-------------------- New Player Character Gennies --------------------

 

Pleasure

Physical Size:

4 to 7 feet tall, 120-250 lbs.
External Covering:

Human normal; smooth, relatively hairless skin, usually in shades of brown, dark brown, red, tan, or beige.

Eyes:

Human normal, enhanced for better night vision.
Ears:

Human normal, enhanced for better sensitivity to aid in reading body language through changes in voice or breathing.

Mouth: Human normal, with elongated very agile tongue.
Nose:

Human normal, enhanced to aid in reading body language, through detection of bodily scent changes or release of hormones or pheromones.

Genotype: There are many versions of the Pleasure gennie that have been created to suit every race, need, position, passion, or perversion.  They are designed to fill roles such actor, musician, companion, or prostitute (providing sex from the conservative to the extreme).  The most common version, detailed here, is based on the human genotype which has been enhanced with improved physical beauty, social skills, and agility.  It is found in all the roles listed above and may be found filling other roles as well.
Pleasure gennies, are capable of reproducing naturally, and on extremely rare occasions have accidentally produced offspring with a human, usually Terrans.  Those gennies involved in the sex industry are generally sterilized to prevent unwanted pregnancies.

Movement:

Walk 120; Run 600, Climb 150, Swim 300, Fly --

Cultural: Pleasure gennies do not have a culture of their own.  Their cultural habits are absorbed from the role they fill.  Actors, musicians, companions, and sex providers all have markedly different cultural habits and norms.  In all cases, however, they are very astute at reading body language and understanding subtle verbal queues.  Because of their design, they have a tendency do everything in deliberate, sensual motions.  They have an annoying habit of unconsciously making seductive advances when speaking to anyone whose body language tells them that the person is attracted to them.

Pleasure gennies can exist anywhere humans can, and are found everywhere where humans and gennies look for relaxation, entertainment, and pleasure.

Although there are Pleasure gennies designed for combative sports, which are very rare, most Pleasure gennies avoid fighting if another method is available to resolve the conflict.

Advantages: Pleasure gennies have enhanced eyesight allowing them better night vision; they only suffer a -2 penalty in the dark.  Their enhanced hearing makes it more difficult to sneak up on them; granting them a +1 bonus on surprise rolls, when applicable.  Their enhanced sense of smell grants them two advantages.  First, it is more difficult to sneak up on them; granting them a +1 bonus on surprise rolls, when applicable.  Second, combined with their unequalled ability to read body language, they can detect the subtle changes in body chemistry including when someone is lying; granting them a 2% chance per round of close communication to detect a lie.  This also works to make the gennie immune to attempts by others to use the fast talk/convince and intimidate skills against them, based on situation and/or usage.
Disadvantages: With a very few exceptions these gennies were created to be subservient and obedient to their masters.  When facing an authority figure or someone that they perceive as an authority figure, such as a ship’s captain, they must roll an INT check to avoid becoming blindly obedient to that person until either displaced or forgotten through separation.
Role-playing Notes: When a PC of this race is faced with an authority figure or someone that they perceive as an authority figure they may make a second INT check, if the first fails.
Attribute Score Modifiers: STR -1, DEX +2, CON ±0, INT -3, WIS -3, CHA +3, TECH -1, COM +5
Saving Throw Modifiers: None.

 

[ Return to New Stuff ]

 

-------------------- New Careers --------------------

 

Assassin

Description:

Assassins (adapted from "Matrix Cubed" computer game by TSR and SSI) are paid killers. They care nothing about fair play or honorable combat, wishing only to carry out their contracts in the safest and most secret ways possible. While some assassins are dedicated to a cause, others are just cynical or mercenary. The assassin’s goal is to remain unknown and unseen, a feared agent for his employer.  He has training in many of the rogue career skills.  He has special training in hand-to-hand combat and with a "signature weapon" (weapon of choice).
Ability Score Requirements: STR 10, DEX 13, INT 8, WIS 9, CHA13

Eligible Races:

All, except Sharc (within ability score limitations)
Dice for Hit Points: 1d8 per level through 9th; +2 hit points per level at 10th and higher
Experience Level: Use “Table 11: Medic Levels and XP”
THAC0 Progression: Use “Warriors, Scouts, and Creatures Using d10 for Hit Dice” table"
Career Skills List:

Bypass Security

Disguise

Fast Talk/Convince

Hide in Shadows

Maneuver in Zero G

Move Silently

Notice

Pick Pockets

Special Abilities:

Assassin characters get a +10% bonus to career skill checks for all of their career skills.

