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Cowboys still know how to cut loose. Only today its not just a night under the stars. Its a red hot roadhouse, with longnecks on ice, boots stomping and a juke box that wails "You won't EVER cool you heels in here!" -Marlboro



Skills

Lore: Outlaw Biker Mythology
This skill provides knowledge of the different Gods and Spirits that are worshiped by the Bikers. This skill also provides knowledge of different legends such as Starfall and the 12 Apostles, as well as knowledge of various other spiritual traditions and practices.
Base Skill: 30% +5% per level of experience

Streetwise: Bikers
Similiar to the streetwise skill, but in relation to Bikers, allows recognition of different gangs, their colors, recognition of names, and occasionaly faces, of more famous, or infamous, bikers. This skill also provides understanding of the heigharchies of biker clans, as well as knowledge of the titles and responsibilities of certain members.
Base Skill: 20% +5% per level of experience

Pilot: Mounted Combat
This skill allows for combat while riding a motorcycle, a horse, or some smaller arial vehicles. This skill provides the following bonuses, but only while mounted:
+10% to appropriate piloting skills (meaning if a character had both horsemanship and pilot:motorcycle, both would get a +10% bonus, but pilot:APC would not)
Auto-dodge and Auto-parry
Paired weapons (meaning one could steer with one hand while attacking or defending with the other)
+1 attack, +2 to strike, and +3 to dodge


Creating a Motorcycle Clan
Creating an MC is fairly simple. It is basically the same as the Mercenary Company creation table, but with a few exceptions..
A. Sponsership
only 3. Small time bandits and 4. Organized crime are appropriate choices, depending on the size of the gang. 1. Independant operative is a choice too, but most gangs ARE criminals, so why give up the extra points?

D. Vehicles
No matter how big or how small a biker gang gets, bikes, by definition, are their main vehicle. Thus this catagory is set up completely different
1. Horses. Your gang is a bunch of @#%&ing BEASTIES! Technically part of the biker culture, Beasties are gangs that perfer horses over the god-given gifts of gasoline and steel. Cost: None
2. Cruisers. You gang can afford bikes, but have none to spare, everyone in the gang and everything you own all have to fit on your bikes. Better hope you dont get chased through rough country with these. Cost: 3 points
3.All terrain. In addition to your big cruisers, you also own some scramblers (dirt bikes) for kids to learn on, scouting, rough country riding, etc. But they can also slow you down if you have to tow them behind your cruisers. Cost: 10 points
4. Fleet Vehicles. Same as #3, except you also own trucks to carry equipment, unused scramblers, the young and the old. Also 10% of your vehicles can be small ariel. Cost: 20 points
5. Combat vehicles. Same as #4 except the trucks are MDC armored and every other one has a weapon mounted on it. Additionally you have trucks set-up to carry and prepare food (i.e. refrigerators, freezers, stoves) no hunting rabbits for your gang! Cost: 30 points
6. Unlimited Vehicles. All riders have a cruiser and a scrambler, with extras to spare. Trucks and APCs are available, with special tanker trucks to carry extra fuel. All vehicles are MDC and have a mounted weapon. 20% of riders can ride small ariel. In other words, you want it you got it. Cost: 50 points

M. Reputation/Credentials
1. Cowards. The gang is laughed at to their faces and given no respect. They will be robbed and beaten and cheated by all gangs who encounter them. Cost: None
2. Unkown. The gang hasn't been heard of. This will cause many to "test" them, in fights, riding challenges, etc. to see where they stand. This is a delicate position where the gang reputation could either become great or shot to hell. Never-the-less, gangs wouldn't go out of their way to mess with you. Cost: 1 point.
3. Known. People have heard of the gang, nothing too spectacular, but nothing bad either. They will generally be left alone, given a fair deal, etc. Cost: 5 points.
4. Respected. People have heard good things about this gang. They will generally be invited to join in whatever is going on, given the occasional free drink, etc. Cost: 10 points.
5. Feared. Gang has a reputation of being some tough S.O.B.s, they are generally given whatever the ask for, given deals, and not hassled in ANY way. People will go out of their way to help someone of this gang from fear alone. Cost: 25 points.
6. Untouchable. This is a gang who name and colors will be feared and respected forever. This gang takes what it wants because it can. Lesser men have been known to wet themselves or cry at the mere sight of members of this gang. Cost: 50 points.

Examples


O.C.C.s


The Outlaw Biker O.C.C.

