Wednesday, June 19, 2019

Robomeck RPG: Era Kits and Secondary Skills and Perks

Robomeck RPG Index


All forces Kit
Survival knife 1d6 + Str bonus
Canteen, water purifier, 3 days rations
100 ft rope and grapple
Flashlight
3 signal flares
Binoculars
Work coveralls

Space War I Earth Mecka Defense Force (EMDF) Kit
Pistol: 2d6, 12 shot clip, S, 2 extra clips
M-16A2 Rifle: 30 rd clip, M, 2 extra clips
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8 x 1d2 spray (lose BAB for attack), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Deva Fighter mecka (Other types of mecka would be by special assignment.)

Space War II Army of the North Star (ANS) Kit
ANS Body Armor MHP 2 (this includes the shield), this armor will absorb up to 10 hp of regular gunfire damage/rd, anything over that go to the wearer’s hp.  +3 to AC with shield, +2 with just armor
ANS Laser Pistol M1, 10 rds/clip, officers
ANS Laser Rifle M1d2, 15 rds/clip, troopers and tank pilots
Hoverchopper
Tankers: AG Tank mecka
Fighter Pilots: Invader or Hornet (issued later in the war) mecka  

Space War III Earth Expeditionary Force (EEF) Kit
EEF Body Armor MHP 2, this armor will absorb up to 10 hp of regular gunfire damage/rd, anything over that go to the wearer’s hp.  +2 to AC.
G3 Personal Weapon System: This was the EEF standard-issue weapon.  It had three modes of fire
Normal Damage Mode, effectively unlimited ammo, S in pistol, M with rifle stock, can fire at L range with stock, but only single shots (sniper)
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage)
2d8 x 1d2 spray (+0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage)
M-Laser Pistol M1, 10 rds/clip
M-Laser Rifle (with rifle stock) M1d2, 15 rds/clip
Typhoon combat cycle mecka (type by preference)
Delta Fighter mecka (Omega Bomber booster attachment is a promotion upgrade, Delta Black Stealth Fighters would be assigned later in the war)

Rebel Fighter Kit
Their gear would be appropriate to their era.  They should certainly start off with a personal weapon.  Mecka and armor could be given at the beginning, but it might be more interesting to make an introductory adventure out of recovering such gear and equipment.

Other Personal Gear
Let the Characters have whatever they want or is reasonable for their starting situation, certainly common items.  If you’re a rebel on the run or only have a bunk on board a ship, your possessions are going to be limited.  If you’re stationed at a base (even having your own home off base) or have your own cabin abroad the SDC-1, you could have more.  On an adventure though, Characters will have to expend FP to come up with a needed item on the spot.

I’d encourage the Players to choose a special item or group of items that fits their Character.  This could include a motorcycle, a home (if you’re married), a sports car, a full suite of survival/camping gear, collectibles, a chemical lab, a computer lab, or anything else that makes sense to the Character’s personality and situation. 



Secondary Skills and Perks
Given that all the Players are more-or-less playing the same Character with minor differences stat-wise, this is another way differentiate them.  (Your Characters should also have backstories and personal motivations to make them unique.)  Secondary Skills are skills that the Characters have some proficiency in, but aren’t specialized in.  Perks are bonuses to the Character’s stats or their equipment. 

The Players may choose one skill and one perk for their Character.  Characters might also pick up perks from gameplay, but those have to be earned or come with a price.  This listing is by no means comprehensive.  The Ref and Players are encouraged to make up their own and work together in creating them.  You could even leave them undefined and make them up during play, but once established, they can’t be changed. 

Secondary Skills
These skills represent a past career or some training the Character received before becoming a Mecka Pilot.  Use the Sec Skill column on the Character Table.  This list isn’t comprehensive.  Abilities listed with the skills aren’t necessarily comprehensive either.  If a Player wants to use a skill in an unlisted situation, the Ref can rule it out-of-bounds or set a DC and have the Player roll for it.  These skills overlap with some Support Character skills, but the Characters will not be as proficient in them as the Support Characters.  (No, you’re not allowed to make up a super-genius tanker pilot, you min-maxing bastard.) 

Medic (Sec Skill + (Int + Wis)/2): The Character has some emergency medical training.  They can help Stabilize dying Characters and help Heal wounded Characters with a medical kit or medical supplies.  See Recovery Section.

Entertainer (Sec Skill + (Cha + Wis)/2): In a post Zee-devastated/Hive occupied world, your meager entertainment talents may have some use.  The Character used to make a living as a singer, actor, model, pro athlete, Internet personality, etc.  They have some level of fame, but not a big star.  Influence (“Do you know who I am?”) the Character can try to use celebrity to get something or into some place.  DC 12 to use on normal people, DC 18 on well-connected people. 
    
