Rocketship Empires 1936
Rules for Pulp Action and Space
Adventures
in a World War II Era Space Opera
by Edward M Kann
Character Creation
Step One: Character Race. Under these
rules all player characters are humans. Future expansions on these
rules or supplements by other authors writing for the Rocketship
Empires setting may include rules for the play of alien races but
that is not covered in these basic rules. In the original Rocketship
Empires campaign as Directed by the author all of the player
characters were human.
Step Two: Look over your character
sheet. Place a value of one in each of the following stats. Body
and Soul and the eight sub-stats of Strength, Agility, Toughness,
Grace, Intelligence, Will, Perception and Guile.
Step Three: Body or Soul. Determine
whether your character is stronger in the body or physical elements
or in the soul or internal elements.
Step Four: Whichever stat you choose
as your primary focus place plus one point in it (either Body or
Soul) and plus one point in each of the four sub-stats associated
with that primary stat. In the case of Body the four sub-stats are
Strength, Agility, Toughness and Grace. In the case of Soul the four
sub-stats are Intelligence, Will, Perception and Guile.
Example: Hurricane Joe Walker places
one point in all of the stats on his character sheet.
Body 1
Strength 1, Agility 1, Toughness 1,
Grace 1
Soul 1
Intelligence 1, Will 1, Perception 1,
Guile 1
Next Hurricane Joe Walker's player
decides that his good old Hurricane is going to focus on physical
stats. He adds a +1 to Body and all four of its associated
sub-stats. Now his character looks like this.
Body 2
Strength 2, Agility 2, Toughness 2,
Grace 2
Soul 1
Intelligence 1, Will 1, Perception 1,
Guile 1
Step Five: Choose a character class.
Read over the class descriptions and choose the type of character
class you want to play. Follow the instructions for the character
class you have chosen and complete the remainder of your character
sheet.
Step Six: Pick out some starting items
from the equipment lists.
Step Seven: Write down a paragraph of
notes about your character, who they are, where they are from and a
general idea of where they want to be, what they hope to attain.
Character Class
Descriptions
Soldier
You are either a veteran
of past conflicts or you are a soldier in the present. Perhaps you
are a mercenary for hire or a combat veteran who has hired himself
out as a security contractor for a private corporation. Perhaps you
are a soldier in the service of a Terran government.
Primary Stat: Strength
Life Points: Starting = 5 x
Body Score with +2 Life Points at each level of advancement past the
first.
Character Creation
- Add +1 Point to Strength. At level four you gain an additional +1 to Strength. At level eight you gain an additional +1 you can add to any stat except for Strength. If you add this final bonus to Body or Soul, only that stat improves by one.
- Look over the skills list on the character sheet. Add +1 skill rank to either brawl or boxing, swimming, motor mechanic, climbing, melee, grenades, small arms – automatic weapons and thrown weapons.
- Add +2 points to any of the eight sub-stats (Strength, Agility, Toughness, Grace, Intelligence, Will, Perception and Guile you have two points you can spend you can only add one point to any stat so the final result should be that you have two different sub-stats increase in value by one point.)
- You have sixteen free skill points to spend during character creation. These points can be added to any skill BUT no more than +2 points can be spent on the same skill during character creation. The highest skill rank value this will give you is a starting skill rank of 3 in a Strength based skill. The highest rank your non-strength based skills can be during character creation is a rank of two. At each level of advancement the soldier gains 4 new skill ranks which they can add to any skill. You may only apply one new skill rank to a single skill. Four skills at each level of the player's choice will improve by one skill rank at each level of advancement.
- You begin with 4 Aggression dice and 2 Logic dice in your Psyche Pool. At each level of advancement you gain one additional dice to your Psyche Pool and you can decide whether it is a logic or an aggression die but your total aggression dice must always exceed your total logic dice by at least one.
Level Shticks
At each level of advancement the
Soldier gains a shtick or special power for that level. Only a
member of the soldier class gains these shticks.
Level 1: True Child
of Cane. Any weapon you wield including your fists and feet
inflict +1 base point of damage over the listed damage for that
weapon type. A 1 point blade in your hands inflicts a base damage of
2, for example. Where three successes to hit with the blade would
inflict three life points of damage in the hands of someone else, in
your hands it inflicts six life points. You can never apply this to
non-lethal damage. If you strike with a weapon for non-lethal damage
you strike for the standard base damage of the weapon in hand.
