RAM rules
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[edit]
Rules for the Buck Rogers XXVc
It's time for me to list some of the rules I promised you.
[edit] Character creation
[edit] Buying stats
As I mentioned before, I'm not going to be using a random method for generating characters. Instead, it's going to be points based. Each character starts of with 75 points with which to buy their primary scores, at a cost listed below. These are the levels possesed before racial modifiers, and don't forget that in the Buck Rogers system everybody has SEVEN scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Tech. Tech is a measure of how skilled your character is with machinary. Very useful for engineers, but also medics. A more technical minded rogue might want a decent score in this, along with Int.)
| Score | Cost |
| 3 | 0 |
| 4 | 1 |
| 5 | 2 |
| 6 | 3 |
| 7 | 4 |
| 8 | 5 |
| 9 | 6 |
| 10 | 7 |
| 11 | 8 |
| 12 | 9 |
| 13 | 11 |
| 14 | 13 |
| 15 | 15 |
| 16 | 18 |
| 17 | 22 |
| 18 | 27 |
[edit] Hit Dice
At first level, you will all recieve maximum hps for your class (10 for fighters, 8 for engineers and scouts, 6 for everyone else.). However, upon going up a level, you will not recieve a random dice roll, but rather a set figure plus con bonus. (This will be 6 for fighters, 5 for engineers and scouts, 4 for everyone else.) I don't really like the random element in hp's, so I'm getting rid of it.
[edit] Character Class Bonuses
In the standard rules, each character class had a fixed set of advantages, regardless of how inappropriate they were. Consider for example a seductive rocket jock spacer... He can't even speak unaided, sends most of his life sitting alone on top of an asteroid not talking to anyone and was born out of a vat, but somehow he still manages to be a smooth talker when chating up other spacers, who can't talk, live on asteroids... Well, you get the picture.
In my game you are going to have a little more choice, so you can tailor your chacater to what you envisage. If I haven't listed a type of advantage that you want for your character, let me know in the questions section, and I see what I can do. Furthermore, bear in mind that all of this is unplay tested yet, so I might change any of them in the future.
I've also adding 'skill sets', so you can choose at group of career skills that best reflects what your character actually does. Again, feel free to ask for anything that doesn't already exist.
[edit] Warrior
Choose one basic advantage, and one advanced.
BASIC
- Martial arts: The warrior knows how to fight unarmed with great proficency. Unarmed attacks do 1d6 damage, which can be normal or subdual, as the chacter wishes. (Note for those with the rules book, this is a little different to the standard ability listed, but I like this one better.)
- Expert: The character is highly trained, and agains a straight +10 bonus on all career skills.
- Warrior Resilience: The warrior is used to avoiding the hazards of a battle field and surviving hash conditions. They gain +2 save vs explosions, and +1 vs heat/cold.
ADVANCED
- Specialist: The character is very skilled with certain weapons. Every even numbered level they gain a +1 to hit and damage that can be asigned to any weapon they like, including unarmed if they know martial arts. The same weapon can benefit more than once, up to a maximum of +3.
- Supreme Toughness: The character doesn't know how to die. +5 hps at 1st level and +1 per level there after, even beyond 9th.
- Backstab: This works like the rogue ability of the same name.
SKILL SETS
Minimums: st10, dex 8, con 10, int8
- Commando: This is the traditional set. It's skills are those of a proffesional, trained soldier.
- Brawler: The Brawler is a space borne trouble maker, used to fighting in bars and dealing with thugs.
- Martial Artist: Martial artist aim to keep the traditional martial arts alive. Others aim to create new ones suitable to a zero g enviroment. min dex 13
- Sprawls warrior: In the ends ruins of earth there are plenty of opportunities to practice violence. Although ignorant of the universe at large, the sprawls warrior knows his home turf so very well.
| Commando | Brawler | Martial Artist | Sprawls warrior |
| Battle Tactics | First aid | Battle Tactics | Speak/read Language |
| Demolitions | Fast talk/convince | History | First aid |
| Leadership | Intimidation | Acrobatics | Intimidation |
| Maneuver in zero g | Maneuver in zero g | Maneuver in zero g | Animal riding |
| Move silently | Shadowing | Move silently | Move silently |
| Notice | Notice | Notice | Notice |
| Repair weapon | Repair weapon | Hide in shadows | Repair weapon |
| Use rocket belt | Use rocket belt | Use rocket belt | Swimming |
[edit] Rocket Jock
All rocket jocks get a +10 bonus on any Drive/Pilot skill. Also choose one of the following.
