Re: Redo of OCCs as a HU style Process
Military Tiers and M.O.S. Selection
Tier 1 characters can select any one of the following M.O.S. Packages:
Combat Aviator M.O.S.
Cyberjacker M.O.S.
Diagnostic Engineer M.O.S.
Digital Information Specialist M.O.S.
Electrical Engineer M.O.S.
Fleet Engineer M.O.S.
Fleet Infantry M.O.S.
Fleet Pilot M.O.S.
Gunnery Specialist M.O.S.
Intelligence Operative M.O.S.
Marine Specialist M.O.S.
Medical Officer M.O.S. (exclusive to this Tier)
Power Armor Driver M.O.S.
Special Operations M.O.S.
Tier 2 characters can select any one of the following M.O.S. Packages:
Combat Aviator M.O.S.
Combat Medic M.O.S.
Cyberjacker M.O.S.
Diagnostic Engineer M.O.S.
Digital Information Specialist M.O.S.
Electrical Engineer M.O.S.
Fleet Engineer M.O.S.
Fleet Infantry M.O.S.
Fleet Pilot M.O.S.
Gunnery Specialist M.O.S.
Intelligence Operative M.O.S.
Marine Specialist M.O.S.
Master-at-Arms M.O.S.
Power Armor Driver M.O.S.
Special Operations M.O.S.
Tier 3 characters can select any one of the following M.O.S. Packages:
Combat Aviator M.O.S.
Combat Medic M.O.S.
Cyberjacker M.O.S.
Diagnostic Engineer M.O.S.
Digital Information Specialist M.O.S.
Electrical Engineer M.O.S.
Fleet Engineer M.O.S.
Fleet Infantry M.O.S.
Fleet Pilot M.O.S.
Gunnery Specialist M.O.S.
Intelligence Operative M.O.S.
Marine Specialist M.O.S.
Master-at-Arms M.O.S.
Power Armor Driver M.O.S.
Special Operations M.O.S.
Mundane characters may choose from the following M.O.S. Packages:
Combat Aviator M.O.S.
Combat Medic M.O.S.
Cyberjacker M.O.S.
Diagnostic Engineer M.O.S.
Digital Information Specialist M.O.S.
Electrical Engineer M.O.S.
Fleet Engineer M.O.S.
Fleet Infantry M.O.S.
Fleet Pilot M.O.S.
Gunnery Specialist M.O.S.
Marine Specialist M.O.S.
Master-at-Arms M.O.S.
Power Armor Driver M.O.S.
Warrant Officer M.O.S. (exclusive to this Tier)
Basic Skills
The following are skills known to all personnel in the Arismal Defense Force. These are already present on the character sheet template.
Language: Arismal ☞ +20%
Language: One of choice from the six major galactic Trade Languages
Literacy: Arismal ☞ +20%
Mathematics: Basic ☞ +10%
Military Etiquette ☞ +10% for Enlisted, +20% for Officers
Radio: Basic ☞ +20%
Cyberjacker M.O.S.
M.O.S. Skills
Computer Operation (+25%)
Computer Programming (+20%)
Cyberjacking (+20%)
Computer Repair (+15%) or Computer Hacking (+20%)
Research (+15%)
Cryptography (+15%)
Advanced Mathematics (+30%)
Streetwise or Radio: Scrambler (+10%)
Other Skills
3 Espionage skills
3 Rogue skills
3 skills from Science or 3 skills from Technical
3 skills from Communications or 3 skills from Electrical
2 skills from Military or 2 skills from Weapon Proficiencies (any)
Secondary Skills
5 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skills
Assassin-------costs 4 secondary skills
Commando-----costs 5 secondary skills
M.O.S. Bonus: +15% to Radio: Basic
Digital Information Specialist M.O.S.
M.O.S. Skills
Computer Operation (+25%)
Computer Hacking (+20%) or Cyberjacking (+15%)
Computer Programming (+15%) or Cryptography (+15%)
Computer Repair (+20%) or Basic Electronics (+20%)
Radio: Scramblers (+20%) or Radio: Satellite (+15%)
Streetwise (+10%) or Electronic Warfare (+5%)
Surveillance Systems (+10%) or Advanced Math (+10%)
Concealment (+20%) or Impersonation (+ 15%)
Intelligence (+20%) or Law (General; +20%)
Find Contraband and Illegal Weapons (+20%)
Research (+20%)
Other Skills
3 Espionage skills
3 Rogue skills
3 skills from Science or 3 skills from Communications
3 skills from Pilot or 3 skills from Technical
2 skills from Military or 2 skills from Weapon Proficiencies (any)
Secondary Skills
6 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skills
Assassin-------costs 4 secondary skills
M.O.S. Bonus: +15% to Radio: Basic
Fleet Engineer M.O.S.
