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Head Hunter O.C.C.

Head Hunter


The individual headhunter lives by his/her own code of ethics (determined by his/her alignment). The notorously evil and self-serving (will work for anybody who is willing to pay the most.) headhunters are the most talked about, but many headhunters are noble and trustworthy. Most see themselves as freewheeling "ronin" samurai; nomadic warriors without any one master.

Attribute Requirements: P.E. and P.P. 12 or higher, a high P.S. and I.Q. are also suggested but not required.

O.C.C. Skills:
Radio: Basic (+15%)
Radio: Scrambler (+10%)
Detect Ambush (+10%)
Detect Concealment (+15%)
Tracking (+10%)
Land Navigation (+10%)
Weapon Systems (+10%)
Read Sensory Equipment (+10%)
Pilot Jet Pack (+12%)
Pilot Tank and APCs (+10%)
Pilot (select 2 additional pilot skills, +5% to each)
Lore: Alien (+10%)
Language (select 3, +10%)
W.P. (select 5)
Hand to Hand: Expert

Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts (or assassin if an evil alignment) for the cost of on "other" skill.

O.C.C. Related Skills: Select 4 other skills. Plus select 2 additional skills lvl 3, 1 at lvl 6, 1 at lvl 9, and 1 at lvl 12. All new skills start at lvl 1 proficiency.

Communications: Any (+5%)
Domestic: Any
Electrical: Basic only
Espionage: Any
Mechanical: Automotive only (+5%)
Medical: Paramedic only
Military: Any (+15%)
Physical: Any, except acrobatics
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Math only
Technical: Any
W.P.: Any
Wilderness: Any

Secondary Skills: The character also gets to select 6 secondary skillsfrom the previous list. These are additional areas of knowledge that do not get the advantage of bonus listed in parenthesis (). All secondary skills start at the base skill level.

Standared Equipment: A suit of personalized, light or heavy (usually heavy), mega-damage body armor, including Coalition armor. A set of dress clothing, and a set of camoflage clothing for covert operations. Also a gas mask and air-filter, tinted goggles, hatchet for cutting wood, knives (1d4), an energy handgun and rifles and six extra e-clips for each, 3 additional weapons of choice, 1d6 grenades, robot medical kit and IRMSS, tent, knapsack, backpack, saddle bags, two canteens, freeze-dried food rations (5 week supply), and some personal items.

Money: The character starts off with 1d6*100 in credit.