Alien Education, Skills, and Knowledge
Optional O.C.C.s
Adventuring in a galactic setting, as opposed to the traditional one on Earth, puts characters in a very diverse social and political atmosphere ranging from the most advanced of polite societies to the most remote, brutal and primitive proto-civilizations. Somewhere within that vast area between those extremes and even outside them where no civilization can be found or identified, there is the unlimited potential not only for adventure, but to make a buck or two and call it a living. The skill system presented in Heroes Unlimited, Second Edition takes into account that the character must not only fight crime, adventure, and generally live it up as a superhero, but he must also live, work, and blend in with the real world. The skill system is based on living in and growing up in the real world, then fitting in a career of adventure on the side. It is different from the Occupational Character Classes (O.C.C.s) used in most other Palladium products, but if we look at certain specialized power categories within Heroes Unlimited, namely the Special Training categories, we see traits almost identical to the O.C.C.s of other products. The reason for this is simple. Those power categories do not conform to the general structure of normal society for their development and education. Like old west gunfighters and Spanish Conquistadors, they spent their lives, or most of it, out in the wilds or locked away learning the grittier secrets of life and experiencing the thrills most superheroes do not see until much later in life when they truly become a crime fighter.
The wide wondrous expanse of the galaxy provides an unlimited possibility for adventure, excitement, and specialized occupations outside the norm of polite or advanced society, much like the Special Training power categories and the O.C.C.s of other Palladium products. In order to reflect all this, increase the compatibility of Heroes Unlimited with the rest of the Megaverse, and to address some player requests for more skill selections for alien characters, I've included optional O.C.C.s for use by characters in a galactic campaign setting, though they can certainly be used in traditional Heroes Unlimited settings with the approval of the gamemaster. While the O.C.C.s' education levels are less chancy than those of the education tables of both aliens and human characters, the personal choice of skills is reduced. You get package deals that may or may not provide advantages, and beyond the bundled skills, only a few selections can be made. Gamemasters can also mix these O.C.C.s with the traditional education system of Heroes Unlimited, but should note that the character classes provide some bonuses and equipment that those characters rolling for their educations will not receive. How you handle these small discrepancies is left up to you as the gamemaster, but some uniformity is suggested and all characters should probably use the same generation system.
When using the O.C.C.s with alien character, simply generate a character normally by following the steps under Creating a Character, but skip Step 5: Determining Education &Skills and Step 8: Equipment (including the weapons, vehicle and money tables). To replace all of these missing tables and rolls, the character will receive skills and skill selections, weapons, vehicles, equipment, and money from the specific O.C.C. that is selected. Each O.C.C. begins with a set amount of money which can be considered that O.C.C.s typical monthly income. All characters using O.C.C.s start with one months income as spending money. Some O.C.C.s will have additional information on income and some variable ranges. Those with variable ranges roll each month, for their income is not constant. Alien characters belonging to specific power categories (or humans using the O.C.C.s) provide special equipment, money, or other perks, simply combine them with whatever the O.C.C. might provide. If the power category requires the forfeiture of a scholastic program, simply reduce the number of "other" selections by four and if secondary skills must be sacrificed also, reduce them accordingly. Note that any power category that prohibits the generation of education level and regular skill selection, including the Analytical Genius and all Special Training categories, can not choose an O.C.C. They can surely declare a profession and be considered part of that occupational class, but they do not choose a separate O.C.C. As it has been said before, they are already practically O.C.C.s in their own right.
Players and gamemasters should be flexible and creative with the O.C.C.s. Without going to far away from the basic outlook and concept of each occupational character class, players can customize their characters not only through O.C.C. and skill selections, but individual backgrounds also. For instance, someone with the professional combat athlete O.C.C. might have trained all his life to be a professional fighter, but through some significant turn of events never actually made it into the sport. This character would have the O.C.C. and its abilities, but wouldn't actually be a professional combat athlete. Such a character could have a most interesting background to explain why, including things like injuries, bad luck, enemies, and expulsion. Another example that demonstrates the flexibility that can be used is a bounty hunter character. Certainly, the Bounty Hunter O.C.C. would make an obvious and ideal choice for such a character, but framing the character concept with other O.C.C.s provides an interesting way to add character to the character. A bounty hunter using the TGE Operative as a template would be refined and professional, perhaps slick and smooth, while on the flip side, a bounty hunter using the Mercenary Soldier O.C.C. could be quite physical, rough and tumble, and less subtle or refined in his hunting techniques. Remember, each O.C.C. is here to represent a general type of education, training, occupation, and outlook, despite the specific names applied to some of them. The TGE Operative doesn't necessarily work for the TGE, but can instead serve any number of other corporations or similar wealthy organization such as governments and criminal organizations. The only thing the GM should be wary of is players trying to min/max by selecting an O.C.C. with all the skills they want, then turning it completely around and trying to justify it in another, barely compatible occupation.
Some of the O.C.C.s suggest the possibility of the character owning a spacecraft. Whether this is so or not depends on the gamemaster and the needs of his campaign. Guidelines are given for the kinds of craft available to that O.C.C., but must be defined and can be increased by the gamemaster. If several O.C.C.s that can have spacecraft end up in the same group, the gamemaster should feel free to combine their craft options into one larger vessel, set the basic stats on it, and allow the group to customize the rest to their liking.
he "Optional Bionics" section suggest some minor bionics that members of that O.C.C. would be likely to get if given the opportunity. These systems are mainly very convenient and serve to make the character's job easier. All bionic options are limited enough not to impact the range, duration, and effects of super, psionic, or magical abilities. Getting additional implants may have an impact, however. These bionics are completely optional and their inclusion in the character generation process is strictly up to the gamemaster. If a bionic character selects any of the O.C.C.s, the listed optional bionics are received automatically and do not have to be purchased out of his budget. Bionic characters are also the only ones allowed to augment or increase the capabilities of the listed bionics. Other characters wishing to do so must wait until play has begun and go through the proper channels and pay to required costs to do so.
For simplicity sake, all salaries are given in credits, but can be assumed to be equivalent to dollars for Earth use.
Another specific note on O.C.C. selections pertains to the Physical Training power category and the Professional Combat Athlete O.C.C. That power category can most obviously be a professional athlete; however, even though they determine their education normally, they are prohibited from selecting any physical skills. Thus they may choose the Professional Combat Athlete O.C.C. if they wished to, but they would not only have to reduce their "other" skill selections by four (they are required to drop a scholastic program), but they would also have to drop all of the given physical skills. Taking a look at the O.C.C. with those considerations, it might just be best for such characters wanting to be professional athletes to determine education normally and simply declare their occupation as a professional fighter.
Go back to the OCC main page.