’s really good at working deals (cf. Radar from MASH).  These individuals probably work in the Quartermaster Corps, the military transport service, or have unchallenged access to supplies.  (They’re good people to know, but I wouldn’t orbit too close to them.)   

Character Stats
Abilities: +3 Cha, Wis

Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +1 Ranged, +1 Melee
Hp (doesn’t improve with level): 6 (d6)
AC: 10
Fort: +0/+1/+2, Ref: +0/+1/+2, Will: +5/+7/+8

Level Skills:
Beginner +4—“Peppermint”
Expert +6—Hustler, dealer, supplier
Master +8—Milo from Catch-22

Rank: None if outside the military.  Inside the military, they would typically be enlisted personnel.   

Combat: A Sympathizer or Connection is used to being in danger and combat, but aren’t really trained warriors.  More often, they’ll offer token resistance while looking for their escape route.    

Sympathizer Skills: To make this class useful, these skills typically don’t need to be rolled for, unless it’s a really difficult situation.  Roll DC 12 for those.  Impossible situations are DC 18. 

They have connections for obtaining goods, equipment, and services, or can quickly establish them in a new setting.  They can negotiate for the best prices or can gain entry to an exclusive area, if it’s possible to get in uninvited.  They can be unobtrusive in a crowd and nearly unnoticeable when alone, which allows them to engage in first hand surveillance very easily.  Being sneaky, picking pockets and pilfering also comes naturally to them, though they will likely need a distraction to do it (that will be the Characters’ job).         
    
Lucky: On the first hit or other damage in combat, a Sympathizer only gets their clothes singed (if this is possible, probably not against a nuke for example).  Any other hits in an encounter cannot be so avoided. 

Escape: If a Sympathizer can avoid taking damage for two combat rounds, they have the option of escaping the conflict or finding a hiding place.  They might be able to take others with them, but they’ll likely need a Stealth roll (see Various Skills section).

Notes: She was my least favorite character from the series, if you’re wondering, but if I’m doing this game I have to serve the tropes.  Certainly the inclusion of a Sympathizer Character doesn’t have to be an obnoxious kid mascot.  They can take any form.  I picture a Sympathizer or a Connection as a survivor.  They’ll make the best of whatever situation they’re in and turn it to their advantage.  They’ll somehow manage to walk away from a conflict and the whole war unscathed.  This class might be just something of a plot device.  Certainly you have a free hand when using their skills.       
Police Officer/Dectective
Your Characters may have some interaction with the law.  This can include civilian cops, as well as Military Police and Shore Police (okay, and NCIS).  The possibility of running into some MP’s or SP’s will go up dramatically if you’re involved in a barroom brawl (especially if any Marines are present).  Of course, the relationship may be more complex with the Characters if there’s a murder or grand theft involved.  Enemy espionage might also draw in the Characters and the police. 

In a fallen civilization environment, the law may have a distinct Wild West flavor with an elected Sheriff and some deputies.  In other places, the “law” may just be a band of armed thugs, who take protection tribute from the populace, but who at least keep worst brigands away. 

Police of any sort normally always have backup available to call in for help.  These kind of Characters are usually more involved in non-lethal combat, but are still well-trained with firearms.  They will, however, defer to SWAT or combat troops if at all possible in situations involving dangerous shooters.         

Character Stats
Abilities: +2 Str, Con, +1 Int, Dex, Wis, Cha

Beginner first level/Expert fourth level/Master sixth level
BAB: +2/+5/+7 Ranged, +3/+6/+8 Melee
Hp: 12/33/47 (d10)
AC: 11 +armor if appropriate 
Fort: +4/+6/+7, Ref: +1/+2/+3, Will: +1/+2/+3

Level Skills:
Beginner +4—MP/SP, Patrolman
Expert +6—CID (Army Criminal Investigation Division)/ASFOSI (Air/Space Force Office of Special Investigations)/NCIS, Detective
Master +8—JAG, Precinct chief, warden, warlord, sheriff

Rank: For the military, MP’s (Army, Aero-Space Force) and SP’s (Navy) would be enlisted troops.  Military detective equivalents and JAG lawyers would be officers.  Outside the military, they are officers and detectives.  In less formal apocalyptic environments, they might say, “Badges?  We don’t need no stinking badges!”    