An assassin is trained in unarmed combat; he can punch/kick twice per round with 1d6 points of damage (plus STR bonus, if any).
Each assassin is trained in the use of weapons.  At levels 4, 8, and 12 he gains a “specialization bonus slot” which can be applied to a Specific Weapon, Weapon Category, or Fighting Style.  These bonuses are applied solely to the same weapon, category, or style to a maximum of the three slots; see Warrior Weapon Specialization (Expanded) for information on specialization.  
The assassin has the pick pockets skill which is used, in most cases, to slip poisons into a “mark’s” food or drink, secretly inject poisons, and etc.

 

Astronavigator

Description:

The Astronavigator is the crewman that ensures that the Rocketjock knows where he is going, or rather where he is supposed to go, and how to get there.  He is capable of filling several needed roles on the control deck aboard most any ship.  Not only is the character the astrogator aboard ship or the navigator on landfall, he is also a trained sensor operator and knowledgeable communications operator.
Ability Score Requirements: DEX 13, INT 12, TECH 13

Eligible Races:

All, except Sidhe which is left to the GM's discretion (within ability score limitations)
Dice for Hit Points: 1d6 per level through 9th; +2 hit points per level at 10th and higher
Experience Level: Use “Table 6: Rocketjock Levels and XP”
THAC0 Progression: Use “Rocketjocks, Rogues, and Creatures Using d8 for Hit Dice” table"
Career Skills List:

Astrogation or Navigation
Astronomy
Communications Operation
Maneuver in Zero G

Mathematics
Pilot (any one)
Sensor Operation
Ship Lore

Special Abilities:

Astronavigator characters get a +10% bonus to career skill checks for most of their career skills, this does not including Ship Lore and Maneuver in Zero G.

An astronavigator’s training is varied by need allowing him to take any one of the piloting skills. And he can take navigation for crewing a fixed wing or ship/submersible, or he can take astrogation for crewing a rocket.

 

Commando

Description:

There are times when the skills of the weapon wielding, combat soldier are not right for the mission at hand.  That is where the commando comes in.  Commandos (adapted from "Matrix Cubed" computer game by TSR and SSI) are specialty warriors who are well-trained with a variety of skills to allow him to accomplish a variety of special missions.
Ability Score Requirements: STR 10, DEX 13, CON 10, INT 8, WIS 9

Eligible Races:

All, except Pleasure Gennie which is left to the GM's discretion (within ability score limitations)
Dice for Hit Points:

1d10 per level through 9th; +3 hit points per level at 10th and higher

Experience Level: Use “Table 7: Warrior Levels and XP”
THAC0 Progression: Use “Warriors, Scouts, and Creatures Using d10 for Hit Dice” table"
Career Skills List:

Bypass Security
Climb
Demolition
Drive (any one)

First Aid
Maneuver in Zero G 
Notice
Pilot (any one)

Special Abilities:

The commando is highly trained in unarmed combat; he can punch/kick twice per round with a +2 attack bonus for 1d6 points of damage (plus STR bonus, if any).

For every three levels (i.e. 3, 6, 9, etc.) he gains a “specialization bonus slot” which can be applied to a Specific Weapon, Weapon Category, and/or Fighting Style. These bonuses can be applied to the same weapon, category, or style to a maximum of three slots, or they can be spread out among various weapons, categories, and/or styles; see Warrior Weapon Specialization for detailed information on specialization.
A commando with an exceptional CON (>17) receives an improved Hit Point Bonus when he rolls a die for new hit points. 
A commando’s training is varied allowing him to take any one of the driving and piloting skills for two of his career skill slots.

 

Technician

Description:

A technician is simply the engineer for stations, installations, bases, and various other facilities. Much like the scientists the technician has a career choice. He can be a Mechanical Technician, a Computer Technician, or a Robotic Technician and can be found nearly everywhere. 
A “Mechtech” is a carpenter, plumber, electrician, wallpaper hanger, and many other types of repair professionals.  A “Comptech” is an electrician, programmer, and fills some other career fields as well.  But more importantly he is a programmer and a computer hardware expert.  A “Robotech” is an electrician, mechanic, sheet metal worker, and fills some other career fields as well.  But more importantly he is a programmer and a robot hardware expert. His career skill list reflects these options.
Ability Score Requirements: STR 10, CON 12, INT 8, TECH 13.

