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Read this First (Character Creation)

Posted by Orbital ControlFor group archive 0
Orbital Control
GM, 5 posts
Sat 7 Jan 2012
at 00:15
  • msg #1

Read this First (Character Creation)

Hi, if you are reading this you are interested in Rifts Orbit, either that or you only accidentally came here. If you are here by accident then feel free to browse around or whatever, have fun. If you are interested in the setting then please read the following:

Rifts Orbit is a setting that was established in the mutants in orbit book. It was a combined product for TMNT and rifts. If you want to know a little more about the setting buy/steal/borrow/download it, it is a fun read (I'm not actually endorsing the theft of the product, I just know some of you will) Remember when reading the book that most of the information is presented for the after the bomb TMNT setting, the rifts version is very similar but the changes are listed after the section on mars. Oh, and I'm writing all this assuming you know what the rifts multiverse by Palladium Games is all about, so if you don't know get yourself a copy of the Rifts: Ultimate Edition game book. There is a guide I made that will be posted that will take that information and combine it so it is a little easier to understand. The guide will also list my changes to cannon information and the new freebooter and station colonies that I believe should also be included in the rifts version of the solar system.

Basically when the rifts opened up and hell broke loose on Earth there were colonies in space. They weren’t entirely spared the chaos but afterwards they cut themselves off from earth and are now trying there best to live in space. Spaceships, zero-g environments, as well as many of the other things that make the rifts universe so much fun make up this game (Although it isn't as high tech as Phase World is)

If you are interested PM me or YIM me (please include what the heck you are adding me as a friend for or you may be ignored) at Golbezhatred.

The next few posts in this thread will go over information about myself and character creation.
Orbital Control
GM, 6 posts
Sat 7 Jan 2012
at 00:16
  • msg #2

Re: Read this First (Character Creation)

Who am I?

I am the Orbital Master; I even sometimes go by the name of Drew. I've been gaming since 1985 when I rolled up my first DND character at the age of four. I've been running games for longer than I can clearly remember. It’s been a long time since I ran Kobolds' Keep and I like to think I've gotten a fair amount of experience running games. I occasionally act like I'm an aspiring writer but my grammar and spelling suck and I always seem to stop whatever I'm writing after a while. I like books, video games, metal music, and my guitar. I also like my GF who doesn't really support me playing on this site, but she's been nice enough to not get into any full blown arguments with her about it (Geez I love her). Uhh, I'm not good at these things.... I write music and all my wonderful pics are brought to you by basic paint on windows XP and web browsing. I'm one of those rare guys who hasn't been in the military on this site. I applied at the Salvation Army once, they didn't hire me.

What is my GMing style?

Good Question. This is my first PBP AND my first Palladium Games attempt at GMing. I've run other Sci-Fi settings (star wars and Battletech) and people usually don't have issues with how I run a game. If you have an issue please tell me, I will do my best to fix it if I can. I like in depth plots and characters with backgrounds. If you are talking to a random spacer I can probably tell you about his history and the salt asteroid he almost died on thirteen years back. The characters who give me the most will usually get the most back, figuratively. Not that I will ever ignore anyone, just remember that if you feel like you aren't being treated right, tell me and I will see what I can do. I am also a BIG fan of players doing things they way that they want to, I try not to railroad people all that often, but occasionally you'll hear in pounding down the tracks in your direction. I guess I'm not a killer GM, but I'm not an ultra nice give you everything kind of guy either. I don't like cheese wienies, please keep that in mind(that does not include game lawyers, as long as they remember rule number 1 is the GM is always right  ) My games have been described as "Gears within gears grinding life to dust." and "A hell of a lot of fun." I'll get a better description of all this after I've gotten some feedback.

What will this game be like?

Well that will partially be up to the players. This will be first shown by a vote being taken to determine what kind of game we will be playing. Then it will partially depend on how our heroes act and the decisions they make. It is a space themed game with little to no magic, so it will be predominately Sci-Fi with more oddness than fantasy thrown in.

How do I get into this totally awesome game that rocks my world?

Well some people will receive an invite as they already have shown a massive interest, after that the slots can be filled by anyone who bugs me and is then willing to follow the next few posts to get their character made.
Orbital Control
GM, 7 posts
Sat 7 Jan 2012
at 00:27
  • msg #3

Creation Rules

Ok, first you need a copy of that sheet above this post, "reply" to the post and copy the post. That will give you the basics of what you need. Then it's just like making a character out of the book.

1. Decide if you are going to make a character out of the after the bomb setting or the rifts setting. There are super powers in this game but Heroes and Aliens Unlimited is off limits for the most part.

