Bastion OCCs-Cadre Trooper and Cyber Savant

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Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by Guy_LeDouche »

Guy's notes: The next Bastion OCCs, the Cadre Trooper and Cyber Savant. The Cadre Trooper are front line fighters; ready for combat and itching for a fight. The Cyber Savant is an expert in robotics and programming, able to shut down N.E.X.U.S. troops at the touch of a button.

As always, constructive criticism is always welcome. Hope you enjoy!



Cadre Trooper O.C.C.
"On the surface, our job is simple: we protect our people and we break things. But that's extremely deceptive. One doesn't become a Trooper in a week-it takes training, study, and discipline."

Troopers are the main infantry force and backbone of the Cadre; professionals tasked with safeguarding the Bastion and its populace. Troopers are used in a variety of roles, from military operations to peacekeeping and law enforcement duties. All Troopers are skilled front line fighters, experts in weapons, tactics, and combat. Recruited from both military and law enforcement, extensively trained, and outfitted with all manner of high tech equipment, Troopers are elite warriors and fighters.

While on the surface Troopers may appear simply as glorified foot soldiers, the Cadre only ever accepted the toughest, smartest, and meanest operatives. Trooper training focuses on a wide array of combat skills, including surgical strikes, espionage, security measures, sabotage, counter-terrorism and guerilla combat. While all Troopers receive the same initial training, each Trooper is given additional focused training in a Military Operational Specialty (MOS) specialty: communications, mechanical engineering, rogue skills and other areas. These unique areas of study provide Trooper teams with an incredible range and versatility to handle anything that is thrown their way.

These resourceful and cunning soldiers are present in almost every team that leaves the Bastion, often used as members of long-range patrols and covert teams. Normally, at least one or two Troopers will frequently be assigned to other teams, squads or expeditions. While not as flashy or glamorous as other Cadre forces, Troopers are renowned for their intelligence, cunning, and resourcefulness.

Alignment: Any.
Attribute Requirements: I.Q. 10, M.E. 10, P.S. 12, P.P. 14, and P.E . 12 or higher.
O.C.C. bonuses (in addition to physical skills): +1 to P.E., 1D4toP.S., +5D6 S.D.C., +1 attack per melee round, +2 on initiative, +1 to roll with punch, fall or impact, +2 to pull punch, +1 to save vs. Horror Factor at levels 2,4, 7,10 and 13.

O.C.C. Skills (in addition to M.O.S.Skill Packages, detailed below):
    Math: Basic (+20%)
    Radio: Basic (+10%)
    Read Sensory Equipment (+5%)
    Weapon Systems (+10%)
    Land Navigation (+10%)
    Detect Ambush (+15%)
    Wilderness Survival
    Running
    Armorer (+20%)
    W.P. Energy or Caseless Pistol
    W.P. Energy or Caseless Rifle
    Hand to Hand: Expert

Hand to hand: expert can be changed to hand to hand: martial arts or assassin for the cost of one O.C.C. Related skill.

O.C.C. Related Skills: At first level the character can select four "other" skills, plus one additional skill at levels 2, 4, 6, 8, 10 and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Cowboy: None
Domestic: Any
Electrical: Any (+5%)
Espionage: Any (+5%)
Mechanical: Any (+10%)
Medical: First Aid or Paramedic only.
Military: Any (+10%; +15% to trap and demolitions skills).
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any (+10%).
W.P.: Any
Wilderness: Any

Secondary Skills: The character gets two secondary skills from the list above, excluding those marked "None," at levels 1, 3, 5, 7, 9, and 11. 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.

Special Trooper O.C.C. Abilities & Bonuses

1. Field Armorer: A Trooper can take apart, clean and put together weapons blindfolded. Troopers can maintain, fix, modify, mount, and reload/charge ammunition. Additionally, a Trooper can repair all types of pistols and rifles, repair minor damage to armor (40 M.D. maximum), adjust targeting sights, use and repair optical enhancements, reload missiles and ammo drums, recharge E-clips, and even install/mount weapons on vehicles. Characters can effectively clear jams, modify weapons, pack bullets (a.k.a. "load shells") or make/modify his own special ammunition, jury-rig a recharger from a vehicle, generator or robot, and similar. Base skill: 40%+5% per level

2. Rest When You Can: Troopers learn by experience to take any opportunity to catch a few spare moments of much needed rest. Beginning at 3rd level, the Trooper is able to steal as much energy from a 10 minute nap as a full hour of rest. Trooper characters require only ½ the amount of rest normally required to stay refreshed and active.

3. Parting Shot: The Trooper is usually quick enough to make one last shot in any engagement. Beginning at 4th level, the Trooper is able to make a single extra ranged attack per round. This attack is a single shot only, and is always the last action in a round (regardless of what the character rolled for initiative.) Roll to strike and resolve as normal.

