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Other bonuses: +10% to recognize magic items, +15% to recognize enchantment

In document OCC-RCC NetBook.doc 0 (Page 182-187)

Now, the 125th generation Devil Hunter Tanaka is here! Beware!"

6. Other bonuses: +10% to recognize magic items, +15% to recognize enchantment

Diabolist O.C.C. Skills Languages (native, 96%)

Languages (three additional, +30%) Literacy (three, +40%)

Mathematics: Basic (+20%) Forgery (+10%)

Cyrptography (+10%) Land Navigation (+5%) Wilderness Survival (+5%) Lore: Magic (+15%)

Lore: Demons & Monsters (+10%)

Hand to Hand: Basic can be selected at the cost of one "other" skill, Hand to Hand: Expert as two, Hand to Hand: Martial Arts (or Assassin, if evil), at a cost of three "other" skills.

O.C.C. Related Skills: Choose six from any available category below. Plus, select two at level three, two at level seven, one at level ten, and one at level thirteen. All new skills start at level one proficiency.

Communications: Radio Basic only (+5%) Domestic: Any

Electrical: Basic only Espionage: Intelligence only Mechanical: Basic only Medical: First Aid only (+5%) Military: None

Physical: Any except acrobatics, boxing, and gymnastics Pilot: Any (+2%)

Pilot Related: Any (+5%) Rogue: Any

Science: Any (+10%) Technical: Any (+15%) W.P.: Any

Wilderness: Any (+2%)

Secondary Skills: The character can also select five secondary skills from those listed. 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.

Standard Equipment: Robe or cape, two sets of clothing, one set of traveling clothes, light M.D.C.

personalized armor, knapsack, backpack, 1d6 small sacks, 1d4 large sacks, a dozen wooden stakes and mallets, canteen, binoculars, sunglasses/tinted goggles, air filter and gas mask, flashlight, 200 feet of rope, pen and pencils, note pad, sketchpad, various other drawing utensils (such as erasers, colored markers, paints), 35mm camera with 12 discs of film (48 exposures each disc), two blank books, and a portable hand-held computer (if proficient in it's use).

Weapons: One energy rifle with 1d4 extra clips, one other energy weapon of choice (1d4 extra clips), survival knife, automatic pistol, and a hand axe.

The vehicle of choice of the Diabolist tends to be either a horse or motorcycle. Diabolists also like TW items.

Money: The Diabolist starts off with 2d6 x 100 credits in cash, and has about 1d6 x 1000 credits in saleable Black Market Items. Most of his/her money has been spent of art supplies and paper/books.

Cybernetics: Starts with none and avoids them unless necessary for medical reasons (though not every Diabolist is opposed to them). Bio-system replacements will be considered, if necessary.

Digoshi O.C.C.

By:

Kevin CL Sullivan

Here is a new martial arts OCC that kicks ass. This may seem a little munchkin, however, you must realize that this occ CAN NOT and WILL NOT learn modern or futuristic weapons!!! This OCC is really mean when it comes to HtH, but that is because it knows nothing else. Well here it is.

This has been revised and makes a lot more sense now. I left some questions that were asked in the Disruptions to better explain there answers. Please comment.

Requirements: Must be of good alignment/ ALL mental attributes must be 10 or better.

Chi: P.E.+1D6 (see MA powers)

Disruptions: Tend to be casual. Can very from loan wolf to talkative friend. All are likeable and easy to make friends with.

Almost always do the Digoshi stay in the background, or at least until the fighting starts. Normally the Digoshi will disguise themselves as entertainers, however some have been known to disguise themselves as weapons\armor smiths of ancient weapons. All are part of the Digoshi intelligence service, and all know how to find one another by looking for patterns in designs or decoration.

They will wear armor that has NO prowl penalty. Will also wear loose fitting, easy to move in cloths. The ONLY modern weapons they will use are vibro-blades, plasma-blades/whips, and high tech arrows (the high explosive, armor piercing exc.) Using these weapons the Digoshi do damage as per weapon (in other words if the weapon does MDC damage they will only do MDC, if it is an SDC weapon it will still do MDC to MDC objects).

Stance: They have many stances. One is a casual stand stance with hands free of pockets or with thumbs in pockets and legs are never locked. This can also be used while leaning up against a wall or chair. They are ready to fight from any position. This includes sitting down with feet resting on a table. The last stance is laying down as when asleep. Note that all Digoshi sleep in ruffly the same position and it is nearly

impossible to sneak up on them (-20% to prowl) when they are sleeping. Stances snipped, meaniless to me.

I put that in for the sake of the GM that's in a bad mood and says it is a surprise attack because you were sitting down and not expecting it. Which I can see if it is coming up from behind.

MA Exclusive to the Digoshi Warrior OCC.

Who teaches it to them and only them? Why? What if I change classes and start teaching it to others? I really hate things so restrictive.

