New OCC up for consideration....
Posted: Sat Jan 27, 2007 8:49 pm
Have a look, and tell me what you think. Better yet, playtest it for me. A Scholar and Adventerer OCC from the Thundercloud Galaxy manuscript...
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Expeditionary OCC
Despite the fact that their civilizations stretch across 170,000 light-years, the majority of people in the CCW and the TGE never venture out into space. Instead, they choose to live vicariously through the experiences of others. The great unwashed masses represent a huge market, and that is where the Expeditionary comes in. An Expeditionary is, simply put, a celebrity explorer. Their goal in life is to attain fame and fortune by exploring the undiscovered portions of the Three Galaxies.
Expeditionaries come from a wide rage of backgrounds. Some are wealthy industrialists or nobles. Others are just happen to have an aptitude for wilderness survival and map making. Regardless of where they come from, they all tend to be curious, outgoing, and highly educated. They also work in a similar way. Firstly, they decide where it is that they want to go. Sometimes they might want to follow up on a rumor (“I‘ve heard the Spacers say that there are vast teelium deposits to be found in the Jaybudd Expanse”), or they might just randomly point to one of the many blank spaces on the tri-galactic map (“The Crèche Clouds. No one has ever been there, but I will be the first!”). Once they have a place in mind, they then need to organize an exploration party. That means finding a source of funding.
All Expeditionaries have to find a patron if they themselves are ever going to become rich and famous. They go hat-in-hand to media outlets, corporations, wealthy individuals, universities, scientific societies, and planetary governments, in a fundraising campaign that can take years. They attend dinners. They make speeches. They display artifacts. They draft proposal after proposal until they are drowning in charts and financial statements. They do this until someone bites, and gives them money. The exact amount varies depending on just who is cutting the cheque, but a fortunate or especially charismatic Expeditionary might receive combined funding from several sources.
The other members of the adventuring party are usually hired locally. Not only does this cut down on the cost of traveling to the unexplored area, but also helps to ensure that the Expeditionary is being backed up by competent people who will have some knowledge of the land and its possible dangers. Mercenary soldiers and men with military backgrounds are always hired on to act as protection, but many other types of professions are needed as well. Examples include spacers (have to get to the Forbidden Planet somehow), scientists, at least one doctor, translators, wilderness scouts, operators, missionaries, cooks, civil engineers, and porters (because someone has to help the party to carry all of its stuff). The abilities and achievements of these others are secondary however, to those of the Expeditionary; he is the leader and it’s all about him.
Exactly what happens to the character over the course of their exploration differs from person to person. Some end up “going native”, adopting the dress, mannerisms, and even the religious beliefs of the new species they come into contact with. Still others become hardened racists during their travels, cutting a destructive swath across the map, and taming unknown territories not with treaties and trinkets, but with e-clips and guns.
All throughout the journey, they will take copious notes and keep an exhaustive diary, because it is only when they get back home that they can cash in on their experiences. Movie rights, lecture circuits, teaching positions, even governmental appointments can all be theirs if the adventure was particularly harrowing and if they can write a bestseller. A public hungry for adventure but too scared to actually partake in one will gobble up their every word, and make the Expeditionary a millionaire. All they have to do is make it back alive, which in itself is no small feat.
Attribute Requirements: IQ of 9 or better, and an MA of 11 or better.
Bonuses: +1 to save against poisons/disease
OCC Skills:
Performance (+10%)
Wilderness Survival (+10%)
First Aid (+10%)
Athletics General
Climbing
Pilot Hovercraft
Navigation (+10%)
Read Sensors
Lore: Galactic/Alien (+15%)
Writing (+10%)
WP (one of choice)
*Hand to hand combat can be selected as an “other” skill as follows: basic counts as one skill choice, Expert as two, Martial Arts as three, and Assassin counts as four (4) skill selections.
OCC Related Skills: Select 14 other skills at first level, but at least two must be Language or Lore skills. The character may also select an additional 3 skills at level 3, and 1 skill each at levels 6, 9, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Cowboy: None
Domestic: Any (+5%)
Electrical: Basic only
Espionage: Any
Mechanical: Basic and Field Armorer only
Medical: Brewing, and Holistic Medicine only
Military: None
Physical: Any, except acrobatics and gymnastics
Pilot: Any, except robots, power armor, and military vehicles
Pilot Related: Any (+10%)
Rogue: Any (+5%)
Science: Any (+5%)
Technical: Any (+15%) to Languages)
WP: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets 3 Secondary skills to begin with. These represent additional areas of knowledge that do not get the bonus listed in parenthesis (). All secondary skills begin at the base level. Also, skills are limited (any, only, none) as previously indicated on the list. One additional Secondary Skill may be chosen at levels 3, 6, 9, and 12.
