A brigand with a knack for art and forgery. This character uses his skills to create false passports, citizen's papers, identity cards, credit cards, invoices, and other documents. He or she is also able to recognize/ identify other forgeries. The forger is also usually familiar with the use of computers, cameras and video/film equipment. The latter is vital for reference purposes. Like the safecracker, although this character may be a criminal and work with thieves, con-men, and smugglers, the character typically has few or basic thief/rogue skills.
Note: This tends to be a thinking man's character who plans ahead and whose real power lies in his non-combat abilities more than anything else.
Special Forgery Abilities
Characters of the forger O.C.C. have the espionage skill of Forgery. This is the technique of making false copies of official documents, signatures,passports,I. D. cards, and other printed material, as well as counterfieting money. Forgery can also include the duplication of other treasures such as Artwork, Sculpture, and various other items with the intent to pass them off as the original. The forger must have an original, photocopy or Photographic image to work from in order to make an accurate copy. Skilled forgers can recognize other counterfeits, but with a skill penalty of -10%. Base Skill: 50% +5% per level of experience; +10% if the Art skill is also known to the forger. The following is a list of specific areas of forgery with bonuses and penalties applicable only to this Occupational Character Class. Bonuses:
Note: The forger cannot make articles of clothing but can make emblems, patches, insignias and minor alterations, Similarly, he/she can supervise a skilled tailor or armorer to make a very close replica (at least in appearance); - 5% for clothing, -10% for mega-damage armor (the replica may not even be made of an M,D.C. material).
Rank:Civilian Ranks
Race: Any Race.
Alignment: Typically anarchist or evil.
The alignment of a criminal character is restricted to anarchist or
evil. These brigands use their skills to trick, rob, blackmail and use
others for personal gain.
Characters of an unprincipled or good alignment will only use his/her
skills against the enemy. The character will NEVER use his abilities
to rob, hurt, trick or endanger good or innocent people. Nor will they
be willing to do anything that will enable others around them to do so.
Attribute Requirements: I.Q. 13, P.P. 14 or higher; a high M.A. can't hurt either.
Gender: Any
Common Skill Set:
Civilian Occupational Speciality(C.O.S.): Choose one C.O.S. before choosing O.C.C. Related Skills, this is the area that the Civilan has specialised in for a career or job. A list of sk1lls and bonuses appears under each C.O.S. description presented in the skills section
O.C.C. Related Skill Set: These are additional skill choices related to the character's occupation and background. Select three at level one, plus one additional skill at each subsequent level.
Standard Equipment: A suit of personalized (usually light or medium) body armor, a set of military fatigues, and a set of
dress clothing (forgers usually have money and dress very smartly).
Also a pocket magnifying glass and/or jeweler's loupe, micro-film
camera (fits in the palm of the hand and easy to conceal), 35 mm
camera (with telephoto, macro and micro lenses), video/film recorder,
hand-held computer, a full size portable computer,
PDD pocket audio recorder, portable microscope, pocket laser distancer,
pocket flashlight, pen flashlight, sketch pad, gas mask and
air filter, tinted goggles, set of carving and cutting/X-Acto knives,
ID4 scalpels, one laser scalpel, heat gun, various glues and waxes,
fine jeweler's tools, a handgun and energy rifle, knapsack, backpack,
canteen and a carrying case or satchel with paints, pencils, pens,
and other art supplies, and some personal items.
Equipment Available on Assignment: Depending on the character's skills the Game Master and the campaign, characters can be assigned any Fighter, Mech, any mission specific land vehicles, aircraft or spacecraft, any other firearms, weapon systems and ordnance, optical enhancements, any and all mission specific special equipment and access to computers and special facilities.
Forgeries: 1D4 different photo identity cards (all with aliases), fake birth certificate, and fake citizen I.D.
Monthly Wages: Well paid, But dependent on availiable jobs. If Hired personal service to an individual can earn up to 10,000 to 15,000 Credits/month
Personal Savings: ID4 x 1000 in credits, black market items worth ID4 x 1000 credits, and reasonably good forgeries of universal credit cards or currency with an apparent value of 4D4 x 1000 credits (the character
will try to "pass" bad funds whenever he thinks he can get away with it, but there is always the risk of getting caught).
Cybernetics: None to start. The forger may opt to get some simple implants or optical enhancement but that's all. A bionic/mechanical
hand or arm inflicts a - 25% forgery skill penalty. A bio-system
prosthetic will have a - 10 penalty on the forgery skill.
Experiance Table:
Secondary Skills: Select 5 skills from the Skills list level 1, plus one additional skill at each subsequent level. These are additional areas of knowledge and do not get any bonuses, other than possible bonuses for having a high I.Q. All Secondary Skills start at the base skill level.
Level | Experience |
1 | 0-2,000 |
2 | 2,001-4,000 |
3 | 4,001-8,000 |
4 | 8,001-16,000 |
5 | 16,001-24,000 |
6 | 24,001-36,000 |
7 | 36,001-56,000 |
8 | 56,001-86,000 |
9 | 86,001-110,000 |
10 | 110,001-140,000 |
11 | 140,001-170,000 |
12 | 170,001-210,000 |
13 | 210,001-255,000 |
14 | 255,001-310,000 |
15 | 310,001-390,000 |
Mechanoid Space Homepage Character Occupations |