A Post-Apocalyptic Hell's Angel, an Outlaw Biker can be either a male or female, from any humaniod species,with a desire to ride.
The Outlaw Biker lives to ride to roads in freedom and hassle anyone who should try to take those things from him. They are trained in use and modification of motorcycles, survival both in cities (which are rarely frequented, too much control) and in the wilderness, but most importantly they are taught to fight, both against outsiders, who would attempt to control them, and amoung themselves, for honor, hatred, or just because...
Note: An Outlaw Biker OCC is typically a character that grew up in a MC, those who joined later are typically other OCCs.
Attribute Requirements: None
Alignment: Any
OCC Bonus: +1 to PE, +1 to PS
OCC Skills:
English(+15%)
Radio: Basic (+10%)
Basic Math (+10%)
Pilot: Motorcycle (+25%)
Mechanical: General (+15%)
Wilderness Survival (+15%)
Streetwise(+15%)
Body Building
Running
W.P. E-Rifle
W.P. Two of Choice
HTH: Expert (which can be changed for one "other" skill)

OCC Related Skills: Select one piloting skill and six other skills, at least two must be from rogue. Plus select two additional skills at levels three and five, and one additional skill at levels seven, nine and eleven.
Communications: Any
Domestic: Any
Espionage: None
Mechanical: Auto and Weapons Engineer Only (+10%)
Medical: Paramedic only
Military: Any
Physical: Any (+5% where applicable)
Pilot: Any (+10%)
Pilot Related: Any (+5%)
Rogue: Any (+10%)
Science: math and chemistry only
Technical:Any (+5% to languages and lores)
W.P.: Any
Wilderness: Any (+5%)

Secondary Skills: The character also gets six secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: A personalized suit of mega-damage body armor, a several sets of clothing, including a set of riding leathers with the clans colors, gas mask, tinted goggles, NG-S2 basic survival pack. The character also owns one motorcycles. One energy rifle and vibro blade and three additional weapons of choice, infrared distancing binoculars, robot medical kit, 50 ft. of rope, 2d4 grenades, backpack, knapsack and 1d4 sacks.

Money: The character starts out with 1d4x100 in credits, but has black market items that will gather another 3d4x1000 worth of credits.

Cybernetics:Can have up to 1d4 cybernetics of player's choice.




The Bard O.C.C.

More a lover than a fighter, the Bard is typically peacful, charming and entertaining. Some Bards are part of an MC, but many are independents, riding with one MC then another as they choose. Typically considered non-fighters, they will get down in the trenches when necessary. Also, it is a law of the plains that no one will intentionally injure or kill a bard, except in self-defense, on penalty of death.
Attribute Requirements: MA 10, a high IQ is helpful as well.
Alignment: Any, but typically good or selfish
OCC Bonus: +1 to MA
OCC Skills:
Two Languages (+15%)
Sing (+15%)
Play Musical Inst. (+20%)
Lore: Biker Culture (+15%)
Radio: Basic (+10%)
Basic Math (+10%)
Pilot: Motorcycle (+25%)
Mechanical: General (+15%)
Wilderness Survival (+15%)
Streetwise(+15%)
Body Building
Running
W.P. E-Rifle
W.P. One of Choice
HTH: Basic(which can be changed to Expert for one "other" skill, or Martial Arts for two skills)

OCC Related Skills: Select two domestic skills and five other skills. Plus select two additional skills at levels three and five, and one additional skill at levels seven, nine and eleven.
Communications: Any
Domestic: Any (+10% to dancing or musical skills)
Espionage: None
Mechanical: Auto Only (+10%)
Medical: Paramedic only
Military: None
Physical: Any (+5% where applicable)
Pilot: Any (+10%)
Pilot Related: Any
Rogue: Any (+10%)
Science: math and chemistry only
Technical:Any (+10% to languages and lores)
W.P.: No heavy weapons
Wilderness: Any (+5%)

Secondary Skills: The character also gets six secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also skills are limited (any, only, none) as previously indicated in the list.

Standard Equipment:A musical instrament, A personalized suit of mega-damage body armor, a several sets of clothing, including a set of riding leathers with the clans colors, gas mask, tinted goggles, NG-S2 basic survival pack. The character also own a motocycle. One energy rifle and vibro blade, infrared distancing binoculars, robot medical kit, 50 ft. of rope, backpack, knapsack and 1d4 sacks.
Money: The character starts out with 1d4x100 in credits, but has black market items that will gather another 3d4x1000 worth of credits.
Cybernetics:Can have up to 1d4 cybernetics of player's choice.
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