Meefman's Rifts OCC Page!!!
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Ok this is where all the OCC's I have made up are, I only have a few, but send me some of yours and I'll post them here with credit to you! What do you have to lose?
MERCENARY SPY OCC
The Mercenary Spy is a spy for hire who pledges allegience to no particular nation, though they may work for one for an extended period. They work on a contract basis. They can be hired for recon, to extract someone, to steal something, or even to kill someone, though they rarely accept such jobs, they aren't assassins. Often they are used by one business to steal secrets or money from another. The Mercenary Spy has no code or honor to live by except the guidelines of their alignment, so if hired to steal information they often will make themselves a copy before they give it to their employer. Employers who don't pay are rarely heard or seen again. They will sometimes accept favors or information as payment. They are the ones to hire for any corporate espionage, and a number of them make a good living as thieves who steal jewelry or other valuable goods. They rarely accept assault jobs or bodyguard jobs since they focus on stealth and infiltration, they tend to be hired for sniping if combat is expected. For some spies this is a living, just a paycheck, for others it is the practice of their art or what they love to do in life. This OCC is popular for thrill seekers, adrenaline junkies, or those craving a challenge to test their skills.
ALIGNMENT RESTRICTIONS: None
RACES ALLOWED: Any
ATTRIBUTE REQUIREMENTS: IQ 11, MA 11, PS 14, PP 17
OCC SKILLS: Literacy (+10%), Cryptography (+5%), Radio: Basic (+10%), Detect Ambush (+10%), Detect Concealment (+5%), Escape Artist (+10%), Prowl (+30%), Streetwise (+15%), Basic Math, WP Energy Pistol, WP Energy Rifle, H2H: Expert or Martial Arts, a specific form can be chosen at the cost of one other skill and one secondary skill selection.
OTHER OCC RELATED SKILLS: Select 10 other skills, 2 must be from Espionage, select 2 more at levels 3, 6, 9, and 13.
Communications: Any (+2%)
DOMESTIC: Any
ELECTRICAL: Basic Electronics only
ESPIONAGE: Any (+20%)
MECHANICAL: Automotive only
MEDICAL: First Aid only
MILITARY: Any
PHYSICAL: Any (+5%)
PILOT: Any
PILOT RELATED: Any
ROGUE: Any (+5%)
SCIENCE: Advanced Math and Chemistry only
TECHNICAL: Any
WP: Any
WILDERNESS: Land Navigation only
SECONDARY SKILLS: Gets 8 secondary skills with the same restrictions as other skills. Select an additional 2 at level 5.
STANDARD EQUIPMENT: 2 Sets Clothing, Camo Suit, Black Special Ops Suit, Knife x2, Energy Pistol of Choice, Energy Rifle of Choice, Flashlight, 10 E-Clips, RMK, 900' Nylon Cord- 500 lbs Test, Grappling Hook, Binoculars, PDD Player/Recorder, Lock Picking Set, Glass Cutter, 2 Grenades of Choice, Utility Belt, 3 Mile Radio, Tinted Visor, Backpack, Canteen, 2 Weeks Rations, IRMSS x2, 35mm Camera With 12 Film Discs, Pen Flashlight, Passive Nightvision Goggles, Any Armor of Choice, Any Non-Robot Vehicle
MONEY: 1D6x10,000 Credits
CYBERNETICS/BIONICS: If their race allows they can get 6 of choice, these will be mostly implants, 2 limbs at max
EXP TABLE: Use the Head Hunter experience table, if you think this is too powerful use the Techno-Wizard or Dragon experience table instead
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