March 2019 EP Contest #1: Black Market Mercs

Moderator: Augur

Which submission should be made EU canon?

Poll ended at Mon Apr 15, 2019 7:37 am

Forger O.C.C. (Dodsrike)
3
18%
Smuggler O.C.C. (Tyrannosapiens Rex)
1
6%
Safecracker O.C.C. (CPR Krueger)
7
41%
Professional Thief O.C.C. (Mara)
1
6%
Smuggler O.C.C. (Ian)
5
29%
 
Total votes : 17

March 2019 EP Contest #1: Black Market Mercs

Postby Augur » Sat Mar 02, 2019 1:10 pm

The March 2019 EP Contest will be to update to R:UE & Sourcebook 8: Black Market standards a character class from the Mercenaries sourcebook.

Guidelines
  • Only one submission is allowed per player.
  • Any of the O.C.C.s from the Mercenaries sourcebook are eligible for an update submission.
    Grammar and spelling are important to create a quality submission, so you need to seriously proofread your work!
  • Submitted format should follow that of contemporary O.C.C.s.
  • Make sure that any image used is no more than 300 pixels in height.

Explanatory Notes:
The contest ends April 1st. Augur will validate/invalidate each submission at this time based exclusively on the quality of the writing, the author's following of the format, and if he considers the submission to be broken and/or munchkinized. Augur will add a poll to the contest, and the EU community will vote for their favorite submission. (Time to bribe your fellow players!)

The contest judgment begins on April 1st, and will be concluded by no later than April 15th (IRL permitting!).

Prizes
1st Place: +10 EP & The submission will be added to EU canon as the official replacement of the original O.C.C.
2nd Place: +5 EP
3rd Place: +3 EP

List of OCC's from Mercenaries
Forger
Safecracker
Smuggler
Thief: Professional
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Re: March 2019 EP Contest #1: Black Market Mercs

Postby Dodsrike » Tue Mar 12, 2019 6:32 pm

Forger O.C.C.
A brigand with a knack for art and forgery. This character uses his skills to create false passports, citizen's papers, identity cards, credit cards, invoices, and other documents. He or she is also able to recognize/identify other forgeries. The forger is also usually familiar with the use of computers, cameras and video/film equipment. The latter is vital for reference purposes. Like the safecracker, although this character may be a criminal and work with thieves, con-men, and smugglers, the character typically has few or basic thief/rogue skills. Note: This tends to be a thinking man's character who plans ahead and whose real power lies in his non-combat abilities more than anything else.


Special Abilities of the Forger O.C.C.

1. Black Market Benefits: All three Benefits are available to this character.

2. Black Market Special Abilities of the Forger: The Forger starts with Antiquities Trader and Fence. Pick two additional of choice at level one and one more at levels 3, 7, 10 and 13.

