ShadowLogan wrote:jburkett wrote:Hello, Has anyone brought up the question as to why Mercs and Robot Pilots (and I'm sure there are other classes) don't have a the Special O.C.C. Bonuses and Abilities section that other O.C.C.'s do (in RUE)? If this is addressed in one of the source books or elsewhere and someone can direct me to it, I would appreciate it. It just seems odd to me that, for example, an Operator O.C.C. gets a bonus to P.S. and additional S.D.C and Merc's don't. And additionally, Rogue Scientists get additional S.D.C. as well. I would think that for the sake of consistency they should have included Special O.C.C. Bonuses and Abilities under each O.C.C. and just said "None" under it if that is the case. On the surface of things, there seems to be a glaring omission. Again, if this has been addressed somewhere and you can direct me to the info, I would appreciate it. Thanks!
The Robot Pilot OCC really would not benefit in their designated role by a bonus to nearly any of the 8 attributes (IQ might be an exception for skill bonus), and SDC shouldn't really be a factor. IINM in terms of skills they are already pretty advanced given that most other classes, even if they wanted to become a 'bot/PA pilot would have to spend several skills (at least 3 to be "passable", reality looks more like 6) giving them a leg up. This OCC likely also depends more on their equipment to compensate and the bonuses from their skills (RC:E essentially acts as a CK or Juicer or Crazy special bonuses).
The Mercenary OCC in RUE is more of a valid concern, but their (and maybe even Robot OCC) special bonus may be in the form of extra stock "skills" (I can't say for sure, but these two OCCs get something like 20+ OCC skills essentially, which is more than most of of the OCCs in RUE get in terms of OCC, factoring in other/secondary may make it a wash I don't know as I haven't looked at it in depth).
Note that for these skill count comparisons, I count hth basic as 1, expert as 2, martial arts or assassin as 3, and commando as 4 based on weight of evidence for skill choice value. I also include information about taking Advanced Training (AT) later in life.
Mercenary OCC members get 20 OCC, related, and secondary skills plus 6 to 8 MOS skills, for a total of 26-28 1st lvl skills. They get 5 more related (so at lvl 3 could take a skill and trade the rest away for AT) and six more secondary, allowing a second AT potentially by trading away 5 new skills at level 8 (3rd level OCC plus both lvl 4 and lvl 8 secondary skills) without touching initial skills.
Combat Cyborgs gets 25 total, with 4 future related (so can get one AT at level 3) and only 3 future secondary (so a second AT will have to cut into initial skills). (If one can get the ATs at first level, this can be a good OCC to do that with because it is only a total of 9 1st level skills and 16 total traded away for 2 ATs at 1st level) The language translator could up that effective skill count by a fair amount, but I am blanking on if that is bionic only or if it is also a cybernetic option.
Crazies get 36 total lvl 1 skills, and get 8 future OCC skills, so go ahead and trade all the choices away at lvl 3 for two ATs if you want. They also get 4 more secondary skills. They of course also get a ton of bonuses.
Cyber-knights get a total of 39 OCC skills, plus 10 future OCC related skills (and thus can easily trade away for two ATs at level 3) and 6 future secondary skills. They also get a ton of bonuses.
Glitter Boy pilots get 26 1st level skills, plus 5 future OCC related skills and 8 future secondary skills. Can take 1 OCC skill at lvl 3 and trade the other 4 away for one AT, then use the 2 secondaries from 3 and 5 plus that lvl 3 OCC to get a second AT at level 5 if desired. They only get extra bonuses if they are from a long line of GB pilots.
Headhunter Techno-warriors get 37 1st level skills, plus 4 future OCC related skills (and thus can trade for one AT at 3rd lvl) and 8 future secondary skills (would have to wait until lvl 9 to take a second AT without touching initial skills). They also get some nice OCC bonuses.
Juicers get 30 1st lvl skills, plus 5 future OCC related skills (one of which comes at lvl 2, but leaves 4 more to trade away at lvl 3 for one AT) and 10 future secondary skills; by using the lvl 3 and 6 secondaries and the lvl 2 OCC related you could get a second AT at lvl 6 without sacrificing initial skills. They also get a ton of bonuses.
Robot pilots get 24 1st lvl skills plus 5 more OCC related (one at lvl 2, allowing the other 4 to be traded away at lvl 3 for an AT). Both the Power Armor MOS and the Robot MOS grant an additional 9 MOS skill at 1st lvl (33 total) plus 4 more Robot Combat elite skills in the future (Up to GM if those can count as future OCC related for the purpose of trading away for an AT; if they do that is 2 ATs at lvl 3).
Mercenary soldier is about as weak as an OCC can get. They are specifically limited to basic vehicle types - Power armor and robots are not an option. Keep in mind that your Body Fixer can take any pilot skills, including Robot Combat Elite. City rats can take Robot Combat: Basic (but apparently can't pilot them? This may be an error). Cyber-Docs can take any, including elite. So can Operators, Rogue Scientists, Ley Line Walkers, Techno-Wizards, Mind Melters, and Civilized Psi-Stalkers.
City Rats, Operators, Rogue Scientists, Vagabonds, Wilderness Scouts, Ley Line Walkers, Mystics, Shifters, Techno-Wizards, Bursters, DOG BOYS, Mind Melters, and both civilized and wild Psi-Stalkers can get Martial Arts or Assassin. Rogue Scholars can get martial arts.
I would definitely give them some other bonuses if a PC is playing one.