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?  

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