Standard Equipment: Personally start with a digital recorder/player, a video recorder, portable language translator, notebook computer, a set of dress clothes and a set of traveling clothes, survival knife, carrying case for artifacts and books, and personal items. Weapons can include just about anything, but starts with one energy weapon of choice and two extra clips. Lean towards light body armor that doesn’t hinder their mobility.
Additionally, they will want to be sure and bring along a well stocked medicine chest or better yet, a portable lab, camping equipment, tools, scientific equipment, and items for trade/barter. These will might come out of the character’s own pocket, or be purchased using the expedition’s funds – see below.
Money: First level characters will have 2D6x100 in credits and 5D6x1000 in saleable items. Experienced celebrities (7th level or better) who are going out on a second or even a third voyage of discovery start with 2D6 x 1,000,000 credits, but will be expected to finance a large portion of the adventure by themselves.
Cybernetics/Bionics: None to start. May or may not be opposed to getting any as the game progresses.
Game Master Notes: The Expeditionary can be a unique and demanding role-playing opportunity. Their journey can easily become the backdrop for countless adventures, and can draw in other Players from a wide range of OCC’s. When someone wishes to play an Expeditionary, they should sit down with the Game Master and hash out some details, such as where it is they want to go, what they are hoping to find/achieve, and what kind of axillaries he or she would like to bring along. The quest to secure funding should be played out to a large degree, and could itself turn into a long-running adventure.
Once they find financial backing, the mission’s exact resources can be easily fleshed out by using the Mercenary Company Creation rules found in Rifts Mercenaries, page 9. Keep close attention to the “company’s” gear and salary levels. The Expeditionary character can pay himself whatever he likes; payment for everyone else is the same as for a war. Indigenous conscripts only need to get paid if the majority of the adventuring party is of a Good alignment, otherwise, to hell with them.
_____________________________________________________________
Expeditionary OCC
Despite the fact that their civilizations stretch across 170,000 light-years, the majority of people in the CCW and the TGE never venture out into space. Instead, they choose to live vicariously through the experiences of others. The great unwashed masses represent a huge market, and that is where the Expeditionary comes in. An Expeditionary is, simply put, a celebrity explorer. Their goal in life is to attain fame and fortune by exploring the undiscovered portions of the Three Galaxies.
Expeditionaries come from a wide rage of backgrounds. Some are wealthy industrialists or nobles. Others are just happen to have an aptitude for wilderness survival and map making. Regardless of where they come from, they all tend to be curious, outgoing, and highly educated. They also work in a similar way. Firstly, they decide where it is that they want to go. Sometimes they might want to follow up on a rumor (“I‘ve heard the Spacers say that there are vast teelium deposits to be found in the Jaybudd Expanse”), or they might just randomly point to one of the many blank spaces on the tri-galactic map (“The Crèche Clouds. No one has ever been there, but I will be the first!”). Once they have a place in mind, they then need to organize an exploration party. That means finding a source of funding.
All Expeditionaries have to find a patron if they themselves are ever going to become rich and famous. They go hat-in-hand to media outlets, corporations, wealthy individuals, universities, scientific societies, and planetary governments, in a fundraising campaign that can take years. They attend dinners. They make speeches. They display artifacts. They draft proposal after proposal until they are drowning in charts and financial statements. They do this until someone bites, and gives them money. The exact amount varies depending on just who is cutting the cheque, but a fortunate or especially charismatic Expeditionary might receive combined funding from several sources.
The other members of the adventuring party are usually hired locally. Not only does this cut down on the cost of traveling to the unexplored area, but also helps to ensure that the Expeditionary is being backed up by competent people who will have some knowledge of the land and its possible dangers. Mercenary soldiers and men with military backgrounds are always hired on to act as protection, but many other types of professions are needed as well. Examples include spacers (have to get to the Forbidden Planet somehow), scientists, at least one doctor, translators, wilderness scouts, operators, missionaries, cooks, civil engineers, and porters (because someone has to help the party to carry all of its stuff). The abilities and achievements of these others are secondary however, to those of the Expeditionary; he is the leader and it’s all about him.
