Buck Rogers: Countdown to Doomsday PC Version **************************************** Character Creation/Management Guide v1.0 by Rodrigo Ishizaka Ciarlini This document is Copyright 2001 Rodrigo Ishizaka Ciarlini This guide should not be altered in any form, nor it should be used for anything other than private and personal use. It's free and should be redistributed only with my express written permission. Anyone interested in using this guide for anything other than just reading should contact me, Rodrigo Ishizaka Ciarlini , by e-mail. Buck Rogers: Countdown to Doomsday is (c) 1990 SSI, Inc -= INDEX =- UPDATE INFO........................ 0.0 INTRODUCTION....................... 1.0 RACES.............................. 2.0 Terran........................ 2.1 Martian....................... 2.2 Venusian...................... 2.3 Mercurian..................... 2.4 Tinker........................ 2.5 Desert Runner................. 2.6 CLASSES............................ 3.0 Rocket Jock................... 3.1 Medic......................... 3.2 Warrior....................... 3.3 Engineer...................... 3.4 Rogue......................... 3.5 SKILLS............................. 4.0 General Skills................ 4.1 Technical Skills......... 4.1.1 Intelligence Skills...... 4.1.2 Dexterity Skills......... 4.1.3 Charisma Skills.......... 4.1.4 Wisdom Skills............ 4.1.5 -= 0.0: UPDATE INFO =- 2001-09-03 v1.0 released. -= 1.0: INTRODUCTION =- Long time ago, one game that kept me playing a lot in Mega Drive/Genesis was this one. Now I got the chance to put my hands again on the PC version, which is slightly different from MD version, aside from technical differences, like MD having better sound and such. First, it the solar system only shows up to Mars and the Asteroid Belt (in BR_CtD the solar system is shown from the sun until Jupiter). Other thing is that, as usual, the videogame conversion usually gains in play ability and agility but loses in depth of system, thus, there's no Engineer class or races like Martian, Venusian and Mercurian, nor some of the weapons or skills. There are more things, but those ones are the most relevant to this FAQ. This FAQ covers the PC version, so you'll get all the classes, will have some separations in skills and such. Buck Rogers is a creation of TSR and uses the basic concepts of other RPGs, like AD&D. So, we have 6 ability score: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS) and Charisma (CHA). Things like Armor Class (AC), To Hit AC 0 (THAC0), Hit Points (HP), dice based calculation (d2, d3, d4, d6, d8, d10, d12 and d20) are present too. Since not everyone is familiar with those terms, here is a basic explanation of what is used for what here: - STR: Determines extra damage and bonus THAC0 with melee weapons and equipment carrying capacity too. A strong character has better chance to hit with a melee weapon and deals extra damage, and also has a higher encumbrance while a weak character has penality in the chance to hit with a melee weapon, has also a penality in the damage and carries less equipment. - DEX: Determines bonus THAC0 with ranged weapons and AC bonuses. With high DEX one is more difficult to be hit, one with low DEX is easier to hit. - CON: Basically determines extra HP. High CON equals more HP per level, low CON equals less HP level. - INT, WIS and CHA are mental abilities and they don't have effects as obvious as the physical ones. But they're very important too, since they determine things like most ability modifiers. - AC/THAC0: They deal with the chances of one being hit or not. Unlike most of the other values, these two are better when low. A base common AC is 10, the reference is AC 0 and a good AC is some negative value, like AC -4. THAC0 is a value that plays against a AC 0 (hence the name). If one tries to hit another, the AC value minus THAC0 of the attacker and added with the d20 roll result, if the total is 0 or more, the attack hits. - HP: This is the vital force of one. The more the HP, more the damage one can sustain. Each character has a maximum HP. When one suffers damage, HP gets subtracted from that