Builder O.C.C.
Builders are a key component within any society, the most important asset when constructing, improving, or otherwise developing any of the resistance’s assets. Builders are designated to use simplified gear, and often are given only bare minimums for protection as they are rarely sent directly to the front lines. It’s noted that builders are also very easy to develop as their often a laborious class to train.
Alignment: Typically, good, or selfish
Attribute Requirements: None
Attribute Bonuses: +1D6 I.Q., +1D4 P.E., and +1D4 P.S.
O.C.C. Bonuses: +3 Initiative, +5 Save vs. horror factor.
Base S.D.C.: 25, plus any from Physical Skills.
Common Skills: Read and Write Native Language (80% +2%), Speak Native Language (88% +1%), Physical Labor, Body Building and Weight Lifting, Climbing (40%/30% +5%).
O.C.C. Skill Program: Construction (+45%), Domestic (+20%), Plus 1 additional skill package of your choice other than military or espionage packages.
Elective Skills: start with 3 elective skills at first level. Select another Elective Skill at 2, 3, 5, 7, 10, 12, 15.
Communications: Any (+10%)
Domestic: Any (+15%)
Espionage: Wilderness Survival Only.
Medical: First Aid and Paramedic only.
Military: None.
Physical: Any (+15%)
Rogue: Any
Science: Mathematics only (+10%).
Technical: Any (+25%)
Transportation: Any, Except War Mount Combat and Host Armor Combat.
Wilderness Survival: Any
W.P.s: Any
Secondary Skills: The character gets to select five secondary skills at level one and one additional skill at levels 3, 4, 5, 9, 12, 15.
Enhanced Building Technique: When assisting on any construction task, you can count any roll above 50% but no higher than 94% as a success, if a roll is made below this percentage than the construction task takes only half the time normally, on a critical success the time taken is only a quarter total.
Efficiency at its finest: When using materials for any project, you have learned to use every piece in a manner that cuts total costs, reduces building costs by 25%, and when making items only use half the total material cost.
Civilians Privilege: When inside any civilized sector, more jobs will be available to assist the development of the settlement your aiding.
Standard Equipment: Common Cloths, 1 set of Fine Clothing, Survival Knife, Utility Belt, Face Wrap, Tinted Goggles, Hatchet for cutting wood, tent, Knapsack, Backpack, Two Water Skins, Two Weeks supply of emergency food rations, and some personal items including tools for your profession.
Money: Has 2D8x100 Credits in precious metals, gems, and pearls, as well as 4d10x10 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: You are one of the few individuals capable of developing structures quickly and reduce costs of developing settlements by a respectable margin.
The Downside: This class is clearly not designed for combat and will require assistance from other military forces if they wish to engage in combat, and sales of military equipment will be difficult to get as most military assets are not sold to civilians.
Fortifier O.C.C.:
The Fortifier is a specialized class of builder that’s specialized for military construction projects, and acts as both sapper, and builder. Fortifiers are notable more equipped with weapons and standard military armor; it’s noted that they also benefit from the builders specialized bonuses.
Alignment: Any, but typically selfish
Attribute Requirements: 12 I.Q., 14 P.S.
O.C.C. Requirement: Requires a minimum of 5 levels in Builder to take this specialization.
Attribute Bonuses: +2D4 P.S., +2D6 P.E., +1D6 P.P.
O.C.C. Bonuses: +3 Initiative, +2 Strike, parry, dodge.
Base S.D.C.: 35, plus any from Physical Skills.
O.C.C. Skill Programs: Construction (+65%), Domestic (+35%), Weapons Training (+15%), and Basic Military.
Elective Skills: Start with 4 elective skills at level 1, or at level 5 start with 3, select another Elective Skill at levels 3, 5, 6, 7, 9, 12, 15.
Communications: Any (+10%)
Domestic: Any (+20%)
Espionage: Any (+15%)
Medical: First aid or Paramedic only (+5%)
Military: Any (+15%)
Physical: Any (+25%)
Rogue: Any
Science: Mathematics only (+25%)
Technical: Any (+35%)
Transportation: Any, except War Mount Combat and Host Armor Combat.
Wilderness Survival: Any (+10%)
W.P.s: Any
Secondary Skills: The character gets to select 6 secondary skills at level 1, or 4 at level 5, and one additional skill at levels 2, 5, 6, 8, 9, 10, 13, 15.
Biological Tools: At level 1, or 5 start with a set of biological tools that evolve with the Fortifier, each level reduces construction times by 5%, at 50% reduction reduce construction material costs by 5% per 5% over. These bonuses also apply to Enhanced Building Technique, and Efficiency at its finest.
Note: All Biological tools can be found under {civilian bio-gear}.
Combat Fortifications: When rolling to make military fortifications, all fortifications produced are considered M.D.C. regardless of materials used and gain an additional 50 M.D.C. to their health pool.
Crafters Boon: After a settlement has produced a resource point producing structure you may improve the structures output by 1 point for every 1000 credits invested. You may also improve any MECHANICAL or ECONOMIC structure improving its output by 1 point for every 2000 credits invested, as well as increasing net profits of that structure by 500 credits per investment.
M.D.C. “Living” Body Armor: The Fortifier gets a suit of living armor with 2d6+25 Bio-E worth of enhancements of choice, as well as starting with Spinnerets and webbing with 30 charges, 1 Resin duct with 14 Charges, (4) Glow Cells, and resistance to kinetic Energy/Attacks.
Standard Equipment: Military Fatigues, a suit of non-organic body armor for backup or disguise, a couple sets of dress clothing, survival knife, utility belt, first aid-kit, a face wrap, Tinted Goggles, Hatchet for cutting wood, one weapon for each W.P. with an appropriate amount if ammunition for Heavy Combat, Tent, Knapsack, Backpack, 2 water skins, Emergency Food Rations (3 weeks Supply), some backup tools, and personal items.
Money: 2d8x100 credits in precious metals, relics, or trade items as well as 4d10x10 available credits.
The Upside: Your one of a select group of builders whom drastically improve the economy and can assist front line fortifications easier and faster than any other occupation.
The Downside: You have fewer jobs as your expected to produce or provide the required facilities to continue your respective growth, as well as supply settlements with new businesses, defenses, and various structures for the settlements needs.
Civilian O.C.C. + Upgrade: Builder/Fortifier
Moderators: Immortals, Supreme Beings, Old Ones
- dethbegins
- Wanderer
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- Comment: Years of life and still wanting to add some personal horror to its mix. Can't wait for bio-suits to reign supreme!
Civilian O.C.C. + Upgrade: Builder/Fortifier
Last edited by dethbegins on Mon Sep 30, 2024 3:13 am, edited 1 time in total.
"You can never be truly prepared for the consequences of your actions until you've made them."
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Btw I make Splicers content for those looking for a more extreme and overpowered game. check my stuff out on this link HERE!
- taalismn
- Priest
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Re: Civilian O.C.C. + Upgrade: Builder/Fortifier
Again, some of the text colors are questionable for a light background.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
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