Skip to main content

The Black Hack: Buck Rogers Classes: Earthlings

Earthling-at-Arms
HD: d8
Starting HP: 1d8+4
HP per Level/Resting: 1d8
Maximum Armor: Heavy
Attack Damage: 1d8/1d6 unarmed

Trained Fighter. You can make 1 attack per Level.

Rally. Once per day per Level, you can recover 1d8 HP mid-battle.

Sunder Shield. You can sacrifice a shield to negate the damage from a failed Defense roll.

Background. Round out the character of your Earthling-at-Arms with a single word descriptor: this might be an occupation, association, environmental or cultural milieu, or just a special hobby. Write this word next to one Attribute.

When this Background descriptor is relevant to a non-combat use of that Attribute, it is an Advantaged roll.

Leveling Up. Roll to see if Attributes increase. Roll with Advantage for STR and DEX.


Scholar
HD: d6
Starting HP: 1d6+4
HP per Level/Resting: 1d6
Maximum Armor: Medium
Attack Damage: 1d6/1d4 unarmed

Specialty. You are dedicated to a particular subject of research, such as:
Life Science: Advantaged in all non-combat rolls where knowledge of Biology, Botany, Zoology, and Medicine are relevant. 
Hard Science: Advantaged in all non-combat rolls where knowledge of Mathematics, Astronomy, Physics, and Chemistry are relevant. 
Social Science: Advantaged in all non-combat rolls where knowledge of Sociology, Anthropology, Archaeology, and Linguistics are relevant.

Studied Blow. Once per day per Level, scholars get Advantage on an Attack if they have a chance to study their opponent first. This requires one round per opponent HD of observation. The attack does 2d6+Level damage.

Inspirational Quote. You have a favorite book outside your specialty. Once per game-day, the player may attempt to recite a passage from this book appropriate to the character’s circumstances. If the GM agrees that the quote is apt, then one of the character’s companions gains Advantage on 1 roll. A given line is only good for one use.

Roll 1d12, or, if you have any of these on your bookshelf, pick one.

1
A Tale of Two Cities, Dickens
5
Gulliver’s Travels, Swift
9
The Jungle Book, Kipling
2
Alice’s Adventures in Wonderland, Carrol
6
Paradise Lost, Milton
10
The Odyssey, Homer
3
Don Quixote, Cervantes
7
Pride and Prejudice, Austen
11
The Rubáiyát of Omar Khayyám, Fitzgerald
4
Frankenstein, Shelly
8
The Confessions of St. Augustine
12
The Tempest, Shakespeare

Leveling Up. Roll to see if Attributes increase. Roll with Advantage for INT or WIS.


Inventor
HD: d6
Starting HP: 1d6+4
HP per Level/Resting: 1d6
Maximum Armor: Light
Attack Damage: 1d6/1d4 unarmed


Technical Skill. Advantaged in all non-combat rolls where knowledge of Mechanics, Electronics, and Engineering are relevant, including repairing equipment and defusing mechanical traps.

Gadgets. Starting at your second Level, you invent a gadget that lets you use a Power. You invent 1 new gadget every other Level. You may select what Power each gadget has. A gadget takes up 1 Encumbrance slot. Gadgets that are lost or destroyed may be rebuilt at the end of an adventure.

Your gadgets all share a power source or necessary resource. Roll dR after each usage. When the dR is exhausted, so are all of your gadgets until the next day.

Gadget Use

Level
dR
1
0
2
1d4
5
1d6
9
1d8

Leveling Up. Roll to see if Attributes increase. Roll with Advantage for INT or WIS.
+1 Invention every even-numbered Level


NOTE: The "Powers" alluded to are, or course, based on the traditional Spells list. However, they're level-less (ala Wonders & Wickedness), so each one scales up as the Inventor gains experience.

Robot
HD: d10
Starting HP: 1d10+4
HP per Level/Resting: 1d10
Maximum Armor: Heavy
Attack Damage: 1d8/1d6 unarmed


Mechanical. Robots benefit from rest in order to repair and recharge. They do not need to eat or breathe. Robots are generally treated as property, or, at best, second-class citizens.

Combat Surge. Once per day per Level, you can recover 1d8 HP mid-battle.

Upgrades. You can have one new item per Level built into your body. This includes weapons and armor. Installed weapons still require ammo. Upgrades do not count against Encumbrance.

Radio-Telepathy. You are capable of communicating with other robots and intelligent machines through instant radio bursts.

Leveling Up. Roll to see if Attributes increase. Roll with Advantage for STR or INT.


There are aliens, too. The Moon Frog Duelists, Martian Tiger-folk, and the Plutonian Shoggoths. Still working on Selenites and something saurian from Venus.

Comments

Popular posts from this blog

Reviewing Rules for Play-by-Post Optimization

I’ve played a lot of PbP games: all your favorite flavors of OD&D, AD&D, and their retroclones, Call of Cthulhu, Marvel Superheroes, Traveller, Dungeon World, etc. ad nauseam. In almost every instance, I forgot what ruleset we were using at some point. Which is a good thing. Once chargen is over, you spend a lot more time describing your characters actions and poring over the GM’s descriptions than you spend interacting with rules. When you do roll, it’s usually a combat to-hit roll, which you’ve probably programmed into the online dice-roller as a macro. Pretty much any game will work for PbP. But that doesn’t mean there aren’t points of possible optimization. Point 1: Resolution. Anything that can keep the action moving is a boon to PbP. A game that requires a back-and-forth exchange of information to resolve an action is going to progress very slowly. A good rule of thumb is that it’ll take 2 or 3 days to get a response from any given player. At that pace, an exch

Maze Rats by Post

In my previous post , I reviewed a bunch of my favorite rulesets for optimization for Play-by-Post. It occurred to me almost immediately that I hadn't really thought about Maze Rats enough. In fact, I'd mis-remembered and mischaracterized it. Upon reflection, one of the mechanics I took issue with is actually a big strength. Re-reading the rules, it seems like just a few very simple hacks could make it a highly-optimized PbP game. As follows: Danger Rolls are rolled by the GM. Danger rolls usually fail, so it is in the player’s interest to describe their actions plausibly and mitigate as many risks as they can, in the hopes that they don’t trigger a danger roll. 2d6 + ability bonus ≥ 10 If you have taken enough precautions to have a distinct advantage in an action, but not enough to have eliminated the distinct possibility of danger, the GM will give you a roll with advantage. 3d6 keep 2 + ability bonus ≥ 10 Because each character only has 3 ability scores (S

Knaves, fancypants

I've prepared a new layout document of Ben Milton's Knaves . Knaves is a great, light rules set that has an extremely elegant core mechanic while retaining total compatibility with OSR material. It's pretty much the rpg of my dreams. This document contains the complete rules, plus a bunch of useful hacks from the community, plus a few of my invention, plus some useful resources from Ben Milton's previous effort, Maze Rats . EDIT: I've updated the layout to fix errata and make a few tweaks. Further, I've made 3 variations: KNAVES TABLET LAYOUT The Tablet Layout is meant for scrolling on screens, and contains hyperlinks. KNAVES SPREAD LAYOUT The Spread Layout is set up to print on Letter-sized paper. KNAVES A4 LAYOUT The A4 Layout is set up to print on A4 paper, and is probably the most elegant of the three versions. This is presented with generous permission from Ben Milton, and should in no way be an excuse for not purchasing a copy of Knav