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Space Trancers _______

Trancers in space are a lot like trancers anywhere else. Also, they are just like other people who are in space. If you are a trancer, you still need to breathe air and stuff, after all. Because of this, all trancers need to wear space suits if they are in space. A space suit will keep you 2360. To operate a spaceship, characters will need to take the Drive skill with Spaceship specialization. Combat in Space Combat in space is a lot different than combat on the Earth. Just think about it for a minute: if you are in space, there is no real thing as up and downthings can surround you in all directions. Its almost like space is 4dimensional!!! When making combat checks in space, everyone is -1 to their rolls because they have to look in so many different directions at once. Also, when you shoot a gun, the recoil might send you off into space, to float forever in the infinite void (roll d10030% chance of being sent forever rocketing through the cosmos.) Trancing in Space Due to the fact that that there is no gravity in space, trancing can make a trancer even stronger than ever before. A trancer will get an additional 1d4 to all physical attributes when trancing in space. Also, when a trancer is wearing a space suit, he does not suffer from the normal decrease in Attractiveness. This is because no one can really see his face when he wears his space suit. Androids in Space Androids are always the best of all the classes when it comes to space. First of all, they never need to breathe air and are not bothered by the intense cold of space. Therefore, Androids never have to wear a space suit. That is good because they never get the vivibility or movement limitations of a space suit. Also, Androids have special programming that allows them to interface perfectly with the operating system of any spaceship. That is why all Androids get a +4 to their Drive Spaceship skill checks.

alive in space for up to 4 hours, but it makes you slow (2 to Agility) and limits your visibility (-1 to all checks that require vision.) Also, trancers, just like normal humans, need to have a space ship in order to get into space. There are lots of space ships and anyone can buy one in

Are you Buff


Let me ask you this: have you ever rolled up a character in the Trancers RPG only to realize that your attributes are too low to be anything but the lowly Normal Human occupation? I bet you have! I also bet that you have thought that the character you just rolled up with ones across the board for your physical stats was pretty unrealistic. I mean, dont get me wrong, the Trancers RPG is easily the most realistic role playing game in the world, but it strikes me as somewhat strange that I would have a character who is out hunting trancers and trying his hardest to survive the many dangers of the world in the twenty-fourth century, but who is weaker than a tiny baby. Think about this scenario, for instance: what if you have a kick-ass character that is just like Deadpool from Marvel Comics? You have buffed him out with some serious combat skills: Athleticism, Guns (for both hands), Dodge, Melee Weapons, and Unarmed Combat. He even carries a cop pistol in each hand. Pretty awesome, right? Yeahexcept for one little thing: you fumbled your die roll when you were rolling for Agility and now Deadpools base in each of those skills is a pathetic 1. Even if you take the bonus from Athleticism towards Agility, youre still in some serious trouble! So, the question is: how do you guarantee that your Trancers RPG character is Buff Enough and that the Attributes portion of the game encourages the same high level of realism as the rest of the game? The answer is simple: to roll up the most super realistic characters ever, choose one of the optional attribute rolling methods below: Method 1: Roll 2d10 for each Attribute This method is simple. Just roll 2d10 for each Attribute and take the higher of the two. For example, Jon rolls a 3 and a 7 for Deadpools Strength attribute. Of course Jon chooses the 7 and discards the 3. Method 2: Roll 2d4+2 for each Attribute This is the most realistic method for determining the eight Attributes. Simply roll 2d4 and add 2 to the total. This will likely generate a score of 4-10, which means that you will never play a weak and useless character again.

Enough?

Method 3: Roll 1d6 and add 4 for each Attribute This is the preferred method of rolling for players who wish to be able to choose whichever Occupation they want. When rolling this method, you know for sure that you will have a minimum score of 5 in any given attribute. Method 4: Roll2d6 for each Attribute

Of course this method results in scores above ten, but we are talking about RPG heroes hereyou know for sure that Deadpool has an Agility of at least 12, for example. Besides, this method is balanced by the fact that rolls can be as low as 2 for any Attribute (though we suggest rerolling any twos.)

A Deadpool-style character like this would never have a Strength, Agility, or Endurance score of 1

What the Mech?