Exactly what happens to the character over the course of their exploration differs from person to person. Some end up “going native”, adopting the dress, mannerisms, and even the religious beliefs of the new species they come into contact with. Still others become hardened racists during their travels, cutting a destructive swath across the map, and taming unknown territories not with treaties and trinkets, but with e-clips and guns.
All throughout the journey, they will take copious notes and keep an exhaustive diary, because it is only when they get back home that they can cash in on their experiences. Movie rights, lecture circuits, teaching positions, even governmental appointments can all be theirs if the adventure was particularly harrowing and if they can write a bestseller. A public hungry for adventure but too scared to actually partake in one will gobble up their every word, and make the Expeditionary a millionaire. All they have to do is make it back alive, which in itself is no small feat.
Attribute Requirements: IQ of 9 or better, and an MA of 11 or better.
Bonuses: +1 to save against poisons/disease
OCC Skills:
Performance (+10%)
Wilderness Survival (+10%)
First Aid (+10%)
Athletics General
Climbing
Pilot Hovercraft
Navigation (+10%)
Read Sensors
Lore: Galactic/Alien (+15%)
Writing (+10%)
WP (one of choice)
*Hand to hand combat can be selected as an “other” skill as follows: basic counts as one skill choice, Expert as two, Martial Arts as three, and Assassin counts as four (4) skill selections.
OCC Related Skills: Select 14 other skills at first level, but at least two must be Language or Lore skills. The character may also select an additional 3 skills at level 3, and 1 skill each at levels 6, 9, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Cowboy: None
Domestic: Any (+5%)
Electrical: Basic only
Espionage: Any
Mechanical: Basic and Field Armorer only
Medical: Brewing, and Holistic Medicine only
Military: None
Physical: Any, except acrobatics and gymnastics
Pilot: Any, except robots, power armor, and military vehicles
Pilot Related: Any (+10%)
Rogue: Any (+5%)
Science: Any (+5%)
Technical: Any (+15%) to Languages)
WP: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets 3 Secondary skills to begin with. These represent additional areas of knowledge that do not get the bonus listed in parenthesis (). All secondary skills begin at the base level. Also, skills are limited (any, only, none) as previously indicated on the list. One additional Secondary Skill may be chosen at levels 3, 6, 9, and 12.
Standard Equipment: Personally start with a digital recorder/player, a video recorder, portable language translator, notebook computer, a set of dress clothes and a set of traveling clothes, survival knife, carrying case for artifacts and books, and personal items. Weapons can include just about anything, but starts with one energy weapon of choice and two extra clips. Lean towards light body armor that doesn’t hinder their mobility.
Additionally, they will want to be sure and bring along a well stocked medicine chest or better yet, a portable lab, camping equipment, tools, scientific equipment, and items for trade/barter. These will might come out of the character’s own pocket, or be purchased using the expedition’s funds – see below.
Money: First level characters will have 2D6x100 in credits and 5D6x1000 in saleable items. Experienced celebrities (7th level or better) who are going out on a second or even a third voyage of discovery start with 2D6 x 1,000,000 credits, but will be expected to finance a large portion of the adventure by themselves.
Cybernetics/Bionics: None to start. May or may not be opposed to getting any as the game progresses.
Game Master Notes: The Expeditionary can be a unique and demanding role-playing opportunity. Their journey can easily become the backdrop for countless adventures, and can draw in other Players from a wide range of OCC’s. When someone wishes to play an Expeditionary, they should sit down with the Game Master and hash out some details, such as where it is they want to go, what they are hoping to find/achieve, and what kind of axillaries he or she would like to bring along. The quest to secure funding should be played out to a large degree, and could itself turn into a long-running adventure.
Once they find financial backing, the mission’s exact resources can be easily fleshed out by using the Mercenary Company Creation rules found in Rifts Mercenaries, page 9. Keep close attention to the “company’s” gear and salary levels. The Expeditionary character can pay himself whatever he likes; payment for everyone else is the same as for a war. Indigenous conscripts only need to get paid if the majority of the adventuring party is of a Good alignment, otherwise, to hell with them.