Eligible Races:

All (within ability score limitations)
Dice for Hit Points:

1d6 per level through 9th; +2 hit points per level at 10th and higher

Experience Level: Use “Table 7: Warrior Levels and XP”
THAC0 Progression: Use “Medics, Engineers, and Creatures Using d6 for Hit Dice” table"
Career Skills List:
Comptech Career Skills List:
Jury Rig
Notice
Repair Electrical
Repair Mechanical
Repair Weapon
Mathematics
Programming
Repair Computer
Mechtech Career Skills List:
Jury Rig
Notice
Repair Electrical
Repair Mechanical
Repair Weapon
Repair Life Support
Repair Power Systems
Repair Structural Systems
Robotech Career Skills List:

Jury Rig
Notice
Repair Electrical
Repair Mechanical

Repair Weapon
Mathematics
Programming
Repair Robot

Special Abilities:

For every even-numbered experience level attained, technicians receive a +5% bonus to their career skill checks for all of their career skills.

Because he is accustomed to handling the tools of his trade, a technician can always pick up a hand-held implement (wrench, pry bar, etc.) and use it as a weapon with a +2 attack bonus.  A tool used as a weapon causes 1d6 points of damage or perhaps more (GM's discretion) if the tool is especially large or heavy.  Except in cases of life or death, a technician will not let another character use his tools as weapons, and even if this is done, other characters do not get the attack bonus.

 

[ Return to New Stuff ]

 

-------------------- New Skills --------------------

 

Brawling

Group: General
Ability Score: Dexterity
Description: This skill benefits a character that engages in unarmed combat [Brawling C&C Pg.65]. He knows how and where to strike his opponent for maximum effect. A successful skill check allows the character to do double (x2) normal damage, and allows a chance per hit for a knockout. If his roll-to-hit was four better then needed a possible knockout may occur as per the Bludgeoning rule [C&C Pg.66]. 
Prerequisite: None.
Requirements: None.

 

Cybernetics

Group: Career, Scientist Only
Ability Score: Technology
Description: This skill is the study of cybernetics (robotics) and cybergenetics – the interaction of organic and synthetic components at the molecular level (The World Book Pg.43).  This skill combined with gadgeteering allows the scientist to create new or improve existing robots.  Combined with bioengineering the scientist can create synthetic implants (like the Terrine MkIb “Barney’s” enhancements such as their retractable knives), cybernetic replacement organs controlled entirely by the brain as though they were the original organ, or cybernetic replacement limbs that function on brain impulses.
Prerequisite: None.
Requirements: This skill requires a fully equipped laboratory. If the scientist does not have all of the proper tools, equipment, or facilities to work with, the skill check is DIF or IMP.

 

Veterinary Medicine

Group: Career, Medic Only
Ability Score: Technology
Description: A Medic with this skill can attempt to treat the injuries and illnesses of all types of animals and animal-type gennies by following the same procedures described in the other Medic skills, as they apply to animals.  Any medical equipment used (bioscanners, autosurgery, etc.) must be designed, calibrated and/or programmed for use on animals.  This skill can be used on humans and human-type gennies at half the base percentage.
Prerequisite: 20 points in Diagnose and 20 points in Treat Light Wounds.
Requirements: None.

 

[ Return to New Stuff ]

 

-------------------- New Equipment --------------------

 

E.S.S. John Paul Jones (MF575)

Description: This old 50-ton missile frigate was designed and commissioned some 100 years ago.  It was designed as a small fast spaceship killer sporting five missile mounts and was commonly loaded with nuclear missiles.  Now, it is a monument on the edge of Chicagorg's parade ground dedicated to the futility of fighting RAM.  But the tale of the "Jones" has not yet come to an end.  For unknown to the Regent of Chicagorg, the ship has been refit from the inside by NEO agents.  It remains a guarded secret under the nose of RAM until needed.

Class: 

Revolution (Terran Built 50-ton Missile Frigate)
Tonnage: 50’
Length: 100’
Width: 25’
Cargo: 25t
Crew: 20
Armor Class: 6
Reaction Bonus: ±0
Defense Bonus: ±0
Speed: 3
Sensors: Combat
Hull: 200
Sensors/Commo: 50
Controls: 50
Life Support: 100
Fuel: 150
Engine: 150

Weapon: Range: Shots:  Hit Modifier: Damage: 

Missile Mount #1

Missile Mount #2

Missile Mount #3

Missile Mount #4

Missile Mount #5

6

6

6

6

6

4

4

4

4

4

±0

±0

±0

±0

±0

40

40

40

40

40

Defense Packages:

Dispenser -

Military ECM -

1 chaff & 4 aerosol mist

50%


Sensor Package: Base Range / Roll: Additional Range / Modifier:

