rust Posted February 28, 2010 Share Posted February 28, 2010 I am currently working on an old project, a science fiction campaign about an insurgency on a remote colony planet that has been invaded from space, with the characters as members of a resistance movement against the invaders. Since BRP does not yet cover that kind of scenario well, I will have to adapt some material and rules from other systems, mainly Mongoose Traveller (science fiction stuff in general) and the Free Mars supplement of the Babylon 5 RPG (rules for underground movements). To adapt the rules that BRP does not yet offer, I will also have to either expand some of the BRP skills, or to introduce a few new ones, namely: Propaganda, Reconnaissance, Recruiting, Tac- tics. Propaganda would cover the political activities of the resistance movement, especially the me- thods to win new supporters for the movement and to turn the population against the invaders. Reconnaissance would be the skill required by the guerilla arm of the resistance to scout enemy positions, determine enemy troop strenght and equipment, and thelike. Recruiting would also be a "guerilla skill", used to turn sympathizers of the resistance into new members of the fighting arm of the movement. Tactics would be the skill used to determine whether the guerilla unit manages to stage an am- bush, to withdraw in an orderly fashion after a hit and run attack, and so on. It seems that Propaganda and Recruiting could perhaps be specialties of Persuade, and Tactics could probably be included in Command and/or Strategy. Reconnaissance requires the Perception skills, Stealth and something like Knowledge (Military), and it seems that it would be less complicated to treat it as a seperate skill instead of an entire cluster of skills. Please let me know what you think about it, and also if other skills useful for this kind of setting come to your mind. Thank you. [Apologies for the ugly smiley ...] Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
cjbowser Posted February 28, 2010 Share Posted February 28, 2010 Here's some quick thoughts. I had to create a Tactics skill for Cthulhu Invictus. You're welcome to to borrow it if you like (feel free to ignore references to Sanity Loss -- however, if you're working in a morale system, you might want to substitute that for the sanity references). Tactics (01% or 25%) This skill indicates the investigator’s knowledge of military tactics and how to implement them. To recall the tactics used by Caesar in the Gallic War, an investigator would use the Empire skill, but to implement those same tactics with a group of legionaries, he’d use Tactics. If Tactics is part of an occupation’s skill list, the investigator has a 25% base chance. If not, the starting percentile is 01%. An investigator who makes a Tactics roll before engaging in battle receives a +10% to his combat rolls for the duration of the combat. The bonus is lost if he suffers Temporary Insanity. Reconnaissance could possibly be a combination of Knowledge (Military) and Stealth. As a combined roll, failing one or another could have different, yet equally disastrous results. The same could go for propaganda. A combination of Knowledge (Politics) and Persuade. Fail the Knowledge (Politics) part and your insurgents accidentally put together adds drive their potential recruits into the arms of the enemy, especially if they succeed at the Persuade roll. Quote Various RPGs I've worked on Link to comment Share on other sites More sharing options...
rust Posted February 28, 2010 Author Share Posted February 28, 2010 Thank you very much. I will use the Tactics skill, and I like the ideas on Reconnaissance and Propaganda. Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
Thalaba Posted February 28, 2010 Share Posted February 28, 2010 Can you give me an example of how you would use these skills? I having trouble grasping the concept of distilling 'reconnaissance' down to a single roll - surely reconnaissance is an adventure, not a roll? Quote "Tell me what you found, not what you lost" Mesopotamian proverb __________________________________ Link to comment Share on other sites More sharing options...
rust Posted February 28, 2010 Author Share Posted February 28, 2010 Can you give me an example of how you would use these skills? Imagine that resistance movement scout sitting high up in a tree and watching an invader pa- trol march by in the distance. When the scout returns to the rebel camp to report, he is expec- ted to know how many invader soldiers there were, in what direction they marched and how fast, what weapons and equipment they had, to which unit they probably belonged (based upon their uniforms and gear), and so on. To do this, he needs Stealth (or, in this case, Hide) to avoid being discovered and Knowledge (Military) to make sense of what he sees. There are of course reconnaissance missions that would be adventures, for example sneaking up to an enemy camp to get the informations, but there are also the more simple tasks like the one mentioned above. Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
SDLeary Posted February 28, 2010 Share Posted February 28, 2010 One of the old RQ 3 supplements introduced the skill Scout (terrain). I'll see if I can find it and post it here. SDLeary Quote Link to comment Share on other sites More sharing options...
