PHASE WORLD: Altess Armoria Officer OCC
Posted: Thu Oct 20, 2005 1:32 am
Because I now have two of them in my gaming group, and there was no OCC template to use. Now, none of you need feel my pain.
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Armoria Officer O.C.C.
Of the 100 million Altess, only 1% are elected by the Noble Houses to serve in the collective armed forces. Officers in the Armoria don’t actually do a lot, given that the Altess’ first defense is to throw money at problem and hope it goes away. However, when the Altess do have to sully their hands in actual warfare, they send in these elite special forces… backed up by millions of battle droids and the most advanced hardware in the Three Galaxies.
Each officer is an army of one. When several of them are grouped together, it can only mean that some great threat to the Dynasty is underway. The Armoria do not have ranks, as such, but seniority is given to those who are of the oldest age, or most experience. Since there are so few of them, and they live for so long, almost all Armoria Officers know one another, if even by reputation only.
Attribute Requirements: P.S. 10, P.P. 10, I.Q. 10.
O.C.C. Bonus: + 2 on initiative, + 2 to roll with impact or fall, and + 2 to pull punch.
O.C.C. Skills:
Radio: Basic (+ 10%)
Literacy: Choice of one (+ 10%)
Computer Operation (+ 5%)
Intelligence (+ 15%)
Pilot: OMAV Combat Pod (+15%)
Pilot: Starship
Pilot Tank (+ 10%)
Weapon Systems (+ 15%)
Read Sensory Equipment (+ 10%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts at the cost of one "other" skill (or assassin if an evil alignment).
O.C.C. Related Skills: Select 12 other skills, but at least two must be selected from espionage. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve.
Communications: Any ( + 10%)
Domestic: Any
Electrical: Any
Espionage: Any (+ 10%)
Mechanical: Any (+ 5%)
Medical: Paramedic only.
Military: Any
Physical: Any
Pilot: Any
Pilot Related: Any (+ 5%)
Rogue: Any (+ 8%)
Science: Math and chemistry only (+ 10%)
Technical: Any (+ 5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select six secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: A suit of personalized, light or heavy Naruni body armor. A set of dress clothing, and a set of camouflage clothing for covert operations. Also a gas mask and air filter, tinted goggles, and an NG-S2 Basic Survival Pack. Owns one Naruni handgun and rifle, three additional weapons of choice, D6 grenades, hand-held computer, robot medical kit, IRMSS, grappling hook, pair of handcuffs, and 50 feet (15.2 m) of rope.
Money: The character starts off with D4x100, 000 in credit. Plus another 60,000 in tradable goods.
Cybernetics: Can have up to 2D6 cybernetic implants of player's choice, but one will always be an implanted combat computer (see below).
Combat Computer: This is a marvel of computer miniaturization and mind/machine interface. The computer, using the person’s sensory input, gathers and analyses data, then sends it to the brain. Here it is translated to enhance the character’s reflexes and response time. Bonuses: +1 to initiative, +1 to disarm, +2 to pull punch, and +2 to roll.
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Armoria Officer O.C.C.
Of the 100 million Altess, only 1% are elected by the Noble Houses to serve in the collective armed forces. Officers in the Armoria don’t actually do a lot, given that the Altess’ first defense is to throw money at problem and hope it goes away. However, when the Altess do have to sully their hands in actual warfare, they send in these elite special forces… backed up by millions of battle droids and the most advanced hardware in the Three Galaxies.
Each officer is an army of one. When several of them are grouped together, it can only mean that some great threat to the Dynasty is underway. The Armoria do not have ranks, as such, but seniority is given to those who are of the oldest age, or most experience. Since there are so few of them, and they live for so long, almost all Armoria Officers know one another, if even by reputation only.
Attribute Requirements: P.S. 10, P.P. 10, I.Q. 10.
O.C.C. Bonus: + 2 on initiative, + 2 to roll with impact or fall, and + 2 to pull punch.
O.C.C. Skills:
Radio: Basic (+ 10%)
Literacy: Choice of one (+ 10%)
Computer Operation (+ 5%)
Intelligence (+ 15%)
Pilot: OMAV Combat Pod (+15%)
Pilot: Starship
Pilot Tank (+ 10%)
Weapon Systems (+ 15%)
Read Sensory Equipment (+ 10%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts at the cost of one "other" skill (or assassin if an evil alignment).
O.C.C. Related Skills: Select 12 other skills, but at least two must be selected from espionage. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve.
Communications: Any ( + 10%)
Domestic: Any
Electrical: Any
Espionage: Any (+ 10%)
Mechanical: Any (+ 5%)
Medical: Paramedic only.
Military: Any
Physical: Any
Pilot: Any
Pilot Related: Any (+ 5%)
Rogue: Any (+ 8%)
Science: Math and chemistry only (+ 10%)
Technical: Any (+ 5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select six secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: A suit of personalized, light or heavy Naruni body armor. A set of dress clothing, and a set of camouflage clothing for covert operations. Also a gas mask and air filter, tinted goggles, and an NG-S2 Basic Survival Pack. Owns one Naruni handgun and rifle, three additional weapons of choice, D6 grenades, hand-held computer, robot medical kit, IRMSS, grappling hook, pair of handcuffs, and 50 feet (15.2 m) of rope.
Money: The character starts off with D4x100, 000 in credit. Plus another 60,000 in tradable goods.
Cybernetics: Can have up to 2D6 cybernetic implants of player's choice, but one will always be an implanted combat computer (see below).
Combat Computer: This is a marvel of computer miniaturization and mind/machine interface. The computer, using the person’s sensory input, gathers and analyses data, then sends it to the brain. Here it is translated to enhance the character’s reflexes and response time. Bonuses: +1 to initiative, +1 to disarm, +2 to pull punch, and +2 to roll.