- Smooth Talker: +1 cha/2 levels when dealing with members of the opposite sex and same species.
- Fighter Pilot: The rocket jock is skilled at dog figting, and when firing a ship to ship weapon they use the THAC0 score of a warrior of the same level.
- Traveler: The chacrter has wondered all over the solar system, seeing parts of it most people don't even know exist. They gain a 15 point bonus on the general skill of navigation. They gain +20 on Maths and Astronavigation, as well as +25 on astronomy.
SKILL SETS
Minimums: dex 13, int 11, cha 12.
- Ace: The traditional set. The rocket jock is skilled at flying a whole variety of fast, flashy vehicles.
- Trucker: You think pulling a roll with a space fighter is hard? Try just parking a 2,000 ton space linner. Piloting is a living for this character, not some sort of glamorus hobby. This kind of rocket jock tends to share a certain mind set with engineers. There is no cha minimum to be a trucker.
- Road warrior: This sort of 'rocket jock' has never been inside a space craft. Instead specilize in driving custome made vehicles around the pot hole covered roads of earth. Yes, some of them are called max and are of questionable sanity. There is no cha minimum to be a road warrior.
| Ace | Trucker | Road warrior |
| Drive jetcar | Drive heavy ground vehicle | Drive motorcycle |
| Drive ground car | Astronavigation | Drive ground car |
| Maneuver in zero g | Maneuver in zero g | |
| Notice | Notice | Votice |
| Pilot fixed wing | Maths | Pilot fixed wing |
| Pilot rocket | Pilot rocket | Repair Mechanical |
| Piolot rotorwing aircraft | Astronomy | Pilot rotor wing aircraft |
| Use rocket belt | Use rocket belt | Drive heavy ground vehicle |
[edit] Rogue
Chose two:-
- Expert: +10 on career skills.
- Smooth Talker: Same as the rocket jock ability.
- Backstab: +4 to hit, damage multiple by level.
- Thug: The rogue has 8 hp at level one, and gains 5 per level there after, up to 10th.
- Famous Handle: Most appropriate for hackers, but not nessesarilly limited to them. The character is famous amongst his peers, and gains a +1 cha bonus/2 levels when dealing with people in the same profession. Does not stack with the smooth talker benefit.
- Specialist: Works in the same way as the warrior ability, but the rogue is limited to smaller items or those with perticular significants to their career.
SKILL SETS
Minimums: dex 13, int 8, wis 9, cha 13
- Thief: The traditional set. The rogues skills are set up to fasilitate pilfering in a hi-tech age.
- Hacker: Not much in the way of stealth, but great at dealing with electronic systems. Tends to talk in jargon. There are no minimums for dex and cha, but needs at least int 13 and tech 13.
- Detective: The dectective tends to rely more on force of personality and deception then stealth. The detectives activities are usually legal. perhaps even condoned by the planetary government he works for. Min dex 8, wis 13.
- Spy: The spy is skill at impersonating people, breaking codes and memorizing long lists of information so they want fall into enemy hands.
- Merchant: In some ways not an exciting choice, but the merchant does have the potential to become richer than anybody elses wildest dreams. The merchant, though, can always imagine more... No dex minimum.