3.Forgery Specialist: The Forger O.C.C. does far more with the espionage skill as found in R:UE. The following is a list of specific areas of forgery with bonuses and penalties applicable only to this O.C.C..
Bonuses:
  • Forge signature: +10%
  • Forge handwriting (much more demanding than a mere signature): +5%
  • Forge common business documents, letterhead and stationary, business cards, invoices, receipts, shipping papers, and forms that do NOT have any special crests, embossing, holograms, or other imprints: +15%
  • Forge simple government documents, including birth and death certificates, deeds, papers of ownership, passports, simple photo identification cards, advertisements, legal documents, police and military I.D., badges, etc.: +10%
  • Forge elaborate government and security documents including any or all of the following: photographic identification, holograms, crests, stamps, embossed stamps, seals, etc.: +5%
  • Forge commercial and government logos, insignias, emblems, patches, artwork, tickets , labels, packaging for products, and similar: +5%
  • Make paper or material look old or used: +10
  • Repair damaged/tom documents to look only slightly used: +5%
  • Recognize forgeries: Automatic for flawed forgeries, + 5% from forgers who are at levels 1-5, + 2% from forgers levels 6-8, - 5% from experienced masters levels 9-1 1, -10% levels 12-14, and -15% if the forger is level 15 or higher.
Note: A failed roll to create a perfect forgery means the item is flawed. There is only a 35% chance that a flawed forgery will fool an average person and no chance of fooling any character with the forgery skill or who is familiar with the genuine item, including signatures, handwriting, insignia and forms.
Game masters should require the forger to spend more time on complex forgeries and may make the character roll under his/her skill two, three or four times to make a perfectly crafted item. This is especially true of holograms, currency, artwork, and elaborate or secret government documents. Even one failed roll ruins the fake with the same results as described in the previous paragraph.
A failed roll to recognize a fake means the character can't tell the difference between the fake and the genuine article.
Penalties Some penalties may be accumulative:
  • Rush job: -10%
  • Inadequate references: -10%
  • Wrong materials: i.e. the materials such as paper, fabric, color/dyes/inks/paints, weight, thick or thinness, texture, may all be close but not exact or perfectly identical: -10%
  • Credit cards, bank cards, and types of currency/money (paper and coin): -5%
  • Jewelry, sculptures and works of art: -15%
  • Magic symbols/runes, wards, scrolls, circles, etc. -15%
  • Audio and/or film forgeries (alter, mix, or imitate audio and/or video/film recordings): -10%
  • Top secret and maximum security cards , including clearance/entry and identification cards, top security/secret government documents, computer documents , and similar: -15%.
Note: The forger cannot make articles of clothing but can make emblems, patches, insignias 'and minor alterations. Similarly, he/she can supervise a skilled tailor or armorer to make a very close replica (at least in appearance); -5% for clothing, -10% for mega-damage armor (the replica may not even be made of an M.D.C. material). If the Forger has the Sewing skill at a professional level, they may attempt to forge clothing.

4. O.C.C. Bonuses: +10% on Perception rolls to determine forgeries and fakes, +2 I.Q., +1d4 M.A. +1 to save vs illusions.

Attribute Requirements: I.Q. 13, P.P. 14 or higher; a high M.A. can't hurt either.

Alignment: Typically selfish or evil.

O.C.C. Skills:
    Language: Native Language (+10%)
    Languages: Other, Three of choice (+20%)
    Literacy: Native Language (+25%)
    Literacy: Other, Two of choice (+20%)
    Basic Math: (+25%)
    Art (+15%)
    Forgery (+25%)
    Disguise (+10%)
    Radio: Basic (+10%)
    T.V./Video (+20%)
    Photography (+15%)
    Computer Operations (+15%)
    Computer Programming (+10%)
    Computer Hacking (+5%)
    W.P.: Two of choice
    Hand to Hand: Basic
    Hand to Hand: Basic can be changed to expert at the cost of two O.C.C. related skills or martial arts (or assassin if evil) for the cost of three O.C.C. related skills.

O.C.C. Related Skills: Select five other skills. Plus select one additional skill at level three, two at level six, one at level nine, and two at level twelve. All new skills start at level one proficiency.
    Communications: Any (+5%; +20% on literacy and language)
    Cowboy: None
    Domestic: Any (+5%)
    Electrical: Basic only
    Espionage: Intelligence only.
    Horsemanship: General and Exotic only (+5%)
    Mechanical: Basic and automotive only.
    Medical: First aid only.
    Military: None
    Physical: Any, except boxing and acrobatics.
    Pilot: Any (+5%)
    Pilot Related: Any
    Rogue: Any
    Science: Any (+5%)
    Technical: Any (+10%)
    W.P.: Any
    Wilderness: None

Secondary Skills: The character also gets to select five secondary skills from the Secondary Skills List, and two additional skills at level 3, 6, 9, 12, and 15. All secondary skills start at the base skill level.

