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Daemon Explorer OCC

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 .

The Dark OCC


These are Daemon bounty hunters that will hunt down anyone , for the right price . The Dark are Daemons who had , at one time , been part of
the Daemon Military but decided that they preferred making money over the "honor of defending the home world" . These hunters are among the
best at what they do , yet are viewed as renegades . They are not considered criminals , theyre just not to be trusted , which is why they bring
back the head of their "prey" . By bringing back the head , they prove that they did succeed with their mission and did not let the target go and
claim they had killed them just to get the money . The Dark are much more successful now then they were in the past . Why is that , do you ask ?
Simple , The Daemons are a race with psionic powers and there are races out there that can sense such things . To rectify this , they built power
armor suits capable of blocking psi powers (to a certain extent) . This little ability works both ways though ; psi powers used against them may
not reach them , while psi powers used by the "Dark" also wont work (see Demon Power Armor for details). The Dark live for the hunt and often
must live for days , weeks and sometimes even months off the wilderness while hunting their prey .
Attributes Requirements : (Daemons ONLY) high PP & PE recommended
PPE : standard Daemon
ISP : standard Daemon
Psionics : standard Daemon
MDC/Hit Points : 1d6x10 plus 2d4 per level
SDC : 2d6x10
Natural Abilities : Chameleon 90% ; 80% can spit acid (3d6 MD/6d6 SDC)
nightvision 60 ft. ; see the invisible
Bonuses : (in addition to standard Daemon) +1 attack
+2 initiative , +3 strike , parry & dodge +4 versus poison
Skills : Lang. & Lit. : Daemonite 98%
Wilderness Survival +25%
Basic Math 98%
First Aid
Basic Radio +20%
HTH : expert
Fishing +20%
Prowl +30%
Detect Ambush +20%
Pilot : horsemanship(exotic animals)
Detect Concealment +20%

Pilot : hovercraft +15%


Sniper
Pilot : small spacecraft +15%
Tracking +25%
Read sensory equipment
Galactic Lore +10%
Demon Lore +10%
Lang. : two of choice +20%
Lit. : two of choice +20%
WP : energy rifle
WP : energy pistol
WP : two of choice Hunting
Land Navigation +10%
Related Skills : Pick 10 more , any category . Pick 3 more every other level .
Secondary Skills: Pick 5
Equipment : 2 weeks rations , 3 changes of clothes , 1 enrgy rifle of choice , 1 energy pistol of
choice (both with 2d4 extra clips) , 2 other weapons of choice , 1 Demon Spear
(see below) , and one suit of Demon power armor (see below)
Demon Power Armor
- stands 8 ft. tall , weighs 750 lbs.
- Power source : anti-matter with a 50 year life
- 480 MDC (has repair kit , good for 50 MDC)
- robot PS : 30 , Spd is double wearers natural Spd. Not Environmental .
- Designed to block out psi powers . Works both ways ; psionicists level 5 and under cannot get
through . This goes for not just the "attacker" , but also for the wearer of the suit . Attackers
level 6 & up can get through , but the suit grants the wearer a +5 vs. psionics (in addition to
their own bonuses) . If the wearer is level 6 & up , he too can get through , but the victim is at
an additional +5 vs. psionics
Weapons Systems
1) Tracking system (for shoulder cannon)
- sensors in the helmet follow the eyes and aim the weapon in that direction
- +4 to strike (with shoulder cannon only)
2) Plasma Cannon (shoulder mounted)
- Range : 2500 ft.
- Damage : 2d4x10 MD
- Rate of Fire : equal to wearers total HTH
- Payload : unlimited ; hooked to suits power source
3) Retractable finger claws/electroadhesive pads
- electro-adhesive pads are for climbling metallic structures ; claws are for
for climbing any thing that the pads cant .
4) Net Launcher (right fore arm)
- shoots a mono-molecular net (10 ft. x 10 ft.)
- Range : 70 ft.
- Damage : 5d6 Md on contact plus 2d6 MD per melee
5) Self-Destruct
- Used as a last resort , only . Causes a breech in the anti-matter chamber which
results in an explosion doing 4d6x100 MD to a 100 ft. radius .
Demon Spear
- 10 ft. long spear containing several weapon systems .
- plasma spear-tip (1 ft. long) ; Damage : 4d6 MD . Can fire plasma bolts doing
4d6 MD at a range of 1000 ft. Payload : unlimited (has its own power source)
- bottom of spear is minimissle launcher ; Damge : (high-explosive) 6d6 MD
to 10 ft. area . +5 to strike . Payload : 20
- Spear itself has 150 MDC , depleting this will explode the power source and
the min-missles .