Because I haven't gotten around to making the MA yet. The Digoshi can teach it to others, but it will not be exactly the same. For instance they will not be trained in using the chi. If a Digoshi teaches a student for the full 16 years you have a first level Digoshi. Note that to teach the full OCC you have to be at least 9th level.

Character Bonuses:

Add +2 to P.E.

Add +1 to P.S.

Add +1d6 to P.P.

Add +1d6 to S.D.C.

WoW, that high!! A full 6 to PP!! That's to much!!

Its only a full 6 if you are lucky. It could just as easily be a full 1.

Combat Skills

Attacks per Melee: P.P divided by 4 rounded down. Example: A 17 P.P. gives you 4 attacks in addition to the 2 for being a P.C.

Escape Moves: Roll w/punch/fall/impact, Somersault (Normally a back or forward Somersault over the opponent Using his body for support) can be used as an attack.(You can do it with out need of escape).

Basic Defense Moves: Dodge / Parry / Auto Dodge / Auto Parry

Auto dodge! This seems to be more aggressive, and auto doge is for the highly defensive MAs. This uses your own momentum against you, so I can dodge and you have to step out of stance to catch your self and I have an opening.

Advanced Defense moves: Parry Strike and Dodge Strike What the hell are those?

You are punching me with your left hand. I am going to parry it to your left with my right arm and knee you in the crotch at the same time. That is an example of parry strike.

Dodge strike?ø? You are in a boxing stance and are punching me with a right hook. I am going to dodge down and past your left side punching you in the stomach as I pass.

What type of strikes can you do?

Normal punch\kick or somersault kick (say you dodge backward over a table, you can somersault backwards over it to dodge and kick them at the same time).

Does it count as an attack?

YES it counts as an attack, you can not use it with the auto dodge.

Hand moves: Strike (Punch) / Guide This is a type of parry (the ability to move the opponent's punch or kick aside to give you an opening to attack and not get hit. This throws the opponent off balance because he never lost any momentum and never hit any thing.) The opponent looses his next action do to having to correct his balance and that leaves him wide open.

Just a natural roll higher then their strike or do you get bonuses? You must state you are doing it, and you roll to parry with half your bonuses.

Foot Attacks: Kick, Jump Kick, Somersault Kick, (can be done from some ones back or on the ground, across the table, exc.).

Somersault Kick does 1d8 damage.

Spacial Attacks: Death Blow, Disarm, Penalize limb (must be done on a called shot) Duration 15sec., Penalize opponent (must be done on a called shot and is -5 to strike) Duration 1d4 Minutes.

Spacial Defense: Blade Catching. This is the ability to catch a swung or thrown blade weapon by the flat of the blade, stopping it before it hits the intended victim. If the weapon is swung the move is followed by a disarm. If the disarm fails the Digoshi looses his hold on the blade, but gets away without a scratch!!! This move can be done with MDC weapons as well. Note that plasma will still hurt unless it is only on the edge of the weapon. GM I leave it to you to decide if the plasma is only on the edge or if it is on the flat as well.

Again how does this work using game mechanics?

Roll a parry w/PP bonuses for swung and thrown, but strait roll of the dice for arrows and such (they are travailing at a much faster speed).

Natural rolls or PP bonuses? Does this apply to arrows and such?

Weapon Katas: WP Blunt, WP Staff, WP Whip, WP Sword, WP Knife, WP Sherkin, WP paired weapons Swords, Sword and knife, WP Bladewhip (optional)

Modifiers to Attack: Pull Punch, Knockout/Stun, Penalize opponent (1d4 minutes), Critical Strike, Critical Strike From Rear

How does this paralyze work or is it a repeat of the one listed above?

Repeat, sorry.

MA Powers: All Digoshi have the ability to do damage as is taken. In other words, if you punch an SDC object it takes SDC damage, if you punch an MDC object it takes MDC damage. This also works with ancient weapons that are SDC, the SDC weapon will do MDC to MDC objects and not be harmed it self.

This is do to the Characters Chi, and is the only way the Character can use his chi.

Interesting idea, go for some game balance.

The Character still cant take MDC.

Level Advancement

1. P.P. divided by 4 = the number of HtH attacks, +2 to Roll/Dodge/Parry 2. + 2 to Strike/Parry/Dodge/damage

3. Critical Strike on a natural 19-20, +1 to initiative

4. +1 Attack per Melee, Death Blow on natural 20, +2 to damage 5. Critical Strike on a natural 18-20, +2 to Perry/Dodge +2 to Strike 6. +3 to pairilize limb, +1 to initiative

7. +3 to pairilize body, +1 strike

8. +1 Attack per Melee, +2 to Parry/Dodge/damage 9. Critical Strike on 17-20, +1 to initiative

10. Death Blow on a natural 19-20, +2 to Strike/Parry/Dodge/damage 11. +1 Attack per Melee, +2 to Roll

12. +1 to initiative, +2 damage

13. +1 to Strike/Parry/Dodge/Roll, +3 to Pairilize Limb and Body 14. +1 Attack per Melee, +2 damage

