robotech:third_invid_war:occ
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| robotech:third_invid_war:occ [2024/04/13 05:39] – adding new occs punksmurph | robotech:third_invid_war:occ [2024/04/13 06:45] (current) – forgot invid pic punksmurph | ||
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| - | # New O.C.C.s for Third Invid Invasion | + | ====== |
| With a new war comes a new reality for many on earth, some Invid are not always foes, old friends are not always friendly, and many are now out for themselves. Those from the REF left behind are doing their best to extend their skills to a devastated human population. | With a new war comes a new reality for many on earth, some Invid are not always foes, old friends are not always friendly, and many are now out for themselves. Those from the REF left behind are doing their best to extend their skills to a devastated human population. | ||
| - | ## Renegade Invid | + | ===== Renegade Invid ===== |
| - | //" | + | {{ : |
| Kayagh, Renegade Stage 5 Invid | Kayagh, Renegade Stage 5 Invid | ||
| Line 126: | Line 126: | ||
| **NOTE:** Finding spare parts for Invid Battloids will be **VERY** hard (almost next to impossible). Bio-Maintenance Engineers trying to repair Invid mecha have an automatic -20% to their rolls, and must work with the Invid AT ALL TIMES during the repair process. | **NOTE:** Finding spare parts for Invid Battloids will be **VERY** hard (almost next to impossible). Bio-Maintenance Engineers trying to repair Invid mecha have an automatic -20% to their rolls, and must work with the Invid AT ALL TIMES during the repair process. | ||
| - | ## GANGER O.C.C. | + | ===== GANGER O.C.C. |
| - | The Invid Wars have been very hard on the general civilian population of Earth. The democratic governments of the past have collapsed, and along with them almost all civil services such as police, hospitals, schools, etc. Many people have given in to despair, and spend their days huddled in shelters or under rubble praying that everything will go away. Others have adapted and learned to live in the harsh new world, becoming stronger and more resilient (and more brutal) in order to survive in a land where "might makes right" | + | {{: |
| Sometimes gangers will become disillusioned with their fellow gang members and seek to escape. Leaving a gang is not hard; all one needs to do is sneak out of their city and into the wastelands that surround them. Often these ex-gangers will hook up with resistance fighters or rebels and work together for something better. Although usually young, poor, and uneducated, these warriors bring with them survival skills that are invaluable to a party traveling in the destroyed cities and urban wastelands of Earth. | Sometimes gangers will become disillusioned with their fellow gang members and seek to escape. Leaving a gang is not hard; all one needs to do is sneak out of their city and into the wastelands that surround them. Often these ex-gangers will hook up with resistance fighters or rebels and work together for something better. Although usually young, poor, and uneducated, these warriors bring with them survival skills that are invaluable to a party traveling in the destroyed cities and urban wastelands of Earth. | ||
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| An automobile, jeep, dune buggy, or motorcycle. One knife, one pistol, and one rifle weapon (may be MDC weapons). 1D6 spare clips for each weapon. 30% chance that the character will own a suit of REF or Southern Cross armor (70% chance if a frag). See the entry on FRAGS for possible weapon and armor selections. | An automobile, jeep, dune buggy, or motorcycle. One knife, one pistol, and one rifle weapon (may be MDC weapons). 1D6 spare clips for each weapon. 30% chance that the character will own a suit of REF or Southern Cross armor (70% chance if a frag). See the entry on FRAGS for possible weapon and armor selections. | ||
| - | ## REF COMBAT PARAMEDIC O.C.C. | + | ===== REF COMBAT PARAMEDIC O.C.C. |
| {{: | {{: | ||
| Line 284: | Line 284: | ||