Standard Equipment: Armor, Weapons, and Weapon are determined as normal via Wish List. They receive 3 E-clips or reloads for each weapon that requires them. They also begin with a set of military fatigues, and a set of dress clothing (forgers usually have money and dress very smartly). Also a pocket magnifying glass and/or jeweler's loupe, micro-film camera (fits in the palm of the hand and easy to conceal), 35 mm camera (with telephoto, macro and micro lenses), video/film recorder, PC-3000 hand-held computer, a full size portable computer, PDD pocket audio recorder, portable microscope, pocket laser distancer, pocket flashlight, pen flashlight, sketch pad, gas mask and air filter, tinted goggles, set of carving and cutting/X-Acto knives, 1d4 scalpels, one laser scalpel, heat gun, various glues and waxes, fine jeweler's tools , knapsack, backpack, canteen and a carrying case or satchel with paints, pencils, pens, and other art supplies, and some personal items.
Forgeries: 1d4 different photo identity cards (all with aliases), fake birth certificate, and fake citizen I.D. to one Coalition State or other major Kingdom.

In lieu of the normal wish list items, the following sacrifices can be made.
    1. One Fortune and Glory roll on the Smart and Learned sub table. / Sacrifice Primary Weapon
    2. One Fortune and Glory roll on the A Strong Suit of Armor sub table. / Sacrifice Armor
    3. One Fortune and Glory roll on the Wealthy and Connected sub table. / Sacrifice Transportation

Money: 1d4x1000 in credits, black market items worth 1d4x1000 credits, and reasonably good forgeries of universal credit cards or currency with an apparent value of 4d4x1000 credits (the character will try to "pass" bad funds whenever he thinks he can get away with it, but there is always the risk of getting caught).

Cybernetics: None to start. The forger may opt to get some simple implants or optical enhancement but that's all. A bionic/mechanical hand or arm inflicts a - 25% forgery skill penalty. A bio-system prosthetic will have a - 10 penalty on the forgery skill.

Submission by Todd
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Re: March 2019 EP Contest #1: Black Market Mercs

Postby Tyrannosapiens Rex » Wed Mar 13, 2019 6:07 pm

Smuggler
Smugglers are a mainstay of Black Market operations, bringing printed books produced legally in Lazlo into the Coalition, smuggling weapons everywhere, and discretely moving people around the continent. Many also make money moving stolen goods well away from the scene of the crime and selling them clean in other jurisdictions. The heavily Balkanized nature of post apocalyptic North America makes it a paradise for Smugglers.

While the triangle trade of moving weapons into Tolkeen and people to either Lazlo or Colorado has recently dried up, those willing to deal with Retribution Squads will still find this business feasible. Otherwise, most smugglers make their money crossing Coalition territory.

Attribute Requirements: I.Q. 10, M.E. 10, and M.A. 13 or higher.

Special Abilities of the Smuggler O.C.C.

1. Black Market Benefits: All three Benefits are available to this character. In addition, the Smuggler starts with one fully-funded Black Market Enterprise from the following options: Weapons Sales, Drugs, or Smuggling People. His expenses are only paid for the first week, however so one bad week could shut the entire operation down.

2. Black Market Special Abilities of the Smuggler: The Smuggler starts with Antiquities Trader and Fence. Pick two additional of choice at level one and one more at levels 3, 7, 10 and 13.

3. O.C.C. Bonuses: +10% on Perception rolls to find stashes, +1 to initiative when palming or preventing a theft.

Alignment: Any, but typically selfish or evil.

O.C.C. Skills:
Language: Native (+20%)
Language: Other (3 of choice; +20%)
Literacy: Native (+20%)
Basic Math (+30%)
Detect Ambush (+15%)
Detect Concealment (+10%)
Escape Artist (+5%)
Disguise (+10%)
Concealment (+10%)
Palming (+10%)
Streetwise or Roadwise (+16%)
Radio: Basic (+15%)
Barter (+10%)
Computer Operations (+10%)
Two W.P.s of Choice
Hand to Hand: Basic

Hand to Hand Basic can be changed to Expert at the cost of one O.C.C. Related Skill, or Martial Arts (or Assassin, if Evil) for three O.C.C. Related Skills.

