Trucker OCC
Posted: Sat Jan 07, 2023 9:45 pm
Trucker OCC
“My rig’s my ship, the road my ocean!”
------Anonymous Trucker
“Out on the Road, you see just about anything and everything...I done seen deserts become jungles in the blink of the eye, rode the Ribbon to other worlds, hauled damned souls to hell, and carried them back out to heaven, once went across the puddle to do the Berlin to Krakow run through Brodkil territory with a few Polish comrades, even taken a wrong turn and wound up once in old pre-Rifts San Francisco ...I’ve seen and heard of Trucks that had no drivers but were livin’ breathen’ creatures themselves...known truckers who raised entire families on the road without ever once settin’ foot on the ground outside...known wizards who spelled their veheecles so they could fly or jump, even seen the King in a rhinestoned rig tankin’ up on petro outside Chi-Town! ...wait long enough and ANYTHING can happen on the Roads!”
------”Pappy Roadrage”, Freelance Trucker
“Hey, Officer Lardass, that makes what?...THREE hovercars you’ve trashed tryin’ to catch me? Don’tcha EVER get the message?”
“THAT’S LARGASSE, YOU BASTARD! ONCE I GET OUT FROM UNDER THIS MANURE I SWEAR I’LL GET YOUR SMUGGLING FILTHY GUNRUNNING NONHUMAN ASS IF IT’S THE LAST THING I DO, JACK RABBIT!”
---CB radio exchange intercepted outside CS New Kenora
In the world of Rifts Earth, most people have no desire to travel beyond the relatively secure and known boundaries of their home region/town/county....beyond obviously limiting communications between communities, this fear and reluctance has also engendered a “make-do” attitude in villages and towns. The lack of various goods and materials, so readily available through nation-wide transportation networks in the pre-Rifts era, has contributed to the general poverty and squalor of most communities.
Yet, inevitably, the disparate communities and nation-states of Rifts Earth will reach out to each other, to form stable unions, or large trading blocs, or, in the case of large corporations, distribution networks. What is needed then, is not the random adventurer, or wilderness scout, or wandering warrior band, but a dedicated class of merchant-adventurers, brave enough to venture beyond their familiar digs and not be phazed by what they may encounter, self-reliant enough to survive in the field, and blasé enough about the work to consider it routine. These individuals don’t blaze trails, but tramp down already blazed ones. they don’t go seeking high adventure, but it seems to follow them. They aren’t out to save the world, but they are slowly and steadily doing so, with every load of California citrus they bring East, every load of steel they carry back, every bushel of wheat they truck into the urban complexes, every shipment of guns and computers they take back out to the farmland villages. They are the Truckers.
Truckers often have a freedom of movement that few other travelers enjoy; often working a circuit of communities that rely on them for regular commerce. Where strangers are greeted with pointed weapons and hostile looks, Truckers are often greeted with open arms and a warm meal. Even many CS communities and regional authorities will look the other way, even in the case of D-bee Truckers, since they often can get much-needed goods to outlying towns and cities without the need for costly and attention-attracting military escorts.
Truckers are part Operator, part Gypsy, part Wilderness Scout. They come from a wide variety of backgrounds and even races; farm boys and girls venturing far from home, corporate-trained transport experts, Earndroth rogues with a chip on their shoulders, Elves out to spread the Mystic Word and make some bucks, freewheeling sociopaths who like the solitude, hopeless sociophiles who love seeing new places, heroes and bandits who like feeling the wheel in their tentacles and the pedal under their feet. They wind up learning a little bit of everything so they can make do on the lonely road, or make small talk with whoever they meet. Truckers can be paladins in an eighteen wheeler, or ruthless mercenaries out to run anyone who crosses them off the road, and they often keep company as outrageous as themselves.
Alignments: Any
Racial Restrictions: None; just a love of the road
OCC Skills:
Language: Native 98%
Literacy: Native 95%
Language(Two of choice: +10%)
Radio: Basic(+15%)
Barter(+18%)
Pilot Automobile(+20%)
Pilot: Trucks(+20%)
Pilot: Three vehicles of choice(+10%)(-10% to aircraft, no Spacecraft)
Automotive Mechanics(+15%)
Jury-Rig(+10%)
Land Navigation(+15%)
2 Weapons Proficiencies of choice
Hand to Hand: Basic---May be upgraded to expert for one ‘other’ skill, or martial arts, for two skill selections
Lore: Roadwise---This is much like the ‘Contacts’ skill in MIO in that it means that the Trucker is familiar in passing with many of the vagaries of the road, dangers and colorful characters along the better travelled routes, and some of the more illustrious personalities cruising the traderoads and yakkin’ on the airwaves. Truckers will be able to recognize callsigns and rigs of fellow truckers, can point out ‘safehouses’ and familiar traveller rest stops/garages, best places to get a cheap meal, good repairs, or fair price, and might even tell who some of the police officers are in the larger towns, as well as their attitudes and tactics concerning traders. Base Skill 45% +5% per level of experience; -5% per year that the Trucker doesn’t take a given route.
