Judge Dredd Street Sim - Welcome to Brit-Cit.pdf

(2015 KB) Pobierz
907683050.007.png 907683050.008.png
3 .............................................. prior lives
6 ..................................... prestige classes
8 ...................................... brit-cit citizens
16 ............................................ technology
21 ........................ 2000AD continuity edits
Written by
John Caliber, Matt Sharp and Richard Siddall
Design
John Caliber
Cover Art
Brendan McCarthy
Illustrations
John Caliber, Steve Dillon, Carlos Ezquerra,
neil Googe, Cam Kennedy and Ron Smith
Special Thanks To
Richard Jamieson for his online Cal Hab sourcebook,
and Matthew Sprange for giving us the chance
to make Brit-Cit come to life
DISCLAIMER
Judge Dredd Street Sim, Volume 1, Issue 1, pub-
lished irregularly on a non-profit basis by DICE ORGY.
The authors of Judge Dredd Street Sim in no way
seek to claim legal ownership of the Judge Dredd
property © Rebellion A/S 2003, or material from
The Judge Dredd Roleplaying Game as licensed from
Rebellion A/S by Mongoose Publishing Ltd 2003.
Judge Dredd Street Sim is an unauthorised an unof-
ficial Judge Dredd publication. All original material
generated exclusively for Judge Dredd Street Sim,
including text and artwork, are the copyright of their
respective owners.
2
907683050.009.png 907683050.010.png 907683050.001.png 907683050.002.png
PRIOR LIVES
The Allotment
Mutant Entertainer
The arrival of the Brit-Cit reclamation crews brought
new business opportunities for the mutants of the
Allotment. Those who have a natural talent for en-
tertainment beat the queue for gainful employment
in the conurbs by taking their art form to the camps
of reclam workers and Brit Company soldiers across
the Allotment. The mutant entertainers have per-
fected the old styles of cabaret and variety perform-
ances, all but extinct in Brit-Cit where mind-numb-
ing Tri-D is the only recreation most workers get.
The mutant entertainer can keep his audience in rapt
attention for hours using comedy, drama, hand-eye
coordination or his own unique mutations as his set
props. Mutant entertainers are often allowed to live
among the unmutated humans because of their en-
tertainment value, though they are often ordered to
hide their freakish appearances from the Brit-Citters
beneath hoods or thick cloaks until the time of their
next performance.
Mutant Aid Worker
Mutant aid workers provide a medium between the
mutants of the Allotment and the Federation Of De-
velopers. They offer support to communities that
have been approached by reclam scouts and agreed
to the terms and conditions of a redevelopment of
their land. The mutant aid worker answers mutants
questions about the way in which their land will be
transformed and their roles in the new conurb tak-
ing its place. The mutant aid workers bring with them
medical teams to examine the mutant population and
treat their ills before relocating them before the ter-
ra-meks arrive. The mutants are taken to camps
where they can watch the redevelopment in progress
while they await news of the jobs that will be availa-
ble to them once the conurb is completed. While many
mutants are content to let the mutant aid workers
do their thinking for them, the mutant rebels who
fight against the intrusion of Brit-Cit into their terri-
tory need to be forcibly contained. In this instance,
the mutant aid workers roles change from friendly
liaison officers to military personnel, taking up arms
with the weight of the local Brit-Company behind
them to ferret out the dissidents, bringing them to
justice at Allotment detention camps.
Ü The mutant entertainer automatically gains the Skill
Focus (profession - entertainer) bonus feat.
Ü Those watching the mutant entertainer are often so
engrossed in his performance that they do not notice
sneak attacks on their persons - they are automatically
surprised by attackers approaching from their rear or
flank.
Ü The mutant entertainer is paid for his shows but more
in the manner of coinage thrown at the stage rather than a
regular fixed salary. The mutant entertainer begins the game
with £500 or equivalent Allotment barter.
Ü The mutant aid worker is trained to put FOR policies
before mutants in a friendly and easy-going manner. He
can also put a mutants mind at ease when relations with
the FOR are strained. The mutant aid worker gains a +3
bonus to any opposed Charisma roll against mutants of
the Allotment.