O.C.C. Related Skills: Select six other skills, but at least 3 must be piloting skills. Plus select one additional skill at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.

Communications: Any (+10%)
Cowboy: Any
Domestic: Any (+5%)
Electrical: Basic only
Espionage: None
Horsemanship: General and Exotic only (+10%)
Mechanical: Basic and automotive only.
Medical: First aid only.
Military: None
Physical: Any, except boxing and acrobatics.
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any (+5%)
Science: Any
Technical: Any (+10%)
W.P.: Any
Wilderness: Wilderness Survival only

Secondary Skills: The character also gets to select four secondary skills from the Secondary Skills List, and one additional skills at level 3, 5, 7, 9, 11, 13 and 15. All secondary skills start at the base skill level.

Standard Equipment: wardrobe of dress and casual clothing worth 2d4x1000 credits, a PC-3000 handheld computer, a laptop computer, language translator, PDD Pocket Audio Recorder, pocket flashlight, notepad, 1d4+1 pens or markers, gas mask, air filter, tinted goggles, knapsack, backpack, canteen, and personal items.

E.U. Priority Notes:
-Armor: Says 'any kind', which is odd for a class as most say light or medium, or heavy.
-Weapons: It specifically mentions difficult to find weapons as available.
-Vehicles: Oddly it doesn't mention the class gets any vehicle.

Money: 2d4x1,000 in credits, and black market items worth 3d4x1000 credits

Cybernetics: None to start. The Smuggler may opt to get some simple implants or optical enhancement but that's all.
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Re: March 2019 EP Contest #1: Black Market Mercs

Postby CPR Krueger » Tue Mar 26, 2019 10:01 am

Safecracker O.C.C.

ImageImage

A Safecracker is a demolitions expert and mechanical engineer who uses her special "talents" to "crack" safes, open security doors, break in and out of prisons, pick locks, avoid/bypass or disarm security systems, and similar feats. They can use their abilities to such precision that they can "blow" the lock off a safe, security door, safe deposit box, and similar without creating a big , area-effect explosion or inflicting massive amounts of damage. This means delicate, flammable or valuable contents of a safe or container, or a person/item behind a door, may be shaken up a bit, but are not damaged or injured. The blast and subsequent damage are concentrated and directed at disabling locks and opening doors.

This skill can also be used for precision demolition and sabotage. The character is an expert in the use of all types of explosives, incendiary devices, blasting caps, and timing devices. She is also a mechanical engineer with a basic knowledge of electronics and computers.

Although the Safecracker may use her demolitions expertise to steal the contents of a safe (for criminal/selfish reasons or as an espionage specialist), and may use documents and data obtained from safes as evidence against others or for blackmail, she doesn’t typically pursue a slew of other rogue skills. She's a safecracker - a specialist, not a common crook.

Special Abilities of the Safecracker

1. Black Market Benefits: All three Black Market Benefits are available to this character. Many Safecrackers operate legitimate “Locksmith” businesses on the side, or as a cover, for their nefarious activities.

2. Black Market Special Abilities of the Safecracker: The Safecracker begins play with B&D Man and Fence. The Safecracker may pick two additional Black Market Special Abilities of choice at level one, and one more at levels 3, 7, 10 and 13.

3. Safecracker: The Safecracker’s skill with explosives and locks reaches considerably deeper than the mere Safe-Cracking, Locksmith or Demolitions skills. A talented Safecracker possesses highly sensitive hands and ears, a delicate sense of touch, and a knack for opening the most difficult locks. In fact, many Safecrackers view locks that are claimed to be “impossible” to open as a challenge to be overcome. Some Safecrackers possess an uncanny, almost supernatural ability to coax a lock open, even going so far as to talk to the lock whilst working on it. Safecrackers may choose ONE of the following abilities at level 1, and one additional ability at levels 7 and 13:

    Shaped Charge - Safecrackers who learn this ability can “shape” an explosive charge so that the explosive force released upon detonation damages only a specified area targeted. The precise amount of area affected is subject to the G.M.’s discretion, though typically, a Safecracker will target hinges, locking mechanisms, or, on a larger safe or vault, locking bolts or bars. Upon a successful Demolitions or Safe-Cracking roll, the Safecracker gains the advantage of causing no damage to any areas other than those targeted by the character. The Safecracker can literally stand only a foot away from the detonation, and neither she, nor anything she carries, will be damaged by the blast, regardless of how powerful it is. This ability can only be used with malleable explosive materials designed for this purpose. It cannot be used on military ordnance such as bombs, missile warheads, grenades, or any non-malleable substance used for demolitions purposes. A failed roll means that damage occurs normally upon detonation- sometimes resulting in the Safecracker unintentionally destroying or damaging goods (or themselves!). Unlike the Safe-Cracking skill, this ability is not restricted to safes, security doors, or safe deposit boxes - this special ability translates to anything the Safecracker wishes to target with an explosive blast of surgical precision (wheels, engines, brakes, sensory arrays, antennae, etc.)

    Subdued Charge - The Safecracker can “subdue” an explosive charge so that the detonation is only a third as loud as a standard detonation. Saferackers with this ability often use it to obtain illicit access to guarded locations or materials without alerting guards. This is accomplished by utilizing a combination of specially designed reusable acoustic dampening devices with knowledge of acoustics and demolitions, and has a base skill of 40% (+4% per additional level of experience). Success results in a reduced chance for the guard(s) to hear the detonation (guard perception and sensory equipment functions at effectively one-third the normal range to detect the detonation of a Subdued Charge). A failed roll results in the charge not being subdued and detonating normally, with all the normal consequences thereof, and destroys the acoustic dampening devices.

    Grace Under Pressure – Not only are Safecrackers experts with all manner of explosives, rivaling or – in some cases, exceeding - the expertise of the best military-trained Ordnance specialists out there, they've mastered the ability to work efficiently under intense pressure. As a result, any skill roll the Safecracker with this ability makes to disable or disarm any explosives and/or locks while in a stressful scenario (including while being shot at or in a combat situation) is made without any stress-related penalties. Skills which are unrelated to disarming/disabling a lock or explosive device are unaffected and subject to normal stress-related penalties.

    Lock Whisperer: Some Safecrackers appear to possess a preternatural facility with locks and are able to “coax” the lock open, given enough time. Safecrackers with this ability may elect to use it to receive a cumulative 1% bonus on their Locksmith roll for every minute spent on the lock (maximum of +30%), and ignore the normal 20% penalty associated with attempting to unlock super high-tech systems, such as those used by militaries and governments. In addition, electronic locks the Safecracker fails to open are not damaged by the attempt, allowing the Safecracker to repeat attempts without damaging the lock. Note: Locks, especially high-tech locks used by militaries or governments, may still have alarms or traps that could be triggered by failed attempts. Furthermore, while using this ability, the Lock Whisperer can engage in no other activities – even talking to others is a distraction! Many Lock Whisperers, however, do have a habit of talking to the locks they are working on, pleading with them or coaxing them (“Come on, open up, you know you want to let me in”, etc.), thus leading to this ability’s nickname.

4. O.C.C. Bonuses: +10% to Perception rolls, an additional +20% on Perception rolls to determine if an explosive device or ordnance is “live” or a “dud”, add +2 to M.E., add +2 to P.P., and +10% on any skills requiring manual dexterity and sensitivity to touch (such as Art, select Electronics and Mechanical skills, Gemology, etc.)


Attribute Requirements: I.Q. 10, M.E. 14, P.P. 14 or higher.

Alignment: The vast majority of Black Market Safecrackers are anarchist or evil alignment. Even Unprincipled characters have trouble reconciling the notion of becoming a Black Marketeer criminal, but the occasional rare outlier surfaces from time to time. Characters of good alignment cannot become Safecrackers.

