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Published: 2009-03-17 04:27:58 +0000 UTC; Views: 126; Favourites: 0; Downloads: 3
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Description
Engineer OCCThis Occupational Character Class is for the engineer. Engineers are the individuals that make sure all technological systems, mechanics, and what not are up to snuff and functioning. These folk are responsible for repairs and maintenance most of the time aboard ships, to facility equipment, and tools. They serve a key component to many functions for the military, civilian, and commercial sectors as well as for organized crime.
Basic Attributes:
* Intelligence of 6 or above.
* Perception of 6 or above.
Key Qualities:
N/A
Key Drawbacks:
N/A
Must-Have skills:
Technician (2 to 3), Engineering ( 2 to 3), Science (2-3)
*Character must Have at least these skills, they could be higher in theory.
Sample Specializations:
* Technician: Computers, Mech Systems, Technician
* Engineering: Computers, Mech Systems, Xeno Tech
* Science: - Alien Biology, Hyperspace, Alien Environments, Geology
Usually equipment consists of a portable computer with capability of logging onto the NET-GRID Cyberstructure, appropriate tools, and reference books.
UEF Special OCC: Crisis Engineer
Crisis Engineers are the United Earth Federations specialized combat engineers that are sent to the front lines to maintain either mechs, starship computers, technology of one of the various alien races man has encountered, defense systems, or energy reactors. Crisis Engineers get a + 1 bonus to their Presence Attribute for just being one of the legendary elite of the UEF Crisis Engineering Corps. The secret to the Crisis Engineers is a technokinetic implant in the brain that gives the possessor the ability to access files and gain schematics for various machines downloaded into the brain. Crisis Engineers are usually placed in a unit of soldiers if dispatched to a combat zone. However, there are some rogue Crisis Engineers. Those who abandon the government get the Hunted (1 or 2) Drawback for free (in other words, it is not counted in order to regain skill points), because the UEF actively sends out teams to either recover or neutralize them.
Basic Attributes:
* Intelligence of 7 or above.
* Perception of 6 or above.
* Tenacity of 6 or above.
Key Qualities:
* Authority (1)
* Technokinetic Implant (2)
Key Drawbacks:
* Duty (2 or 3)
* Watched (2)
Must-Have skills:
Must-Have skills:
Technician ( 3), Engineering ( 3), Science (2-3), Marksman (2), Survival (1-3)
*Character must Have at least these skills, they could be higher in theory.
Equipment consists of a portable UEF government computer with capability of logging onto the NET-GRID Cyberstructure, appropriate tools, and reference books. Combat equipment included is Tech-Synth Armor ( 1D10 armor with +4 for energy weapons), MX032-ODIN pistol ( 2 rounds per actions 1D10 per two rounds, manual reload, 8 round capacity), and enhanced vision goggles.
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Comments: 1
Yaruzh [2009-03-17 13:29:21 +0000 UTC]
Knowing me, this is probably the one I'd go with I always like being the smart guy! XD
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