Bastion OCCs-Survivalist and Expedition Leader

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Bastion OCCs-Survivalist and Expedition Leader

Unread post by Guy_LeDouche »

Guy's notes: Two sides of the same coin, so to speak. While the Survivalist focuses on themselves, the Expedition Leader focuses on a group. As always, constructive feedback and criticism is always welcome. Enjoy!!

Note: All Bastion characters roll for attributes, "Amnesia" and "Reconstruction" effects as outlined in the Character Template.

Additionally, Bastion characters are all technically proficient and advanced; many will skills listed that are not presented in the Splicers main book. In cases like this, these skills can be found in the Rifts Main Book.

SURVIVALIST OCC

“Technology’s overrated to begin with. Look where all the high tech has gotten us. That’s the biggest problem here; everyone is so scared to set foot outside. Give me six weeks, or less, with somebody and I’ll teach him or her how to live WELL in the out of doors.”

Considered to be fairly insane by most of the Bastion populace, Survivalists are those most at home in the wastelands. For various reasons, these individuals have turned their back on the trappings of civilization and have chosen a life in the wild. Survivalists are completely comfortable and happy in the wilds. Stealthy, cunning, and resourceful the Survivalist lives off the land with ease. A self-sufficient hunter, Survivalists are walking encyclopedias about hunting, trapping, wildlife, and the land. Near fearless in the face of nature, many call the most dangerous wilderness areas home and more than one Survivalist has left the Bastion and carved out a (relatively) comfortable existence in the Preserves. They have the knowledge, training, and experience to live under conditions others would call less than primitive. The Survivalist knows where to find food and fresh water, how to prepare proper shelter, and what plants and animals are dangerous (and which are edible).

Regardless of where they call home, any Survivalist is as hard as they come, able to survive in almost any wilderness condition and skilled in a fight. They are resourceful, cunning and experts in setting traps, taking down prey, and living off the land. The time spent in the outdoors means many Survivalists are powerfully built, conditioned to a harsh environment, and generally tough as nails. Though they may prefer a more primitive and rugged life, they are still comfortable with technology. Almost all Survivalists still regularly return to Bastion outposts to restock, resupply, visit with old friends, and share news and information. Contaminated with the nanoplague, Survivalists are rarely invited back into the Bastion; any return trips will see the character kept under heavy quarantine and containment. Some will actively work with and accept assignments from the Cadre; others will often temporarily join military operations or scientific expeditions, acting as guides, scouts, trackers, and advisors. With their intimate knowledge of the wilderness, a dependable Survivalist is a welcome addition to any group-they are ferocious warriors and perfect early warning scouts of incoming danger.

When travelling or adventuring with a group, most are reliable and trustworthy, but more often than not, they keep a physical distance from a group so as to not get caught with them in an ambush, to scout ahead, to guard the rear or flanks, hunt, and so on. Even well-meaning friends and allies can become trying, and the Survivalist often finds himself putting some distance between them and/or enjoying going off on short jaunts on his own.

Survivalist O.C.C.
Alignment:
Any, although many lean toward Anarchist.
Attribute Requirements: I.Q. 9, P.E. 16 and M.E. of 12 or higher. A good P.S. and P.P. are suggested, but not mandatory.

O.C.C. Bonus: +4D6 to physical S.D.C., +1D4 to P.S. and P.E. attributes, +2 to roll with impact, +2 to save vs. poison and disease, +10% to save vs. Coma and Death, and +1 to save vs. Horror Factor at 2, 4, 6, 9, 12, and 15.

O.C.C. Skills:
    Athletics (General)
    Cooking (+15%)
    Camouflage (+10%)
    Climb (+15%)
    Detect Ambush (+5%)
    First Aid (+10%)
    Fishing (+15%)
    Hunting
    Identify Fruits and Plants (20%)
    Land Navigation (+20%)
    Prowl (+15%)
    Skin and Prepare Animal Hides (+10%)
    Swimming (+10%)
    Track Animals (+10%)
    Track Humanoids (+15%)
    Trap Construction (+15%)
    Trap/Mine Detection (10%)
    Wilderness Survival (+20%)
    W.P. Knife
    W.P.: Energy or Caseless Rifle
    W.P. Ancient and/or Modern: Four of choice
    Hand to Hand: Basic

Hand to Hand: Basic can be changed to expert at the cost of two "O.C.C. related skills" or martial arts for the cost of three skill selections.

