Professional Documents
Culture Documents
The Explorers are sent out , one at a time , to search for other life-forms . Once they do , they are to infiltrate or otherwise keep an eye on that
race , keeping note of the race's strengths and weaknesses then report back to the Daemon government . All this is done so the Daemon
government can determine whether or not they could overcome that race . On occassion , an Explorer will "see things " and have a change of
heart . These Explorers are considered traitors and are hunted down by the Rogue Hunters .
Attributes : standard Daemon
OCC Skills : Lang. & Lit. :Daemonite 98%
Advanced Math +10%
Basic Radio +15%
Pilot Power Armor : elite
Power Armor Combat : elite
Pilot : starship +10%
Read Sensory Equipment +10%
Weapons Systems +10%
Space Navigation +10%
WP : energy pistol
WP : energy rifle
WP : 2 of choice
Language : 3 of choice +10%
Literacy : 3 of choice +10%
Basic Electronics +15%
First Aid +15%
Computer Operation +15%
OCC Related Skills : Pick 12 with +15% where applicable , at least 3 must be from Science ; Pick 2
more at levels 3 , 6 , 9 , 12 and 15
Secondary Skills : Pick 6 plus 4 more at level 4
Standard Equipment : hand computer , portable translater , hand communicator , first aid kit , 1 suit
Custom Explorer Armor , 1 "jump-suit" with 20 MDC (40 SDC) , B-M1 rifle ,
1 firebolt pistol , plus 2d4 extra clips for each . Plus pick 2 extra weapons of
choice .
Savings : start with 1d4x1000 in gold and/or gems .
This means no psi-powers at all , not even the natural powers of the race .
Most join willingly because they feel they are superior to normal Daemons , who feel that they are superior to just about everybody .
Attributes : IQ : 4d6
ME : 5d6
MA : 2d6
PS : 2d6
PP : 3d6 PE : 2d6
PB : 2d6
Spd : 3d6
PPE : standard
ISP : 4d6x10+ME + 1d4x10 per level
Hit Points/MDC : 1d6x10 +2d4 per level
SDC : 2d6x10
Natural Abilities : standard Daemon
Bonuses : (in addition to standard Daemon) +2 initiative +2 vs. poison +5vs. psionics
Psionics : considered master psionics ; pick one lesser category plus five super psionics
Skills : Lang. & Lit. Daemon 98%
Basic Math 98%
Basic Radio +10%
Intelligence +15%
Paramedic +10%
HTH : Basic
Pilot : hovercraft +20%
Robots & Power Armor +30%
Demon Lore +15%
Galactic Lore +15%
WP : sword
WP : energy pistol
Related Skills : Pick 8 from any category with a +10% where applicable
Secondary Skills : Pick 4
Equipment : 1 medium armored exoskeleton (100 MDC(200SDC AR : 14) , increases PS & Spd 4
times) 1 energy pistol of choice with 1d4 extra clips , 2 weeks rations and 1 additional
weapon of choice
Money : 2d4x1000 credits
Pilot: hovercraft
Demon Lore +10%
Galactic Lore +10%
WP: whip
WP: 3 of choice Hunting
Land Navigation +15%
Related Skill : Pick 5 at +15% plus pick 3 more every other level (starting at third)
Unavailable categories :
Electrical Mechanical
Medical Science(except Advanced Math) and no computer skills
Secondary Skill : Pick 3
Equipment: 1 month's worth of rations(kept in saddle bag) , 1 suit armor (no power armor ; usually
80-160MDC) , 3 weapons of choice with 4d6 extra clips (kept in saddlebag) , 1
electro-lash(10ft.long and inflicts 2d6 MD)
Money: 2d6x100 credits
Trhino : This is the most common mount . It has a head that is somewhat like a Triceratops that is mounted on a heavily armored body(has
natural armor plates covering it) . The feet have three fingered claws . Plus these creatures stand approximatley 6 ft. at the shoulder .