value, and the result is the current HP. If someone has the current HP lowered to 0, it's unconcious (if it's in the middle of a battle, the conditions gets worse until sucessfully first aided), if it gets to -10 the character is dead (and since here is no AD&D, there's no way of ressurrecting). - d2,d20: d is a short for dice. The entire system is based on it. A d2 is a two sided dice (actually, in real life a coin is used), d6 is the traditional 6 sided dice, d20 is a 20 sided dice. When a character attacks with a Bolt Gun (which has a 1d4 damage), it means that when it damages something, a 4 sided dice is rolled, and the result is the damage. -= 2.0: RACES =- Well, let's begin with the real stuff, and with the first thing you're prompted to choose, the races. Each racial diversity has its own particularities, so it's important to consider before on what is more important to your character. You may create a party of up to 6 characters, so a warrior that uses melee weapon is favored in being a Desert Runner and penalized in being a Martian, since the modifier of the chance of hitting (THAC0) and damage caused depends on Strength (STR), which a DR has +2 bonus while a Martian has -1 penality. The race name is between [] like in [Terran]. The "Classes" is the listing of classes avaliable to that race (not all races can be of every class). The rest are the bonunes/penalities that a particular race suffer in ability scores. Normally, the maximum value for a ability is 18, while the minimum is 3. Let's take Mercurians as example: they get STR -1, DEX +1, CON +1, which means that their maximum abilities are STR 17, DEX 19, CON 19, INT 18, WIS 18, CHA 18, TCH 18, while the minimum is STR 2, DEX 4, CON 4, INT 3, WIS 3, CHA 3, TCH 3. The result in a stats roll is already added with the modifiers. Note: In BR there's also this 7th ability score called Technical (TCH), which modifies a good number of abilities. 2.1: [Terran] Classes: Rocket Jock, Medic, Warrior, Engineer, Rogue CON +1 WIS +1 2.2: [Martian] Classes: Rocket Jock, Medic, Warrior, Engineer, Rogue STR -1 DEX +1 CON -1 WIS -1 CHA +1 2.3: [Venusian] Classes: Rocket Jock, Medic, Warrior, Engineer, Rogue DEX -1 CON +1 WIS +1 CHA -1 2.4: [Mercurian] Classes: Rocket Jock, Medic, Warrior, Engineer, Rogue STR -1 DEX +1 CON +1 2.5: [Tinker] Classes: Medic, Engineer STR -2 DEX +3 CON -2 TCH +3 2.6: [Desert Runner] Classes: Rocket Jock, Warrior, Engineer STR +2 DEX +2 CON +1 CHA -1 -= 3.0: CLASSES =- The classes are the "job" of your character. They will affect in what your character is basically proficient and HP. While a lone warrior or a party of six engineers may be able to beat the game, a good party is one that you may be able to solve most of the situations. A medic can invest some points in Open Locks and be decent on it, but a rogue will be probably better to handle those situations. All Career Skills are avaliable as General Skills as well, except for the Medic's Career Skills. But what makes a non-medic or warrior class useful is that Career Skills points are given apart from General Skills, so you get 80 points at the character creation (all characters begin at 2nd level) to spend only on these skills, and they also receive bonus points in some of that skills too, which aren't counted towards the maximum skill point allocation for each skill, so a Rocket Jock may start with 40 points+modifier in Pilot Rocket at the character creation, against 30 for+modifier any other class. The format lists the class between [] as in [Rocket Jock], followed by the Hit Dice between () as in (d6) and then comes the list with the particularities of each class and its skills. A Hit Dice is the dice rolled for HP, the d6 for a Rocket Jock means that each level his HP will be rolled a d6 and the result, along with any CON modifier, will be added to the maximum HP of the character. Also, after each skill name, there's also the key ability for it, bonus points between (), if any, as well the requisite for that skill between ** if it requires one. A skill total points is calculated summing points allocated at the skill with the key ability value, so a Rocket Jock with WIS 15 and 10 points in Notice would have a total of 25. You may only use a skill that you have at least 1 skill point allocated. 