Interface 0.5:

The Dark Future of RMSS

Copyright Michael A. Bott, 1999

Since the last installment of Interface, I have received a couple of 'requests' for some additional equipment lists and rules. While I did not receive the requests in time to include such material for this column, I will certainly include at least some ideas for equipment in every future column. After all, what's a cyberspace campaign without a huge variety of cyberware to install?

This issue features the Criminologist, a deceptively named 'Thief' of the world of Cyberspace. In our long-running playtest campaign, our favorite criminologist was a corporate experiment (aka 'Freak') who managed to sneak out of hundreds of dangerous situations. He finally met his end trying to face down a well-armed gunship with nothing more than some heavy body armor and a railgun.

Let this be a lesson to all would-be criminologists out there.

Suggestions for and contributions to Interface are always welcome--and encouraged. Feel free to e-mail me at mbott@mortis.diabolic.org.

Hit the power stud and jack in.


Making it Happen:

The "Common" Thief



"Surprise! YOU'RE DEAD!"
-Faith No More

PROFESSION DOSSIER: Criminologist

A.k.a. Sleaze, Corp, Fixer

Profile:

The Criminologist can be found anywhere, from the lowest depths of Sprawl hell to the highest reaches of corporate employees to the most obscure operational units of armed forces. He is a consummate assassin, expert in all forms of stealth. At home in a city, and comfortable in a wilderness, the Criminologist prefers trickery and careful planning to brute force assaults. If the Armsman is a claymore, dismembering opponents with one mighty blow, the Criminologist is a scalpel, removing exactly what is needed, no more.

Cultures Allowed: All.

Profession Bonuses: Armor Group +5, Awareness Group +10, Body Development +5, Combat Maneuvers +5, Communications +5, Influence +10, Martial Arts +5, Science/Analytic:Basic +5, Subterfuge Group +10, Tech/Trade Group +5, Urban +15, Weapon Group +5.

Everyman Skills: Duping, 1 Situational Awareness, 1 Subterfuge*Stealth, 1 Subterfuge*Mechanics
 


Skill Category

Cost

Armor-Heavy

4/4/4

Armor-Light

1/1/1

Armor-Medium

2/2/2

Artistic-Active

2/7

Artistic-Passive

2/7

Athletic-Brawn

2/6

Athletic-Endurance

2/5

Athletic-Gymnastic

1/5

Awareness-Perceptions

2/5

Awareness-Searching

1/3

Awareness-Senses

2/5

Body Development

5/12

Combat Maneuvers

4/12

Communications

1/1/1

Crafts

4/10

Cyberdeck Operations

4/10

Influence

2/4

Knowledge-General

1/3

Knowledge-Obscure

3/7

Knowledge-Technical

2/4

Martial Arts-Striking

2/7

Martial Arts-Sweeping

2/7

Outdoor-Animal

3/7

Outdoor-Environmental

3/7

Science/Analytic-Basic

1/3

Science/Analytic-Specialized

8

Self Control

2/6

Special Attacks

2/10

Special Defenses

25

Subterfuge-Attack

1/3

Subterfuge-Mechanics

1/3

Subterfuge-Stealth

1/3

Tech/Trade-General

2/6

Tech/Trade-Professional

8

Tech/Trade-Vocational

5/12

Urban

1/3

Weapon-1h Melee

2/5

Weapon-2h Melee

2/7

Weapon-Missile

3/8

Weapon-Support

3/8

Weapon-Thrown

5

Weapon-1h Trigger

5

Weapon-2h Trigger

12

Weapon-Heavy

12

Weapon-Systems

12

Making it Happen:

Coming Soon

In next month's column, I'll be installing some useful cyberwear on your characters. 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.

Over and out.

Editor's Note

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