- Stage Magician: Much like martial arts, stage magic has fallen into decline against the quicker and flashier effects that can be achieved through technology, but a few individuals strive to keep the art alive.
| Thief | Hacker | Detective | Merchant | Stage Magician | |
| Bypass security | Bypass security | Bypass security | Bypass security | Economics | Acrobatics |
| Climb | Maths | Etiquette | Memorize | Law | Memorize |
| Fast talk/convince | Repair computer | Fast talk convince | Fast talk/convince | Fast talk convince | Fast talk/convince |
| Hide in shadows | Library search | Intimidate | Disguise | General knowledge | Hypnosis |
| Move silently | Sensor operation | Shadowing | Mimic | Leadership | History |
| Open lock | Repair electrical | Law | Open lock | Etiquette | Open lock |
| Pick pocket | Programming | Leadership | Cryptography | Planetology | Pick pocket |
| Notice | Notice | Notice | Noice | Notice |
[edit] Engineer
Choose one.
- Expert: +10 on career skills.
- Tool Fighting: The engineer is familiar enough with the tools of his trade to again a +2 bonus to hit and damage when fighting with them.
- Engineers Resilience: +1 save vs explosions, radiation, electrity, suffocation, gas and heat.
SKILL SETS
Minimum: str10, con 12, int 8, tech 13
- Naval: Traditional. The engineer is skilled a repairing and maintaining spacecraft.
- Civil: The engineer is used to designing buildings - and taking them apart again afterwards.
- Hobbyist: THe hobbyist is used to working on a smaller scale then other engineers, and also making do with whatever is to hand.
- Sprawls Engineer: Working at a far more basic level than others engineers in the 25th century, the character is used to constructionn from the ground up, working with naturally available materials - wood, leather and metal ores. There knowledge is rare on earth.
| Naval | Civil | Hobbyist | |
| Jury rig | Planetology | Jury rig | Jury rig |
| Manruver in zero g | Demolitions | Maneuver in zero g | Repair weapon |
| Notice | Notice | Notice | Notice |
| Repair elecrtical | Repair electrical | Repair electrical | Repair electrical |
| Repair lifesuport | Repair life support | Repair computer | Metallurgy |
| Repair mechanical | Repair mechanical | Repair mechanical | Repair mechanical |
| Repair nuclear engine | Repair nuclear engine | Open locks | Repair nuclear engine |
| Repair rocket hull | Design engineering | Repair weapon | Design engineering |
[edit] Medic
Choose one.
- Drug Frabricator: The medic knows the complex formula needed to use a drug fabricator.
- Herbalist: The medic is skilled at creating cures from naturally available substances. They can create various potions and lotions using Botony. Essentially, this is a more natural version of the drug fabricator.
- Pathologist: The medic is far more used to dealing with people who are already dead. They gain a +10 bonus on the diagnose skill.
SKILL SETS
As a quick aside. One of the standard advantages o fthe doctor is that they are the only class that has access to the medic skills. That still applies, even if they are nolonger career skills. A medic can take missing skills as part of their general skills rrepatoire.
Minimums: dex12, int 12, wis 12.
- Doctor: Traditional. Set up for dealing injured people, whether it be by gunshot, poison or disease.
- Coroner: More used to assertaining the cause of death then preventing it.
- Sprawls healer: Same as the doctor, but without access to the hight tech gadgets.
- Psychiatrist: Used to dealing with problems of the mind. THey can twist and break minds too, when required.
| Doctor | Coroner | Sprawls doctor | Psychiatrist |
| Diagnose | Diagnose | Diagnose | Diagnose |
| Life suspension tech | Notice | Botony | Hypnosis |
| Treat critical wounds | Biology | Treat critical wounds | Notice |
| Treat disease | Treat disease | Treat disease | Intimidate |
| Treat light wounds | Treat light wounds | Treat light wounds | Treat light wounds |
| Treat serious wounds | Chemistry | Treat serious wounds | Fast talk/convince |
| Treat stun/paralysis | Treat stun/paralysis | Treat stun/paralysis | Treat stun/paralysis |
| Treat poisoning | Treat poisoning | Treat poisoning | Leadership |
[edit] Scout
Choose one.
- Mastery: At each level beyond 1st the scout gains a +5 bonus on all career skills.
- Survivor: Sooner or later the scout will run into just about every sort of hazard that can be imagined. They gain a +1 bonus on all saves every 2nd level, rather than every 3rd for noraml characters.
Minimums: con 8, int 8, wis 9, cha 8.
Categories: RAM | Rules