The Trucker may also attempt to identify the authenticity of a fellow Trucker’s radio calls, by their familiarity with their operating procedures and attitudes; 30% base + 2% per level of experience. Since many bandits and less scrupulous governments(including the CS) often attempt to lure caravans with false radio calls, this is a particularly useful skill to have.
Other Skills:
Select 8 “Other” Skills, plus two at level three, one at level nine, and one at level twelve.
Communications: Any(+10% to radio skills and Languages)
Domestic: Any(+5%)
Electrical: Basic only
Espionage: None, except Forgery(+5%)
Mechanical: Any (+6%)
Medical: First Aid, Holistic Medicine and Paramedic only(+5%, the latter counts as two selections)
Military: Camouflage(+5%) and Demolitions only
Physical: Any
Pilot: Any, except Spacecraft
Pilot Related: Any(+5%)
Rogue: Any( +5% to Gambling, +10% to Find Contraband)
Science: Math Basic only
Technical: Any(+10% to Appraise Goods , Salvage, and Lore)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills:
Select 4 skills without benefit of any of the bonuses above, and subject to restrictions of same.
Experience Table: Use XP table for Vagabond Scout
Standard Equipment/Possessions: A cargo-carrying ground vehicle of choice, with 1d4 modest modifications of choice, CB radio, tool kit, first aid kit, food and water rations for two weeks, 100 feet of rope or chain, binoculars, set of road maps and charts, compass(and astrolab for sun sightings), weapons for each WP, plus 1d4 extra clips for ranged/modern weapons
Money/Savings: Most of a Trucker’s money goes into their vehicles, but they do manage to squirrel away modest savings of 3d4x100 credits, and 2d4x1,000 credits in black market items
Cybernetics/Bionics: Depends on the individual......some Truckers shun any form of augmentation, while others can’t live without a concealed cyberweapon, enhanced senses, driver interface, or rig-lifting jack-arm. Some Truckers go so far as to wire themselves completely into their machines, and there are even reports of full-conversion Truckers who are essentially disembodied brains hooked up to multi-ton vehicular bodies.
“My rig’s my ship, the road my ocean!”
------Anonymous Trucker
“Out on the Road, you see just about anything and everything...I done seen deserts become jungles in the blink of the eye, rode the Ribbon to other worlds, hauled damned souls to hell, and carried them back out to heaven, once went across the puddle to do the Berlin to Krakow run through Brodkil territory with a few Polish comrades, even taken a wrong turn and wound up once in old pre-Rifts San Francisco ...I’ve seen and heard of Trucks that had no drivers but were livin’ breathen’ creatures themselves...known truckers who raised entire families on the road without ever once settin’ foot on the ground outside...known wizards who spelled their veheecles so they could fly or jump, even seen the King in a rhinestoned rig tankin’ up on petro outside Chi-Town! ...wait long enough and ANYTHING can happen on the Roads!”
------”Pappy Roadrage”, Freelance Trucker
“Hey, Officer Lardass, that makes what?...THREE hovercars you’ve trashed tryin’ to catch me? Don’tcha EVER get the message?”
“THAT’S LARGASSE, YOU BASTARD! ONCE I GET OUT FROM UNDER THIS MANURE I SWEAR I’LL GET YOUR SMUGGLING FILTHY GUNRUNNING NONHUMAN ASS IF IT’S THE LAST THING I DO, JACK RABBIT!”
---CB radio exchange intercepted outside CS New Kenora
In the world of Rifts Earth, most people have no desire to travel beyond the relatively secure and known boundaries of their home region/town/county....beyond obviously limiting communications between communities, this fear and reluctance has also engendered a “make-do” attitude in villages and towns. The lack of various goods and materials, so readily available through nation-wide transportation networks in the pre-Rifts era, has contributed to the general poverty and squalor of most communities.
Yet, inevitably, the disparate communities and nation-states of Rifts Earth will reach out to each other, to form stable unions, or large trading blocs, or, in the case of large corporations, distribution networks. What is needed then, is not the random adventurer, or wilderness scout, or wandering warrior band, but a dedicated class of merchant-adventurers, brave enough to venture beyond their familiar digs and not be phazed by what they may encounter, self-reliant enough to survive in the field, and blasé enough about the work to consider it routine. These individuals don’t blaze trails, but tramp down already blazed ones. they don’t go seeking high adventure, but it seems to follow them. They aren’t out to save the world, but they are slowly and steadily doing so, with every load of California citrus they bring East, every load of steel they carry back, every bushel of wheat they truck into the urban complexes, every shipment of guns and computers they take back out to the farmland villages. They are the Truckers.