4. Keep Firing: Starting at 7th level, the Trooper can make a flurry of ranged attacks with a firearm or energy weapon at the expense of accuracy. For a single round, the Trooper may make one extra ranged attack for every attack the character has; effectively doubling the number of attacks. Note that these are attacks only and cannot be used for other purpose (moving, reloading, etc.) These extra attacks and any other attacks made in the round take a -4 penalty. This skill can only be used once every other turn and cannot be combined with any additional skills or proficiencies.

5. Cadre Proficiencies:
The Trooper has the added benefit of receiving additional training from the Cadre. The character automatically begins with “Advanced Weaponry” and a proficiency of choice. At 2nd, 3rd , 7th , and 11th level, the Trooper may choose one additional Cadre Proficiency.

6. Nanotech Modifications: Any

Standard Equipment: Armor of choice, tinted goggles or sunglasses, set of casual clothing, set of formal dress or uniform, flashlight, binoculars, laser distancer, pocket language translator, pocket magnifying glass, multi-optics band, portable tool kit, cigarette lighter, pocket mirror, 2-4 pairs of handcuffs, 100 ft. (30.5 m) of lightweight rope, survival knife or hatchet, utility belt, knapsack, backpack or saddlebags, air filter, and two canteens.

Trooper M.O.S. Skill Packages

Military Operational Specialty (M.O.S.) are areas of expertise taught to Cadre Troopers. They include the following categories:
    Assassin/Man-Hunter: Surveillance Systems (+20%), Tracking (+20%), Sniper, Impersonation (+12%) and Escape Artist or Disguise (+15%)
    Combat Expert: Three Physical skills plus Hand to Hand: Martial Arts, Boxing or Wrestling (choose one) and three W.P.’s.
    Communications: Choose five skills from the Communications category (+20%) and Basic Electronics (+20%)
    Engineering: Three Electrical and three Mechanical skills (+15% each)
    Espionage: Hand to Hand: Assassin, plus five skills selected from the Espionage and Rogue categories; may include any of the Military Demolitions skills and Find Contraband (all at +10%)
    Law Enforcement: Surveillance Systems (+10%), Streetwise (+15%), Find Contraband (+15%) and Criminal Science and Forensics (+10%)
    Medic: Advanced Math (+30%), Biology (+15%), First Aid (+20%), Paramedic (+20%), and Field Surgery (+20%)
    Recon: Intelligence (+20%), Wilderness Survival (+15%), Prowl (+10%), and Surveillance System (+15%)
    Science: Choose four Science (+15%) and two from Technical (+15%)
    Technician: Computer Operation, Computer Programming, Computer Hacking and three skills from Science or Technical (all at +10%)
    Weaponry: Weapon Systems (+20%), Demolitions (+20%), Demolitions Disposal (+20%), and three skills from W.P. and/or Military (+15% each)
Last edited by Guy_LeDouche on Mon Feb 18, 2013 5:30 pm, edited 1 time in total.
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Re: Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by Guy_LeDouche »

Cyber-Savant

“There’s one thing everyone seems to forget about computers and A.I.: they’re bound by rules and programs. Sure, they can learn and develop to some extent, but there’s always an underlying logic to their behavior. The trick is finding the best ways to exploit that logic.”

Robots and Artificial Intelligence of all kinds were a part of everyday life before the Great Purge, so the Bastion was no stranger to robotics experts. Vital members of a once highly advanced society, engineers of all kinds call the Bastion home, building and maintaining weapons, vehicles, and more. Many spend their time designing, constructing, repairing, and improving machinery and electronics. These geniuses tend to think in terms of gears, ratios, complicated schematics and advanced software code.

In this dangerous new world, there is one class of engineer whose skills are invaluable and are rapidly becoming heroes: the Cyber-Savant. These individuals have a profound, instinctive grasp of the synthetic mind: the parameters shaping a particular entity’s outlook and the processes by which it perceives, remembers, and interprets the world. With these insights, the Savant can manipulate, disrupt, and even unlock the secrets of A.I. more efficiently than others. This understanding allows the Savant to apply their in-depth insight to dealings with aware constructs of all kinds. An avid expert in robotic, cybernetic, and computer hardware, the Specialist is often more comfortable around machines than living, breathing, beings. Masters of robotics and technology, the Savant can create, enhance, reprogram, and even shut down robotic beings.

Cyber-Savants are highly regarded specialists in the repair, modification, and maintenance of all manner of technology in general. While some work strictly in a laboratory setting, many are regularly in the middle of combat: causing robots to malfunction, making emergency repairs, or even helping to capture or retrieve robot specimens. On occasions, these daring experts will join teams of other Cadre specialists, slipping behind enemy lines to examine and assess enemy strengths or sabotage enemy systems. With their expertise, Savants frequently pair with Cadre Robot Hunters, making an extremely effective team.