M.O.S. Skills
Mechanical Engineer (+20%)
Spacecraft Mechanics (Select 4 types; +20%)
Basic Electronics (+15%) or Electrical Engineer
Advanced Mathematics (+25%)
Astrophysics (+15%)
Chemistry (+15%) or Hover Vehicle Mechanics (+15%)
Computer Operation (+20%)
Computer Repair (+20%)
Pilot: Military Spacecraft (Small and Medium: +5%) or Field Armorer (+15%)
Other Skills
4 skills from Mechanical or 4 skills from Electronics (any)
3 skills from Technical or 3 skills from Science
2 skills from Pilot: Basic (+10%) or 2 skills from Communications (+10%)
Secondary Skills
5 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skills
M.O.S. Bonus: +20% to Radio: Basic
Marine Specialist M.O.S.
Prior to skill selection must choose focus: Endurance and Strength or Agility and Speed (both on p.188 HU2)
M.O.S. Skills
Hand to Hand: Aggressive and Deadly or Hand to Hand: Defensive and Fast (both on p.188 HU2)
Detect Ambush (+10%)
Climbing (+10%)
Depressurization Training
Pilot: Jet Pack (+20%) or Pilot Robot (+20%)
Zero Gravity Combat: Elite
W.P. Handguns
W.P. Rifles or W.P. Heavy Energy Weapons
W.P. Knife or W.P. Blunt
Other Skills
6 skills from Physical (+10%)
4 skills from Espionage or 4 skills from Rogue
Secondary Skills
4 Secondary Skills
Power Armor Driver M.O.S.
M.O.S. Skills
Pilot: Robot (All) 60% +4% per level of experience (+30%)
Robot Combat: Type I Robot Combat Vehicles
Robot Combat: Type III Exoskeletons
Basic Electronics (+15%)
Computer Operations (+15%)
Computer Programming (+15%)
Computer Repairs (+15%) or 1 skill from Communications (+15%)
Navigation (+15%)
Read Sensory Equipment (+15%)
Weapon Systems (+15%) or 1 Pilot Related skill of choice (+15%)
2 skills from Pilot, Basic (+15%)
2 skills from Pilot, Advanced (+15%)
Hand to Hand: Expert (can be upgraded to Martial Arts for the cost of one Secondary skill)
Other Skills
4 Physical skills of choice (+15%)
Secondary Skills
8 Secondary Skills
Warrant Officer M.O.S.
pecial Directions for Character Creation
Roll up a Natural Genius through steps 1 through 3 as per PU2 pages 72-74.
For step 4, use the bonuses as listed but instead apply them to two M.O.S. packages of your choosing.
Skill Selection:
Choose two M.O.S. packages. Designate which will be your character's Primary M.O.S. and which will be his Secondary M.O.S.
Your character will receive the full training in the Primary M.O.S.--all skills listed under that M.O.S. description.
Secondary M.O.S. training does not include additional "Other" or "Secondary" skills.
Electrical Engineer M.O.S.
M.O.S. Skills
Electrical Engineer (+30%)
Read Sensory Instruments (+20%)
Surveillance Systems (+20%)
Optic Systems (+20%)
Computer Operation (+30%)
Computer Programming (+20%)
Basic Mechanics (+10%)
Mathematics: Advanced (+20%)
Computer Hacking (+15%) or Cyberjacking (+15%)
Hot Wiring: 90% (+1% per level of experience, special skill--p.122 HU2)
Electronics Construction 88% (+1% per level of experience, special skill--p.124 HU2)
Other Skills
4 skills from Electrical (+10%) or 4 skills from Communications (+10%)
3 skills from Technical (+10%) or 3 skills from Science (+10%)
2 skills from Pilot: Basic (+10%) or 2 skills from Military (+10%)
Secondary Skills
5 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skills
M.O.S. Bonus: +30% to Radio: Basic
Diagnostic Engineer M.O.S.
