March 2019 EP Contest #1: Men At Arms Mercs

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Moderator: Augur

March 2019 EP Contest #1: Men At Arms Mercs

Postby Augur » Sat Mar 02, 2019 1:09 pm

The March 2019 EP Contest will be to update to R:UE 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 and 300 pixels in length.

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
Assassin, Master
Special Forces
Spy: Super
Spy: Freelance
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Re: March 2019 EP Contest #1: Men At Arms Mercs

Postby Valrún » Sun Mar 10, 2019 12:52 pm

Special Forces Soldier O.C.C.

Special Forces soldiers are given special training not available to regular troopers. This is because their missions are more difficult and hazardous than those of normal soldiers. Special Forces troops are expected to operate with very little support from the rest of the army and engage in "covert" operations that are secret and may have no official support or acknowledgement. Among their assignments, these troopers have to scout enemy positions, engage in sabotage, train or fight guerrilla or terrorist groups, engage in kidnapping, or rescue hostages.
The Coalition Military Specialist O.C.C. is a Special Forces class. This new O.C.C. applies for the most part to non-Coalition armies in city-states like Ishpeming or the Manistique Imperium. Only large armies can afford the specialized training that produces Special Forces characters. Mercenaries love to recruit these soldiers because their training makes them ideal for the low resources that most merc companies can afford. When they leave the military, these soldiers may become independent operatives, adventurers or market their services as elite bodyguards, protectors, troubleshooters and even as lawmen/sheriffs. Many wilderness towns, cities and kingdoms are interested in such "specialists "


Special Forces Soldier O.C.C. Abilities and Bonuses
    1. Bonuses: The character's combat training and background provide the following bonuses.
    +1D4x10 to physical S.D.C. (or +10 M.D.C. for Mega-Damage beings)
    +1D4 to P.S., P.E. and Spd and +1 to P.P.
    +2 on initiative.
    +1 to strike in hand to hand combat.
    +2 to parry and dodge.
    +2 to roll with impact.
    +2 to save vs psionics, insanity and torture.
    +2 to save vs poison, toxins and disease.
    +10% to save vs coma/death.
    +10% Perception
    2. Nerves of Steel: Special forces soldiers are famous for being as cool as a cucumber even under the worst of conditions. For most, this is a blend of training, experience and a rock-steady disposition, to which freaking out is not acceptable behavior. As a result, they are immune to the effects of Horror Factor and they cannot be tortured through the use of pain alone; it would require the use of magic, psionics, psychology and/or drugs to be effective.
    3. Marksmanship: The character must be incredibly skilled with his weapons in order to hit a target when falling on a chute or when trying to assault a beach front. They gain a special bonus to strike with any ranged weapon, thanks to their keen eyesight, training, target shooting practice and constant battle action. This means that they gains +1 attack/action per melee round, is +1 top strike, and +1 to disarm on a Called Shot when using any long-range weapon or firearm. The character can also make an Aimed or Called Shot from a moving vehicle, when running, swimming or parachuting without penalty.

Attribute Requirements: P.S. 10, P.P. 10, I.Q. 10.
O.C.C. Skills:
    Language: Native Tongue (+10%)
    Language: Other Two of choice (+20%)
    Literacy: Native Tongue (+20%)
    Literacy: One other of choice: +10%)
    Radio: Basic (+10%)
    Computer Operation ( +10%)
    Intelligence (+15%)
    Pilot: Robots and Power Armor (+10%)
    Pilot: Robot Combat: Elite one of choice
    Pilot Tank (+10%)
    Weapon Systems (+15%)
    Read Sensory Equipment (+10%)
    Running
    Math: Basic (+10%)
    W.P. Energy Pistol
    W.P. Energy Rifle
    W.P. Three of choice (Ancient or Modern)
    Hand to Hand: Expert
    Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts (or Assassin, if an evil alignment) for one O.C.C. related skill, or Commando for the cost of two.
O.C.C. Related Skills: Select 12 other skills , but at least two must be selected from Espionage and two from Military. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve.
    Communications: Any (+10%)
    Cowboy: None
    Domestic: Any
    Electrical: Basic Electronics and Computer Repair only (+5%)
    Espionage: Any (+10%)
    Horsemanship: General and Exotic only
    Mechanical: Automotive Mechanics, Basic Mechanics, and Locksmith only(+5%)
    Medical: Paramedic only.
    Military: Any (+15%)
    Physical: Any
    Pilot: Any
    Pilot Related: Any
    Rogue: Any (+8%)
    Science: Math and chemistry only (+10%)
    Technical: Any (+5%)
    W.P.: Any
    Wilderness: Any

Secondary Skills: The character also gets to select six secondary skills from the Secondary Skills List in the Skills Section, +2 additional Secondary Skills at 3,6,9,12, and 15. All secondary skills start at the base skill level.

Standard Equipment: A suit of personalized, light or heavy mega-damage body armor, including Coalition armor. A set of dress clothing, and a set of camouflage clothing for covert operations. Also a gas mask and air filter, tinted goggles, and an NG-S2 Basic Survival Pack. Owns either 1 robot vehicle or one suit of power armor, one energy handgun and rifle, three additional weapons of choice, 1d6 grenades, hand-held computer, robot medical kit, IRMSS, grappling hook, pair of handcuffs, and 50’ of rope.

Money: The character starts off with 1d6x1000 in credits, and has a Black Market item that will garner another 1d6x1000 credits.

Cybernetics: Has 1d6 cybernetic implants of player's choice, including black market items.