Combat: Police are well-trained in HTH, subduing combat, and firearms.

Investigation/Interrogation: This skill is essentially for investigating crime scenes, interviewing witnesses, and interrogating suspects.  With the successful use of this skill, they can make a deduction as to what has happened and who did it.  This isn’t necessary what actually happened, but the officer will at least have convinced themselves.  Don’t roll for fairly obvious situations and talking to rattled people who are spilling their guts.  Figure DC 12 for confusing situations and suspects with lawyers.

Notes: Seriously, NCIS.  Channel your inner police procedural and have the Characters get mixed up in the murder of a pilot in a rival squadron.  These kind of Support Characters could also be chasing micronized Zee infiltrators that the Characters have unknowingly befriended.  Or what if the Zee are sending infiltrators into human society as terrorist cells as a strategy?  

Monday, June 24, 2019

Robomeck RPG: Personality/Tech Officer-Hacker

Robomeck RPG Index

Personality
Well, this is a broad category.  This person is not military personnel, but is somehow directly involved in the conflict.  A strange confluence of events has put them on center stage in this war and into the Characters’ lives.  This person is, as the class name implies, getting by as a Personality.  Their career is appropriate to that, such as an entertainer, a pro athlete, a politician, a political activist, a news reporter, an Internet/reality TV celebrity, a big corporate CEO, and so on.

But just because these people aren’t warriors (they might know how to fight well, but aren’t trained for combat), that doesn’t mean they don’t wield real power.  These Personalities can sway public opinion, uncover terrible secrets, cripple mighty armies with their singing and dancing. 

BAH, HA HA HA HA!

Okay, but seriously (wiping away tears of laughter), these people will have an impact on at least the civilian population during the war and possibly even the enemy.  Well-known celebrities will typically always have an entourage of assistants, a manager, close friends, and some personal security around them.  Just to make this more interesting, keep in mind that celebrities often hang out with other celebrities.

Three sample stats are presented here.  This class covers a very broad range, so these are just general guidelines.  If you want a pacifist activist, who happens to be a martial arts expert, you might want a fifth level trooper Character with special melee moves, in addition to their personality skills.

Character Stats (Performer)
Abilities: +3 Cha, Wis, +2 Dex
Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +3 Ranged, +0 Melee
Hp (doesn’t improve with level): 6 (d6)
AC: 12
Fort: +0/+1/+2, Ref: +4/+6/+7, Will: +5/+7/+8

Character Stats (Reporter/Politician)
Abilities: +2 Cha, Wis, Int
Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +0 Ranged, +0 Melee
Hp (doesn’t improve with level): 6 (d6)
AC: 10
Fort: +0/+1/+2, Ref: +0/+1/+2, Will: +4/+6/+7

Character Stats (Athlete)
Abilities: +3 Str, Con, +1 Wis, Cha, Dex
Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +2 Ranged, +4 Melee*
Hp (does improve with level): 15/42/60 (d12)*
AC: 11
Fort: +5/+7/+8, Ref: +3/+5/+6, Will: +1/+2/+3
* While a pro athlete can improve in Hp with level, they still aren’t trained in actual combat, so their BAB doesn’t improve.  If the Character is like a UFC fighter, then their Melee skill might go up with level.

Level Skills:
Beginner +4—Minor celebrity
Expert +6—Well-known celebrity
Master +8—PewDiePie

Rank: Unless your Character is also famous for some reason, your Character is definitely outranked, regardless of what you’re wearing on your shoulders. 

Combat: A Personality is highly unlikely to engage in combat, perhaps for a lack of skill, philosophical beliefs, or even legal reasons.  They could have martial arts or self-defense weapons training, but more than likely they will depend on security personnel or others to defend them.