M.O.S. Skills
Analyze and Operate Devices (80% +2% per level of experience, special skill, p.128 HU2)
Electronic Countermeasures (+15%)
Field Armorer (+10%)
Electrical Engineer (+15%)
Mechanical Engineer (+ 15%)
Weapons Engineer (+10%)
Robot Mechanics (+15%)
Robot Electronics (+10%)
Read Sensory Instruments (+20%)
Chemistry (+20%)
Chemistry: Analytical (+20%)
Computer Operation (+20%)
Computer Programming (+10%)
Computer Repair (+10%)
Astrophysics (+15%)
Intelligence (+10%)
Research (+20%)
Mathematics: Advanced (+30%)
Other Skills
2 skills from Mechanical (+10%) or 2 skills from Electronics (+10%)
2 skills from Technical (+10%) or 2 skills from Science (+10%)
2 skills from Pilot: Basic (+10%) or 2 skills from Communications (+10%)
Secondary Skills
5 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skills
M.O.S. Bonus: +10% to Radio: Basic
Gunnery Specialist M.O.S.
M.O.S. Skills
Make & Modify Weapons (84% +2% per level of experience, special skill, p.132 HU2)
W.P. Quickdraw: (Select one appropriate W.P.)
W.P. Paired Weapons: (Select One)
W.P. Sharpshooting: (Select one appropriate W.P., knows all trick shots)
Demolitions (+24%)
Demolitions Disposal (+24%)
Basic Electronics (+10%)
Basic Mechanics (+20%)
Recognize Weapon Quality (+30%)
Weapon Systems (+30%)
Read Sensory Instruments (+10%)
Mathematics: Advanced (+26%)
1 skill from Pilot (any, +20%)
Other Skills
6 skills from Weapon Proficiencies (any) or Sniper
2 skills from Physical (+10%) or 2 skills from Military (+10%)
Secondary Skills
5 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skills
Assassin-------costs 4 secondary skills
Commando-----costs 5 secondary skills
M.O.S. Bonuses:
+ 1 extra attack per melee round when using any type of "gun," from old-style revolver or bolt-action rifle to energy weapons.
+3 to disarm on a "Called shot" (the intent to disarm must be announced).
+ 1 to save vs Horror Factor at levels 1, 3, 5, 7, 9, and 12.
Medical Officer M.O.S.
M.O.S. Skills
Biology (+20%)
Chemistry (+20%)
Pathology (+25%)
Medical Doctor (+30%)
Computer Operation (+15%)
Advanced Mathematics (+10%)
W.P. Knife
W.P. Handguns
Other Skills
3 skills from Science (+20%)
2 skills from Technical (+10%) or 2 skills from Communications (+10%)
Secondary Skills
8 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skills
Combat Medic M.O.S.
M.O.S. Skills
First Aid (+30%)
Holistic Medicine (+10%)
Paramedic (+20%)
Climbing (+10%)
Forced March
Sensory Equipment (+15%)
Swimming (+5%)
W.P. Rifles
W.P. Handguns
Other Skills
2 skills from Physical (+10%)
2 skills from Military (+5%) or 2 skills from Weapon Proficiencies
2 skills from Technical (+10%) or 2 skills from Communications (+10%)
Secondary Skills
8 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skills
M.O.S. Bonus: +10% to Radio: Basic
Intelligence Operative M.O.S. (aka "Spooks")
M.O.S. Skills
Intelligence (+20%)
Prowl (+15%)
Escape Artist (+20%) or Demolitions (+20%)
Tracking (+15%) or Disguise (+20%)
Surveillance Systems (+20%) or Interrogation (+15%)
Zero Gravity Combat: Basic (can be upgraded to Elite at the cost of 1 "Other" skill)
Pilot: Small Military Spacecraft (+15%)
2 skills from Ancient Weapon Proficiencies
2 skills from Modern Weapon Proficiencies
Hand to Hand: Martial Arts or Assassin
Other Skills
3 Espionage skills (+15%)
2 skills from Military (+15%) or 2 skills from Rogue (+15%)
3 skills from Communications or 3 skills from Technical (+10%)
3 skills from Physical (+5%) or 3 skills from Wilderness (+5%)
Secondary Skills
6 skills of choice
M.O.S. Bonus: +20% to all Trade Language selections
Special Operations M.O.S.
M.O.S. Skills
Prowl (+15%)
Detect Ambush (+10%)
Climbing (+10%)
Depressurization Training
Pilot: Small Military Spacecraft (+20%) or Pilot Robot (Type 3: Power Armor)
Zero Gravity Combat: Elite
W.P. Rifle
W.P. Handguns
W.P. Knife or W.P. Blunt
1 Hand to Hand Combat skill of choice (any)
Other Skills
4 Military Skills (+15%)
4 skills from Espionage (+10%) or 4 skills from Rogue (+10%)
2 skills from Pilot: Basic (+10%) or 1 from Pilot: Advanced (+10%)
3 skills from Physical (+10%) or 3 skills from Communications (+10%)
3 skills from Weapon Proficiencies (any)
Secondary Skills
4 skills of choice
Fleet Pilot M.O.S.