2. follow the step by step instructions presented in Mutants in Orbit, everything except for rolling random powers.(I will work with you to roll up the powers, if you come to me with the rolls using invisible castle I MAY consider letting you keep you're rolls.) Look at the tables here they are the basic guidelines.

The steps:

I. Character creation rules for Mutant animals.

Step 1. Generate attributes as per After the Bomb
Step 2. Select Animal type from the Mutants in Orbit list
Step 3. Select Mutation Background and Orbital profession from Mutants in Orbit
Step 4. Bio-E, Growth Levels, Human Features, Special Abilities, Animal Powers, Psionics
Step 5. Exceptional Mutation as per Mutants in orbit
Step 6. Equipment (changed from book, all equipment will be assigned by wish list process)
Step 7. Round out character

II. Character rules for Human Rifts characters (Or animal RCC if you don't want to use after the bomb for your Mutant animal), mostly you just need R:UE

Step 1. Generate Attributes as per R:UE
Step 2. Understanding Damage Ratings as per R:UE
Step 3. Understanding Mega-Damage & M.D.C as per R:UE
Step 4. Mutation
Step 5. Pick an O.C.C. & skills as per Mutants in Orbit (step 3 in character creation) This step differs from what is presented in the R:UE. First you select or roll what group you come from and then you select or roll you O.C.C. There will be a list of skills and OCCs later in this post. All equipment will be decided by wish list system.
Step 6. Pick an Alignment as per R:UE, no Miscreant or Diabolic allowed.
Step 7. Character Advancement as per R:UE(LVL 3)
Step 8. Rounding out One’s Character as per Mutants in Orbit. This step is slightly different from the R:UE. You need to be in contact with me to complete this step.

III. Mutant geniuses...
step 1. Contact me, these are rare and will be watched very carefully

After that in a separate post put up a wish list listing what items you want. Weapons and armor are both limited right now but I'll be adding more as I steal... I mean borrow items from other books and modify them to the setting. All standard equipment other than weapons, armor, and vehicles should still be available. Feel free to ask for whatever you want, just don't be surprised if you ask for something out of a book other than Mutants in Orbit and it gets denied. I suggest listing alternatives for weapons and armor (up to three). Do not list a vehicle unless your class gets one to start, don't worry, the group should end up with a ship.

Then post a background... I like nice long backgrounds with lots of stuff to exploit and use in a game, don't be surprised if you get to achieve a character goal, or if something from your background comes back to bite you in the butt.

After that I will see if I can get you up and running.


New 12/15/11

Ok as for mutant abilities, I still suggest you contact me for this step. I have decided that a player may decide to have no mutations, and they might just see a bonus to their equipment if they don't want a mutation. Here are the basics of what is going to happen:

1. We will roll percentile dice on invisible castle (that’s 1d100 people) to determine if you are a psi, super, or norm (after the Bomb mutant animals have a separate table. If you are from outcast station you cannot be a norm. If you are from Ceres you will not be able to have a mutation. The only exception to the Ceres rule relates to After the Bomb characters. Any 'mutant' animal from the dwarf planet automatically looks more humanlike or more bestial...player choice, but still has no mutant powers. Loonies (moon colonists) Also have no mutations.... they send their dregs to outcast station.

2. If you have a power of some type we then roll on the type and amount of powers gained. There are separate tables for each type of mutant power (psi and super)

3. You select what powers you get. You just read that correctly, YOU select the powers. That is straight out of the book. Enjoy!

4. roll OR select characteristics based off of those mutations(Super gets 2 characteristics, psi get 1, and dreggies from outcast station always get four) fit themes or whatever. I like the idea of a completely odd looking mutant as opposed to an orderly one, but that's just my opinion. If you want a characteristic that is out of MiO or is custom, just let me know.
Orbital Control
GM, 8 posts
Sat 7 Jan 2012
at 00:28
  • msg #4

Skill List

This is the skill list for orbits.  If you get a skill that isn't on this list we can work towards replacing it with something for you.  If you think a skill should be here and isn't feel free to let me know.

