Interface 0.3:

The Dark Future of RMSS

Copyright Michael A. Bott, 1999

It has been brought to my attention that a great deal of the world information that I have compiled does not help a gamemaster any great deal unless they have rules to back it up. In addition, a creative and enterprising GM can borrow source material from the many cyberpunk gaming worlds that exist in the market today.

To please those creative, rule-hungry GMs I will be changing the format of the column. I will concentrate on putting to paper the rules I have been playtesting with a number of gamers over the last several years. By focusing the column on rules rather than game world design, I will provide readers with a playable RMSS conversion more quickly. In addition, I plan to focus on "professions only" for a couple of columns, then move to adolescence and backgrounds. We may see the occasional cyberwear rules creep into the mix, but I'd like to concentrate on character development first and foremost.

As always, suggestions for rules to include in future installments of Interface are welcome and encouraged. Feel free to e-mail me at mbott@mortis.diabolic.org.

Time to jack in.


Making it Happen:

The "Corporate" Mogul

 

"God Money's not looking for the cure.

God Money's not concerned about the sick amongst the pure.

God Money let's go dancing on the backs of the bruised.

God Money's not one to choose."

-Nine Inch Nails, Head like a Hole

 

PROFESSION DOSSIER: Administrator

A.k.a. Sleaze, Corp, Fixer

Profile:

The Administrator is most commonly found in the corporate world of middle to executive management, but can sometimes be found in the middle to executive management layers of a crime syndicate. Whatever the case, the Administrator excels at manipulating events and people in favor of his own ends. These ends can include power, knowledge, and most often, profit.

Cultures Allowed: All except Nomad and Corporate Experiment.

Profession Bonuses: Awareness Group +5, Communications +15, Influence +15, Knowledge Group +10, Science/Analytic Group +5, Tech/Trade Group +10, Urban +5.

Everyman Skills: 2 Influence Skills (Leadership, Propaganda, Public Speaking, Diplomacy, etc.), 2 Tech-Trade: Vocational, 2 Tech-Trade: Professional

Skill Category

Cost

Armor-Heavy

11

Armor-Light

1/1/1

Armor-Medium

6/6/6

Artistic-Active

2/6

Artistic-Passive

2/6

Athletic-Brawn

7

Athletic-Endurance

6

Athletic-Gymnastic

6

Awareness-Perceptions

2/6

Awareness-Searching

1/5

Awareness-Senses

2/6

Body Development

10

Combat Maneuvers

18

Communications

1/1/1

Crafts

4/10

Cyberdeck Operations

4/10

Influence

1/2

Knowledge-General

1/3

Knowledge-Obscure

2/6

Knowledge-Technical

2/6

Martial Arts-Striking

3/8

Martial Arts-Sweeping

3/8

Outdoor-Animal

3/7

Outdoor-Environmental

3/7

Science/Analytic-Basic

2/4

Science/Analytic-Specialized

6/14

Self Control

2/7

Special Attacks

15

Special Defenses

40

Subterfuge-Attack

8

Subterfuge-Mechanics

3/8

Subterfige-Stealth

4

Tech/Trade-General

2/6

Tech/Trade-Professional

6/12

Tech/Trade-Vocational

5/12

Urban

2/4

Weapon-1h Melee

2/6

Weapon-2h Melee

2/7

Weapon-Missile

7

Weapon-Support

9

Weapon-Thrown

9

Weapon-1h Trigger

20

Weapon-2h Trigger

20

Weapon-Heavy

20

Weapon-Systems

20

Making it Happen:

Coming Soon

In next month's column, I'll be arming your Corporate Moguls and Armsmen with Smartguns. If you have any contributions, questions, or suggestions, shoot me an e-mail, no stamp required, at mbott@mortis.diabolic.org. I'd love to hear from you.

Until next time.