15. +1 initiative, Critical Strike on natural 16-20 O.C.C. Skills:

Read, Write, Native Language 98%

Read, Write, and Speak 3 additional Languages (+30%) Advanced Math: 98%

Pilot Automobile +10%

Acrobatics +20%

Prowl +10%

Climbing +20%

Select one of the following programs:

1. Mechanic - all skills at +20%

Basic Michanics Automotive Mechanics Aircraft Mechanics

2. Merchant - All skills at +20%

Streetwise Concealment Palming

Recognize Quality (same as weapons quality, but for general items) 3. Entertainer - All skills are at +20%

Disguise Forgery

Storytelling (same as singing) Singing

Dancing Palming

4 musical instruments

O.C.C. Related Skills: 3 additional skills can be selected from any category except Modern Weapons.

Secondary Skills: 6 other skills can be selected from any category except Modern Weapons, but have no bonuses. +2 skills at levels 3, 6, 10, and 1 at levels 12 and 15.

Standard Equipment: Two spare sets of cloths, a first-aid kit, two weeks of food rations, dark hardened oak staff, two swords (SDC only), 1-100 sherkin (roll 2d10), two other weapons of choice (ancient weapons only), 100 ft of lightweight strong rope with grappling hook, backpack, knapsack, canteen, and some personal items.

Money: 4d6X100 credits and 1d6X1000 in gold coins.

Cybernetics: NONE and WILL NEVER GET ANY, may have bio-systems if they are necessary to sustain life.

History: The Digoshi were rifted here from there own world for some unknown reason. In there own world they were the eyes and ears of the king. They were loved by the people because they did not show

themselves or flont their power unless they were attacked. Thief primary purpose is to guard the towns against attack. However, as the kings eyes and ears they listened to the people and there responses to new laws, reasons for going to war, and the like. Also the Digoshi are used to hunt down highly wanted criminals and to keep peace among the people. Every where a Digoshi goes he makes contacts and establishes safe houses for himself and others of his choosing. All Digoshi now how to find these safe houses and any one is allowed to use them. The houses will provide food and a safe place to rest up from a long jerny or a safe place to hide if the Digoshi is being hunted himself. The Digoshi will often take others in need of help to these houses. The last purpose of the house is to get information of the serounding aria to pass on to any one who knows how to use the houses. There is a greeting ritual to identify the Digoshi or one they are helping. There are currently over 2000 safe houses in North America and 950 in Europe (2 are in Lundon and 3 are in Munich).

Diplomat O.C.C.

By:

Steven Trustrum

The lifeblood of any government, especially ones as turbulent and conflict oriented as those of the Warspheres, the diplomat is a master of manipulation and double dealing.

Filling the roles of staffers, dignitaries and ambassadors, these characters are essential to interfaction relations and are often the difference between two factions settling their differences or going to war.

Perhaps not the most glamorous or exciting of the jobs one can have in an environment such as the Warspheres, it remains a vital one none the less.

Bonuses: +2 to M.A., gets two attempts to make any trust/intimidate rolls and diplomacy rolls.

Attribute Requirements: None.

O.C.C. Skills:

Diplomacy (+30%) Bureaucracy (+20%) Lore - Law (+15)

2 additional Lore skills (+10%)

Literacy and Speaking with 3 languages of choice (+15%)

Hand to Hand Basic costs one, Expert costs two or Martial Arts costs three "O.C.C. Related Skills" to attain.

O.C.C. Related Skills: Select 12 other skills. Plus select one additional skill at levels three, six, ten, and thirteen. All new skills start at level one proficiency.

Communications: Any (+15% on Performance) Domestic: Any

Electrical: Basic only

Espionage: Forgery, Intelligence, Interrogation Techniques and Pick Locks only.

Mechanical: Basic only Medical: First Aid only

Military: Military Etiquette only.

Physical: Any

Pilot: Any but is very unlikely to take Power Armour/Robot or combat vehicle skills Pilot Related: Any (-10% on Weapon Systems)

Rogue: Any (+10%) Science: Any (+15%) Technical: Any (+15%) W.P.: Any

Wilderness: Hunting and Land Navigation only

Secondary Skills: The character gets to select 8 secondary skills from the previous list. These skills do not get the advantage of the bonus listed. All secondary skills start at the base level.

Standard Equipment: Many fine sets of clothes, clothes suited to the environ to which the diplomat is assigned, a pocket computer, an armoured briefcase (75 M.D.C.), a small (and easily concealed) weapon, long/trenchcoat (with armoured lining; 25 M.D.C.), video and audio recorder with several extra recording disks, a vehicle suitable to the diplomat's assignment.

Equipment Available upon Assignment: Depends upon corporation/government employing the character.

Usually includes armoured vehicles for dangerous expeditions, a staff, computer access, spy equipment and other such devices.

Money: 1d4x1000 in cash plus 2d6x1000 in valuables Cybernetics: None to start

Xp Table: Use rogue scholar chart

In document OCC-RCC NetBook.doc 0 (Page 182-187)