Terra-Mek Technician
The terra-mek technician travels with a terra-mek
robot, maintaining and repairing the terra-mek as
required. Each terra-mek will have a crew of 3-6
technicians. In the event of a malfunction or break-
down, a diagnostic vid-screen in the passenger bay
informs the technicians of the exact nature of the
problem and its location. The technicians go into
action, travelling by access corridor for internal mal-
functions or by hover platform or ladder for external
mishaps. Most terra-mek malfunctions are easily
repaired, though a malfunction on the terra-meks
Ü When mutants turn against the FOR with no signs of
a diplomatic reconciliation, the mutant aid worker is
empowered to take up arms and lead a squad of eight
Brit-Company soldiers to do battle with the dissenters.
The mutant aid worker gains the Weapon Proficiency
(pistol) bonus feat.
Ü All the mutant aid workers needs are taken care of
by the FOR. He has no need to carry money on his per-
son in the Allotment because there is no outlet for it. The
mutant aid worker will have access to 1d4 x £1,000 back
in Brit-Cit.
x
3
907683050.003.png
CPU can make the need extremely urgent as the
addled robot ploughs into reclam buildings and per-
sonnel. Terra-mek technicians grow fond of their
charges, even to the point of living inside them, in-
stalling sleeping bunks.
than combat. All headbangers suffer a -3 modifier to
their Intelligence attribute at the time of character crea-
tion. Headbangers may not have an Intelligence score
exceeding 10.
Ü Headbangers have little interest in money, operating
a simple barter system, but traditional hard cash does
occasionally have its uses. A headbanger begins the game
with 1d3 x £200.
Ü The terra-mek technician gains the Skill Focus (pro-
fession - terra-mek technician) bonus feat.
Ü A close working relationship with his terra-mek and
many repair jobs gives the technician expert knowledge
of the workings of all robots of gargantuan size or above.
In these circumstances, the terra-mek technician is grant-
ed a +4 competence bonus to Technical skill checks.
Plasteen Worker
The plasteen worker builds solar tankers and hover-
ships from plasteen refined along the eastern coast of
Cal Hab. The job of a plasteen worker is hard, dirty
and dangerous. The ships built at the Cal Hab plas-
teen yards are among the most hardy to travel the
world, a fact that gives the plasteen worker a great
sense of pride. The plasteen worker is the highest
paid blue-collar worker in Cal Hab, taking home up-
wards of £20,000 a month.
Ü The terra-mek technician knows all the access corri-
dors and hatches of his terra-mek like the back of his
hand. He can scramble to reach damaged sections with
amazing speed. When navigating the geography of a ter-
ra-mek, the terra-mek technician gets to his intended
destination in half the time of other characters. He also
gains a +4 competence bonus to Climb skill checks using
the terra-meks ladders.
Ü The rigours of life in the plasteen factories turn weak-
lings into strong men. The plasteen worker gains a per-
manent +1 to his Strength.
Ü Terra-mek technicians are notorious for hiding their
wages inside their robots for safekeeping. Though cur-
rency is next to useless in the Allotment, the terra-mek
technician can be considered to have 1d8 x £1,000 with-
in close reach.
Ü Shipbuilding is a craft handed down from generation
to generation. The plasteen worker has the Skill Focus
(knowledge - engineering) bonus feat.
Cal Hab
Ü The plasteen worker makes frequent use of industrial
cutting tools. He gains the Weapon Focus bonus feat in
the las-burner or las-saw without having to first acquire
the feats normal prerequisites.
Headbanger
The headbangers are a clan of mutants infesting the
Strathmeg wastes. Most of the headbangers are can-
nibals and nearly all suffer some disease related to
the consumption of diseased human flesh. The head-
bangers are governed by violence, led by the phys-
ically strongest and meanest of their kin. All are prac-
titioners of the ancient martial art known as sticking
one on, a head butt charge often ending in the death
of the loser, or at the least severe brain damage.
Ü A highly paid professional, the plasteen worker has
saved 3d6 x £1,000.
Stude
Cal Hab is famous for its universities and teaching
facilities, finer than those of Brit-Cit. Many busy ur-
ban areas of the major cities are frequented by studes
deep in study, out for a good time or taking part in
student demonstrations on a seemingly daily basis.
Most studes are learning the skills that will take them
far away from a potential future in the plasteen ship-
yards to exotic jobs in Brit-Cit and further afield.
Ü The headbanger gains a +1 morale bonus to attack
and damage when using a head butt attack as part of a
charge. This attack does not provoke an attack of oppor-
tunity. The morale bonus stacks with the normal charge
bonus for a total modifier of +3 attack and +1 damage.