Radiation Sensor

Spectrographic Sensor

Radio Sweeping Sensor

IR Pattern Sensor

FOF Sensor

VS/UV Sensor

Combat Tactical Sensor

Radar Sensor

5,000 miles / 90%

1,000 miles / 60%

Unlimited / Commo Operation skill

100 miles / 60%

900 miles / 40%

1 Light Minute / Sensor Operation skill

450 miles / Sensor Operation skill

3 Light Minute / Sensor Operation skill

+5,000 miles / -10% (VAR vs. spaceship)  

+500 miles / -10%

-

+100 miles / -10%

Decks:

1. Control (cockpit)

2. Weapon Turrets / Armory

3. Weapon Turrets / Armory

4. Crew / Passenger Cabins

5. Main Cabin / Sick Bay

6. Crew / Passenger Cabins

7. Airlock

8. Cargo

  9. Cargo

10. Power (engineering)

 

Neuro-Whip

Description: The Neuro-Whip (adapted from the "Invaders of Charon" trilogy) was developed by the Dracolysk Corporation for their Gennie Training Division, Gorgon Station.  It combines the physical damage (1-2 pts.) and psychological impact of a whip, and the neurological effecting sonics of a Neuro-Disrupter or D-beam (sonic stunner) weapon.  This weapon is also used in slave control.
Cost: 400cr Range: 9 ft. Damage: 1-2+Special
Weight: 2 lbs. ROF: 1
Notes: With each hit the victim suffers extremely intense agonizing pain (no save) and must make a System Shock check at -5% per hit or be rendered unconscious.  Must be recharged after 28 successful hits.

 

Rejuvenation Pod

Description: This cylindrical pod resembling an "iron lung" of the 20th Century in size and shape contains all but the patient’s head.  Within the pod the patient is closely monitored, held immobile by an electronic anesthesia field in a zero-G environment, and given medication.  This allows the patient to heal, even life threatening critical wounds, much faster than normal (3hp plus CON hit point bonus per day).  The pod allows rapid regeneration of damaged tissues (frostbite, burns, and etc.).  It also induces muscular regeneration through electrical stimulation re-toning the body allowing the patient to exit the pod fully recuperated.  Daily operating costs for the pod is 400cr for power usage, maintenance, and medication.
Cost:  30,000cr
Weight:  1 ton
Notes: None.

 

Smart Clothes Clip-Ons - Energy Defense Pack

Description: This new smart clothes clip-on was developed as a defense against energy weapons, especially the laser.  This pack allows the smart clothes circuitry to absorb and dissipate damage (up to 20hps) from energy weapons.
Cost:  400cr
Weight:  1 1/2 lbs.
Notes: The pack is limited and the more energy that is absorbed the less effective it is.  The more points the pack has remaining the higher the percentage of each hit it will absorb (round down).  20-16pts. = 100%, 15-11pts. = 75%, 10-6pts. = 50%, 5-1pts. = 25%.

 

[ Return to New Stuff ]

 

-------------------- For GM's Eyes ONLY --------------------

 

 

 

Buck Rogers in the 25th Century Gennie Work Sheet V.4

ACIDICIUM



CONCEIVED PURPOSE: CLIMATE/TERRAIN:

FREQUENCY:

ORGANIZATION:


ACTIVITY CYCLE:

DIET:

INTELLIGENCE:


NO. APPEARING:

ARMOR CLASS:

MOVEMENT:


HIT DICE:

THAC0:

NO. OF ATTACKS:


DAMAGE/ATTACK:

SPECIAL ATTACKS:

SPECIAL DEFENSES:

Guard animal
Any damp
Uncommon
Solitary


Any
Omnivore
Semi- (2-4)


1d4
4
7 (360’)


3 (d10)
18
1


1d10 
Acid secretion
Immunities/dodge

   

Genotype: The acidicium, also known as the acid slug, is an odd mixture of feline and shell-less mollusk or slug.

Cultural: They have a loose pride-like order decided by fighting. The winner is the leader. Beyond that, however, they exist to eat and follow their orders.

Physical Features:

Height Range:

Weight Range:

External Covering:

Eyes:

Ears:

Mouth:

Nose:

-

8’ long
400 lb.
Thick rubbery hide
Feline; increased night vision
Antennae
Large with sharp feline teeth
Slug normal

Habitat/Terrain: They are designed to exist in wet areas such as swamps, rain forests, and jungles, especially in those areas on the surface on Venus.