Communications
Barter 30%+4%
Creative Writing 25%+5%
Cryptography - 25%+5%
Electronic Countermeasures - 30%+5%
Language: Native Tongue 88%+1%
Language: Other 50%+3%
Laser Communications 30%+5%
Literacy: Native Language 40%+5%
Literacy: Other 30%+5%
Optic Systems - 30%+5%
Performance - 30%+5%
Public Speaking 30%+5%
Radio: Basic - 45%+5%
Sensory Equipment 30%+5%
Sign Language 25%+5%
Sing 35%+5%
Surveillance 30%+5%
T.V./Video-25%+4%

Domestic Skills
Brewing - 25%/30%+5%
Cook-35%+5%
Dance -30%+5%
Gardening - 35%+5%
Housekeeping 35%+5%
Play Musical Instrument - 35%+5%
Recycle -30%+5%
Sewing -40%+5%
Sing-35%+5%
Wardrobe & Grooming 50%+4%

Electrical Skills
Basic Electronics - 30%+5%
Computer Repair - 25%+5%
Electrical Engineer - 30%+5%
Electricity Generation - 50%+5%
Robot Electronics - 30%+5%

Espionage Skills
Detect Ambush - 30%+5%
Detect Concealment - 25%+5%
Disguise -25%f 5%
Escape Artist - 30%i-5%
Forgery -20%+5%
Impersonation - 36%/16%+4%
Intelligence - 32%+4%
Interrogation 30%+5%
Pick Locks -30%+5%
Pick Pockets - 25%+5%
Sniper (+2 to strike on an aimed shot)
Tracking (people) - 25%+5%
Undercover Ops 30%+5%

Mechanical Skills
Automotive Mechanics - 25%+5%
Basic Mechanics - 30%+5%
Bioware Mechanics - 30%i-5%
Locksmith - 25%^5%
Mechanical Engineer - 25%+5%
Robot Mechanics - 20%+5%
Space: Drive Repair (Chemical Drive) 30%+5%
Space: Drive Repair  (Ion Drive) 30%+5%
Space: Drive Repair  (Plasma Drive) 30%+5%
Space: Drive Repair  (Traction Drive) 30%+5%
Space: Satellite Systems - 30%+5%
Spaceship Mechanics - 22%+5%
Vehicle Armorer - 30%+5%
Weapons Engineer - 25%+5%

Medical Skills
Animal Husbandry - 35%+5%
Brewing: Medicinal 25%/30%+5%
Crime Science Investigation- 35%+5%
Cybernetic Medicine 40%/60%+5%
Entomological Medicine - 40%/20%+5%
Field Surgery- 16%+4%
First Aid-45%+5%
Forensics 35%+5%
Juicer Technology - 40%+5%
Pathology 40%+5%
Paramedic - 40%+5%
Medical Doctor-60%/50%+5%
Psychology 35%+5%
Veterinary Science 50%+4%

Military Skills
Camouflage 20%+5%
Demolitions - 60%+3%
Demolitions Disposal - 60%+3%
Demolitions: Underwater - 56%+4% (Very Rare)
Field Armorer & Munitions Expert - 40%+5%
Find Contraband, Weapons & Cybernetics -26%+4%
Military Etiquette - 35%+5%
Military Fortification - 30%+5%
NBC Warfare-35%+5%
Recognize Weapon Quality - 25%+5%
Ship to Ship Combat - 25%+5%
Space Defense Systems - 30%+5%
Trap/Mine Detection - 20%+5%

Physical Skills
Hand to Hand: Basic
Hand to Hand: Expert
Hand to Hand: Martial Arts
Hand to Hand: Assassin
Hand to Hand: Commando
Acrobatics (varies)
Aerobic Athletics
Athletics (General)
Body Building & Weight Lifting
Boxing
Climbing - 40%/30%+5%
Fencing
Gymnastics (varies)
Juggling 35%+5%
Kickboxing
Physical Labor
Prowl -25%+5%
Running
Gravity Combat
Micro/Zero-G Combat
Space: Movement in Zero Gravity (P.P. multiplied by 5%, +4% per level of experience)
Space: Oxygen Conservation - 30%+5%
Swimming - 50%+5%
S.C.U.B.A.-50°/crt-5%
Vacuum Survival
Wrestling

Pilot Skills
Automobile - 60%+2%
EVA-40%+5%
Jet Packs -42%+4%
Robots & Power Armor - 56%+3%
Robot Combat: Basic (SPECIAL)
Robot Combat: Elite (SPECIAL)
Spacecraft, Small - 60%*3%
Spacecraft, General - 50%+4%
Spacecraft, Advanced - 40%*-4%
Space Fighter - 50%^3%
Space Yacht -44%+4%
Starships - 36%+4%
Tracked Vehicles - 40%+4%

Pilot Related Skills
Navigation - 40%+5%
Navigation: Interplanetary - 45%+5%
Navigation: Orbital - 50%+5%
Read (& Operate) Sensory Equipment -30%+5%
Weapon Systems - 40%+5%