O.C.C. Skills
    Language: Native Language (+15%)
    Literacy: Native Language (+15%)
    Language: One of choice (+10%)
    Literacy: One of choice (+10%)
    Basic Electronics (+15%)
    Basic Math (+20%)
    Computer Operations (+10%)
    Demolitions (+15%)
    Demolitions: Underwater (+15%)
    Locksmith (+15%)
    Mechanical Engineer (+10%)
    Pick Locks (+15%)
    Safe-Cracking (+20%)
    Pilot: Automobile or Hovercraft (+10%)
    Radio: Basic (+10%)
    W.P.: One of choice
    Hand to Hand: Basic, but can be changed to expert at the cost of two O.C.C. Related skill selections, or martial arts (or assassin, if evil) for the cost of three O.C.C. related skill selections.
O.C.C. Related Skills:
Select seven other skills. Select two additional skills at level three , and one at levels six, nine, and twelve. All new skills start at level one proficiency.
    Communications: Any
    Cowboy: None
    Domestic: Any
    Electrical: Any (+10%)
    Espionage: Detect Concealment, Intelligence, Undercover Operations, and Wilderness Survival only (+5%).
    Horsemanship: General and Exotic Animals only (+5%)
    Mechanical: Any (+10%)
    Medical: First Aid only
    Military: None, other than the O.C.C. skills listed above.
    Physical: Any; except gymnastics and wrestling.
    Pilot: Any (+5%)
    Pilot Related: Any (+5%)
    Rogue: Streetwise, Concealment, and Computer Hacking only (+4%)
    Science: Math, Chemistry, and Chemistry: Analytical only (+10%)
    Technical: Any (+5%; +10% for literacy and language skills)
    W.P.: Any
    Wilderness: None
Secondary Skills:
The character also gets to select five Secondary Skills from the Unified Skill List. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: Armor, weapons, or vehicles are to be determined by the standard EU Wish List process. A Safecracker begins with a set of black clothing, a set of dress clothing, fine leather gloves, a box of disposable surgical gloves (100 per box) , ski-mask, tinted goggles, a doctor's stethoscope , PC-3000 hand-held computer, PDD pocket audio recorder, pocket laser distancer, pocket flashlight, portable tool kit, automatic lock pick/release gun, and lock picking set. Also a Wilk's laser scalpel, two additional E-clips or loaded magazines for each modern WP, knapsack, backpack, canteen, gas mask and air filter, briefcase, and some personal items. Safecrackers who elect the “Subdued Charge” ability also receive the specialized acoustic dampening devices, which take up about as much space as, and weigh as much as, a brick (about 5 pounds). Replacement acoustic dampening devices can be found and purchased through the Black Market (cost 5,000 credits each, uncommon availability).

Explosives: 1D4+1 explosive hand grenades, 2D4 smoke grenades, 2D4 shape charges/plastique, and two fusion blocks of choice!

Money: 4D6 x 1000 in credits and gems, and black market items worth 2D6 x 1000 credits.

Cybernetics: None to start, but augmented hearing, sight and sensor hands are common.
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Re: March 2019 EP Contest #1: Black Market Mercs

Postby Mara » Tue Mar 26, 2019 10:59 pm

Professional Thief O.C.C.

The professional thief is a highly specialized predatory criminal. They are cat-burglars and surveillance experts. This character rarely engages in muggings or petty larceny. They set their sights on larger, more challenging and lucrative targets. The Black Market wouldn't be a thing without the professional thief as they "collect" a majority of the goods that are redistributed through the Black Market. Good professional thieves can become a legend within the Black Market, but the truly great ones are only known to a select few individuals within their faction.

Image

Attribute Requirements: I.Q. 10, and a P.P. 14 or higher.

Special Abilities of the Professional Thief O.C.C.

1. Black Market Benefits: All three Benefits are available to this character. Many Professional Thieves start with a side business as a front for the income they make from their real trade.