M.O.S. Skills
Command Structure Etiquette (+20%)
Laser Communications (+20%)
Computer Operation (+20%)
Navigation: Space (+20%)
Navigation: Faster Than light (+20%)
Read Sensor Systems (+20%)
Sensory Equipment (+20%)
Advanced Mathematics (+20%)
Pilot: Small Military Spacecraft (+25%)
Pilot: Large Military Spacecraft (25%)
Other Skills
4 skills from Pilot: Advanced (+10%)
3 skills from Pilot: Basic (+10%)
2 skills from Science (+10%) or 2 skills Communications (+10%)
3 skills from Technical (+10%) or 3 skills from Domestic (+10%)
Secondary Skills
5 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skills
M.O.S. Bonus: +10% to Radio: Basic, +10% to Military Etiquette
Combat Aviator M.O.S.
M.O.S. Skills
Laser Communications (+20%)
Computer Operation (+15%)
Navigation (+5%)
Navigation: Space (+15%)
Sensory Equipment (+20%)
Weapon Systems (+20%)
Pilot: Small Military Spacecraft (+30%)
Wilderness Survival (+15%)
Depressurization Training
Zero Gravity Combat: Basic (can be upgraded to Elite at the cost of 2 "Other" skills)
W.P. Handguns
Other Skills
3 skills from Pilot: Advanced
3 skills from Pilot: Basic (+10%)
3 skills from Military (+10%) or 3 skills from Weapon Proficiencies
3 skills from Physical (+10%) or 3 skills from Rogue (+10%)
Secondary Skills
6 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skill
Electronic Warfare Operator M.O.S.
M.O.S. Skills
Command Structure Etiquette (+10%)
Cryptography (+20%)
Electronic Warfare (+30%)
Intelligence (+15%)
Laser Communications (+10%)
Navigation: Faster Than Light (+10%)
Navigation (+10%)
Navigation: Space (+15%)
Read Sensory Equipment (+30%)
Weapon Systems (+20%)
Other Skills
Pilot: Small Military Spacecraft (+10%)
Pilot: Large Military Spacecraft (+5%)
2 skills from Science (+10%) or 2 skills from Communications (+10%)
2 skills from Technical (+10%) or 2 skills from Electrical (+10%)
Secondary Skills
5 skills of choice
1 skill MUST be training in a style of Hand to Hand Combat.
Basic----------costs 1 secondary skill
Expert---------costs 2 secondary skills
Martial Arts----costs 3 secondary skills
M.O.S. Bonus: +20% to Radio: Basic
Master-at-Arms M.O.S.
M.O.S. Skills
Intelligence (+10%)
Recognize Weapon Quality (+15%)
Depressurization Training
Demolitions (+10%) or Demolitions Disposal (+20%)
Detect Ambush (+20%)
Prowl (+10%)
Wrestling
Boxing or Kick Boxing
Pick Locks (+15%)
W.P. Handguns
W.P. Rifles
Hand to Hand: Expert (May be upgraded to Martial Arts at the cost of 1 Other Skill or Commando at the cost of 2 Other Skills)
Other Skills
W.P. Blunt
W.P. Shield or W.P. Knife
Sniper or Disguise
Surveillance Systems (+15%) or Interrogation (+15%)
2 skills from Rogue (+5%)
2 skills from Physical (+5%)
Zero Gravity Combat: Basic (May be upgraded to Elite at the cost of 1 Secondary Skill)
Secondary Skills
6 skills of choice
M.O.S. Bonus: +20% to Military Etiquette
Fleet Infantry M.O.S.
M.O.S. Skills
Basic Mechanics (+10%)
Forced March
Land Navigation (+10%)
Pilot Robot: A.D.F. Power Armor (+10%)
Robot Combat: A.D.F. Power Armor
Sensory Equipment (+10%)
Weapon Systems (+10%)
Wilderness Survival (+10%)
3 skills from Modern Weapon Proficiencies
Hand to Hand: Basic (May be upgraded as follows)
Expert---------costs 1 secondary skill
Martial Arts----costs 2 secondary skills
Assassin-------costs 3 secondary skills
Commando-----costs 4 secondary skills
Other Skills
3 skills from Weapon Proficiencies (any)
3 skills from Physical (+10%)
2 skills from Military (+10%) or 2 Piloting (any)
2 skills from Wilderness (+10%) or Rogue (+10%)
Secondary Skills
6 skills of choice
HU2: Heroes Unlimited 2nd Edition
PU1: Powers Unlimited One
PU2: Powers Unlimited Two
PU3: Powers Unlimited Three
Default Perception Bonus Track: +1 @ levels 4, 7, 10, 13
General Perception Table
4+: An easy situation/circumstance
8+: Moderate
14+: Challenging
17+: Difficult!
