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.

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