Alignment: Any
Attribute Requirements: I.Q. and M.E. of 12 or higher; a good P.S. and P.P. 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:
    Math: Basic (+20%)
    Math: Advanced (+10%)
    Radio: Basic (+20%)
    Computer Operation (+15%)
    Electrical Engineer (+20%)
    Robot Electronics (+20%)
    Mechanical Engineer (+20%)
    Robot Mechanics (+20%)
    Weapons Engineer (+20%)
    Weapons Systems (+10%)
    Running
    W.P.: Energy or Caseless Rifle

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

O.C.C. Related Skills: Select six other skills, plus select two additional skills at level four, and one at level eight, and twelve. All new skills start at level one proficiency.
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+20%)
Espionage: None
Mechanical: Any (+20%)
Medical: First Aid only (+10%)
Military: Any (+10%).
Physical: Any except Acrobatics and Wrestling (+5% where applicable)
Pilot: Any (+5%)
Pilot Related: Any (+10%)
Rogue: Any (+5%)
Science: Any.
Technical: Any (+10%)
W.P.: Any
Wilderness: Any

Secondary Skills: The character also gets to select two 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.

Special Cyber Savant Skills:

1. Machine Master: The Savant is well versed in the way robots and other constructs move, think, and act. The Savant gains a +10% bonus on any skills checks made when hunting or interacting with robots or aware constructs (following a robot trail, hiding to avoid robot enemies, etc.). The Savant also gains a +1 to combat and damage rolls when fighting robots or other constructs. This bonus increases by 5% and +2 at 5th level and an additional 5% and +3 at 9th level.

2. Logic Disparity: Beginning at 3rd level, the Savant can use their insights to disrupt the programming and logical processes of robots, Artificial Intelligences, and similar beings. The character can take all their actions for one round to communicate with the target, inserting phrasing, comments, or commands that the robot finds unusually hard to properly interpret. If the skill roll is successful, the target must make a saving throw of 12 or higher. If the save is successful, the target simply loses a single action while its core programming resets. If the save fails, the target’s core programming has been temporarily disrupted. For 1D6 rounds, the robot either pauses while it restores data or wanders off aimlessly. In both cases it attacks only if it is attacked first, but once engaged it battles until its enemy flees out of sight or is destroyed. The saving throw required increases by +1 for every three levels of experience the Savant has (13 at 6th, 14 at 9th, etc.) Base Skill: 50%+5% per level of experience. This is usable against alien robots but at a -35% skill. NOTE: N.E.X.U.S. and similar advanced A.I. are immune to this skill unless the character can somehow directly interface with the core operating software. Even then, the effect is halved. Additionally, this skill cannot be used against robots under direct N.E.X.U.S. control.

3. Systematic Shutdown: At 6th level, the Savant may apply a more extreme version of the techniques used to induce the “Logical Disparity”. This uses all of the Savant’s actions for one melee round. During this time, the Savant must be able to communicate with the target. If the skill roll is successful, the target must make a saving throw of 12 or higher. If the save is successful, the confounding logic slows the robot’s functioning to a crawl; it has no initiative, its number of attacks per melee round is reduced by half, and Spd is reduced by half. If the save fails, the robot is locked in a state “cognitive disruption”. During this time, it is both unaware of what is happening around it and unable to take any action. It will remain in this state a number of minutes equal to the Savant’s experience level. The saving throw required increases by +1 for every three levels of experience the Savant has (13 at 9th, 14 at 12th, etc.) Base Skill: 40%+5% per level of experience. This is usable against alien robots but at a -35% skill. NOTE: N.E.X.U.S. and similar advanced A.I. are immune to this skill unless the character can somehow directly interface with the core operating software. Even then, the effect is halved. Additionally, this skill cannot be used against robots under direct N.E.X.U.S. control.

4. Forced Shutdown: At 9th level, with a combination of knowledge, careful study, luck, and guesswork, the Savant can find the “off switch” on most robots; a weak spot of some sort that, if properly manipulated, will deactivate the target. This is extremely dangerous, as it requires the Savant to physically touch the target. This attempt counts as one melee attack. The attack itself does no damage, but if successful, the robot must make a save of 12 or higher or be deactivated. The saving throw required increases by +1 for every three levels of experience the Savant has (13 at 12th, 14 at 15th, etc.)

5. Cadre Proficiencies: If the Savant continues to work for the Bastion, they can receive Cadre training. The Savant may choose a proficiency at 2nd, 5th, 8th, and 12th level.

6. Nanotech Modifications: Any

Standard Equipment: "Grunt" or similar medium body armor, one energy or caseless rifle of choice, one energy or caseless side arm of choice, 2D4 clips for each weapon, 4 smoke or glitter grenades, 6 signal flares, flashlight, survival knife, distancing binoculars, hand-held computer, portable tool kit, utility belts, canteens, backpack, sleeping roll, and ground blanket.

