OCC Concept, House Guardsmans, footsoldier
Posted: Mon Aug 03, 2015 8:58 pm
While I am very impressed by the myriad of unique O.C.C.s their are to play in Splicers, there weren't any just general grunts. Their weren't any that captured that image of the underpaid man with crappy equipment given the task of destroying an enemy much greater than themselves and accomplishing the mission. Sure there is the Roughneck, but even they seemed like Special Forces type Heavy shock troops and not the light infantry feel akin to modern generic infantry. So here is my interpretation of that basic trained man that accomplishes the mission given to him with the limited resources at his disposal.
House Guardsman O.C.C.
The House Guardsman are the ordinary men and women who have sworn themselves to fight against the Machine. Where the Roughnecks and other Splicers are the hard hitting shocktroopers and bring specialized capabilities to the war effort, House Guardsmen are the infantry foot soldiers, the standing armies sent to defend and patrol the borders of a House's territory, occupy Forward Operating Bases, and reinforce and aid in the war effort however their command sees fit.
House Guardsman go through a rigorous boot camp and basic infantry training course where they are drilled with battle tactics, weapons training, basic land navigation courses, basic hand to hand combat skills, as well as learn about the Machine and enemies that they might face in the ongoing war. The training is rigorous developing their bodies and minds for what they may face. They learn to take orders, as well as lead and give them through small unit leadership development. Once training is complete they are green, fresh and ready Guardsman as capable as any to face those machine horrors that seek to eradicate mankind.
Many Guardsman start out as the lowly private on the battlefield, only to make a quick and decisive effort against the Machine and come out on top, earning battle merits and working their ways up the chain of command. Some experienced Guardsman even move on to become Splicers, Dreadguard, Archangels, anything is open to them, having already proven themselves in battle against the machines. Although few do this due to the fact that a Guardsman does not usually live to see the day that they can progress with their training that far.
Alignment: Any, but generally Scrupulous (30%), Unprincipled (25%), and Anarchist (20%)
Attribute Requirements: P.S. 11, P.E. 12, Spd 10, a high P.S. and P.E. are suggested.
O.C.C. Bonuses: + 1 initiative, + 1 strike, + 2 save vs. Horror Factor.
Base S.D.C.: 25 plus any from Physical skills.
Common Skills: Standard
O.C.C. Skill Programs: Athletics(+10%), Basic Military (+10%), Infantryman (+10%), and one Skill Program of choice (except for Host Pilot, Medical Doctor, War Mount Rider, or Wingman)
Elective Skills: Select three Military or Physical skills at level one, plus three from the following list. Plus select one additional skill at levels 3, 6, 9, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Espionage: Wilderness Survival only
Medical: First Aid only (+10%)
Military: Any (+10%)
Physical: Any
Rogue: Prowl and Gambling only
Science: Advanced Mathematics or Astronomy and Navigation only
Technical: Any (+5%)
Transportation: Horsemanship, Horsemanship: Racing, or Seasmanship only (+10%)
W.P.s: Any
Secondary Skills: The character gets four secondary skills at level one, plus an additional skill at levels 2, 4, 6, 8, and 12.
M.D.C. "Living" Body Armor: Every Guardsman is issued a suit of "Living" Body Armor with 4D10 Bio-E of enhancements, but is limited to the categories of Eyes & Vision, Other Sensory Features, Biological Defenses, Offensive Bio-Weapons, Ranged Bio-Weapons, and Ranged Weapon Upgrades.
Note: House Guardsman are usually not given the best of the best, whatever armor was readily available is what is given to them, with specific equipment depending on duties of the individual guardsman. Limited to light or medium Body Armors only, with Heavy given on a special basis only.
Standard Equipment: Several sets of combat fatigues, a couple sets of dress clothing, survival knife, utility belt, first-aid kit, Face Wrap (gas mask), tinted goggles, and one Bio-Organic Rifle with enough ammunition for heavy combat, a tent, knapsack, backpack, two water skins, 1 week of emergency food rations, and some personal items.
Money: Has 3D6 x 10 credits in trade items, as well as 2D6 x 10 in available credits. Each Guardsman is given a barracks room, a small 20 x 20 x 20 room with 2 other roommates, free food and rations, and basic necessities to live.
The Upside: A Guardsman is the every day Joe that has decided enough is enough and to make a stand against the Machine. They believe beyond a shadow of a doubt that they are fighting a cause worth fighting for and that they can make a difference. They are trained, disciplined, capable of leading their fellow Guardsman to the doors of death and smile as it greets them knowing that they went out fighting, giving the Machine the finger as they go down.
