ROCKETS & RAYGUNS
ROLEPLAYING






SETTING
The world of Mongo, ruled by the cruel and ruthless Emperor Ming.

DICE
Ten siders required.

CHARACTER GENERATION
Characters start with a skill level = 0 in all skills.
Choose a Class for your character.
Each class affords bonuses in certain skills.

CHARACTER CLASSES
There are 6 basic Classes:
Hero
Heroine
Scientist
Forestman Noble
Hawkman Noble
Rebel Leader

MAIN HERO
Marksmanship +3
Hand to Hand +3
Pilot +3
Engineering +1
Strength +3
Agility +3
Charisma +3

HEROINE
Charisma +4
Medicine +1

SCIENTIST
Marksmanship +1
Pilot +1
Science +3
Engineering +3
Charisma +1
Medicine +2

FORESTMAN NOBLE
Marksmanship +1
Hand to Hand +2
Pilot +2
Archery +3
Engineering +1
Strength +1
Agility +2
Charisma +2
Animal +1

HAWKMAN NOBLE
Marksmanship +2
Hand to Hand +2
Pilot +1
Engineering +1
Strength +2
Charisma +2
Hawkmen can Fly

REBEL (OUTLAW/BANDIT) LEADER
Marksmanship +2
Hand to Hand +2
Pilot +2
Engineering +1
Charisma +2
Agility +1
Animal +1


MASTER LIST OF SKILLS
Marksmanship
Hand to Hand
Pilot
Archery
Science
Engineering
Strength
Agility
Charisma
Animals
Medicine


MARKSMANSHIP
Pistols and Rifles of all types.

HAND TO HAND 
Armed and unarmed combat. Also Thrown weapons.

PILOT
Aircraft and Spacecraft.

ARCHERY
Bows of all types.

SCIENCES
A smattering of everything from astronomy to zoology.

ENGINEERING
The skills needed to build and repair any kind of device, vehicle, robot, or structure.

STRENGTH
Physical muscle, brawn, stamina, endurance. 

AGILITY
Reaction time, reflexes, balance.
Running speed. Ability to dodge attacks.

CHARISMA
Personality and Leadership.

ANIMALS
Animal handling, husbandry, taming, and riding

MEDICINE
Healing Arts. 

BASIC TASK RESOLUTION
Tasks succeed on a roll of 6+ on 1D10.
Natural Rolls of 10 automatically succeed.
Natural Rolls of 1 automatically fail.

TASK MODIFIERS
Easy		+3
Moderate	--
Difficult	-2
Very Difficult	-4
Unskilled	-1

HAND TO HAND COMBAT
Attacks hit on a roll of 6+ on 1D10.
Add HTH skill of Attacker. 
Subtract HTH or Agility skill of Defender.

RANGED COMBAT
Attacks hit on a roll of 6+ on 1D10.
Add Archery or Marksmanship skill of the Attacker.
Add the HTH skill if it is a thrown Weapon.
Subtract targets Agility skill level.

RANGE MODIFIERS
Short		+1
Medium		-
Long		-2
Extreme		-4

DAMAGE RESULTS
If an attack hits roll 1D10 on the Damage table.
Add the attackers strength if it is a HTH, thrown weapon, or bow attack.
Add the weapon damage bonus.
Subtract Armor bonuses.

DAMAGE TABLE
1D10	Wound Severity	Recovery	Notes
1-4	Minor		Min/Hrs		-1 to task rolls
5-6	Moderate	Days		-2 to task rolls
7-8	Severe		Weeks		-4 to task rolls
9	Grievous	Months		-8 to task 
10	Death

HEALING
A successful Medicine task roll will reduce a Wound by one severity level.

