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.

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