The Downside: Guardsman have it rough. Rougher than any others trying to fight this fight. They don't get all the special Host Armors and Bio-weapons of the Splicers. They are given a rifle that comes to become their specialized killing weapon, and cherish more than anything because they simply can't lose it. They are the underfunded, unappreciated, unnoticed fighters that never see the credit they deserve for the difference they've made.
Any comments or criticisms are welcome!
House Guardsman O.C.C.
The House Guardsman are the ordinary men and women who have sworn themselves to fight against the Machine. Where the Roughnecks and other Splicers are the hard hitting shocktroopers and bring specialized capabilities to the war effort, House Guardsmen are the infantry foot soldiers, the standing armies sent to defend and patrol the borders of a House's territory, occupy Forward Operating Bases, and reinforce and aid in the war effort however their command sees fit.
House Guardsman go through a rigorous boot camp and basic infantry training course where they are drilled with battle tactics, weapons training, basic land navigation courses, basic hand to hand combat skills, as well as learn about the Machine and enemies that they might face in the ongoing war. The training is rigorous developing their bodies and minds for what they may face. They learn to take orders, as well as lead and give them through small unit leadership development. Once training is complete they are green, fresh and ready Guardsman as capable as any to face those machine horrors that seek to eradicate mankind.
Many Guardsman start out as the lowly private on the battlefield, only to make a quick and decisive effort against the Machine and come out on top, earning battle merits and working their ways up the chain of command. Some experienced Guardsman even move on to become Splicers, Dreadguard, Archangels, anything is open to them, having already proven themselves in battle against the machines. Although few do this due to the fact that a Guardsman does not usually live to see the day that they can progress with their training that far.
Alignment: Any, but generally Scrupulous (30%), Unprincipled (25%), and Anarchist (20%)
Attribute Requirements: P.S. 11, P.E. 12, Spd 10, a high P.S. and P.E. are suggested.
O.C.C. Bonuses: + 1 initiative, + 1 strike, + 2 save vs. Horror Factor.
Base S.D.C.: 25 plus any from Physical skills.
Common Skills: Standard
O.C.C. Skill Programs: Athletics(+10%), Basic Military (+10%), Infantryman (+10%), and one Skill Program of choice (except for Host Pilot, Medical Doctor, War Mount Rider, or Wingman)
Elective Skills: Select three Military or Physical skills at level one, plus three from the following list. Plus select one additional skill at levels 3, 6, 9, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
Espionage: Wilderness Survival only
Medical: First Aid only (+10%)
Military: Any (+10%)
Physical: Any
Rogue: Prowl and Gambling only
Science: Advanced Mathematics or Astronomy and Navigation only
Technical: Any (+5%)
Transportation: Horsemanship, Horsemanship: Racing, or Seasmanship only (+10%)
W.P.s: Any
Secondary Skills: The character gets four secondary skills at level one, plus an additional skill at levels 2, 4, 6, 8, and 12.
M.D.C. "Living" Body Armor: Every Guardsman is issued a suit of "Living" Body Armor with 4D10 Bio-E of enhancements, but is limited to the categories of Eyes & Vision, Other Sensory Features, Biological Defenses, Offensive Bio-Weapons, Ranged Bio-Weapons, and Ranged Weapon Upgrades.
Note: House Guardsman are usually not given the best of the best, whatever armor was readily available is what is given to them, with specific equipment depending on duties of the individual guardsman. Limited to light or medium Body Armors only, with Heavy given on a special basis only.
Standard Equipment: Several sets of combat fatigues, a couple sets of dress clothing, survival knife, utility belt, first-aid kit, Face Wrap (gas mask), tinted goggles, and one Bio-Organic Rifle with enough ammunition for heavy combat, a tent, knapsack, backpack, two water skins, 1 week of emergency food rations, and some personal items.
Money: Has 3D6 x 10 credits in trade items, as well as 2D6 x 10 in available credits. Each Guardsman is given a barracks room, a small 20 x 20 x 20 room with 2 other roommates, free food and rations, and basic necessities to live.
The Upside: A Guardsman is the every day Joe that has decided enough is enough and to make a stand against the Machine. They believe beyond a shadow of a doubt that they are fighting a cause worth fighting for and that they can make a difference. They are trained, disciplined, capable of leading their fellow Guardsman to the doors of death and smile as it greets them knowing that they went out fighting, giving the Machine the finger as they go down.
The Downside: Guardsman have it rough. Rougher than any others trying to fight this fight. They don't get all the special Host Armors and Bio-weapons of the Splicers. They are given a rifle that comes to become their specialized killing weapon, and cherish more than anything because they simply can't lose it. They are the underfunded, unappreciated, unnoticed fighters that never see the credit they deserve for the difference they've made.
Any comments or criticisms are welcome!