| Additional medical equipment, including the CA-106 " | Additional medical equipment, including the CA-106 " | ||
| - | ## REF MILITARY POLICE O.C.C. | + | ===== REF MILITARY POLICE O.C.C. |
| // | // | ||
| - | The REF Military Police (REF MP) is the expeditionary force' | + | {{ : |
| REF Military Police officers are heavily trained in forensic arts such as tracking, investigation, | REF Military Police officers are heavily trained in forensic arts such as tracking, investigation, | ||
| Line 294: | Line 294: | ||
| Like their counterparts in the GMP, REF Military Police are given top security clearance, access to special items and mecha, and the freedom to act under their own discretion during an investigation. Because of this preferential treatment most of the standard REF soldiers consider the REF MP to be snobbish and arrogant. However, the majority of REF MP officers are loyal, dependable and trustworthy soldiers who strongly believe in the principles of the REF. | Like their counterparts in the GMP, REF Military Police are given top security clearance, access to special items and mecha, and the freedom to act under their own discretion during an investigation. Because of this preferential treatment most of the standard REF soldiers consider the REF MP to be snobbish and arrogant. However, the majority of REF MP officers are loyal, dependable and trustworthy soldiers who strongly believe in the principles of the REF. | ||
| + | **ATTRIBUTE REQUIREMENTS: | ||
| + | |||
| + | **O.C.C. SKILLS:** | ||
| + | |||
| + | * Radio: Basic (+20%) | ||
| + | * Surveillance Systems (+30%) | ||
| + | * Intelligence (+15%) | ||
| + | * Interrogation (+10%) | ||
| + | * Tracking (+20%) | ||
| + | * Criminal Sciences and Forensics (+15%) | ||
| + | * First Aid (+5%) | ||
| + | * Field Surgery (+30%) | ||
| + | * Pilot Motorcycle (+20%) | ||
| + | * Pilot Mecha: Cyclone & Garland (all) (+20%) | ||
| + | * Weapon Systems (+15%) | ||
| + | * Find Contraband, Weapons, & Cybernetics (Invid experimets): | ||
| + | * Streetwise (+20%) | ||
| + | * W.P. Gallant | ||
| + | * W.P. Heavy | ||
| + | * Hand to Hand: Martial Arts | ||
| + | |||
| + | Martial Arts can be changed to Aikido, but with GM's permission, and the ability to find the skill (Rifts World Book 8: Japan) | ||
| + | |||
| + | **OTHER SKILLS:** | ||
| + | |||
| + | Select 12 other skills, plus three at level 3, two at levels 6, two at level 9, and one at level 12. All new skills start at level 1 proficiency. | ||
| + | |||
| + | * Communications: | ||
| + | * Domestic: Any | ||
| + | * Electrical: Basic only | ||
| + | * Espionage: Disquise, Escape, and Sniper only (+5%) | ||
| + | * Mechanical: Automotive, Locksmith, and Veritech Mechanics (only applicable to cyclones) | ||
| + | * Medical: Paramedic (counts as 2 skills) or Medical Doctor (counts as 3 skills) | ||
| + | * Military: Demolitons Disposal only (+10%) | ||
| + | * Physical: Any, except acrobatics | ||
| + | * Pilot: Any (+10%) except mecha combat is basic | ||
| + | * Pilot Related: Any (+5%) | ||
| + | * Rogue: Any | ||
| + | * Science: Any (+5%) | ||
| + | * Technical: Any, except Operate Heavy Power Tools | ||
| + | * Weapon Proficiencies: | ||
| + | * Wilderness: Any (+5%) | ||
| + | |||
| + | **EXPERIENCE LEVELS:** | ||
| + | |||
| + | 0,000-1,925 | ||
| + | 1,926-3,850 | ||
| + | 3,851-7,450 | ||
| + | 7, | ||
| + | 14, | ||
| + | 21, | ||
| + | 31, | ||
| + | 41, | ||
| + | 53, | ||
| + | 73, | ||
| + | 103, | ||
| + | 139, | ||
| + | 189, | ||
| + | 239, | ||
| + | 289, | ||
| + | |||
| + | **SAVINGS: | ||
| + | |||
| + | 4D6X100 | ||
| + | |||
| + | **MONTHLY WAGES:** | ||
| + | |||
| + | Monthly Wages: 3,000 for levels 1-5, 4000 levels 6+ | ||
| + | |||
| + | **STANDARD EQUIPMENT: | ||
| + | |||
| + | Gallant 1000 w/ Rifle attachment and flash suppressor | ||
| + | M-37 Weasel | ||
| + | First-aid kit w/ emergency equipment (pain killer, turniquettes, | ||
| + | Standard REF survival kit | ||
| + | Dress and Combat uniforms | ||
| + | CVR-4 Body Armor | ||