Truckers often have a freedom of movement that few other travelers enjoy; often working a circuit of communities that rely on them for regular commerce. Where strangers are greeted with pointed weapons and hostile looks, Truckers are often greeted with open arms and a warm meal. Even many CS communities and regional authorities will look the other way, even in the case of D-bee Truckers, since they often can get much-needed goods to outlying towns and cities without the need for costly and attention-attracting military escorts.
Truckers are part Operator, part Gypsy, part Wilderness Scout. They come from a wide variety of backgrounds and even races; farm boys and girls venturing far from home, corporate-trained transport experts, Earndroth rogues with a chip on their shoulders, Elves out to spread the Mystic Word and make some bucks, freewheeling sociopaths who like the solitude, hopeless sociophiles who love seeing new places, heroes and bandits who like feeling the wheel in their tentacles and the pedal under their feet. They wind up learning a little bit of everything so they can make do on the lonely road, or make small talk with whoever they meet. Truckers can be paladins in an eighteen wheeler, or ruthless mercenaries out to run anyone who crosses them off the road, and they often keep company as outrageous as themselves.
Alignments: Any
Racial Restrictions: None; just a love of the road
OCC Skills:
Language: Native 98%
Literacy: Native 95%
Language(Two of choice: +10%)
Radio: Basic(+15%)
Barter(+18%)
Pilot Automobile(+20%)
Pilot: Trucks(+20%)
Pilot: Three vehicles of choice(+10%)(-10% to aircraft, no Spacecraft)
Automotive Mechanics(+15%)
Jury-Rig(+10%)
Land Navigation(+15%)
2 Weapons Proficiencies of choice
Hand to Hand: Basic---May be upgraded to expert for one ‘other’ skill, or martial arts, for two skill selections
Lore: Roadwise---This is much like the ‘Contacts’ skill in MIO in that it means that the Trucker is familiar in passing with many of the vagaries of the road, dangers and colorful characters along the better travelled routes, and some of the more illustrious personalities cruising the traderoads and yakkin’ on the airwaves. Truckers will be able to recognize callsigns and rigs of fellow truckers, can point out ‘safehouses’ and familiar traveller rest stops/garages, best places to get a cheap meal, good repairs, or fair price, and might even tell who some of the police officers are in the larger towns, as well as their attitudes and tactics concerning traders. Base Skill 45% +5% per level of experience; -5% per year that the Trucker doesn’t take a given route.
The Trucker may also attempt to identify the authenticity of a fellow Trucker’s radio calls, by their familiarity with their operating procedures and attitudes; 30% base + 2% per level of experience. Since many bandits and less scrupulous governments(including the CS) often attempt to lure caravans with false radio calls, this is a particularly useful skill to have.
Other Skills:
Select 8 “Other” Skills, plus two at level three, one at level nine, and one at level twelve.
Communications: Any(+10% to radio skills and Languages)
Domestic: Any(+5%)
Electrical: Basic only
Espionage: None, except Forgery(+5%)
Mechanical: Any (+6%)
Medical: First Aid, Holistic Medicine and Paramedic only(+5%, the latter counts as two selections)
Military: Camouflage(+5%) and Demolitions only
Physical: Any
Pilot: Any, except Spacecraft
Pilot Related: Any(+5%)
Rogue: Any( +5% to Gambling, +10% to Find Contraband)
Science: Math Basic only
Technical: Any(+10% to Appraise Goods , Salvage, and Lore)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills:
Select 4 skills without benefit of any of the bonuses above, and subject to restrictions of same.
Experience Table: Use XP table for Vagabond Scout
Standard Equipment/Possessions: A cargo-carrying ground vehicle of choice, with 1d4 modest modifications of choice, CB radio, tool kit, first aid kit, food and water rations for two weeks, 100 feet of rope or chain, binoculars, set of road maps and charts, compass(and astrolab for sun sightings), weapons for each WP, plus 1d4 extra clips for ranged/modern weapons
Money/Savings: Most of a Trucker’s money goes into their vehicles, but they do manage to squirrel away modest savings of 3d4x100 credits, and 2d4x1,000 credits in black market items
Cybernetics/Bionics: Depends on the individual......some Truckers shun any form of augmentation, while others can’t live without a concealed cyberweapon, enhanced senses, driver interface, or rig-lifting jack-arm. Some Truckers go so far as to wire themselves completely into their machines, and there are even reports of full-conversion Truckers who are essentially disembodied brains hooked up to multi-ton vehicular bodies.