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.
No comments:
Post a Comment