NickMiddleton Posted February 28, 2010 Share Posted February 28, 2010 Imagine that resistance movement scout sitting high up in a tree and watching an invader pa- trol march by in the distance. When the scout returns to the rebel camp to report, he is expec- ted to know how many invader soldiers there were, in what direction they marched and how fast, what weapons and equipment they had, to which unit they probably belonged (based upon their uniforms and gear), and so on. To do this, he needs Stealth (or, in this case, Hide) to avoid being discovered and Knowledge (Military) to make sense of what he sees. Err, so why not use those (plus perhaps a Spot Hidden to garner additional specific nuances)? If these elements are important to the game, breaking them out in to separate skill rolls seems to foreground them in the appropriate way - if they aren't central then why bother inventing a new skill that is largely a duplication / specialisation of existing skills to cover them all? Personally I think I'd just tailor the profession list (there's no scout in the core book for example) and may be give the players some additional notes on appropriate uses of existing skills, maybe widen a few skill definitions even, rather than create new skills. Cheers, Nick Quote Link to comment Share on other sites More sharing options...
rust Posted February 28, 2010 Author Share Posted February 28, 2010 Err, so why not use those (plus perhaps a Spot Hidden to garner additional specific nuances)? This is what I intend to do, but when starting the thread and before Cjbowser's post I was un- sure whether to handle it with a seperate skill (one roll only) or a combination of skills (now two or three rolls). The main reason is that there will be many situations where the scouts will be NPCs, and I dis- like to waste gaming time on rolls for NPCs, effectively playing the game with myself instead of with the players, and so to reduce it to one skill with one roll seemed tempting. However, the way proposed by Cjbowser does not require much more effort and models the si- tuation better, because it allows for cases where the scout succeeds in gaining the information but is spotted (and perhaps tracked ...), or where he is not discovered, but fails to bring back the information. Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
Guest Vile Traveller Posted March 1, 2010 Share Posted March 1, 2010 Late to the party, but I agree with the use of existing skills in combination to produce the desired results as this can already be modelled within the rules as they stand. I am also incredibly wary of introducing new skills unless absolutely necessary. Skill bloat is one of the memories of my early houseruling days which I would much rather forget ... Always remember, the rules are complete when nothing more can be taken away! Quote Link to comment Share on other sites More sharing options...
Rob Thomas Posted March 1, 2010 Share Posted March 1, 2010 Propaganda, reconnaissance and recruiting sound like applications rather then skills. For Propaganda I would be looking at Persuade and Knowledge (Politics, Psychology, etc) For Reconnaissance the Perception skills should be adequate. Recruiting would be the same skills as for propaganda Quote Link to comment Share on other sites More sharing options...
rust Posted March 1, 2010 Author Share Posted March 1, 2010 Yep, I agree - although this means some effort to adapt the systems I intend to borrow from Babylon 5 and Traveller to make them work with a comination of skills instead of a specific single skill, but this should not be difficult or time consuming. The one exception is Tactics, here I still think that it is better handled as a new skill. It is dif- ferent enough from Command, which I intend to treat as a leadership skill based more upon personality and psychology than knowledge, from Strategy, which covers things like the war aims, the "grand plan", logistics, politics and thelike, and from Knowledge (Military), because Tactics has an element of creativity in addition to the knowledge of military standard proce- dures. Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
soltakss Posted March 1, 2010 Share Posted March 1, 2010 A resistance scout sitting in a tree, K-I-L-L-I-N-G! Quote Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. www.soltakss.com/index.html Jonstown Compendium author. Find my contributions here. Link to comment Share on other sites More sharing options...
Solardog Posted March 1, 2010 Share Posted March 1, 2010 Scouts! Quote It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change. Link to comment Share on other sites More sharing options...
Bygoneyrs Posted March 1, 2010 Share Posted March 1, 2010 My advise would be to add a few skills like Observer, Recon, or Scouting(Military). Have that one unique skill cover it all, but have the player make a general roll and then have them make a details roll. If they just get the general roll, they they get some details but not specifics. If they gain the 2nd harder class roll, then they are able to come up with alot more details. Now I would also use another skill of "Cover" or "Hide", for the player to remain hidden from the military. Now there should be some good bonuses to not be discovered, because unless they are activiely searching they will not notice a lone concealed Forward Observer Scout, unless he's wearing bright Orange, standing up on a hill in the Open watching them and listening to loud music blarring. You'd be surprised what military forces will "mis" and just march on by unless someone will call notice to it. Penn Quote Old time RPGer of +34 yrs, player/DM/GM. Link to comment Share on other sites More sharing options...
