Thursday, June 20, 2019

Robomeck RPG: Support Characters

Robomeck RPG Index

NPC Supporting Characters
Part of this game (and a lot of the original series) is also what goes on in-between mecka combat missions.  There are rules for Social Interaction between the Characters and NPC’s which can tangibly benefit the Characters.  In other words, you can earn XP for dating you min-max’ing bastards.  Supporting Characters are Characters that the Player Characters have ongoing relationships with.  These relationships don’t have to be personal, but don’t have to be all business either.  There are two types of Support Characters: Combat and Non-Combat based. 

The Players should establish some initial relationships during Character creation.  While the Ref will be presenting additional NPC’s that the Player Characters will interact with, it should be the Player’s decision as to whether those NPC’s become Support Characters.  (Don’t try to force any relationships.) 

Certainly Support Characters will have minds, backgrounds, and agendas of their own.  They should have ambitions: personal, professional, and even inappropriate.  Playing out those backgrounds and agendas could involve the Characters.  Helping out Support Characters in their love life, their job, or even getting mixed up some in some shady dealings could happen.  (Nearly everyone in the Zee Reconstruction or Hive occupation eras is going to have a tragic backstory and a sketchy background.)  Remember, adventures outside your mecka pay XP too. 

Support Characters will have 1 + 1d2 Fate Points.  These are their Fate Points for the entire adventure session and not each encounter.  You might question why a “Narrative” Character controlled by the Ref needs this.  It’s to keep their existence honest and some of these Non-combat Characters are going to be fragile, super fragile.  Even if you’re planning on them meeting a tragic end, the Ref should still be playing them as smartly possible, like they are their own Characters.  For important recurring Support Characters you should give them a Perk and a Secondary Skill.  These can be left undefined and made up in play as needed instead, but can’t be changed once defined.


Combat Supporting Characters
These are Supporting Characters that will regularly be getting into combat.  These include squadron mates (or fellow rebel mecka pilots) and typical combat troopers (which could also include mercenaries, police, and private security personnel).  This class can also include recurring enemy opponents.  Since they’ll have access to FP, this will give them additional chances of survival and allow for escape from lethal combat.  It is possible that your trigger-happy Players might develop a relationship with someone on the other side under the right circumstances. 

The Ref should actually make up these kind of Characters like a Player Character.  First level pilots are included in the Mecka section, if you need something quick.  The squadron leader should be at least a fifth level pilot.  There are also level tables for troopers in the Mecka section.  Stats for enemy forces are also listed there.

Unless the NPC is fighting directly side-by-side with Characters, you shouldn’t bother rolling out combat for them.  If they’re fighting in the same combat zone as the Characters, their combat should likely be narrative-based or some simplified roll-off taking their FP into account.  Should a Combat Support Character be allowed to die “off-screen?”  That’s up to you, but if they’re in the same fight as the Player Characters, play them honest. 

While like a regular Character, they shouldn’t be advanced in level like one.  Only increase their level or promote them for narrative reasons or to have them keep up with the Player Characters (but don’t let them outshine the Player Characters.)  Attrition of your comrades should be a fact of life during a war, so don’t get too attached.    


Non-Combat Supporting Characters
There should be other NPC’s around the Characters who are not going to be involved in combat (or at least not want to or shouldn’t be).  These Characters won’t have full Character classes, because they’re really more for making skill rolls (great skills in fact) and as plot devices.  These Characters can have Perks and Secondary Skills, but they probably shouldn’t be combat-oriented ones.  (Note that any Secondary Skills are at +2 only.)

I’ve given a set of stats for each of type of Non-Combat Supporting Characters.  (You’re free to come up with more types as you think of them.)  These stats are static.  They don’t improve, because these Characters don’t have class levels.  You can modify them and possibly advance them as you will, but on some level, they don’t matter. 

These Characters shouldn’t be exposed to combat situations on a regular basis.  Their main purpose is to use their skills and to interact with the Player Characters.  Their stats are only for times they might find themselves caught in combat or some other dangerous situation.  If you want one of these types of Characters to routinely engage in combat, you should make up a trooper Character and just give them the specialized skills on top of that.  (If the Character is a rebel and you’re planning on them being recruited and becoming a pilot, give them pilot-level stats.) 

These kind of Support Characters should only be keeping their heads down if caught in a combat situation.  Under normal circumstances, any intelligent foe is probably going to see the Player Characters or other armed combatants fighting them as their main targets.  Support Characters shouldn’t be directly attacked unless they are the target (for capture, assassination, or mass terrorism), or if they’re fighting back with lethal force, no matter how badly.

Non-Combat Support Characters are assigned a skill level to reflect their expertise in their given field.  There are three Skill Levels: Beginner (+4), Expert (+6), Master (+8).  Given time and proper equipment and a task in their specific skill area, don’t even bother rolling for skill use.  Only roll for rushed, poor or stressful conditions, not having the right equipment, or in field-related, but unfamiliar circumstances.  (Hey, Tony Stark made an Ironman suit under those conditions.  Anything’s possible.)  It’s up to you which level the Support Character starts at, but they’re not going to be gaining levels, unless you decide to do so for narrative reasons.

Special Note on Skill Use: No adventure should ever come to a stop because of a failed technical skill roll.  This goes double for skill rolls by NPC’s.  There should be a cost for failure, such as making events harder to deal with, having to come up with a Plan B, or having to having to track down additional materials or help, but there should always be another way to accomplish the task.


For example: There’s a failed repair check on salvaging your mecka.  You need to track down a rare part to try again.  A hacking attempt fails on a remote computer.  You then have to break into the physical facility to get access.  An Investigation attempt fails to uncover a clue.  You have to track down an informant who might know something and that person doesn’t want to be found.  

No comments:

Post a Comment