O.C.C. Related Skills: Select two Wilderness or Espionage skills and three other skills. Select one additional skill at levels 2, 5, 8 and 11. New skills start at the first level of proficiency.

Communications: Any (+5%)
Domestic: Any (+10%)
Electrical: Basic Electronics Only
Espionage: Any (+5%) except Forgery and Pick Locks
Mechanical: None
Medical: First Aid (+10%) or Holistic Medicine (+20%, counts as two skill selections) only.
Military: Any (+10%), except demolition (any).
Physical: Any except Acrobatics (+5% where applicable)
Pilot: Any (+5%), except robots, power armor and combat aircraft.
Pilot Related: Any
Rogue: Gambling, Imitate Voices & Sounds, and Tailing (+5%)
Science: Mat: Basic, Advance Math, Anthropology, Biology, and Botany only.
Technical: Any (+5% to most, +15% to Lore (any) and Rope Works)
W.P.: Any
Wilderness: Any (+15%)

Secondary Skills: The character also gets to select six secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Exclusive Survivalist OCC Skills:
1. Hunter’s Eye (special):
Survivalists gain additional bonuses to strike with any ranged weapon, thanks to their years of hunting, target shooting, and the occasional firefight with robots, Waste Crawlers, and even Splicers. The Survivalist gets one additional attack per melee round, are +1 on initiative, and +1 to strike when using a rifle (of any kind), shotgun or heavy weapon. Survivalists can even make aimed or called shots from a moving vehicle, horseback, or similar. These bonuses and abilities apply only to when the Survivalist is firing a single shot at a time. Burst and volley firing do not get Hunter’s Eye bonuses. Survivalist can benefit if firing a single shot from an automatic weapon, but once the weapon goes to auto fire, the bonuses stop until single-shot firing resumes. Note: If the G.M. would like to include it, the Survivalist can use the special Gunfighter O.C.C, skill of W.P. Sharpshooting Specialties (Rifle only) as described on page 91 of Rifts® New West.
2. Preferred Environment: At first level, the Survivalist chooses an environmental type as personal favorite. Examples could include Desert, Ocean, Savannah, Swamp, Tundra, Tropical Rainforest, etc. The Survivalist receives a bonus equal to their experience level on any skill rolls related to survival or safety in that environment. The Survivalist ignores the effects of terrain in this environment and moves through at full speed. Furthermore, the Survivalist never takes more than minimum damage from any environmental effects. The Survivalist may choose an additional preferred environment at levels 4, 7, and 10.
3. Preferred Prey: At 2nd level, the Survivalist may choose a particular species (or group of related species like “spiders”) as preferred prey. Against this preferred prey, the Survivalist receives both a damage bonus and a bonus equal to their experience level on any skills involving the prey (Tracking, Detect Ambush, etc.) At 8th level, the Survivalist may choose a second species and receive the same benefits.
4. Internal Compass: By 5th level, the Survivalist’s sense of direction and understanding of topography is so keen that the character is able to accurately guess the location of natural features. After spending 10+1D4 minutes studying the area, the Survivalist may attempt a Wilderness Survival roll. On a successful roll, the Survivalist is able to determine any two of the following pieces of information (player’s choice): the direction and approximate distance to the nearest lake, river or other large body of water (no streams, creeks, small ponds, etc.); the time of day (within 15 minutes); any one compass point; the weather conditions for the next 6 hours; the location of any game trails (and what type of animal passed along it most recently); the temperature (within five degrees); the location of the highest point of land within 5 miles. Base Skill: 60% +3% per level of experience
5. Sense Robots: Survivalists have this funny way of knowing when robots are nearby; they simply call it their “knack." Whenever a robot or drone is within 250 feet (76.2 m), the Survivalist will just feel that they are around; they are rarely surprised by N.E.X.U.S. forces.
6. Cadre Proficiencies: If the Survivalist maintains ties with the Bastion, they can continue to receive Cadre training. The Survivalist receives a proficiency at 2nd, 4th, 7th, and 10th level.
7. Nanotech Modifications: Any\

Standard Equipment: "Prowler" or similar light body armor, one weapon for each W.P. plus 2D4 clips for each, survival knife and hand axe, set of wilderness clothing (this can be anything from camouflage fatigues to buckskin.) Extra pair of boots, hat, or helmet, sunglasses or tinted visor, first-aid kit, knapsack, backpack, utility/ammo belt, several short pieces of cord, 100ft. of lightweight rope, utility knife, skinning knife, fishing line and hooks, material for snares, two canteens, six flares, and multi-optics binoculars (infrared and passive night vision) with digital distancing readout.