Rogue Skills
Cardsharp - 24%+4%
Computer Hacking -15%+5%
Concealment - 20%+4%
Find Contraband 26%+4%
Gambling (Standard) - 30%+5%
Gambling (Dirty Tricks) - 20%+4%
I.D. Undercover Agent 30%+4%
Palming -20%+5%
Pick Locks-30%+5%
Pick Pockets-25%+5%
Prowl-25%+5%
Safe-Cracking - 20%+4%
Seduction - 20%+3%, plus attribute bonuses.
Streetwise - 20%+4%
Streetwise: Drugs - 25%+5%
Tailing 30%+5%

Science Skills
Anthropology - 20%+5% (Very Rare)
Archaeology - 20%+5% (Very Rare)
Artificial Intelligence - 30%+3%
Astronomy & Navigation 25%+5%
Astrophysics - 30%+5%
Biology-30%+5%
Botany - 25%+5%
Chemistry - 30%+5%
Chemistry: Analytical - 25%+5%
Chemistry: Pharmaceutical 30%+5%
Mathematics: Basic - 45%+5%
Mathematics: Advanced - 45%+5%
Oxygen Systems - 58%+4%
Xenology - 30%+5%
Zoology 30%+5%

Technical Skills
Appraise Goods 30%+5%
Art-35%+5%
Begging 30%+3%
Computer Operation - 40%+5%
Computer Programming - 30%+5%
Cyberjacking (Criminals only) - 5(H-3%
Gemology - 25%+5%
General Repair & Maintenance - 35%+5%
History: Pre-Rifts 32%/24%+4%
History: Post-Apocalypse 35%/30%+5%
Jury-Rig-25%+5%
Law (General) - 25%+5%
Leather Working 40%+5%
Lore: Cattle & Animals - 30%+5%
Lore: Demons & Monsters - 25%+5%
Lore: Juicer - 30%+5%
Lore: Magic - 25%+5%
Lore: Psychic & Psionics - 25%+5%
Lore: Religion - 30%+5%
Masonry - 30%+5%
Mining - 35%+5%
Mythology - 30%+5%
Philosophy 30%+5%
Photography - 35%+5%
Recycling 30%+5%
Research - 40%+5%
Rope Works-30%+5%
Salvage-35%+5%
Space Contacts - 6%+2%
Ventriloquism- 16%+4%
Whittling & Sculpting - 30%+5%

Weapon Proficiencies (Ancient)
W.P. Axe
W.P. Blunt
W.P. Chain
W.P. Knife
W.P. Paired Weapons (Men at Arms)
W.P. Quick Draw
W.P. Shield
W.P. Staff
W.P. Sword
W.P. Targeting
W.P. Whip

Weapon Proficiencies (Modern)
W.P. Handguns
W.P. Rifles
W.P. Shotgun
W.P. Submachine-gun
W.P. Heavy Military Weapons
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons
W.P. Sharpshooting


<color=#FF0000>Edit: 12/23/11</color>
Ok the poll results are in, option 3 wins!

I will fix this on sheets as I go through the approval process.

If you want to fix the stuff yourself before I approve your character then here is how the list goes:

1. Freedom Station- Gravity Combat
2. Laika Station- Gravity Combat
3. Yuro Station- Gravity Combat
4. Outcast Station- Micro/Zero-G Combat
5. Mare Imbrium (the moon) - Micro/Zero-G Combat
6. Independent- your choice, make it fit the background (no I spent my entire life on a ship and have gravity combat)

There are two gravity combat related skills:
Gravity Combat
Micro/Zero-G Combat
This DO NOT affect your HTH style but are skills that show proficiency in combat in the gravity type the skill indicates.  If one does not have the skill they act at a minus 3 to ALL combat rolls in the gravity type they are unused to.  This is a test to see how well this system works and will be looked at again later after game play has started.
Orbital Control
GM, 9 posts
Sat 7 Jan 2012
at 00:29
  • msg #5

Re: Skill List

This is a list of the OCCs available.  If you want to play something that isn't on here then let me know, we can try and work together to figure something out.

First, all of the professions from mutants in orbit are also available.  They are:

Astrologer OCC
Cyberjack OCC
Defense Officer OCC
Energy Secialist OCC
Guard OCC
JOAT OCC
Medic OCC
Minor OCC
Space Pilot OCC
Research Scientist OCC
Salvage Expert OCC
Freebooter OCC
Ship Engineer OCC
Survival Systems Technition OCC
Trader OCC

Other OCCs I've decided deserve a chance are:

Men at Arms O.C.C
Borg O.C.C.
Bounty Hunter O.C.C.
(All CAF classes are effectively Freedom military personnel)
CAF Fleet Officer O.C.C.
CAF Trooper O.C.C.
(All coalition classes are actually Laika military personnel)
Coalition Commando O.C.C.
Coalition Cyborg Strike Trooper O.C.C.
Coalition Elite RPA O.C.C.
Coalition EOD Specialist O.C.C.
Coalition Grunt O.C.C.
Coalition ISS Intel Specter O.C.C.
Coalition ISS Peacekeeper O.C.C.
Coalition ISS Specter O.C.C.
Coalition Juicer O.C.C.
Coalition Military Specialist O.C.C.
Coalition RPA "Fly Boy" Ace O.C.C.
Coalition Special Forces O.C.C.
Coalition Technical Officer O.C.C
Crazy O.C.C. (including the Advanced crazy detailed in Mutants in orbit, other M.O.M. options MAY open up later in gameplay)
Freelance Spy O.C.C.
Headhunter Anti-Robot Specialist O.C.C.
Headhunter Assassin O.C.C.
Headhunter Techno-Hound O.C.C.
Headhunter Techno-Warrior O.C.C.
Juicer O.C.C.
Galactic Tracer O.C.C.
Glitter Boy O.C.C.
Master Assassin O.C.C.
Sheriff/Lawman O.C.C.
Sheriffs Deputy O.C.C.
Space Pirate O.C.C.
Special Forces O.C.C.
Super-Spy O.C.C.

Scholars & Adventurers
Administrator O.C.C.
Body Fixer O.C.C.
CAF Scientist O.C.C.
Catholic Priest O.C.C.
City Rat O.C.C.
Colonist O.C.C.
Cyber-Doc O.C.C.
Cyberoid O.C.C.
Mining 'Borg/Prospector O.C.C.
Operator O.C.C.
Preacher O.C.C.
Professional Gambler O.C.C.
Professional Thief O.C.C.
Explorer O.C.C.
Forger O.C.C.
Rogue Scholar O.C.C.
Rogue Scientist O.C.C.
Runner O.C.C.
Safecracker O.C.C.
Salvage Expert O.C.C.
Smuggler O.C.C.
Spacer O.C.C.
Sportsman O.C.C.
Traveling Story Teller O.C.C.
Vagabond O.C.C.


Psychic Character Classes
Burster R.C.C.
Coalition Battle Cat R.C.C.
Coalition Dog Pack (Dog Boy) R.C.C.
Coalition K-9 "Sniffer" R.C.C.
Coalition Kill Cat R.C.C.
Coalition Kill Hound R.C.C.
Psi-Ghost R.C.C.
Psi-Nullifer R.C.C.
Psi-Slinger R.C.C.
Psi-Tech R.C.C.
Zapper R.C.C.


Restricted:

Practitioners of Magic
Mystic O.C.C.
Warlock O.C.C.
Blue Zone Wizard O.C.C.

Any others that I missed and you think are a good idea please feel free to let me know.  I'm not perfect and I think this covers most everything needed.  Good luck deciding what you want to play people.
Orbital Control
GM, 11 posts
Sat 7 Jan 2012
at 00:52
  • msg #6

Redo of OCCs as a HU style Process

Working Info

Station of Origin

Generic/Basic Skills
* Language: Native
* Literacy: Native (unless from a station that is considered illiterate)
* Math: Basic
* Vaccuum Survival
* Computer Operation (unless from a station that is considered illiterate)

Background and Service
Freedom Station Military
KLS Security Forces
Laika Station Military
CAN Republic Military
Cyberworks Security Personnel


Occupation

Speciality

Related Skills

Secondary Skills


Military Combat Personnel
* Pilot
* Space Marine
* Security Specialist
* Gunner
* EWO Specialist

Military Specialist
* Spy/Military Intelligence
* Commando
* Command Liason
* Cyberjacker
* Acquisitions Specialist

Military Engineer

Military Scientist

Military Technician

Civlian Engineer

Civilian Pilot

Civilian Scientist

Civilian Technician

Civilian Laborer

Paramilitary/Mercenary Combat Personnel
* Pilot
* Space Marine
* Security Specialist
* Gunner
* EWO Specialist

Paramilitary/Mercenary Specialist
* Spy/Military Intelligence
* Commando
* Command Liason
* Cyberjacker
* Acquisitions Specialist

Law Enforcement Personnel
* Cop
* Bounty Hunter
* Investigator


Races:
Humans (Normal Gravity)
Humans (Low/Zero Gravity)

Mutant Humans (Normal Gravity)
Mutant Humans (Low/Zero Gravity)

Mutant Animals (Normal Gravity)
Mutant Animals (Low/Zero Gravity)
Orbital Control
GM, 12 posts
Sat 7 Jan 2012
at 01:18
  • msg #7

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
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