| + | VR-122 Protector Cyclone (Former Southern Cross members may have a Garland 6 or 7) | ||
| + | Portable Field Computer | ||
| + | Wrist Radio (20 mi) | ||
| + | Emergency Beacon | ||
| + | 4 Weeks Rations | ||
| + | Flashlight | ||
| + | Handcuffs | ||
| + | Night Stick (1D6 SDC Damage) | ||
| + | 10 Tracer Bugs (See Robotech RPG pg. 80) | ||
| + | 10 Signal Flares | ||
| + | |||
| + | **SPECIAL CLEARANCE UPON ASSIGNMENT: | ||
| + | |||
| + | Heavy Weapons, Rifles, Mecha, vehicles, aircraft, personnel, etc. | ||
| + | |||
| + | ===== REF COMBAT ENGINEER O.C.C. ===== | ||
| + | // | ||
| + | (For TIW/ | ||
| + | |||
| + | {{: | ||
| + | |||
| + | The services of a combat engineer are a much-needed commodity during the Invid occupation of Earth. Many buildings and fortifications are half-ruined, | ||
| + | |||
| + | **ATTRIBUTE REQUIREMENTS: | ||
| + | |||
| + | **O.C.C. SKILLS:** | ||
| + | |||
| + | * Basic and Advanced Mathematics (+10%) | ||
| + | * Construction Engineering (+20%) | ||
| + | * Design Engineering (+20%) | ||
| + | * Demolitions (+20%) | ||
| + | * Surveying (+20%) | ||
| + | * Operate Heavy Power Tools (+15%) | ||
| + | * Pilot Cyclone (+10%) | ||
| + | * Mecha Combat: Cyclone | ||
| + | * Hand to Hand: Basic (may be upgraded to Expert at the cost of one " | ||
| + | |||
| + | **ADAPTATIONS: | ||
| + | |||
| + | For Macross, remove Cyclone Piloting/ | ||
| + | |||
| + | For Southern Cross, replace Cyclone Piloting/ | ||
| + | |||
| + | **OTHER SKILLS:** | ||
| + | |||
| + | Select 14 other skills, but at least four must come from Electronic and/or Mechanical, and two from Technical. Plus two additional skills at Level 3, two at Level 6, two at Level 9, and two at Level 12. All new skills start at Level 1 proficiency. | ||
| + | |||
| + | * Communication: | ||
| + | * Domestic: Any | ||
| + | * Electrical: Any (+5%), including Electrical Engineer. | ||
| + | * Espionage: Wilderness Survival and Detect Concealment only. | ||
| + | * Mechanical: Any (+10%), including Mechanical Engineer. | ||
| + | * Medical: First Aid or Paramedic (counts as 2 skills) only. | ||
| + | * Physical: Any | ||
| + | * Pilot: Alpha, Beta, Hovertank, or VF series only (+5%). Mecha Combat is limited to basic. | ||
| + | * Pilot Related: Any (+10%). | ||
| + | * Rogue: Any (+5% to Safe-Cracking). | ||
| + | * Science: Any (+5%). | ||
| + | * Technical: Any (+10%). | ||
| + | * Weapon Proficiencies: | ||
| + | * Wilderness: Any | ||
| + | |||
| + | **EXPERIENCE LEVELS:** | ||
| + | |||
| + | 0,000-2,120 | ||
| + | 2,121-4,240 | ||
| + | 4,241-8,480 | ||
| + | 8, | ||
| + | 16, | ||
| + | 24, | ||
| + | 34, | ||
| + | 49, | ||
| + | 69, | ||
| + | 94, | ||
| + | 129, | ||
| + | 179, | ||
| + | 229, | ||
| + | 279, | ||
| + | 329, | ||
| + | |||
| + | **SAVINGS: | ||
| + | |||
| + | 4D6 x 100 (Combat Engineers are among the most highly-paid of the REF specialists) | ||
| + | |||
| + | **MONTHLY WAGES:** | ||
| + | |||
| + | 3,000 for a new recruit (levels 1-5); 3800 for 6th level and higher; officers receive 5,000 to 6,000 credits per month or more. | ||
| + | |||
| + | **STANDARD SENTINELS/ | ||
| + | |||
| + | * Energy pistol (often Gallant or SAL-9) | ||
| + | * S.D.C. sidearm (usually Wolff Auto Pistol or Browning GP-35) | ||
| + | * Portable welding unit | ||
| + | * Uniform | ||
| + | * CVR-4 armor | ||
| + | * Cyclone Cycle (usually one of the light models, or the VR-112 Samson for special missions) | ||
| + | * Portable field computer (with CAD program if design engineer) | ||
| + | * Wrist-radio (short-range--eight miles) | ||
| + | * Tool kit | ||
| + | * Four weeks' rations | ||
| + | * Flashlight | ||
| + | * Three signal flares | ||
| + | |||
| + | **STANDARD INVID INVASION EQUIPMENT: | ||
| + | |||
| + | * Energy pistol (often Gallant or SAL-9) | ||
| + | * S.D.C. sidearm (usually Wolff Auto Pistol or Browning GP-35) | ||
| + | * Portable welding unit | ||
| + | * Uniform | ||
| + | * CVR-3 armor | ||
| + | * Tool kit | ||
| + | * Four weeks' rations | ||
| + | * Flashlight | ||
| + | * Three signal flares | ||
