Technoid OCC

As always none of these occ'c are racially biased and any race can make use of the occ's

The Technoid character has grown up and spent his/her entire life studying technology. This persons only desire and skill is to create and improve technology. The Technoids are extremely powerful in the Asylum scientific and engineering community. The Technoids are resposible for over 80% of the Asylum's technical advances while only making up roughly 10% of the Asylm's scientific community. These engineers have few if any equals in the Megaverse when it comes to understanding and developing new technologies. However, due to their obssesion with technology and all things technical they have almost no ability to communicate with any technically illiterate indivdual (meaning anyone not involved in the scientific community).

Technoid Bonuses:

  1. The Technoid is a minor psychic with the following ablities:
    - telemechanics
    - object read
    - total recall
    Base ISP is MEx2 +2d6
  2. The character is also considered to be insane, obssesion with technology, loves it and most believe that they can communicate with any technological device. This often leads to Technoids having very animated conversations with toasters, clocks, washers, drills, etc. The character is also to be highly influenced by sci-fi movies, cartoons, comics, and *gasp* role-playing games.
  3. The Technoid gets the following skills from Heros Unlimited (TM). (if you don't have HU or don't like these skills then don't use them however, if you don't use them there are no substitutes) These skill and table can be found on pages 73-77 of the HU MRB.
  4. *- Hot wiring (+5%)
    *- Computer Hacking (+10%)
    - Recognise quality & complexity of Electrical Systems (+5%)
    *- Building Vehicles
    - Recognize Vehicle quality (+10%)
    *- Make and Modify weapons (+5%)
    - Recognize weapon Quality (+10)

    *Use these skills as they are presented in HU. If using telemechanics simultaniously i.e. using telemechanics for the ENTIRE time period required for completeing a specified task, a temporary bonus of +50% applies to these skills. GM's should feel free to add to the basic tables presented in HU adding as many or as few bonuses and penalties as they feel apply.

Attribute Requirements: IQ 16, ME 15, PE 12

OCC Skills

Radio:Basic (+10%)
Electrical Engineer (+30%)
*Robot Electronics (+20%)
*Computer Repair (+25%)
Mechanical Engineer (+30%)
*Aircraft Mechanics (+25%)
*Robot Mechanics (+20%)
*Spaceship Mechanics (+20%)
*Submersible Vehicle Mechanics (+20%)
*Weapon Engineer (+25%)
**MD Bionics/Cybernetics (+20%)
Read Sensory Equipment (+20%)
Weapon Systems (+25%)
Math:Advanced (+20%)
Chemistry:Analytical (+20%)
Computer Operation (+30%)
Computer Programming (+30%)
Language: techno-can 98%
Literacy: techno-can 98%
W.P. energy pistol
Pilot: pick two from the following list (+15%)

automobile
motorcycle
hovercraft
truck
small spacecraft
small plane

HTH NONE! - This is intentional HTH basic can be aquired at the cost of 3 other skills.

*note: picking any of these skills a second time will result in the character being regarded as an expert in that field gaining a (+20%) on top of the other bonuses.
**note: This MD in bionics/cybernetics is highly specialized and the Technoid is not competent to perform sugical procedures only to make, modify, or repair impalants/bionics. In fact any character facing the possibility of surgery by a Technoid should roll for horror factor 18.

OCC Related Skills: Select four other skills from the following list plus an additional skill at level three, six, nine, tweleve.

Communication: Any (+10%)
Domestic: NONE
Electrical: Any (+15%)
Espionage: NONE
Mechanical: Any (+15%)
Medical: First Aid only
Military: Armor and Camouflage only (+10%)
Physical: Athletics only
Pilot: automobile, motorcycle, hovercraft, small spacecraft, truck, small airplane only
Pilot Related: Any (+10%)
Rogue: NONE
Science: Any (+10%)
Technical: NONE
WP: modern wp's only
Wilderness: NONE

Secondary Skills: The character gets to select three additional skills from the above list without the benefits of the bonuses in parenthesis.

Standard Equipment: Gets one energy pistol of choice plus 1d4 e-clips. Light body armor and basic tools of the trade. Everything else is provided by the Asylum on an as needed basis.

Money: The Technoid gets a roof over his head, food, clothing and other basic necessities as part of his pay. He also gets a monthly salary of 4000 credits a month.

Note: the retirement options for the Technoid are the same as the Enforcer OCC.

Cybernetics: The Technoid loves these little marvels of technology and will start out with 2d4 IMPLANTS. More will be considered although they can only be gained at the cost of the psychic powers.

By The Laughing Lunatic