TMC Officer
The galaxy is certainly filled with many less than savory characters whose general ill intentions or selfishness threaten the galaxy's citizens, but luckily there are a like number of dedicated persons that wish to protect the civilian population from such social predators and criminals. Just as on Earth, there is a wide variety of criminal types, and similar diversity of law enforcement personnel to oppose them. Among those multitudes sworn to protect, is the TMC Officer, a member of the largest professional policing organization in the galaxy. The TMC Officer is a highly trained civilian soldier performing the duties of a policeman using many of the tactics of a government or military special forces team. They are skilled in all kinds of combat and nvestigative skills. Because their jurisdiction is primarily restricted to space, they also have the skills needed to deal with that demanding environment. Jet pack and zero gravity skills go hand in hand with weapon skills and enemy intelligence processing for these guys.
The TMC officer is not simply a policeman, each officer is a specialist of sorts within one of the many divisions of the TMC, much like Earth detectives or members of specific government agencies. Full details on those specific divisions are given in the Thissera-Micean Cooperative's own extensive section elsewhere in this supplement. The impact this has on skill selections should not be overlooked. Characters should have skills appropriate to their division and will quite often have complementary natural abilities such as super abilities or psionics. An alien with alter physical structure powers and combat skills will make a perfect Special Operations officer, while a psionic with object read and forensic skills will be better placed in homicide of contraband divisions. Such combinations of skills and natural abilities often bless the officer with promotions and assignment to elite or special units to handle the toughest of cases.
Though labeled as the TMC officer, this O.C.C. can be used for any galactic law enforcement characters.
Attribute Requirements:
O.C.C. skills
Streetwise (Applies to local space areas as well as streets and space stations) (+20%)
W.P. Energy Pistol or Automatic Pistol (choose one)
Pilot: Hover vehicle of choice (hover cycles and hover cars are the most common) (+10%)
Pilot: Jet Pack (+15%)
Radio: Basic (+15%)
Criminal Science (Does not include Forensic Medicine) (+20%)
Law: General (+20%)
Zero Gravity Combat: Elite
Hand to hand: Expert
Streetwise can be upgraded to Intelligence at the cost of one "other" skill.
Hand-to-hand: Expert can be upgraded to Martial arts at the cost of one "other" skill.
Other Skills
Choose five other skills from the following list. At least one of these must be appropriate to the character's specific division assignment.
Communications: Any (+10%)
Domestic: Any (+5%)
Electrical: Basic Electronics only
Espionage: Any (+5%)
Mechanical: Basic Mechanics, Hover vehicle Mechanics, and Spacecraft mechanics only.
Medical: First aid and Paramedic only.
Military: None (unless appropriate to the character's division, such as S.O.D. GM's call.)
Physical: Any (+15% where applicable)
Pilot: Basic: Any (+5% to hover vehicle skills)
Pilot: Advanced: Any
Pilot Related: Any
Rogue: None
Science: Mathematics only (unless appropriate to the character's division, i.e. homicide)
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: None
Secondary Skills: In addition to the above skills, the character can select five secondary skills from the secondary skill list on page 47 of Heroes Unlimited, second edition. As usual, these skills receive none of the bonuses listed above. the character can select three additional secondary skills at levels 3, 6, 9, 12 and 15.
Standard Equipment: Field communicator (range 1 mile/1.6 km), compact radio (usually in patrol vehicle; range 5 miles/8 km), division issued sidearm (usually a laser pistol, but S.O.D. and contraband often issue pulse lasers or ion pistols), stun club, removable magnetic boot cleats, standard jet pack, TMC armored helmet and light combat armor (A.R. 12, S.D.C. 120), reserve suit of TMC combat armor for raids (A.R. 14, S.D.C. 155), and a standard issue vehicle appropriate to the character's division and duties.
All TMC officers will have to pull patrol duties at one time or another and will be issued hover vehicles appropriate to their piloting skills. In addition, all officers are allowed to carry racial or religious weaponry as dictated by their customs (this includes the large sickles of the Manarr and the family blades prized by many Wardion).
Optional Cybernetics: Headjack, chemical analyzer (identical to the one in Aliens Unlimited, but built into a hand), and a radio receiver/transmitter.
Average Salary: 2800 credits per month. Officers of higher rank can make more, approximately 200 credits more per rank they have.
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