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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.
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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