2. Black Market Special Abilities of the Professional Thief: The Professional Thief starts with B&E Man, Slippery and Fence. Pick one additional ability of choice at level one and one more at levels 3, 7, 10 and 13.

3. O.C.C. Bonuses:
    +5% to all Perception rolls; +10% on Perception rolls to find safes/stashes/hidden items
    +3 to initiative
    +1d4 to P.P.
    +1d6 to Speed
    Starts with one Favorable Contact within Merctown: a black market case man.

Alignment: Any, but typically selfish or evil.

O.C.C. Skills:
Language: Native (+20%)
Language: Other (2 of choice; +20%)
Literacy: Native (+20%)
Literacy: Other (1 of choice; +10%)
Techno-can (+10%)
Basic Math (+25%)
Surveillance (+15%)
T.V./Video (+10%)
Computer Operation (+15%)
Computer Programming (+5%)
Palming (+15%)
Pick Locks (+15%)
Pick Pockets (+15%)
Escape Artist (+5%)
Disguise (+10%)
Concealment (+10%)
Palming (+10%)
Streetwise (+16%)
Acrobatics (+5%)
Climbing (+10%)
Radio: Basic (+15%)
Barter (+10%)
Three W.P.s of Choice
Hand to Hand: Expert

Hand to Hand Expert can be changed to Martial Arts (or Assassin, if Evil) at the cost of one O.C.C. Related Skill, or Commando at the cost of two O.C.C. Related Skills.

O.C.C. Related Skills: Select five other skills. Plus select three additional skills at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.

Communications: Any (+10%)
Cowboy: Any
Domestic: Any (+5%)
Electrical: Basic only
Espionage: Detect Ambush, Detect Concealment, Forgery, Intelligence only.
Horsemanship: General and Exotic only
Mechanical: Basic and automotive only.
Medical: First aid only.
Military: Any (+3%; +15% to Demolitions)
Physical: Any, except Gymnastics.
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any (+10%)
Science: Any (+5%)
Technical: Any (+10%; +15% on literacy and language)
W.P.: Any
Wilderness: Wilderness Survival only

Secondary Skills: The character also gets to select four secondary skills from the Secondary Skills List, and one additional skills at level 3, 5, 7, 9, 11, 13 and 15. All secondary skills start at the base skill level. May sacrifice the starting secondary skills in order to take one advanced training specialty.

Standard Equipment: a black jump suit, wardrobe of dress and casual clothing worth 1d4x1000 credits, a pocket magnifier glass, a jeweler's loupe, a PC-3000 handheld computer, a full size laptop computer, PDD Pocket Audio Recorder, pocket laser distancer, a large flashlight, a pen flashlight, 100' of Mega-Rope, grappling hook, 5 spikes, roll of wire, gas mask, air filter, tinted goggles, a laser scalpel, lock picking tools, knapsack, backpack, satchel, canteen, and personal items.

Forgeries: 1d4 different photo ID cards (all with aliases), fake birth certificate, fake citizen ID to one Coalition State or other major kingdom.

Armor, weapons and transportation to be assigned via wish list rules. They say that fortune favors the bold, so in lieu of the armor wish list item, the following sacrifice can be made.

Sacrifice Armor Category for one Fortune and Glory roll on the A Strong Suit of Armor sub-table.

Money: 1d6x1,000 in credits or jewelry, and black market items worth 3d4x1000 credits

Cybernetics: Starts with 1d4 cybernetic implants of the characters choice.

Image
Last edited by Mara on Sun Mar 31, 2019 8:14 pm, edited 5 times in total.
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Re: March 2019 EP Contest #1: Black Market Mercs

Postby Ian » Fri Mar 29, 2019 6:49 pm

Smuggler O.C.C.

One part confidence man and one part merchant, a smuggler makes his living by acquiring illegal items and hiding them from the authorities until selling and/or transporting the goods to the purchaser. Weapons, drugs, magic items and cybernetics are typically considered contraband, but depending on the situation, a smuggler might move more mundane items such as medicine, strawberries and books. Information can be valuable and some smugglers are even willing to transport people. Most smugglers don’t ask questions about the history of the items or their clients. Generally speaking, smugglers are calm, cool and collected characters. They have practiced the fine art of lying and survive by laying low.

