TGE Special Operative
The Tagoniglomerate (TGE) special operative is a highly trained professional very similar to a covert government agent. They are very slick and refined, even in combat and their high salaries allow them to dress as sharp as a tack. Style seems to come with the package, but it is the cover that allows the book to be misjudged, for the TGE special operative is a deadly and effective operator with access to some of the best equipment and schooling in the galaxy. These operatives are far more than standard security officers or even the military trained personnel of the TGE space contingents. They may not be the ones to gun down a squad of trespassing pirates with field weapons and battle armor, but they are no less powerful or effective assets to the TGE than the mainline protective units.
The main forte of the special operative is that of the spy. They are trained to carry out industrial espionage and enemy/rival infiltration for the preservation of their corporate master's security. Whether sabotaging a competitors latest top secret project or simply stealing the plans for it, the special operative can always be counted on to get the job done quickly and cleanly. Stealth and subversion are the main weapons of these agents, but they can also be deadly fighters when the time comes to resort to violence. A special operative in combat is always as quick, clean, and efficient as he is with his other work. Stunning and disrupting weapons are common and powerful melee weapons, such as energy knives, are often preferred over projectile and ranged types. High physical prowess ratings are common among these operatives, but smarts and perception are just as prized. Skill and accuracy can make up for any lack of brute strength.
The skills and practices presented in this O.C.C. can be used for any specialized government agent or corporate special operative for other companies. Heck, it can even be used to set up a special operative to infiltrate the TGE. Note that while certain super abilities, magic and psionics can add quite a punch to this characters effectiveness (Invisibility, Charismatic Aura and Hypnotic Suggestion immediately come to mind), a fair number of these specialists are from the Physical Training power category.
Attribute Requirements:
O.C.C. skills
Intelligence
Locksmith
Prowl
Climbing
Surveillance Systems
W.P. One melee weapon of choice
W.P. One ranged weapon of choice
Hand to Hand: Martial Arts (or Assassin if an evil alignment)
Other Skills
Choose six other skills from the following list. At least two of these must be an additional espionage skill.
Communications: Any (+10%)
Domestic: Any (+10%)
Electrical: Any
Espionage: Any (+15%)
Mechanical: Basic mechanics, automotive mechanics, or hover vehicle mechanics only
Medical: First aid only.
Military: Any
Physical: Any (+15% where applicable)
Pilot: Basic: Any (+10%)
Pilot: Advanced: Any, except for medium and large spacecraft of all types.
Pilot Related: Any
Rogue: Any (+5%)
Science: Math skills only.
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: In addition to the above skills, the character can select four 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: Stylish and expensive attire (2D6 suits handy at any given time), suitably expensive vehicle (custom hover cars are common and one light weapon may be built in at the gamemaster's discretion), non-descript vehicle for surveillance and low profile operations, concealable sidearm of choice (commonly a stinger-brae, hold-out pulse laser, or small automatic pistol with armor piercing rounds), silencers for any firearms, dark sunglasses in the latest style, concealed armor (unnoticable under clothes, S.D.C. 40, no A.R., all damage comes off of the armor first), FAS armor with stealth coating (A.R. 14, S.D.C. 175), pocket sized force field generator (the size of a paperback book; S.D.C. 50; size of field: 4 ft across; regenerates at the same rate as those built into armor), pocket computer with satellite uplink capabilities, and a fully outfitted and integrated target verification system (this system is not linked to any weapon).
Optional Cybernetics: Many are partial or full conversion cyborgs (look completely human/normal with composite parts), but non-bionic operatives often have a headjack, bionic memory modules (empty and used to store stolen data. Camera eyes and recorder can use this memory for storage of lengthy recordings), and choose one of the following: camera eyes (both video and still photos) or eye weapon (in both eyes).
Average Salary: 4000 credits per month. Experienced operatives can make much more, roughly 1000 additional credits per month for each level of experience beyond level 4.
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