Advantages/Disadvantages: It is immune to stun and gas attacks.  It was developed for use on Venus, and so, has a high resistance to acid. Its genetics makes it immune to intimidation. Its thick, flexible, rubbery hide is nearly impervious to attacks, giving the acidicium a chance (50%) to “dodge” damage from both ranged and melee weapons.
     Salt affects the acidicium like a strong corrosive causing 1d4+1 points of damage per round until rinsed off.

Ecology: Their primary diet consists of molds, spores, and fungus, but they will eat plants, carrion, and small animals if easily obtainable.

Combat: In combat the acidicium attacks with its bite. It also secretes an acidic mucus and saliva.  If the bite hits the victim must make a saving throw versus TOXIC ATMOSPHERE/GAS/POISON for half of 1d10 points caused by the saliva.  Any physical contact with the acidicium also causes the same damage due to the mucus secretion; any object that comes in contact with the mucus must save versus ACID or become ruined.

Saving Throw Modifiers:
Explosion/Plasma:
Electric Shock:
Paralysis/Stun/Fall:
Toxic Atmosphere/Gas/Poison:
Suffocation:
Radiation:
Extreme Heat:
Extreme Cold:

 

+3
-4
--
+4
-3
+2
+2
-4

Reference: Countdown to Doomsday (TSR/SSI)

 

 

 

 

Buck Rogers in the 25th Century Gennie Work Sheet V.4

CARNIFERN



CONCEIVED PURPOSE: CLIMATE/TERRAIN:

FREQUENCY:

ORGANIZATION:


ACTIVITY CYCLE:

DIET:

INTELLIGENCE:


NO. APPEARING:

ARMOR CLASS:

MOVEMENT:


HIT DICE:

THAC0:

NO. OF ATTACKS:


DAMAGE/ATTACK:

SPECIAL ATTACKS:

SPECIAL DEFENSES:

Predator

Earth, any warm

Rare

Solitary


Any

Carnivore

Animal (1)


1-3

4

6 (300’)


11 (d8)

14

2 (fist/fist)


2d8/2d8

--

Immunities

   

Genotype: This predator plant gennie is a combination of carnivorous plants spliced with minimal amount of mammalian genes to give it the ability to walk.

     It was created at the Tsai Weapons Laboratory, Copernicus, Luna.

Cultural: None

Physical Features:

Height Range:

Weight Range:

External Covering:

Eyes:

Ears:

Mouth:

Nose:

 

6’ – 9’

900-1350 lbs.

Ropey vines/leaves

--

--

Large with tooth-like thorns

--

Habitat/Terrain: They may be found in any warm land where there is either plenty of water or prey.  Generally, they will be found in heavily forested areas, swamps, wetlands, and jungles, but they may be found anywhere they have been seeded.

Advantages/Disadvantages: They are a tough fibrous, nerveless plant with a single mindedness toward survival, hence they are immune to intimidation, gas attacks (except for herbicides), and stunning attacks.  They have a strong resistance to heat, explosions, and electric shock.

Ecology: They are carnivorous; feeding on the fluids of any animal they can catch.  If time and conditions allow they will envelop their prey and absorb the nutrients from the rotting corpse.

Combat: The carnifern attacks with its huge arm-like appendages clubbing its victims to death, then bites into the body to draw out the fluids.

     Carniferns are able to conceal themselves in dense underbrush and bogs allowing them to better surprise their prey (-3).

Saving Throw Modifiers:
Explosion/Plasma:
Electric Shock:
Paralysis/Stun/Fall:
Toxic Atmosphere/Gas/Poison:
Suffocation:
Radiation:
Extreme Heat:
Extreme Cold:

 

+2

+3

--

-3

--

--

+2

+2

Reference: Matrix Cubed (TSR/SSI)

 

 

Karnak Device

Description: Developed by Professor Karnak, an in sane genius who enjoyed looking into the eyes of his victims at the moment of death.  Not wanting to leave a trail of obviously murdered bodies (like so many other serial killers in the past had done) he developed his “Karnak Device” from the basic neurological disrupter beam or D-beam (sonic stunner) design.  Where as the D-beam disrupted the nervous system causing unconsciousness, Prof. Karnak’s device is attuned to a frequency that stops the autonomic nervous system.  It basically turns off the body’s life support system.  This device has become a very sot after weapon for assassins.  Fortunately after its inventor’s death it and Karnak’s plans disappeared, however, occasionally one appears.
Cost:  30,000cr (or more) Range: 20 ft. Damage: Save vs. paralysis or die
Weight: 2 lbs. ROF: 1
Notes: Clips 7 shots (Cost 50cr, Wt 1/2lbs).

 

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