Performance/Charm: In front of a fawning audience of fans, there’s no need to roll.  For a more stand-offish crowd of people, roll DC 12.  For a hostile crowd or angry individuals, DC 18.  Keep in mind, this skill includes any sort of presentation in front of an audience, not just singing and dancing.  It can even include presenting written material and Internet videos.  Fair warning, many Personalities can be anything but charming when not performing or trying to be personable.  On some level, it is all an act when in front of the public.

Access/Incident Control: “Do you know who I am?”  Yes, being a celebrity can you into places and even get you out of jams.  Granted the gossip rags can hold you to account afterward forcing your publicist to spin it for you.  Celebrities also have connections to important people and can get your Characters introduced to them. 

Figure DC 12 to get into an exclusive party or getting a meeting with someone important, something like that.  (No need to roll to get into a regular club or party.)  It would be DC 18 to enter a private party with a bigger celebrity or some powerful producers.  DC 12 to wave off a minor scuffle, a drunk and disorderly, or getting caught high and in possession of a small amount Proto-Flower.  DC 18 OJ-level stuff.  There will be complications handling those kind of problems even with a successful roll.              

Notes: This is the class that made me go to a generic static approach for all Support Characters.  Making a standard class for this type of Character is just about impossible. 
This class could also represent regular people who shine at their normal jobs, like a good, saucy waitress at a bar that the Characters frequent.  They won’t have the special celebrity skills, but may have some minor connections (like they know the bouncer at a hip new club and can get you in).  

Character Stats (Interesting Civilian)
Abilities: +1 Cha, Wis, Int
BAB: +0 Ranged, +0 Melee, Hp: 6 (d6), AC: 10
Fort: +0, Ref: +0, Will: +3
Tech Officer/Hacker
A myriad of console jockeys usually supports a fighter group in wartime.  These techs direct traffic, can help guide pilots to targets, and alert them to incoming enemies.  Having a tech group in a radar plane, in a space satellite, in a mobile command unit, or at an HQ harnessing all of this information will give the group a picture of the battlefield, including enemy positions and strength.  On a smaller personal scale, a commando group equipped with coms, video, and bio-monitors can be coordinated from a command trailer, with drones and hacked video feeds covering them.  Even a rebel group in the field with a single radar dish, could be given an early heads up to incoming enemy reinforcements during a raid. 

For the purposes of this game, a Tech that’s a Supporting Character will also have some hacking skills.  They’ll be able to get into other people’s systems for possible intelligence and accessing their security systems.  If they’re in the military, counter-intelligence is part of their job.  Outside the military, they’re “entrepreneurial freelancers” (hackers).

Character Stats
Abilities: +2 Int, Wis, Dex

Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +3 Ranged, +1 Melee
Hp (doesn’t improve with level): 6 (d6)
AC: 12 +armor if appropriate 
Fort: +0/+1/+2, Ref: +4/+6/+7, Will: +1/+2/+3

Level Skills:
Beginner +4—Field or base tech staff/Code Monkey/4chan meme lord
Expert +6—Bridge or base CNC tech/expert hacker/IT manager
Master +8—Staff Intelligence expert/Some jerkoff who creates a computer OS or an Internet app/website/game and becomes a billionaire “Master of the universe”

Rank: Beginners are Petty Officers, Specialists, or Airmen depending on their service (Navy, Army, Aero-Space Force).  Experts are Ensigns or Warrant Officers directing a staff.  Masters are Lieutenant Commanders or Majors working directly with their commanders.  They gather and interpret information to present to command.  Outside the military, they are definitely hackers. 

Combat: While if trained military personnel, Techs are not combat troops.  They will only have a sidearm (and armor, if era appropriate), which will only be used as a last resort.  Hackers won’t know how to shoot in combat outside of a game of Fortnite.

Equipment: A Tech will have an assigned position on a bridge, base ops, or field ops truck.  They’ll also have access to a computer lab and various tech equipment for field work, including a high-powered laptop.  Non-military hackers will have their own lab at home, perhaps unrestricted use of a university lab or corporate facility, or even a well-stocked van. 

Tech Skill: A Tech will automatically be able to do tasks associated with their regular job, such as getting radar readings, establishing com links between base and field.  Hackers can presumably do penny-ante systems break-ins with little effort as well.

