ESPIONAGE SPECIALIST


The Espionage Specialist is the same basic type of character as the Freelance Spy, but he or she has an edge. This Agent is trained and backed by the military and has accest to far more resources and skills then the Freelancer. In addition this agent has undergone extensive cybernetic and bionic enhancement. Espionage Specialists are the most deadly members of their profession, combining their skills with bionic abilities to achieve the impossible. As stated spies are becoming commonplace in the galaxy. With the growing number of threats that have been presenting themsleves, many world governments feel the Superizing of their spies the only opion to keeping their edge.

Espionage Specialist as a subset of the military trade hold both Military rank and have full access to any and all military personal, skill sets and equipment.

Mental Resistance: A Espionage Specialist wouldn’t be much of a spy if he can’t keep his secrets safes from his enemies. Espionage Specialist have developed numerous mental skills to prevent telepathic probes and mind control from pulling their secrets from their thoughts. Spies need a 12 or higher to save vs. psionics, +3 to save vs. mind controlling drugs, potions, and magic/psychic charm, +2 to save vs. possession, telepathic probes, and horror factor.

Alternate Identity: By far the most impressive of the Espionage Specialist's skills is his ability to become someone else. They can flawlessly take on any personal so long as they take enough time to study their targeted persona in detail. Once the study period is ended they have the option of selecting 6 O.C.C. related skills or the O.C.C Skills of another character class they are impersonating.

While the Espionage Specialist has trained himself to perform and duplicate these areas of expertise, the Espionage Specialist gains none of the O.C.C. special abilities or training. The Espionage Specialist not only receives the bonuses in parentheses for the O.C.C. they are impersonating, they also get the benefit of applying their own O.C.C. bonuses to any skill that would be included in their areas of formal training and knowledge.

For example, if an Espionage Specialist trained himself to impersonate a Soldier, the Espionage Specialist would learn the O.C.C. skill-Land Navigation with the +15% bonus and the +5% bonus gained from the Espionage Specialist’s wilderness skill bonus. O.C.C. skills of another character class do not level up as the character gains in experience. If an O.C.C. skill is duplicated, it will continue to grow with experience as the character increases in skill and knowledge.

Potentially an Espionage Specialist can impersonate any other O.C.C., however O.C.C.s like Esper are difficult to maintain without demonstrating the ability to perform any of their special talents. If an Espionage Specialist chooses to make his impersonated O.C.C. into his permanent Second O.C.C., he can do so, however he still only gains half the number of O.C.C. related skills. THis ability can only be done once every other level as it takes time to learn the skills nessesary to pull off a successful impersonation.

Espionage Specialist O.C.C.

Rank:Military Rank. Always start off as an officer.
Race: Any Race.
Alignment: Any
Attribute Requirements: I.Q. 12, P.E. 12, M.E. 14.
Gender: Any
O.C.C. Bonus: + 2 on initiative and + 3 to roll with impact or fall.

Common Skill Set:

  • Language: Native
  • Literacy: Native
  • Mathematics: Basic
  • Computer Operation (+10%)
  • Racial History: Native
O.C.C. Skill Set: Basic training skills and skill bonuses common to all characters who take the Espionage Specialist O.C.C.
  • Radio: Basic (+10%)
  • Radio: Scramblers (+10%)
  • Cryptography (+10%)
  • Basic Math (+20%)
  • Literacy: One of choice (+10%)
  • Languages: Two of choice (+20%)
  • Intelligence (+15%)
  • Sensory Systems (+5%)
  • Pick Locks (+10%)
  • Disguise (+10%)
  • Forgery (+5%)
  • Prowl (+10%)
  • Computer: Programming (+10%)
  • Computer Hacking (+10%)
  • W.P. Energy Pistol
  • W.P . One of choice
  • Hand to Hand: Expert (Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts at the cost of one "other" skill or assassin if an evil alignment.)

M.O.S. Skill Set: (Military Operational Specialty): Each M.O.S. represents the character’s area of special training. Pick one of the following M.O.S. A list of sk1lls and bonuses appears under each M.O.S. description presented in the skills section. Read them all and select the one you feel best fits your characters personality and goals.
Military Occupational Speciality(M.O.S.)

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.

  • Communications: Any (+5%)
  • Computers: Any (+10%)
  • Cultural: Any
  • Domestic: Any
  • Electrical: Any
  • Engineering: None
  • Espionage: Any (+5%)
  • Horsemanship: Any
  • Industrial: Any
  • Magical/Religious: Any
  • Mechanical: Any
  • Medical: Any
  • Medieval Civilization: Any
  • Military: Any (+5%)
  • Naval: Any (+5%)
  • Physical: Any
  • Pilot: Any (+5%)
  • Pilot Related: Any
  • Rogue: Any (+10%)
  • Rural: Any
  • Science: Any (+10%)
  • Spacial: Any
  • Stage Magic/Performing Arts: Any
  • Technical: Any
  • Weapon Proficiencies: Any
  • Wilderness: Any
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.

Standard Equipment: Black fatigues or jump suit (for prowling at night) and a small wardrobe. Portable compact disc recorder/player and headphones , video disc player, portable language translator, hand-held computer and micro-printer, 35 mm camera (still photos) and a dozen discs of film, disc camera (moving pictures) with a dozen discs of film, micro-film camera (fits in the palm of the hand), pen flashlight, large flashlight, backpack, knapsack, utility belt, ammo-belt, canteen, sunglasses and goggles, walkie-talkie radio, air filter, gas mask, and lock picking tools .

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.

Weapons: Can include just about anything. Starts with a survival knife (1D6 S.D.C. damage), two energy weapons of choice with four E-clips for each, plus select three S.D.C. weapons of choice. Body armour can be of any type, but tends to use lightweight armor (no or low prowl penalties) or concealed armor.

Monthly Wages: Well trained and well paid, Espionage Specialists make between 3,500 and 4.500 credits a month. Due to their security access, Espionage Specialists are all commissioned officers starting at 1st or 2nd Lieutenant.

Personal Savings: Starts with 2D6 x 1000 credits and 1D4 x 1000 in black market items .

Cybernetics: The character has Partial Bionic Reconstruction, Cybernetic Disguise Implant, and 1D6 +4 bionic features or cybernetic sensors.

Experiance Table:

LevelExperience
10-2,000
22,001-4,000
34,001-8,000
48,001-16,000
516,001-24,000
624,001-36,000
736,001-56,000
856,001-86,000
986,001-110,000
10110,001-140,000
11140,001-170,000
12170,001-210,000
13210,001-255,000
14255,001-310,000
15310,001-390,000


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