IQ:1d6(low animal)
ME:1d6+2
MA:2d6
PS:5d6(supernatural)
PP:3d6
PE:4d6(supernatural)
PB:2d6
Spd:2d4x10
Hit Points/MDC: 1d4x100 +1d4x10 per level
SDC: 2d4x100
Horror Factor: 8+1d8(9-16)
PPE: 3d6
Natural Abilities: Nightvision 60ft. , can see in total darkness , See the Invisible Track by smell
40%+5% per level , Immune to radiation Energy attacks do 1/2 damage
Combat: 4 actions/attacks per melee
Bonuses: +3 strike&parry +3 to all saves
Damage: ram attack(with horns of course) does 5d6MD
trample : 2d4 MD
Average lifespan: 40 years
weight: 1200-2000 pounds
Rogue Hunter
The Rogue Hunters are one of the more dangerous Daemons . They are sent out to hunt down Daemons who go rogue , such as Daemon
Explorers (who have the best chance of going rogue) . Hunters are not the kind of people you want against you . Why ? Because they are
relentless , fearless and tough . Those wishing to become a Hunter are put through a test to see whether or not they have what it takes to be one .
For the test they are taken to the highly radioactive planet itself ,
given radiation suits and a knife and left there for one week . After the week has passed , any survivors are picked up and taken immediately to
off-planet training grounds to continue their training . During training their strength and SDC are artificially increased . Also , due to the
experience on the planet they start with one insanity (roll for trauma) .
Attributes : standard Daemon ; high ME , PS and PE recommended
Alignment : any
Bonuses : (in addition to standard Daemon) +2 strike , parry and dodge ; +3 vs. pain
+3 vs. horror factor ; +1d6x10 MDC/SDC ; +1d6 PS
Skills :
Basic Math +10 %
Basic Radio +10%
Literacy : 2 of choice +15%
Language : 2 of choice +15%
Surviellance Sysytems +10%
Intelligence +15%
Detect Ambush +15%
Detect Concealment +15%
Tracking +20%
Hunting
Pilot : jetpack +20%
Pilot : small spacecraft +20%
Space Navigation +15%
Read Sensory Equipment +15%
Weapon Sysytems +15%
WP : energy pistol
WP : heavy energy
WP : 3 of choice
HTH : commando (agent)
Related Skills : choose 6 at +10% ; plus 2 more at levels 3 , 6 , 9 & 12
Electronics : Basic only Medical : paramedic only
Secondary Skills : choose 4
Standard Equipment : 1 RK gun with 2d4 extra clips , 3 other weapons of choice , 2 HTH weapons
of choice , 1 suit of Rogue Hunter armor , 2 changes of clothes , fatigues , hand
communicator , hand-held computer , and (with GM's permission) a small
spacecraft (usually 2 - 4 passenger size)
Money : start with 4d6x1000 in gold and gems
Uloskan Metamorph
This is probably the only real OCC that is different from what we already know of , that Uloskan Metamorph . These are Uloskans that have
dedicated their lives to learning new forms to morph into . This is a semi-mystical practice and the price for the new forms is that they permanetly
lose PB points . The older , more experienced Metamorphs are just butt-ugly . These metamorphs are some times hired as spies , since they can
change their form and blend in with lots of stuff . Normally several Metamorphs work together , each with a different set of forms , just for the
variety alone . Seeing as this race is partially silicone based , they can even take the form of inorganic objects . This goes for the normal Uloskans
as well .
Uloskan Metamorph OCC
Requirements : high PE , and high ME are helpfull but not neccessary
Bonuses : +20 MDC/SDC , start with PB : 3d6-1 ,
Special Abilities : Start with a total of three morphs , and gain two additional morphs at levels
4 , 7 , 10 & 13 . Each time they gain more morphs though , they permanently lose
2 PB points . Once they reach a PB of a 4 or lower they gain a Horror Factor of
1d10 .
Skills : other than the skills which are automatic :
Basic Radio +5%
Disguise +5%
Wilderness Survival +5%
Land Navigation +5%
WP : energy pistol
WP : 3 of choice
HTH : expert
Surveillance Systems +5%
Detect Concealment +5%
Lang. : 2 of choice +10%
Lit. : 2 of choice +10%
Related Skills : Pick 6 any category at +5%
Secondary Skills : Pick 4
Equipment : Three weapons of choice plus 1d10 extra clips for each , 1 hand-held communicator
2d4 weeks rations , gas mask , one melee weapon of choice (axe , sword etc)
Money : start with 1d4x1000 in universal credit