Minor Superpowers
Abnormal Energy Sense (PU1): +1
Danger Sense (PU1): +2
Life Sense (PU1): +1
Mechanical Awareness (PU1): +3 regarding technology
Sensory Orb (PU1): +1
Adrenaline Surge (PU1): +1
Physical Perfection (PU1): +1
Space Native (PU3): +3 when in space
Antennae (PU1): +2
Heightened Sense of Awareness (PU1): +5
Heightened Sense of Hearing (HU2): +3
Heightened Sense of Smell (HU2): +3
Heightened Sense of Taste (HU2): +2
Heightened Sense of Time (PU1): +5 to perceiving any temporal changes
Heightened Sense of Touch (HU2): +5 to perceiving any tactile characteristics
Supervision: Acute Sight (PU1): +1
Supervision: Advanced Sight (HU2): +1
Supervision: Angular Vision (PU3): +1
Supervision: Circular Vision (PU1): +1
Supervision: Nightvision (HU2): +2 when in darkness
Supervision: Paranormal Sight (PU1): +1
Supervision: Thermal Vision (PU1): +1
Extraordinary Intelligence (PU3): +1
Defensive Will (PU3): +1 in combat situations
Criminal Intuition (PU1): +3 when applicable (GM discretion)
Multi-Tasking (PU1): +1
Motion Detection (PU1): +1
Parabolic Hearing (PU3): +1
Radar (HU2): +1 in wide open spaces (negated by bad conditions)
Sonar (PU1): +3 underwater
Ultra-Hearing (PU1): +2
Nightstalking (HU2): +3 when in darkness at night
Underwater Abilities (HU2): +3 when underwater
Major Superpowers
Holographic Memory Projection (HU2): +1
Darkness Control (HU2): +3 when in darkness
Negate Super Abilities (HU2): +3 to perceiving super abilities in use
Adapt to Environment (HU2): +2 to perceiving abnormal environmental conditions
Alter Metabolism (HU2): +1
Amphibious (PU1): +1 when in water
Animal Abilities (HU2): same as specific super ability equivalents
Natural Combat Ability (HU2): +1 when in combat
Lycanthrope (HU2): same as specific super ability equivalents
Defensive Immunity (PU3): +3 to perceiving specific types of attack
Gravity Manipulation (HU2): +5 to perceiving any changes in gravity
Karmic Power (HU2): +3 (-3 when Bad Karma is in effect)
Pause Temporal Flow (PU3): +5 to perceiving any temporal changes
Shadow Manipulation (PU3): +5 when in darkness
Slow Motion Control (HU2): +2 to perceiving any temporal changes
Stretch Time (PU3): +3 to perceiving any temporal changes
Inhabitation (PU3): +3 when inside a building
Vibration: +2
Sonic Flight: +1
Character Class Specific Bonuses
Bionics +1 @ levels 4, 7, 10, 13
※ Amplified Hearing: same as Heightened Sense of Hearing (HU2)
※ Night Sight: +3 at night only
※ Multi-Optic (3 or more optic features): +3
※ Motion Detector: +1
※ Radar: +1
Psionics
※ Natural/Master Psionic: +2; +1 @ levels 2, 4, 7, 10, 13
※ Latent Psionic: +1D4 to perception (roll randomly each time); +1 @ levels 2, 4, 7, 10, 13
Physical Training: +1; +1 @ levels 4, 7, 10, 13
Weapons Training: +3 when dealing with weapons; +1 @ levels 4, 7, 10, 13
Hardware—Mechanical: +3 when dealing with mechanical equipment; +1 @ levels 4, 7, 10, 13
Hardware—Electrical: +3 when dealing with electronic equipment; +1 @ levels 4, 7, 10, 13
Hardware—Weapons: +3 when dealing with weapons; +1 @ levels 4, 7, 10, 13
Hardware—Analytic: +3; +1 @ levels 3, 6, 9, 12, 15
Natural Genius: +3; +2 @ levels 3, 6, 9, 12, 15
Mental Disciplines
* Analytical Mind: +3
* Find Weakness: +3 to find a weakness or flaw
* Mind Over Matter/Combat Trance: +3 in combative situations
* Odds Assessment: +2
* Sexual Charisma: +5 to “Reading” the Opposite Sex
* Unnatural Perception: +5