3.1: [Rocket Jock] (d6) They are basically pilots and are basically good at piloting a vehicle. The most relevant ability for them is DEX, since it affects every of their Career Skill, except for Notice. And, except for Notice and Maneuver in 0G, they begin with 10 points in every Career Skill. Career Skills Notice WIS Maneuver in 0G DEX Use jetpack DEX (10) Pilot Rocket DEX (10) Pilot Fixed Wing DEX (10) Pilot Ground Car DEX (10) Pilot Rotor Wing DEX (10) Drive Jetcar DEX (10) 3.2: [Medic] (d6) They are the healers of the party. Since the natural regeneration rate is low (1HP/day), it's a good thing keep at least one around, or else you'll only recover HP at a 1HP/day rate or when you have a clinic facility avaliable (and they're not avaliable everywhere). They will heal the entire party every time a battle ends (and they're conscious) and everytime the party rests. The only bad thing is that medics don't receive any bonus points. Their key ability is TCH, which are the modifiers for all of their Career Skills. Career Skills Treat Light Wounds TCH Treat Serious Wounds TCH *Requires 30 points in Treat Light Wounds* Treat Critical Wounds TCH *Requires 40 points in Treat Serious Wounds* Diagnose TCH Treat Poisoning TCH *Requires 15 points in Diagnose* Treat Stun/Paralysis TCH Treat Disease TCH *Requires 25 points in Diagnose* Life Suspension Tech TCH 3.3: [Warrior] (d10) As the name implies, they are the specialits in combat. Their first advantage is already in the hit dice, and they roll 1d10/level for HP, against the usual d6 for most classes. Followed by that, they also have basic differents with other classes, doing 1d3 damage unarmed (against 1d2 for other classes) and their THAC0 have a better progress than anyone else, getting better by 1 per level. Other difference you'll see as soon as you create a warrior is that you'll be prompted to choose a Weapon Specialization, which grants the warrior a better THAC0 and bonus damage with the chosen weapon. As medics, they don't receive any bonus point for their Career Skills, since they already got their advantages elsewhere. While warriors doesn't have any single ability score that modifies all or almost all of their career skills, a most correct answer would be that their really relevant abilities are the physical abilities. Strength is important if you are going to attack with a melee wea! pon, but it loses importance if you only rely on a ranged one. Dexterity is important for ranged weapons, but they're also important for melee adepts since it modifies AC. Constituion is important anyway, since HP are never too much. Career Skills Notice WIS Leadership CHA Battle Tactics INT Maneuver in 0G DEX Use jetpack DEX Move Silently DEX Demolitions TCH Repair Weapon TCH 3.4: [Engineer] (d8) Here is the class that standed out from MD version. The engineer is primaly a mechanic, using his career skills mostly to repair things, that's specially useful during a spaceship battle, they are to spaceships as medics are to people. Their main advantage, aside anything about their career skills, is their hit dice, the only non-warriors that receive a better HD than a d6. Again, another class that doesn't receive bonus point. Their most relevant ability is TCH, specially because each different part of a spaceship uses a different repair knownledge. Career Skills Notice WIS Repair Eletrical TCH Repair Mechanical TCH Repair Nuclear Engine TCH (Requires 10 points in Repair Mechanical) Repair Life Support TCH (Requires 25 points in Repair Mechanical & 30 in Repair Eletrical) Repair Rocket Hull TCH (Requires 10 points in Repair Mechanical) Jury Rig TCH (Requires 10 points in Repair Mechanical & 10 in Repair Eletrical) Maneuver in 0G DEX 3.5: [Rogue] (d6) These are the masters of subtility. They are specialists in bypassing in a non-violent behavior, bypassing security, locks, guarded areas, walls, people and even pockets! In 25th century, most places are difficult to reach/pass somehow, and rogues exists