COMMAND/TECHNICAL OFFICER


If the Enlisted men and women are the heart and soul of the Fleet. Command/Technical Officers are the brains. The Command/Technical Officers of the Military Armed Forces are extensively trained in the art of leadership as well as a number of technical specialties. Usually highly motivated and highly educated, Fleet Command/Technical Officers either come to the Fleet through Officer Candidate School, or rise through the ranks of Enlisted to get their commission. Fleet Command/Technical Officers fill a multitude of command and control occupations on ships and at bases as reflected in the range of M.O.S. options available to them.

While Command/Technical Officers are as varied as people, bad Officers usually don't last long, either being demoted or shuffled off somewhere they can't do much damage. Bad Command/Technical Officers tend to have a higher than normal rate of dangerous and sometimes fatal accidents.

The Command/Technical Officer is perhaps the most diverse occupation in the fleet. They can cover everyone from the Combat Engineers to the Military Police to the Command Staff on the bridge of the Fleet ship. While the front-line fighting force is made up of grunts, if they can still fire their weapons, they're going to be thanking a Command/Technical Officer. Almost every non-combat job, and more than a few combat jobs, are filled by the Command/Technical Officer.

The Officers of the Fleet must explore strange, potentially hostile planets, negotiate and deal with alien species, and defend territory from all aggressors. It’s a tall order, and only a few are cut from the right cloth to fill it. Similar to ancient naval traditions on earth, Fleet Command/Technical Officers must not only be able to operate ship systems and make crucial command decisions, but they must also be cultured and socially refined. An Officer and a Gentleman (or Lady). They are expected to have impeccable manners, especially dealing with alien species whose customs can vary so differently from our own. They are the face of humanity to most alien species, and they must remember that at all times.

Since most fleets have to operate across galactic distances, and often a long distance away from the established command structure, Command/Technical Officers are expected to deal with many situations using their own initiative. People who hesitate or are unsure of themselves are shunted to rear-echelon "console jobs," and assigned to the less elite Officers Corps. The ones that graduate do so with a wide variety of skills and the ability to face the unexpected. Theoretically, at least - no amount of training can predict how a Command/Technical Officer will deal with real life situations but most are able to command a starship, engage in ship to ship combat, survive in the wilderness, and/or conduct guerrilla warfare with improvised weapons.

Command/Technical Officer O.C.C.

Rank: Military Rank. Always an Officer.
Race: Any Race.
Alignment: Any, but most are idealists who follow in the footsteps of generations of heroes. They tend to Principled, Scrupulous, Unprincipled or Anarchist and champion the causes of freedom and justice.
Attribute Requirements: I.Q. 9, M.E. 9, P.E. 10. A good P.S. and P.P. are helpful, but not required.
Gender: Any

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 Command/Technical Officer O.C.C.
  • Languages: One of choice (+20%)
  • Literacy: One of choice (+10%)
  • Intelligence (+15%)
  • Forced March
  • Military Etiquette (+10%)
  • Radio: Basic (+25%)
  • Radio: Scramblers (+10%)
  • Cryptography (+10%)
  • Basic Math (+20%)
  • Sensory Equipment(+15%)
  • W.P. Energy Pistol
  • W.P. Energy Rifle
  • W.P. Handguns
  • Computer: Programming (+10%)
  • 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 (+10%)
  • Engineering: Any (+5%)
  • Espionage: None
  • Horsemanship: Any
  • Industrial: Any
  • Magical/Religious: Any
  • Mechanical: Any (+5%)
  • Medical: Any
  • Medieval Civilization: Any
  • Military: Any (+5%)
  • Naval: Any (+5%)
  • Physical: Any
  • Pilot: Any (+5%)
  • Pilot Related: Any
  • Rogue: None
  • Rural: None
  • Science: Any (+10%)
  • Spacial: Any
  • Stage Magic/Performing Arts: Any
  • Technical: Any
  • Weapon Proficiencies: Any
  • Wilderness: None
Secondary Skills: Select 6 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: Mission specific vehicle or mecha,mission Specific sidearm with all attachments, 4 extra Energy Clips, portable tool kit, canteen, dress uniform, Flight suit, personal clothing and effects.

Equipment Available on Assignment: Depending on the Game Master and the campaign, characters can be assigned any Fighter or Mecha, 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.

Monthly Wages: Well trained and well paid. Command/Technical Officers make between 2,800 and 3,900 credits a month. Due to their special training Command/Technical Officers are all non-commissioned Officers or commissioned Officers starting at Ensign or 2nd Lieutenant.

Personal Savings: 3D6x100 credits

Cybernetics: None to start but can be added as the Character advances.

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


Mechanoid Space
Homepage

Character
Occupations