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ACQUISITIONAL ENGINEER O.C.C.


The aquisitional engineer can be a really handy person to have around. For instance, the MetroCops are closing in, and the only way out of the alley is to hotwire the aero conveniently placed there by the GM. No a. e., no getaway! Of course the criminal electronics skill is available to other occ's, but only he has a better chance of getting it right the first time. Just make sure the coolers keep laying down suppressive fire. This Saturn/Beemer model is really tricky.

O.C.C. Skills:

Choose five at first level, and an additional every third level (3,6,9)
Surveillance +15%
TV/Video +10%
Computer operation +5%
Scrounge +10%
Criminal Electronics +20%
Basic electronics
City navigation +10%
Select three skills from the Rogue category except sniper and interrogation (+10%)
Streetwise +10%
Locksmith +15%
Climbing +10%
Prowl +10%
Pilot: Choose auto or motorcycle
WP: Choose 2
*HTH: Basic
*HTH can be upgraded at the cost of other skills. Expert=1 slot, Martial arts, Aikido, Karate, Jujitsu= 2 slots.

Other Skills

Communications: Any =5%
Computers: Programming only
Domestic: Any
Electronics: Electrical engineer only +5%
Rogue: No sniper or interrogation. All others +15.
Mechanical: Auto or basic only +5%
Medical: First aid only
Physical: Any
Pilot: Any ground +5%
Science: Math only
Technical: Any
WP: Any

Secondary Skills:

Choose four from the categories above. NO BONUSES! You Know the deal!

Money:

Start with 3D4x1000.

Equipment:

Full set of lock pick tools, multi-optics band, stethoscope, backpack, at least one set of black clothing, plus whatever the GM sees fit.

Enhancements:

Can choose a total of two cybernetic or vat enhancements. Most will tend to focus on wires, internals, and sensors.




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