INTERFACE:
The Dark Future of RMSS
Copyright Michael A. Bott 1999

 

 

The Armsman Profession

 

Making it Happen

 

"Soldier boy, made of clay, now an empty shell.
Twenty-one, only son, but he served us well.
Bred to kill, not to care, do just as we say.
Finished here, greetings Death, he's yours to take away."

          -Metallica, "Disposable Heroes"

 

 

Profession Dossier: Armsman
A.k.a. Killer, Solo, Ronin
 

Profile: The Armsman is the complete killer. From fists and feet to bullets and rockets, this is the one you want to have backing you in a fight. Though they may run the gamut from street punks to gangsters to corporate bodyguards to armed paramilitary soldiers, they're the physical muscle in any venture. Fighting comes naturally to them, be it toe-to-toe punching, stand-up firefights, or vehicular combats.

Cultures Allowed: All.

Profession Bonuses: Weapon Group +20, Special Attacks +10, Martial Arts +10, Combat Manuvers +10, Body Development +10, Awareness +5, Armor +10.

Everyman Skills: Situational Awareness: Combat, 1 Combat Manuver, One Weapon or Martial Arts Group.
 

Skill Costs:
 
 
Skill Category
Cost
Armor-Heavy
2/2/2
Armor-Light
1/1/1
Armor-Medium
1/1/1
Artistic-Active
3
Artistic-Passive
3
Athletic-Brawn
1/5
Athletic-Endurance
2/5
Athletic-Gymnastic
2/5
Awareness-Perceptions
2/9
Awareness-Searching
1/5
Awareness-Senses
2/6
Body Development
2/5
Combat Maneuvers
3/9
Communications
3/3/3
Crafts
4/10
Cyberdeck
6/14
Influence
2/7
Knowledge-General
1/3
Knowledge-Obscure
3/7
Knowledge-Technical
2/6
Martial Arts-Striking
1/5
Martial Arts-Sweeping
1/5
Outdoor-Animal
3/7
Outdoor-Environmental
2/6
Science/Analytic-Basic
3/6
Science/Analytic-Specialized
12
Self Control
2/7
Special Attacks
2/6
Special Defenses
30
Subterfuge-Attack
2/7
Subterfuge-Mechanics
3/8
Subterfige-Stealth
2/5
Tech/Trade-General
2/6
Tech/Trade-Professional
8
Tech/Trade-Vocational
5/12
Urban
2/4
Weapon-1h Melee
1/5
Weapon-2h Melee
2/4
Weapon-Missile
2/7
Weapon-Support
2/7
Weapon-Thrown
2/7
Weapon-1h Trigger
5
Weapon-2h Trigger
10
Weapon-Heavy
10
Weapon-Systems
10
 

And so it goes...
 

The Armsman, coupled with an appropriate Weapon Law: Firearms book, should provide some interesting test-gaming. Don't forget, the Armsmen tend to be one-sided killing machines, but to survive in the cyberpunk world, you should specialize in something else. Imagine a solo for hire without business skills, or a hitman without stealth skills.
 

Next installment will include specifications on building your own smartgun system for the Armsman, which connects the targeting unit in the gun to the optics in the MAC hardwired to the brain. We should also have a culture/adolescence profile and a sample NPC for your viewing pleasure.
 

As always, this RMSS conversion is a work in progress. If you have comments, suggestions, or contributions, please feel free to e-mail mbott@integrix.com or mbott@gte.net.