Optional rules for building mechs in the Trancers RPG
Although no one has ever talked about this before, it stands to reason that there would be significant Mech technology in the 24th century to have some pretty awesome Mech battles. After all, it is already a known fact that humans have developed technology to travel through time, build lifelike androids, and stop time. So, why not make a battle mech? Plus, we all know that Charles Band produced the hit movies Robot Jox and Robot Wars. If you want to have a Mech in your game, you should ask your Game Master if it is all right. If he says no, remind him about Robot Jox and Robot Wars. Then, after he says yes, you should make sure that you use the following rules for your Mech. Also, it is importabt to keep in mind that a first-level character can only start play with a Mech if he chooses the Mech Pilot occupation. Advanced Mech Pilot: This is similar to the regular Mech Pilot skill, although it enables Mech Pilots to do some additional awesome stuff. First, this skill gives the Mech Pilot a +2 to all combat rolls when in the Mech. Also, it gives him a +1 to Luck when he is in the Mech. For every additional skill level in Advanced Mech Pilot, a Mech Pilot chooses to take +1 to combat rolls or +1 to Luck while in the Mech. The basic Mech Pilot skill is the same as the Drive skill, when selected with specialization in Mechs. Additional Attacks/Round: When the Mech Pilot begins play, he automatically gets +1 attack per round in his Mech. This is because he is specially attuned to the Mech and can plug his brain right into its sensors. At level 5 and every 5 levels thereafter, the Mech Pilot receives another additional attack per round. Note that this is in addition to any other attack bonuses he may have. A Mech: All Mech Pilots begin play with a Mech. Use the Mech Construction rules in the following section to build the Mech. Requirements: Endurance: 5 or Greater Luck: 4 or Greater Determination: 7 or Greater

Mech Pilot Occupation Mech Pilots are people who are specially trained and genetically engineered to pilot giant Mechs. Because it takes serious genetic manipulation to be this good, only Mech Pilots can use Mechs at the highest level. Anyone else who drives a Mech will not get the same bonuses. The Mech Pilot gains the following abilities: *Advanced Mech Pilot *Additional attacks/round *A Mech

Mech Construction To build a Mech, use the following guidelines. All Mechs begin with 50 Mech Creation Points (MCPs). Mechs can purchase any equipment off of the Android Equipment Table in the Trancers RPG . Also, Mechs have the following Attributes and can raise them at a cost of 1 MCP/point: Attribute Strength Agility Endurance Life Force Armor Base 20 10 30 50 4d4 Max 50 20 50 100 10d4

Weapons: Mech Weapons are the same as Android weapons from the Android Equipment table, but they can also have guns built in. This means that you can select weapons from the regular weapons table too. Guns cost 5 MCPs. Flying Mechs: Any Mech can fly, at a cost of 20 MCPs. Mechs for Other Occupations Any person can have a Mech and can pilot one with the basic Mech Pilot skill. However, they have to get their Mechs the hard way: they have to buy them! The base price of a Mech is $1,000,000 plus $2,000 per MCP. Therefore, a buffed-out Mech like the Mech Pilots get would cost $2,000,000!

Trancer Trading Co Outfitting your Trancer Player Character


If you are anything like me, you have had way too many game sessions where your Trancer Player Character was simply outgunned by the Trancer Hunters that he was up against. It seems like, no matter what you do, your Trancer just doesnt have the stuff it takes to win in this world! Even if you buff him out with physical skills and some really hard-core weapons, the Trancer Hunters always sniff him out. Well, no more! Here we present you with some Trancer essentials that will have your Trancer Character on par with any Trancer Hunter. Trancer Disguise Kit One of the toughest things about being a Trancer is that everyone always knows when you are trancing. But, with the Trancer Disguise Kit, you will always be able to hide your trancing status. When using the Trancer Disguise Kit, roll d10 to see if you have successfully disguised yourself. Add +1 for Social Camouflage or Fashion skills. If you are disguised successfully, you will not suffer the Attractiveness modifier for trancing and no one will know that you are tranced (Trancer Hunters are -3 to Sense Trancers checks!) Cost: $500 Trancer Sensor Scrambler The Trancer Sensor Scrambler will scramble the signals going to any Trancer sensing devices. If a Trancer Hunter is nearby and using his Trancer Sensor to find you, hour scramble field will thwart him for sure! Any devices that sense trancers will not work within 100 feet of this device. Also, Trancer Hunters are -1 to their Sense Trancers checks when the device is turned on. Cost: $2000 Trancer Juice This tasty beverage will enhance your trance. When a Trancer is trancing, he can buff his Trancer stats by drinking an entire bottle of Trancer Juice. When he drinks the bottle, he will add double the normal amount to his physical stats while trancing. And he will also add 1d10 to his Life Force while he is trancing. Cost: $50 per bottle / $250 for a 6-pack

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