Level 2: Atlantean
Born. You gain an additional bonus of +3 points to your total
life pool above and beyond your usual life point bonus for advancing
to this level.
Level 3: Combat
Leader. Once per game session
you may share one aggression die out of your pool onto the roll of
any character in your party within line of sight and with whom you
have communication. You may only apply this bonus to fellow humans.
Level
4: Fast Healer. You
heal two life points for each Terran day of rest (24 hours) rather
than the usual rate of one. You enjoy a +1 life point bonus to the
effect of any healing sprays, high-tech or xeno healing technologies
you apply to yourself. This +1 life point bonus for healing also
applies to any empathic healing performed on you by a psionic
character.
Level
5: Commando Training. During
any unarmed combat or melee attack against your character roll 1d6.
On a score of a six you may eliminate one combat success rolled by
your enemy against you. If your enemies combat successes are reduced
to zero by your commando training then they miss you completely.
Level
6: Professional Killer. You
may add either logic or aggression dice (no more than two for any
roll) to any combat skill roll involving small arms or hand held
weapons.
Level
7: Hard to Kill. Once
per game session if you are reduced to zero life points or lower and
so long as you are not reduced to more than negative ten life points
you awaken with one life point remaining after 1d6 combat rounds.
Level
8: Advanced Commando Training. During
any unarmed combat or melee attack against your character roll 1d6.
On a roll of a 5 or 6 you may eliminate one combat success rolled by
your enemy against you. If you reduce your enemies successes to zero
they miss you completely.
Level
9: Combat Commander. During
combat you may take one die from your aggression pool each combat
round and add it to the combat dice roll of any member of your team
within line of sight and with which you have communication.
Level
10: Ultimate Weapon. You
may add up to three aggression dice to any unarmed, melee or small
arms combat skill roll that you make instead of the normal limit of
two.
Experience and Character Advancement
Characters gain
experience by surviving a game session. Each game session has a
value of one. To advance from first level to second level a
character must earn a GS value of 3 or survive three game sessions.
To advance from second to third level a character must earn a GS
value of 4 or survive an additional four game sessions. See the
chart below for details. In any case a character level of ten is the
maximum to which any hero in Rocketship Empires can attain.
Level One GS Points 0 Total Game
Sessions Survived = 0
Level Two GS Points 3 Total Game
Sessions Survived = 3
Level Three GS Points 4 Total Game
Sessions Survived = 7
Level Four GS Points 5 Total Game
Sessions Survived = 12
Level Five GS Points 5 Total Game
Sessions Survived = 17
Level Six GS Points 6 Total Game
Sessions Survived = 23
Level Seven GS Points 6 Total Game
Sessions Survived = 29
Level Eight GS Points 7 Total Game
Sessions Survived = 36
Level Nine GS Points 7 Total Game
Sessions Survived = 43
Level Ten GS Points 8 Total Game
Sessions Survived = 51
Pulp Storytelling and Leveling Up
Each level of
advancement presents an opportunity to launch a new storyline or
adventure series. Try to think of each level and the games between
levels as an opportunity for a pulp serial or a comic book mini
series. Try to plan ahead. Think about what villain you will
introduce at the next level, how will you bring him into the story
and launch the next series of adventures? What environments will
your adventures take place in? How will keep the action moving and
keep the story interesting?
The first adventure
should be resolved (more or less) in three game sessions. The next
storyline might be a little bit more involved and take four game
sessions to resolve. By the time the player group has advanced to
level six their characters are quite experienced and an unfolding
plot might be fairly involved requiring up to seven game sessions to
resolve from beginning to end. The final level of advancement from
level nine to level ten is an opportunity to pull together all of the
loose ends and in one eight session mega story give the characters
the chance to defeat all of the major villains and bring a
significant resolution to any lingering plots they have hanging over
their heads. By the end of the level ten game session the characters
may well be ready to retire, at least until some new major threat
rears its ugly head but their ability to become any tougher as
characters (outside of loot, artifacts, equipment and wealth) has
come to an end.
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