Image

Alignment: Any, although most smugglers tend to be selfish mercenaries and thieves.
Attribute Requirements: I.Q. 10, M.E. 10 and M.A. 12 or higher.
Racial Restrictions: None.

Perception Modifier: +15%

Special Abilities/Bonuses:
1. Black Market Benefits: All three benefits are available to this character.
2. Special Abilities of Black Marketeers: The character starts with Fence and Game Player. Pick two additional abilities of choice at level 1 and one more at levels 3, 7, 10 and 13.
3. +1 to Initiative: This character relies on his ability to react quickly in any situation.

O.C.C. Skills:
Language: Native Tongue 90%
Language: Other (two of choice, +15%)
Literacy: Native Language (+20%)
Mathematics: Basic (+25%)
Computer Operations (+10%)
Appraise Goods (+20%)
Recognize Weapon Quality (+15%)
Barter (+15%)
Land Navigation (+5%, +12% along the smuggler’s usual route)
Roadwise (+16%)
Streetwise (+16%)
Detect Ambush (+10%)
Detect Concealment (+15%)
Concealment (+15%)
Find Contraband (+20%)
Weapon Proficiencies (two of choice)
Hand to Hand: Basic; can be changed to Expert at the cost of two O.C.C. Related Skills or Martial Arts (or Assassin if of an evil alignment) for the cost of three skill selections.

O.C.C. Related Skills:
Select five skills at level one and one additional skill at levels 3, 6, 9, 12 and 15. All new skills start at level one proficiency. These selections get the benefit of any bonuses that may be noted below. O.C.C. Related Skills may be traded at a rate of two skills for one Black Market Special Ability.
Communications: Any (+5 %)
Cowboy: None
Domestic: Any (+5%)
Electrical: Basic Electronics only
Espionage: Impersonation only (+5%)
Horsemanship: General only
Mechanical: Basic Mechanics and Automotive Mechanics only
Medical: First Aid only (+5%)
Military: Camouflage only (+5%)
Physical: Any
Pilot: Any, including military vehicles (+4%)
Pilot Related: Any
Rogue: Any (+10%)
Science: Mathematics: Advanced only (+10%)
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Blend and Wilderness Survival only (+5%)

Secondary Skills:
The character also gets to select four secondary skills from the previous list (providing they match the available secondary skills from R.U.E.). These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. Also, skills are limited (any, only, none) as previously indicated in the list. Select two new secondary skills at levels 3, 6, 9, 12 and 15.

Standard Equipment:
Modest wardrobe of casual, dress and travel clothes (worth around 1D4 x 1,000 credits), a portable computer, cell phone or hand-held radio, language translator, pocket flashlight, notepad and writing materials, gas mask, air filter, tinted goggles, 30’ rope, bedroll, backpack, canteen and some personal items.
Armor, weapons and transportation to be assigned via wish list rules. They say that fortune favors the bold, so in lieu of the normal wish list items, the following sacrifices can be made. One, two, or all three categories may be sacrificed in this manner.
1. Sacrifice Primary Weapon Category for one Fortune and Glory roll on the Wealthy and Connected sub-table or the A Mighty Weapon sub-table.
2. Sacrifice Armor Category for one Fortune and Glory roll on the Fortune Favors the Bold sub-table or the A Strong Suit of Armor sub-table.
3. Sacrifice Transportation Category for one Fortune and Glory roll on the Charming and Well-Traveled sub-table or the A Way to Get Around sub-table.

Money: Starts with 2D4 x 100 universal credits or 4D4 x 100 credits loaded onto a Non-Secure Black Card. This character also starts with 3D4 x 1,000 credits worth of tradeable goods.
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Ian
 
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Joined: Sat Dec 16, 2017 6:22 pm


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