to counter this. They receive bonus point in every of their Career Skills. DEX is important since it modifies half of their career skills, but they need to be good in other abilities too, in order to be efficient in most situations. Career Skills Notice WIS (10) Bypass Security TCH (10) Open Lock TCH (10) Hide in Shadows DEX (10) Move Silently DEX (10) Pick Pockets DEX (10) Climb DEX (10) Fast Talk/Convince CHA (10) -= 4.0: SKILLS =- Skills are used almost all the time, even during battles. You need to use a skill in order to first aid a uncounscious ally in a battle, to repair damaged engines in a spaceship and even to move in 0G (which is quite frequent situation, since a lot of the game happens in space). You may only use a skill and receive the ability bonus if you have, at least, 1 skill point allocated at that skill. But before putting 1 point in each skill, it's necessary to know that some tasks aren't easily solved just because you have some notion in a given ability, also there are some skills that requires up to 55 skill points allocated in others in order to make it avaliable, thus, the game wouldn't allow you to get a lot of different skills anyway. Every class earns 40 Career Skill points and 20 General Skill points per level, with a maximum of 15 points per single skill, you can't put all the 40 points at one time. Note that since you begin at 2nd level, at character creation you'll earn 80CSP, 40GSP and may put 30SP at a single skill. If you're willing to be a master Rocket Pilot with your Rocket Jock, the faster way is to put 30 points in that skill, 15 when you reach 3rd, and 15 at each level you earn, until you are satisfied with the total. The Career Skills are already listed under each class, so I'll go direct into General Skills. 4.1: General Skills General skills includes almost every skill avaliable in the game. The sole exception is the Medic's Career Skills, which only medics have, so you'll notice that most skills already listed in Career Skills are listed here again. Since there are a lot of skills, they're divided in 5 sessions, each session corresponding to their relevant ability, so there is one for TCH, INT, DEX, CHA and WIS (there are no skills modified by STR or CON). The maximum skill points in a skill is the same of Career Skills, but you receive less points to allocate in more skills (40 in character creation). 4.1.1: [Technical Skills] (TCH) All there skills are modified by TCH value. These are skills that handles with machines/tools. Repair Eletrical Repair Mechanical Repair Nuclear Engine (Requires 10 points in Repair Mechanical) Repair Life Support (Requires 25 points in Repair Mechanical & 30 in Repair Eletrical) Repair Rocket Hull (Requires 10 points in Repair Mechanical) Jury Rig (Requires 10 points in Repair Mechanical & 10 in Repair Eletrical) Bypass Security Open Lock Commo Operation Sensor Operation Demolitions First Aid Repair Weapon 4.1.2: [Intelligence Skills] (INT) Skills modified by INT value. Skills related with reasoning. Math is present in almost half of this list. Mathematics Planetology Battle Tactics Astronomy Programming (Requires 10 points in Mathematics) Library Search Astronavigation (Requires 20 points in Astronomy & 25 points in Mathematics) Navigation (Requires 15 points in Astronomy & 25 points in Mathematics) Disguise 4.1.3: [Dexterity Skills] (DEX) DEX based skills. Skills that involves mobility, even if the mobility reffers to moving the money from another pocket to yours. Pilot Rocket Pilot Fixed Wing Pilot Ground Car Pilot Rotor Wing Use jetpack Drive Jetcar Hide in Shadows Move Silently Pick Pockets Acrobatics Climb Maneuver in 0G 4.1.4: [Charisma Skills] (CHA) Skills using CHA. Skills about handling with living beings. Act Intimidate Leadership Befriend Animal Fast Talk/Convince Singing Distract Etiquete 4.1.5: [Wisdom Skills] (WIS) Skills pertinent to WIS. Perception and knownledge are what these skills are about. Note that Planetary Survival requires points in Planetology, a INT skill. Tracking Shadowing Notice Planetary Survival (Requires 10 points in Planetology) (c) 2001, Rodrigo Ishizaka Ciarlini EOF