Ü Studes are adept at locating a bargain, whether it is
cheap alcohol, a place to lodge or where to score a dyna-
mite drug hit. The stude gains the Skill Focus (street-
wise) bonus feat.
Ü Headbangers are raised in the Strathmeg wastes and
have evolved a natural radiation resistance of DR 5.
Ü Headbangers are powerful characters, shaped by a
culture of unending violence set against the harsh back-
drop of the Strathmeg wastes. All headbangers gain a
permanent +1 modifier to their Constitution.
Ü Most studes have to develop good computer skills if
they are find employment in the more sophisticated
mega-cities. The stude gains the Skill Focus (computer
use) feat.
Ü Countless head butt fights and a social taboo against
any form of intellect has resulted in the headbangers
turning away from using their heads for anything other
4
907683050.004.png
Ü The stude depends on hand outs from his parents
or the local authorities. He begins the game with 1d3
x £500.
Ü The theme park warden is extremely familiar with
the layout of the area of the Emerald Isle theme park he
patrols. He knows all the short-cuts, the technicalities of
the amusements on offer and locations of amenities. The
theme park warden receives the Skill Focus (streetwise)
bonus feat.
Emerald Isle
Ü All theme park wardens are trained in first aid,
offering confident medical assistance to tourists suffer-
ing anything from cut and bruises to a broken limb or
heart attack. The theme park warden receives the Skill
Focus (medical) bonus feat.
Theme Park Entertainer
The most common job in the Emerald Isle is the thank-
less position of theme park entertainer. Trained to
appear bumbling and highly skilled at clowning and
pratfalls, the entertainer is clad in a bright green uni-
form and forced to talk in a stereotyped shure and
begorrah! Irish brogue. Many ordinary Emerald Isle
citizens regard the entertainers as an insult to their
nationality. However, they are usually the only con-
tact visitors and tourists have with population of the
Isle, serving to reinforce the preconceptions most of
the world has concerning the simple minded Irish.
Ü The theme park warden is equipped with a medi-
pack and a throat mike to summon assistance. Booster
stations set regularly throughout the theme parks grant
the mike an effective range of twenty miles.
Ü The theme park warden begins the game with 2d6 x
1,000 punts.
Priest of the Many
Ü The theme park entertainer is skilled in the perform-
ance arts relating to the subject of Emerald Isles quasi-
mythic past. He gains the Skill Focus (perform) bonus feat.
When the Vatican finally succumbed to political in-
fighting and Mafia machinations, the Catholic Church
of Eire declared its independence. The Church of the
Many was born, a system of simple services and re-
spect for the beliefs of others beliefs. The Vatican
has declared the Church heretical and has summar-
ily excommunicated all its prac-
titioners. Archbishop Patrick
MacCaig has been declared the
anti-Christ. Priests of the Many
lead simple lives but are allowed
to marry and raise families.
Ü Theme park entertainers are highly skilled dancers,
regularly drilled in the highly disciplined wild-dance an
almost hypnotic, frantic dance routine doubling as a
martial art. When involved in un-
armed combat, the theme park
entertainer gains a number of
additional attacks per round
based on his Dexterity bonus.
Ü The theme park entertainer
is the cornerstone of the theme
park and is reasonably well paid
for his work. He starts the game
2d6 x 1,000 punts.
Ü Priests of the Many offer limited
healthcare to all who come to them.
They gain the Skill Focus (medicine)
bonus feat.
Ü The sermons given by the priests
of the Many are popular among the lo-
cal Islanders, dealing with everyday is-
sues, devoid of the sanctimonious lec-
turing that characterises the Vaticans
twisted religion. The priest of the Many
gains a +4 Charisma modifier when
speaking with those sympathetic to his
beliefs.
Theme Park Warden
The theme park warden is both
a tour guide and a security of-
ficer, one of hundreds who as-
sist the Judge Militia. Each war-
den receives extensive first aid
training as well as some com-
bat training. Most are employed
for their intimidation value
their threatening presence usu-
ally enough to stall any trouble
before it begins. Unlike the
more social tour guide, the
theme park warden is stationed
in a specific location, possess-
ing an unrivalled knowledge of
his patrol area.
Ü The priest of the many is unpaid
for his work, but receives donations
from his flock. He begins the game
with 1d4 x 50 punts.
5
907683050.005.png 907683050.006.png
Zgłoś jeśli naruszono regulamin