Equipment Available Upon Assignment: If the character works actively with Bastion forces, they may also have access to hand grenades, smoke grenades, heavy weapons, optical enhancements, camera equipment, light vehicles, and food rations. Most Survivalists have no clearance or real pull with the Cadre (though experienced and trusted veterans may have mid-level clearance.)
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Re: Bastion OCCs-Survivalist and Expedition Leader

Unread post by Guy_LeDouche »

Expedition Leader OCC

“This is my speech, and I only give it once. Stay together, stay focused, watch out for each other. I expect all of you to do what I say, when I say it. Do that and we all make it back in piece. If not, there won’t be enough left of you to bury.”

The Bastion thrives on knowledge. But knowledge can’t be gained without exploration; one can only learn so much from books and videos. Sooner or later, exploration of the outside must happen for plans or research to move forward. For many in the Bastion, especially most of the scientists, the very idea of journeying into the world fills them with fear and dread. To their thinking, venturing out into the untamed wilderness of Splicers is little more than a long and complex form of suicide. While Cadre members and other individuals, like the Survivalist, have the necessary skills to survive on their own, an expedition composed of non-specialists would have a very short lifespan. To be able to survive a long expedition, these groups need to be led by someone with an exceptional mix of abilities. The Expedition Leader is such a person, a master of keeping themselves and others alive under the most trying circumstances.

Much like the Survivalist, the Expedition Leader is skilled in living off the land and navigating its dangers. However, while a Survivalist can function well in a group situation, they’re equally good on their own. The Expedition Leader focuses on their group, helping to lead them safely to their destination and back again. A successful Expedition Leader is more than glorified survivor; an Expedition Leader is a mentor, trailblazer, (sometime) battlefield commander, paramedic, and outdoorsman all rolled up into one. Expedition Leaders are independent, confident, cunning, and tough. These individuals act fast, think even faster, and expect others to keep up. While many come off as harsh and demanding, it’s a necessity in their positions. They know full well that all too often their decisions may spell the difference between life and death, safety and helplessness, victory or defeat.

Despite the challenges and hardships of their positions (or perhaps, because of them), these men and women find fulfillment in working in concert with others. All Expedition Leaders share a love of nature, its challenges, and exploring the unknown.

Alignment: Any, although most Expedition Leaders know that trust in them is crucial for survival and success. The most common alignments are Principled, Scrupulous, and Unprincipled with a small number (roughly 10%) being Aberrant.

Attribute Requirements: I.Q. 10, M.A. or P.B. of 14 or more, P.P. and P.E. must be 12 or more. A good M.E. and P.S. are suggested, but not mandatory.

O.C.C. Bonuses: +1D4toP.E., +2D6+12 S.D.C., +2 on initiative, +3 to pull punch, +1 to roll with punch, fall or impact. +1 to save vs horror factor at levels 2,4, 6, 10 and 14.

O.C.C. Skills:
    Basic Electronics (+10%)
    Basic Math (+30%)
    Climbing (+15%)
    Computer Operation (+15%)
    Detect Ambush (+5%)
    Detect Concealment (+10%)
    Identify Plants & Fruits (+5%)
    Intelligence (+20%)
    Land Navigation (+20%)
    Radio: Basic (+15%
    Tracking (+10%)
    Wilderness Survival (+15%)
    Preserve Food (+10%)
    Prowl (+10%)
    Running
    W.P. Knife
    W.P. Energy or Caseless Pistol
    W.P.: Energy or Caseless Rifle
    W.P. Ancient and/or Modern: Three of choice
    Hand to Hand: Basic

Hand to Hand: Basic can be changed to expert at the cost of two "O.C.C. related skills" or martial arts for the cost of three skill selections.

O.C.C. Related Skills: Select eight other skills. Plus select two additional skills at level three, and one at level six, nine, and twelve. All new skills start at level one proficiency.