Hacking Skill: This includes breaking into secure computer networks.  Hackers can get into computer networks and manipulate the system there.  This also includes computer security, as well as avoiding it (like keeping their security from tracking down your hacking attempt).  As a general guideline, breaking into a system may be DC 12, assuming some reconnaissance beforehand or having previously hacked the system.  DC 18 to get in cold.  Getting physical access to the system, obtaining a password or an organic sample for bio-spoofing, familiarity with the tech level (such as an ancient legacy system or a bleeding edge, future tech system), and other considerations can eliminate the need for a roll or make it much harder and require special hardware.

Once inside a system, they can retrieve information, unleash viruses, take control of physical systems (such as computer locked doors and alarms), and tap live video feeds.  Writing actual special software programs can also be a part of this skill, but those will require time to write.  It might be better that the hacker has access to programs or a dedicated programmer (tracking either down could be an adventure possibility). 

Hardware Skill: Techs can repair, modify, and even create computer hardware.  This assumes they have materials on hand (of course needing to gather some special materials sounds like an adventure).  This also includes using standard equipment to perform non-spec actions or when actively being opposed, like when being radar or com jammed.  Figure DC 12 for light interference, DC 18 for advanced interference. 


Notes: This will likely be the NPC that the Characters will be talking to when they’re on a mission.  This doesn’t necessarily mean a close relationship, but don’t rule anything out with a “Bridge Bunny.”  So many TV shows have an eccentric “techie” character on them, I’m pretty sure they could also be useful in different types of adventures.

Friday, June 21, 2019

Robomeck RPG: Mechanic and Medic

Robomeck RPG Index

Mechanic
Somebody needs to fix your mecka after you bust it up.  While a Character having repair skills is great for emergency field work, nothing can take the place of an expert.  Given a shop and materials on hand, your Mechanic should be able fully repair and rearm mecka quickly and effectively.  In the field, they’re your best bet to be combat-ready in a rush.  They can even salvage your totally wrecked mecka.  Without a Mechanic, I hope you’ve got access to a factory churning out new mecka for you. 

Character Stats
Abilities: +2 Str, +1 Int, Wis, Con

Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +1 Ranged, +3 Melee
Hp (doesn’t improve with level): 11 (d10)
AC: 10 +armor if appropriate 
Fort: +3/+5/+6, Ref: +0/+1/+2, Will: +1/+2/+3

Level Skills
Beginner +4—Grease monkey, handy with a wrench
Expert +6—In charge of a shop, ship, or hanger
Master +8—In charge of fleet or base mecka maintenance

Rank: Beginners are enlisted Crewmen, Privates, or Airmen depending on their branch of service (Navy, Army, Aero-Space Force).  Experts are Petty Officers, Sergeants, and Technical Sergeants, and will probably have assistants.  Masters are Master Chiefs, Master Sergeants, and Chief Master Sergeants and will probably have a whole staff working for them.  (Your Character won’t be saluting them.)  Outside of the military, they are likely a shop owner or work for one. 

Combat: While if trained military personnel, Mechanics are not frontline combat troops.  They will only have a sidearm (and armor, if era appropriate) if working in the field near combat.  Outside the military, they may have a pistol or shotgun for personal defense and know how to use a crowbar creatively.

Equipment: Complete set of hand tools and handheld machine tools (obviously), a shop with larger machining equipment (industrial 3-D printers, CNC machines), a light truck and camouflaged canopy tent (for field ops), and access to a flatbed wrecker (for salvage operations).  (In space operations, recovery craft are used with mecka assisting.)  Access to the armory and spare parts.  Of course, a rebel Mechanic is going to have to get by with a whole lot less.  Raiding abandoned bases and scavenging battlefields will be necessary activities for them.    

Mecka Repair: Given a well-stocked facility, a Mechanic working on a single mecka (likely having some helpers) can completely rearm and repair a lightly damaged vehicle (less than 50% MHP damage) in an hour.  DC 12 Repair Skill to do it in less time or in the field (assuming materials and ammo are on hand).  For more damage, it will take two hours for the repair and another hour to re-arm.  DC 18 to do it in less time or in the field.  Salvaging a completely wrecked mecka (0 MHP, but not destroyed) will take a day and a DC 18 roll and will require a shop. 