rust Posted March 1, 2010 Author Share Posted March 1, 2010 Scouts! Yes, exactly - Bloodtree Rebellion is the board game I want to translate into a roleplaying set- ting. :) While I intend to change a few pieces of the background (the Mykin clone soldiers and the role of Petrochem Orionid, for example), I hope to stay close to the general "feeling" of the board game. The main difference will be that in my setting there will be a number of other worlds, and that both the actions of the invaders and of the insurgents will influence not only the opinion of the inhabitants of Somber, but also the reactions of the other colonies: Atrocities by the invaders will cause secret and finally even direct offworld support for the rebels, terrorism by the resis- tance movement will close all doors on other worlds for them. Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
rust Posted March 1, 2010 Author Share Posted March 1, 2010 My advise would be to add a few skills like Observer, Recon, or Scouting(Military). ... Thank you, I will think about it. If I did understand it right, this could be a single skill (e.g. Recon) to get a quick result for the NPCs and a combination of skills for the PCs to turn it into more of an adventure ... yes, I like that approach. Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
Bygoneyrs Posted March 1, 2010 Share Posted March 1, 2010 Well I would define the new skill as either Forward Observer or Recon. Both would imply Military knowledge, and then both are slightly alike but slightly different in their task/job. Just pick a skill name and write up what you want it to do, then just have the player with the skill make two different skill rolls. The first roll for general details and the 2nd roll for specific details. Penn Quote Old time RPGer of +34 yrs, player/DM/GM. Link to comment Share on other sites More sharing options...
Solardog Posted March 1, 2010 Share Posted March 1, 2010 Yes, exactly - Bloodtree Rebellion is the board game I want to translate into a roleplaying setting. Don`t forget the whisper suit.>:-> Artist:cocor What technology level are you planning? Quote It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change. Link to comment Share on other sites More sharing options...
vagabond Posted March 1, 2010 Share Posted March 1, 2010 I have a skill similar to Tactics for my Jorune conversion. Same with Knowledge (Military). I'll see if I dig up the description and use. Ian Quote Link to comment Share on other sites More sharing options...
rust Posted March 1, 2010 Author Share Posted March 1, 2010 What technology level are you planning? In Mongoose Traveller terms it will be around TL 9 / TL 10, a little higher for the invaders and a little lower for the insurgents. The invaders will be equipped with combat environment suits, flak jackets and helmets with HUDs and communicators and sensors, and armed with Advanced Combat Rifles plus some heavy weapons, up to combat vehicles like hovercraft and primitive grav tanks and some ar- tillery. The insurgents will start with no real armour and hunting rifles, and will have to improvise or steal most of their equipment until they manage to import some stuff from offworld. However, if I "borrow" most of the weapon stats from Traveller, improvised weapons can be just as deadly as the invaders' military gear - a modern crossbow can silently kill a sol- dier in combat environment suit + flak jacket, and make his rifle and ammunition available to the rebel who shot him ... Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
Bygoneyrs Posted March 1, 2010 Share Posted March 1, 2010 Hey if your "Freedom Fighters" know their terrain and etc, they can be quite deadly with old stuff and primitive tech weapons. Plus the primitive type weapons don't show up on scanners either. Just remember Vietnam. Penn Quote Old time RPGer of +34 yrs, player/DM/GM. Link to comment Share on other sites More sharing options...
Solardog Posted March 1, 2010 Share Posted March 1, 2010 Hey if your "Freedom Fighters" know their terrain and etc, they can be quite deadly with old stuff and primitive tech weapons. Plus the primitive type weapons don't show up on scanners either. Just remember Vietnam. Yes if the players are 2nd or 3nd generation colonists, the planet will be their home. That will give the rebels an advantage over the invaders. Sniping and ambushes will be very useful. This adventure could work:A World Invaded Quote It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change. Link to comment Share on other sites More sharing options...
rust Posted March 1, 2010 Author Share Posted March 1, 2010 Just remember Vietnam. Yes, it is a good real world example, especially because my setting will also mostly be dense forest. As for science fiction sources, I get most of my ideas from David Brin's "The Uplift War". Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
rust Posted March 1, 2010 Author Share Posted March 1, 2010 This adventure could work: A World Invaded Thank you very much for the link. Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
Rob Thomas Posted March 1, 2010 Share Posted March 1, 2010 The way I handle NPC's is to give them application rolls rather then masses of skill rolls. Say you have an NPC who is handling the resistance propaganda operation. I would give him a Propaganda Application roll which would be an average of Persuade, Knowledge (Psychology), and Knowledge (Sociology or Politics). Cuts it down to one roll without having to resort to a new skill. Same would easily work for Scouting and Recruiting. Nice thing about it is that you can change the skills that contribute to the Application based on the situation. Say you have to do a beach reconnaissance, you add swimming and Knowledge (Hydrology), and recalculate the Application value. ready to roll. Quote Link to comment Share on other sites More sharing options...
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