"The Legacy" (a Daemon character class)


Thousands of years ago , the Daemons discovered and developed psionic powers long before developing any significant technology . Before
long , they had mastered their psionic powers and developed them to an extent no mortal race has yet to reach . As time wore on , they began to
turn away from psi powers and towards technology and slowly lost their great powers . Occasionally a Daemon is born with these extraordinary
psi-powers , but this is VERY rare . These individuals are known as "The Legacy" , which is actually a branch of the Daemon military . The
majority of Daemons with these powers join up for , mainly , two reasons :
1) The Legacy can help them develop their power and also learn better control over their
powers .
2) Those that don't join are put through a series of treatments that nullify their powers . ,

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

THE RIDERS OCC


The Riders are part of the military and are also one of the first to land during an invasion . The Riders are physically the toughest and strongest
of the Daemons . This is due to special treatments they recieve which they need so that they can live on the Planet of Daemonus (the highly
radioactive
"core") . While at home , Riders train with their mounts , which are somewhat domesticated animals . Riders live on the planet , capture animals
that are to be used as mounts and "break them (get them used to being rode upon) . Many normal Daemons are convinced that you must be nuts to
even consider becoming a Rider and , in truth , it does help just a little bit . After all , look what they call home .
NOTE : Riders levels 1-5 are considered trainees ; levels 6 and on they are the trainer . All Riders start at level 1 with a mount . This animal
will respond 60% of the time , which increases 10%
for every level of the Rider . This is because through time rider and mount become accustomed to each other
Attributes : IQ:4d6
ME:2d6
MA:2d6
PS:1d4x10
PP:5d6
PE:6d6
PB:2d6
Spd:5d6
note : PS & PE are increased thru the treatments
PPE: standard
ISP: ME+2d6 plus 1d6 per level
Psionics: standard Daemon
Hit Points/MDC: 2d6x10 +2d6 per level(artificially increased)
SDC: 4d6x10
Natural Abilities: standard Daemon ; plus immune to radiation
take 1/2 damage from energy weapons/attacks
Bonuses: +2 initiative +3 strike,parry&dodge +5vs.poison +1 attack
Skills : Lang. & Lit. Daemon 98%
Basic Math 98%
Basic Radio +5%
Cook +5%
Sniper
Tracking +15%
Wilderness Survival +20%
First Aid +10%
HTH:expert
Body Building
climbing +10%
Prowl +25%
Horsemanship:exotic animals +40%

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

Daemon Scientist OCC


Attributes : standard Daemon (high IQ recommended)
Skills: Advanced Math +25%
Computer Operation +20%
Computer Programming +20%
Basic Electronics +15%
Basic Radio +15%
Astrophysics +10%
Xenology +10%
Galactic Lore +10%
WP : energy pistol
WP : two of choice
HTH : Basic
Explorer Armor Design (special)
Related Skills : choose 15 , 4 of which must be science . Can pick from any category
plus add a 15% bonus (one time bonus) . Choose 3 more at levels
3 , 6 , 9 & 12
Secondary Skills : choose 6
Standard Equipment : for traveling : hand computer , translator , analyzer , hand
communicator , light body armor , 1 energy pistol and 1d4 extra
clips plus 2 extra weapons of choice , portable laboratory , first aid
kit . At home : They have access to labs , research facilities ,
whatever is needed .
Money : 3d4x100 in gold and gems

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

The War Pigs


The Daemons , as you may now know , believe themselves to be superior to the other races . This , at least, applies to the races whom they
have had run-ins with . Anyway , when they come across a planet whose inhabitants the Daemons believe they can conquer , they wage war upon
them . If the Daemons win , they immediately begin to scour the planet looking for survivors to be used as slaves , also known as : War Pigs .The
War Pigs make up the body of the Daemon military , as foot soldiers (gun fodder) . They are cheap labor , expendable , well you get the idea .
When the Daemons wage war upon a planet , the first to land are the War Pigs , then the rest of the invasion force . This way , if the natives
happen to be too much , the rest of the force can escape , leaving the War Pigs to their doom . The Drahu are an example of War Pigs . When you
first become a War Pig , a small device is implanted into the skull . This device is highly explosive , and is designed so that if they try to rebel or
escape , it goes off , killing them . Plus , War Pigs are paired off with another War Pig . This way if they get too far apart , the explosive goes off ,
killing both . They are NEVER told with whom they are paired , but are told about the explosive and what triggers it . These devices are shielded
from psionics (like Telemechanics) . Trying to remove it surgically will also set it off . Only the Enslavers can remove it , they have the controls
that deactivate it which makes it safe to remove .
One more thing is "added" , a collar for those War Pigs that exhibit psionic powers . This collar cancels their powers out , making them a normal
person . Like the implant , this also has explosives in it , and are activated the same way . Before landing on a planet with whom the Daemons are
warring on , the explosives are shut off . Why ? Simple , during combat they are bound to get too far apart from the War Pig with whom they are
paired , and having your troops explode during combat wont do the Daemons any good . This knowledge however is not told to the War Pigs
,simply because they would most likely drop their weapons and run for it . For combat reasons they are given armor (50 MDC) , a laser rifle (3d6
MDC , 2000 ft. range , 20 shots per e-clip) , 1d4 extra clips and a vibro-sabre (2d6 MDC) . The average lifespan of a War Pig (from day one as a
War Pig) is usually no more than about 3-4 years .

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

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