If a roll is necessary, roll separately for repairing and rearming.  Failure to repair means only half of the lost MHP are recovered.  Failing to rearm means the first weapons system used fails to work (others are not affected).            

Salvage: A Mechanic can scavenge a battlefield or a ruined mecka facility for parts and ammo, as well as ruined mecka.  It will take at least an hour of looking for enough ammo for one mecka, fully loaded, or enough MHP to fully rebuild a mecka.  Any further scavenging requires a DC 12 Repair roll.  The next raid would be at DC 18.  Of course, this depends on the actual place you’re raiding, such as a full armory or a small battlefield.  The Ref can set the exact amount of parts (in terms of MHP) and ammo that are there.

Notes: This is all really a bit hand-wavy.  Just say that your Mechanic can pretty much repair anything given time and materials.  Lacking time, maybe they dramatically slap some chewing gum on it (2 MHP), stuff in a couple of missiles, and send the Pilot off into combat.  Make a DC 12 Repair check to see if the guns jam or missiles fail to fire the first time they’re used.
Medic
Admittedly, a Medic isn’t going to help if you get blown up with your mecka.  But if you eject with complications or are in some sort of personal combat, you best have someone with bandages nearby.  The example here is an experienced paramedic or a doctor on a ship or field hospital. 

Character Stats
Abilities: +3 Int, Wis, +2 Dex, Cha

Beginner first level/Expert fourth level/Master sixth level
BAB (doesn’t improve with level): +3 Ranged, +1 Melee
Hp (doesn’t improve with level): 6 (d6)
AC: 12 +armor if appropriate 
Fort: +0/+1/+2, Ref: +4/+6/+7, Will: +5/+7/+8

Level Skills:
Beginner +4—Field medic, paramedic, or hospital nurse-practitioner
Expert +6—In charge of a trauma ward, ship sick bay, or a hospital department
Master +8—In charge of a hospital, field hospital, or fleet medical department

Rank: Beginners are Lieutenants (jg) or First Lieutenants depending on Naval or Army or Aero-Space Force service.  Experts are Lieutenants and Captains and will have nurses assisting them.  Masters are Captains and Colonels and will have staff working for them.  They can give your Character orders in terms of medical decisions.  Outside the military, they will have emergency or hospital residency experience.

Combat: While trained military personnel, Medics are not frontline combat troops.  They will only have a sidearm (and armor, if era appropriate) if working in the field near combat and would only use it as a last resort.  A non-military Medic will be unlikely to fight at all.

Equipment: Medical kit.  If attached to a hospital or field hospital, they’ll have access to a lab and surgical ER. 

Healing: Medics, with medical supplies, can automatically heal all hp damage taken with 1 turn of treatment. 

Stabilize: A Medic, with medical supplies, can automatically stabilize a Character at 0 or less hp (but not below -10).  This allows the wounded Character to receive further treatment.  A dying Character taken to a hospital or field hospital within an hour of the critical wound can be resuscitated there.

Poison and Minor Disease Treatment: A Medic is required to treat either condition.  With a fully stocked lab, they could find an anti-toxin within an hour.  In the field, DC 12 Skill Check to stabilize the victim for a day, until more advanced care can be found.  

Diagnosis and Medical Knowledge: This skill includes being able to identify causes of death and other biological phenomena.  (Yes, this is one very competent medic.)  The Medic can make immediate cursory diagnoses in a situation.  With a lab and at least an hour of research, they can come up with a detailed examination and details.  With additional time and materials, they can concoct counteragents and treatments.


Notes: If you can get a wounded Character or NPC to a Medic, just assume they can fix them.  Getting them to the Medic or getting supplies to the Medic might be the drama.  Yes, this class is here for potential romantic entanglements as well (I’m looking at you Dana Delany from China Beach, or Kim Delany from Tour of Duty, or Cheryl Ladd from the movie Purple Hearts.)