Equipment Available Upon Assignment: Savants typically have mid-level clearance and can usually obtain weapons, armor, and ammunition fairly easily. However, the Savant usually gets priority in regards to replacement parts, tools, armor, and repair facilities, as well as access to computer and data systems.
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Re: Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by NMI »

Cadre Proficiencies: The Trooper has the added benefit of receiving additional training from the Cadre. The character automatically begins with “Advanced Weaponry” and a proficiency of choice. At 2nd, 3rd , 7th , and 11th level, the Trooper may choose one additional Cadre Proficiency.

What is "Advanced Weaponry" and what are "Cadre Proficiency/ies"? or did I miss a post somewhere?
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Re: Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by Guy_LeDouche »

Mr. Deific NMI wrote:What is "Advanced Weaponry" and what are "Cadre Proficiency/ies"? or did I miss a post somewhere?


No, I haven't posted them just yet. There are still several sections I've got to post:

    One more OCC, the Artificer

    Cadre Proficiencies

    Nanotechnology and Nanite Manipulation

    Nanotech Modifications

    Weapons and Equipment

In a nutshell, "Proficiencies" are extra abilities that give the characters an edge in combat or interactions. Being hold overs from an ealier age and former world class experts, I wanted them to have some perks or capabilities that set them apart from other Splicers characters.

For example, here's one:

BULL’S EYE: The character is especially deadly with ranged weapons. Prerequisites: Point Blank Shot. Effects: Once per round, the character may give up an attack/action to ensure a Critical Hit. This must be declared before any die are rolled. Attack and defense are resolved as normal; if successful, the attack is an automatic Critical Hit.

While some of the proficiencies are fairly powerful, they are usually focused in one particular area or are fairly hard to obtain. For Bull's Eye, for example, the character must have the Point Blank Shot proficiency. This means, the character will be between about 5th-7th level before they can select this. At that point, a single critical hit shouldn't drastically disrupt the flow of an encounter. But it does serve to give the character that little extra "oomph".

Not all are combat related; some offer bonuses in interactions with characters/NPCs, enhancements to certain skills, or a minor special ability.

Here's a few to take a peek at:

CONSERVATION: Skilled in survival, the character knows the best way to maximize use of available food and water. Prerequisites: Wilderness Survival Skill of 45% or higher. Effects: He needs only half the normal daily requirements of food and water (but prefers to get the full requirements if possible.)

CHARM: A smooth talker, the character has been trained in the best ways to sway and persuade people. Prerequisites: M.A. or P.B. of 15 or better. Effects: The character gets a bonus equal to their experience level on all applicable skill checks made to influence others. Skills could include (but are not limited to) Bartering, Public Speaking, Interrogation, etc.

FOCUSED FIRE: The character is devastating when focusing attacks on a single target. Effects: The character receives a +1 to Strike for each previous attack made with the same weapon against the same target in the same round (regardless of if the attack was successful or not.) For example, +1 for the first attack, +2 for the second, +3 for the third, etc. On the next round, the bonuses start over.

WIDE BURST: Adapt with automatic weapons, the character can hit more than one opponent with attacks. Prerequisites: Burst Fire. Effects: When making a burst fire attack, the character can also choose to hit any opponents up within 6 feet of the original target. This attack uses a single attack roll with each target rolling separately to dodge. Damage to the additional targets is the equivalent of a single shot.
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Re: Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by NMI »

So basically, these are like "feats" from D20. Least that is how I see them. I like the idea.
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Re: Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by Guy_LeDouche »

Mr. Deific NMI wrote:So basically, these are like "feats" from D20. Least that is how I see them. I like the idea.


Pretty much the basic idea. I'm a big fan of character "customization" (for lack of a better term) and I wanted something that would set characters apart even from others in the same OCC. Yet, at the same time, I didn't want them to get too overpowered. I figured quick "one-off", limited use type abilities would be the perfect middle ground.

Glad you liked them.
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Re: Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by Witchcraft »

This is such a kickass idea! Haven't seen the "feat" feature before in Palladium but I love your implementation
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Re: Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by 89er »

All great stuff so far, this could certainly fit into splicers. I cannot wait for the equipment section.
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Re: Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by blade76 »

Cadre combat training, what unique martial arts have they developed? I also think you should expand their skills lists in the mos section, try site:rpol.net especially robotech mos for ideas on unique cadre trooper skillsets, just my opinion. Great work by the way :D
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Re: Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by NMI »

So when are we going to get see some more?
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Re: Bastion OCCs-Cadre Trooper and Cyber Savant

Unread post by Aramanthus »

I agree. I want to see more material. Soon hopefully.
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