Communications: Any (+5%)
Cowboy: Any
Domestic: Any (+10%)
Electrical: Basic Electronics Only
Espionage: Any (+5%) except Forgery and Pick Locks
Mechanical: None
Medical: First Aid (+10%), Paramedic (+5%) or Holistic Medicine (+20%, counts as two skill selections) only.
Military: Any (+10%), except demolition (any).
Physical: Any except Acrobatics (+5% where applicable)
Pilot: Any (+5%)
Pilot Related: Any (+10%)
Rogue: Gambling, Imitate Voices & Sounds, and Tailing (+5%)
Science: Any, but +20% to Advanced Math.
Technical: Any (+10%)
W.P.: Any
Wilderness: Any (+15%)

Secondary Skills: The character also gets to select six secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Exclusive Expedition Leader Skills:

1. Loadmaster: The Leader knows how to optimize the packing, storage, and loading of supplies for a protracted expedition. The carrying or cargo capacity is increased by 10% for all members and vehicles of the expedition. Any vehicles used will also receive a 10% increase in range. This bonuses increases to 15% at 4th level, 20% at 9th level, and 25% at 12th level.
2. Expedition Lore: The Leader picks up stray and obscure facts during adventures. The Leader may make a special lore check with a bonus equal to their experience level to see whether or not they know some relevant information about notable people, items, noteworthy places, dangerous creatures, etc. Base Skill: 25%+5% per level.
3. Hands-On Training: The Leader is able to impart some knowledge to those in the party, often giving “hands on” instructions or training, even while traveling. As long as the group remains within eye sight of the Leader, all individuals receive a bonus of +10% to skill rolls (or the equivalent of 25% if the skill is not known) in any skills the Leader possesses. This bonus increases to +15% (or 35%) at 4th level and +20% (or 45%) at 8th level.
4. Dogged Determination: The Leader is capable of demonstrating strength in even the harshest of physical torments. This strength inspires others to carry on, regardless of pain, dangers, or discomforts. All those under the Leader’s command who are within 10 feet (plus an additional 10 feet for each level of experience) gain a bonus on any initiative, saves or skill rolls against natural occurrences, effects, disasters, or events: avalanches, thirst, extreme heat, ice cracking, animal or monster attacks, etc. The bonus is +2 or +10%, as the situation dictates. Additionally, the Leader’s force of will grants a +2 bonus to saves against any mind-affecting or fear effects (drugs, Horror Factor, etc.) provided the Leader himself saves against the effect.
5. Valiant Defender: The Leader fights best when defending his party. The Leader receives a +2 bonus to attack rolls and saving throws when directly fighting in defense of their party. This bonus increases to +4 at level 7.
6. Tactical Aid: A Leader is a skilled combatant and can provide tactical advice to fellow party members. By giving up all attacks/actions for a full round, the Leader can provide tactical aid to all allies within sight and voice range of their position. This aid provides a +1 bonus on all attack rolls. This bonus increases by an additional +1 for every three levels of experience. The Leader can continue to offer Tactical Aid as long as they give up the required actions. This ability stacks with any other bonuses.
7. Trail Finder: The Leader may add his class level as a bonus on all Land Navigation rolls.
8. Cadre Proficiencies: As long as the Leader continues to work for the Bastion, they can receive Cadre training. The Leader begins with one proficiency and may choose an additional proficiency at 2nd, 4th, 8th, and 12th level.
9. Nanotech Modifications: Any

Standard Equipment: "Grunt" or similar medium body armor, one weapon for each W.P. plus at least 2D4 clips for each, survival knife and hand axe, set of wilderness clothing (this can be anything from camouflage fatigues to buckskin.) The Expedition Leader may also carry a variety of equipment, depending on the mission. The most common items will include a sturdy set of traveling clothes or fatigues, with a good pair of military boots; broad brim hat, tinted goggles, belts, gun holster, ammo-bandoleer and equipment webbing. Other equipment includes a first-aid kit, a snakebite kit, a fire starter, a cigarette lighter or some matches, a compass, notebook or a notebook computer, a set of distancing binoculars, two canteens, backpack, sleeping roll, and ground blanket.

Equipment Available Upon Assignment: Exact equipment will vary on the expedition itself. However, most Leaders can get their hands on almost anything, either through their own influence or by making recommendations to expedition members with greater influence. Any type of body armor, explosives, any type of weapon, extra ammunition, optical enhancements, camera or surveillance equipment, sensory equipment and food rations for weeks can be obtained fairly easily. Most Expedition Leaders operatives have mid to high level security clearance, with the highest clearance for trusted individuals.
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Re: Bastion OCCs-Survivalist and Expedition Leader

Unread post by BookWyrm »

Fantastic job overall, Guy!
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Re: Bastion OCCs-Survivalist and Expedition Leader

Unread post by Snake Eyes »

Ok, again really cool stuff you have here :ok:
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Re: Bastion OCCs-Survivalist and Expedition Leader

Unread post by Aramanthus »

Another very interesting Bastion item. I like it.
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