| + | * Land Vehicle (may or may not be a Cyclone; GM's decision). | ||
| + | |||
| + | **ADAPTATIONS: | ||
| + | |||
| + | For Macross, remove the Cyclone and CVR-3 armor and energy weapon. Add an S.D.C. submachine gun or rifle. For Southern Cross, remove the Cyclone and replace the CVR-3 armor with the standard body armor of whatever army the engineer is attached to (usually Civil Defense Squad or the Global Military Police). | ||
| + | |||
| + | **SPECIAL CLEARANCE UPON ASSIGNMENT: | ||
| + | |||
| + | Additional equipment, surveying tools, explosives, mecha, access to construction shops and subordinate construction workers. | ||
| + | ===== | ||
| + | CIVILIAN CONSTRUCTION ENGINEER ===== | ||
| + | |||
| + | //(For TIW/ | ||
| + | |||
| + | The civilian engineer could be called the equivalent of the combat engineer but employed in the private sector. These individuals are often placed in command of groups of laborers working on construction projects. Starting out, these engineers are sub-contractors to one or more levels of higher-level construction engineers, who are in turn subcontractors to contracting companies. As they gain more experience, the engineers advance upward, getting more men (and subcontractors) under their command. Eventually, they may become the heads of their own contracting organizations, | ||
| + | |||
| + | In any Robotech era, construction engineers will usually never lack for a job. But in the Macross and Invid wars era in particular, when reconstruction was commencing at a startling rate, construction engineers are particularly sought-after, | ||
| + | |||
| + | **ATTRIBUTE REQUIREMENTS: | ||
| + | |||
| + | **O.C.C. SKILLS:** | ||
| + | |||
| + | * Pilot Automobile (+5%) | ||
| + | * Cook (+5%) | ||
| + | * Computer Operation (+5%) | ||
| + | * Basic Mathematics (+5%) | ||
| + | * Advanced Mathematics (+5%) | ||
| + | * Construction Engineer (+15%; Professional) | ||
| + | * Operate Construction Equipment (+15%; Professional) | ||
| + | * Operate Heavy Power Tools (+15%; Professional) | ||
| + | |||
| + | NOTE: May choose three alternate professional construction (or even other category) skills of choice; however for a professional Construction Engineer, the above three are the most likely choices. | ||
| + | |||
| + | **OTHER SKILLS:** | ||
| + | |||
| + | Select 16 other skills. Plus two at third level, two at sixth level, and one at tenth level. All new skills start at level one proficiency. All new skills start at level one proficiency. "Other Skill" Categories are the same as the Nonmilitary Personnel OCC, with an additional bonus of +10% to any construction-related skills. | ||
| + | |||
| + | **EXPERIENCE LEVELS:** | ||
| + | |||
| + | 0,000-2,120 | ||
| + | 2,121-4,240 | ||
| + | 4,241-8,480 | ||
| + | 8, | ||
| + | 16, | ||
| + | 24, | ||
| + | 34, | ||
| + | 49, | ||
| + | 69, | ||
| + | 94, | ||
| + | 129, | ||
| + | 179, | ||
| + | 229, | ||
| + | 279, | ||
| + | 329, | ||
| + | |||
| + | **SAVINGS: | ||
| + | |||
| + | 4D6 x 100 | ||
| + | |||
| + | **MONTHLY WAGES (from contracting agency):** | ||
| + | |||
| + | 3,200 for a recent trade school graduate (levels 1-5); 4,200 for 6th level and higher; experienced contractors receive 5,500 to 6,500 credits per month or more. Self-employed contractors may receive ten to hundreds of thousands of credits per job, depending on the quality of the workmanship, | ||
| + | |||
| + | **STANDARD EQUIPMENT: | ||
| + | |||
| + | * Headset radio (short range - 5 miles) | ||
| + | * Toolbox filled with common construction tools (hammer, screwdrivers, | ||
| + | * Work coveralls | ||
| + | * Hard-hat helmet | ||
| + | * S.D.C. sidearm (optional) for personal off-duty use and self defense. | ||
| + | |||
| + | If working for the resistance or the military, also has a set of CVR-3 body armor and a VR-112 Samson or VR-038-LT Cyclone (Sentinels or Invid Invasion only). May also have a small apartment paid for by the company. | ||
robotech/third_invid_war/occ.1712986796.txt.gz · Last modified: 2024/04/13 05:39 by punksmurph