WEAPONS TABLE	
Weapon		Damage	
Dagger		-	
Rapier		+1	
Staff		-	
Club		-	
Heavy Axe	+2	
Pistol		+1	
Rifle		+2
Cannon		+3	
Grenade		+2	
Arrows		+1	


PEOPLES & RACES OF MONGO
Humans
Forestmen (Human) also called Foresters
Hawkmen
Mudmen
Beastmen
Savages (Human)
Dragonmen
Sharkmen
Desert Bandits (Human)
Lionmen
Tuskmen
Simmians
Cavemen (Human)
Cliffmen (Human)
Amazons (Human)

NON-PLAYER CHARACTERS
Peasants- Strength +1, Farming +3, Animals +1
Robot Guard- Armor +1
Conscript Soldier or Guard- Marksmanship +1
Rebels- Marksmanship +1, HTH +1, Pilot +1
Outlaws- Marksmanship +1, HTH +1
Elite Imperial Guard- Marksmanship +1, HTH +1
Imperial Officer- Marksmanship +1, HTH +1, Charisma +1
Imperial Spy- Marksmanship +1, HTH +1, Agility +1
Rocket Ship Pilot- Pilot +1 or +2
Forestmen- Archery +2
Hawkmen- Flying, Marksmanship +1
Mudmen- Strength +1
Beastmen- HTH +2, Agility +1, Strength +1
Savages- Strength +1, HTH +1, Archery +1
Dragonmen- HTH +1, Armor +1
Sharkmen- Waterbreathing, HTH +2
Desert Bandits- Marksmanship +1, HTH +1, Animals +1
Lionmen- HTH +2, Strength +2
Tuskmen- Strength +2
Simmians- Strength +1
Cavemen- Strength +1
Cliffmen- Agility +2, HTH +1, Archery +1
Amazons- Agility +1, HTH +1, Archery +1


BEASTS OF MONGO
Creature:		HTH	Str	Armor
Tigron			+3	+3	+2
Wolvron			+2	+2	+2
Octosak			+4	+1	+1
Turtodon		+1	+2	+3
Tree Tiger		+2	+2	+1
Venomous Tree Lizard	+1	+1	+1


COMMON CURRENCY
Mingols


LANDS OF MONGO

*Central Region
Mingo, The Capital of Ming's Empire

*West Region
The Great Mongo Desert

*East Region
Sky cities of the Hawkmen

*North Region
Arboria, Kingdom of the Forestmen

*South Region
The Jungles of Mongo


SAMPLE ADVANCED TECHNOLOGIES OF MONGO
Floating Cities- The Hawkmen only have several.
Rocket Scooters- Also available in the West.
Rocket Ships- Really planes, they are not spaceworthy.
Mings most formidible force is his Rocket Fleet.
Rocket Cars- A fast way to get around.
Rocket Submarines- Capable of limited flights.
Bombs- That can make huge craters.
Air Suit- Underwater use.
Tear Gas- For flushing out Rebels.
Gas-Gun- Poison or Knockout gas.
Gas Masks- Standard issue for Ming's Soldiers.
Cars, Trucks, Trikes, Motorcycles- Armored versions also
Speedboats, Light Cruisers- Boats of all sizes.
Spaceophone- Radio Communications.
Photography- Color. Motion pictures not available.
Electrode Guns- Energy Artillery weapons.
Death Rays- Small arms energy weapons
Death Rays- Machine gun versions, often on vehicles.
Electric Eye- Motion detectors, often linked to death rays.
Thermiton Throwers- Can be used for rapid tunneling.
Concretite- Reinforced Concrete.
Electric Power- Electric appliances and lighting
High Rise Buildings- 100+ stories tall in Mingo
Elevated Highways- Used to connect High Rises.
Healing Spectrum Ray Light- Healing times reduced 10%. 
Million Volt Thermoray- Energy Source
X-Ray Photography- Medical use. 
Electric Chair- For fast executions.
Coma Drug & Antidote- For fake deaths.
Loud Speakers- For Public Announcements.
Explosives- Go Boom!


NOTES
Advanced technologies are only common to the 
the central region, and are very rare elsewhere.










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