Submission by Todd
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Re: March 2019 EP Contest #1: Men At Arms Mercs

Postby Jezebel » Wed Mar 13, 2019 9:52 am

Super-Spy O.C.C.
The Super-Spy is the same basic type of character as the Freelance Spy, but he or she has an edge. This edge may be magical, cybernetic or psionic (player's choice). Essentially, the character was a budding mage, psychic or D-bee with unique powers who underwent the arduous training of a professional spy (and thus is less proficient than a dedicated magic practitioner or psychic). Or he/she may be a spy who had the connections and resources to get extensive cybernetic and bionic systems. Super-spies are the most deadly members of their profession, combining their skills with paranormal abilities to achieve the impossible.
Image

Attribute Requirements: I.Q. 11, P.E. 10, M.E. 12

O.C.C. Perception Modifier: +10%

O.C.C. Skills:
    Radio: Basic (+15%)
    Radio: Scramblers (+15%)
    Cryptography (+20%)
    Basic Math (+20%)
    Literacy: One of choice (+10%)
    Languages: Two of choice (+20%)
    Intelligence (+25%)
    Pick Locks (+15%)
    Disguise (+15%)
    Forgery (+10%)
    Prowl (+20%)
    Computer Operations (+15%)
    W.P. Energy Pistol
    W.P. One of choice
    Hand to Hand: Basic
    • Hand to Hand: Expert: -1 O.C.C. Related Skill
    • Hand to Hand: Martial Arts: -2 O.C.C. Related Skills
    • Hand to Hand: Assassin: -3 O.C.C. Related Skills
    • Hand to Hand: Commando: -4 O.C.C. Related Skills

O.C.C. Related Skills:
Select four other skills. Plus select two additional skills at level three, two at level six, one at level nine, and one at level twelve.
    Communications: Any (+10%)
    Domestic: Any (+5%)
    Electrical: Any
    Espionage: Any (+10%)
    Mechanical: Any
    Medical: Paramedic only
    Military: Any
    Physical: Any
    Pilot: Any
    Pilot Related: Any
    Rogue: Any (+10%)
    Science: Math and chemistry only
    Technical: Any
    W.P.: Any
    Wilderness: Any (+5%)

Secondary Skills:
The character also gets to select four secondary skills from the previous list.
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, three, six, nine, twelve, and fifteen.


Special Powers (Select ONE):

    Magic Abilities:
    The character is not a true practitioner of magic, but has learned to cast spells, and can channel his P.P.E. He lacks most of the abilities of a true practitioner of magic.
    • Select three general incantations from each level 1-3 (for a total of 9).
    • Each additional level of experience, he will be able to learn one new incantation of a spell level equal to his own XP level.
    • Understands the principles of magic: spell or ritual knowledge of any magic level or learned discipline can be acquired at any time regardless of experience level.
    • Read Ley Lines (same as Ley Line Walker ability)
    • Ley Line Transmission (same as Ley Line Walker ability)
    • Base P.P.E.: P.E. + 1D4x10+20 (+2D6 P.P.E. per level of experience)
    • He cannot use cybernetics (other than bio-systems) of any kind.

    Psionic Abilities:
    The character is a master psionic.
    • At first level, he can select three powers from each of the categories of Sensitive, Physical and Healing powers, and one Super psionic power.
    • Every level after the first, the character can select one psychic power from any of the categories.
    • Base I.S.P.: 1D6x10 +M.E. (+10 I.S.P. per level of experience)
    • Base P.P.E.: 3D6

    Augmented:
    The character is an augmented human.
    • Select 1D6+4 bionic or cybernetic features.

    Mutant Powers:
    The character is a unique example of a Rifts Earth native mutant human (not available to D-bee races).
    Select from the following options:
    • One major and one minor super power
    • Three minor super powers
    All powers may be chosen, but the character will never gain additional super powers. (no EP purchases of this type allowed)

Standard Equipment: 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. One Fortune and Glory roll on the Wealthy and Connected (sub-table) / Sacrifice Primary Weapon Category
    2. One Fortune and Glory roll on the A Strong Suit of Armor (sub-table) / Sacrifice Armor Category
    3. One Fortune and Glory roll on the A Way to Get Around (sub-table) / Sacrifice Transportation Category

Money: Starts with a Non-Secure Black Card loaded with 5D6x1,000 credits
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Re: March 2019 EP Contest #1: Men At Arms Mercs

Postby Tiree » Wed Mar 13, 2019 8:23 pm

Jezebel wrote:Super-Spy O.C.C.

Standard Equipment: 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. One Fortune and Glory roll on the Wealthy and Connected (sub-table) / Sacrifice Primary Weapon Category
    2. One Fortune and Glory roll on the A Strong Suit of Armor (sub-table) / Sacrifice Armor Category
    3. One Fortune and Glory roll on the A Way to Get Around (sub-table) / Sacrifice Transportation Category

I have a problem with this section of the class, because it violates the rules that we have in place for Fortune and Glory rolls...

Fortune and Glory wrote:Fortune and Glory is not available to the following archetypes:

Practitioners of Magic
Psychics
Fortune and Glory is further restricted against those characters:
who possess Super Powers
who are Major or Master Psychics (Minor psychics are not restricted)
which are on the list of High-Powered Classes
who have the ability to cast spells
who are augmented*
who are M.D.C. beings or who possess superhuman/supernatural attributes

If I was to Admin this submission wouldn't make it to the polling stage for violating EU rules ...

Yes, I'm harsh!
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Re: March 2019 EP Contest #1: Men At Arms Mercs

Postby Augur » Wed Mar 13, 2019 10:17 pm

EP cannot be spent during character creation. (Minus the one exception we all know about)

The characters still can't get FNG rolls after creation.

These are strictly limited, optional, and only applicable during character creation.

These are effectively just substitutes for the routine wish list procedure; they're all just gear, they don't augment the character beyond such.

I see no contradiction, though I understand the perception.
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