Mechanic (Sec Skill + (Int + Wis)/2): The Character received some training in mecka maintenance and is handy with a wrench in general.  DC 12 to fully Shop Repair or Rearm a mecka in two hours.  For Field Repair, DC 18.  In either case, it’s assumed the Character has access to tools and repair materials and some help.  DC 12 to Scavenge usable materials from a junkyard or battlefield, 1 hour search.    

Special Forces (Sec Skill + Wis): The Character had advanced combat training before becoming a Pilot.  Character has Stealth as a trained skill.  (They add ½ level to attempts.  Stealth is (Dex + Wis)/2.)  Sniper skill, with a successful Stealth roll to get into position, a hit will cause max damage.  (They don’t get the kill shot option.)  Can only be used for one shot attempt in an encounter.  (Neither skill is usable in mecka, even Typhoon battle armor.)  Tracking DC 12 if target not hiding trail, DC 18 against experienced target or in difficult conditions. 

Police Officer (Sec Skill + Wis): The Character was in law enforcement before joining.  Investigation of a scene DC 12 to find clues, 1 turn.  Interrogation (truth, ulterior motive, etc) in conversation DC 12. 

Hacker/Tech (Sec Skill + Int): The Character was highly proficient in computers, perhaps legally, perhaps not.  Hack Computer DC 18/1 turn or DC 12/1 hour.  Electronics Repair DC 12, 1 hour with repair kit. 

Scientist (Sec Skill + Int): The Character had schooling in SCIENCE!  (Purposefully left undefined.)  Hypothesis DC 12 and 1 hour to figure out a scientific phenomenon, process, or device.  Invent/Jury Rig DC 18 to come up with a device, 1 hour with proper materials, will likely only work once before failing.  


Perks
A Perk is essentially a special bonus that a Character starts with.  The Players are free to think of a Perk for their Character, but these Perks might come with obligations and there might be a possibility of losing it too.  A Perk can be a special skill, though there may be complications with using it.  In general, this a grab bag for Players to trick out their Character.  The Ref will have the final say or perhaps put in some limitations (though there doesn’t have to be).  You might consider giving a Character a new Perk with the next rise in level if they’ve lost their Perk from game play, but there will need to be a gameplay explanation. 

These are all just examples.  You can come up with others.

Ability Perks: another Prime ability, a Prime ability boosted to +4, +1 to BAB, +1 to all Saves, 1 extra FP.

Equipment Perks: enhanced mecka (boosted speed, special detection gear, or armor), experimental mecka weapon, Character has a wetware computer interface that always allows them to be at the top of the initiative.

Background Perks: Character is rich or from a rich family, Character is well-connected (socially, military, politically, or academically), Character has a reputation that automatically gets a reaction from NPC’s who’ve heard of them.

Zee Background: (This is potentially a can of worms.  You’re on your own to make up any other alien Characters.)  A half-Zee Character will appear as a normal human (with perhaps an odd natural hair color), but gain a +1 to their BAB, but must make a DC 12 Will Sv if frustrated or aggravated (this doesn’t include combat, unless it’s personal).  If failed, the Ref takes control of the Character for 1 rd and makes the situation worse.  The Character has to continue to roll Will Sv’s, until they make the Sv or the situation is deescalated by outside forces (not more than 3 rds please).    

Full Zee stats are in the Zee section.  A Zee Character would probably be a Flight Pod Pilot, retrained as a Deva Pilot.  They will have +2 Str, Con, and Dex (no roll) and use d12 for their HD.  Their other stats will be at 0.  For such a Character to be successfully integrated into human society, they are likely on behavioral medication.  In stressful situations (again, not combat, unless it’s personal), they must make a DC 12 Will Sv or become violent or blindly rage (again, the Ref takes control of the Character for 1 rd).  The Character has to continue to roll Will Sv’s, until they make the Sv or the situation deescalates by outside forces (not more than 3 rds please).  If off their medication, the roll is DC 18 (and they have no positive Wis modifier).      


Perk Skills

Detection: Pilots often have a “sixth sense” about impending danger (such as ambushes) and a very good perception for details.  The Pilot has Detection as a trained skill and adds ½ level to attempts.  Detection is (Int + Wis)/2. 

Lucky: On the first hit in an encounter that would cause lethal (0 or less hp or MHP) damage to the Pilot or their mecka, a Pilot can attempt a DC 12 Will Sv to avoid that damage.  Any other such critical hits in an encounter cannot be avoided.

Crack Shot: The Character can make a Called Shot with a single successful attack roll.  They may also fire into a crowd or at someone holding a hostage and will either hit the opponent or miss everyone else.

Streetwise: Character can pick up street-level information in shady spots, has underworld contacts, can identify dangerous urban situations before they happen, and other such reconnaissance.  They also gain the following skills:

● ½ level + (Int + Wis)/2: Detection (Traps, ambushes), Detection (Trapped items), Find (Secret doors and items)
● ½ level + (Dex + Wis)/2: Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets, Disarm Traps
● ½ level + (Cha + Wis)/2: Disguise

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