OCCUPATIONAL CHARACTER CLASS

(O.C.C.)

This section contains a list of all the O.C.C.s and their details.

O.C.C. OR R.C.C.?
For simplicity a player should choose either 1 O.C.C. or 1 R.C.C.. Each character class will describe the character's background, orientation, typical views of life, their position in society, special powers (if any), and training and skills.

Although most P.C.s are human, they are far from typical or normal humans. Characters like Borgs, Juicers, or Crazies, and high-tech soldiers, are augmented by incredible machines. Psi-stalkers, Mind Melters, Bursters, and others possess paranormal powers. Then there are Practitioners of Magic.

Non-humans and super-powered humans are generally considered to be mutants or D-Bees. A D-Bee is a slang term for Dimensional Beings, meaning 'from another dimension'.

Typically an R.C.C. has a specified Experience Table allocated to it. If no table exists use the Dragon or Psi-Stalker Experience Table.

Each O.C.C. description has some or all of the following sections:

Description Overview
This opening paragraph or two outlines the O.C.C..

O.C.C. Background
An explanation for how the O.C.C. was contrived and is organised, or the reasons for the existance of the O.C.C. Often has sub-sections that may deal with specific abilities,powers, or traits of the O.C.C.

.O.C.C. Abilities or Powers
A list of any abilities or powers that the O.C.C. grants the charcater is listed first. Generally if a character has both magic ability and psionics from the O.C.C. the psionics are lsited first, followed by the magic abilities. The amount of starting P.P.E. or I.S.P. is usually noted with this section instead of further down.

Magic Bonuses
This indicates any Save bonuses or penalties the character may receive from their O.C.C. and at which levels they may be improved.

O.C.C. Requirements
The selection of an O.C.C. is limited only by the minimum attribute(s) for that occupation and the player's personal taste. Some O.C.C.s have higher requirements than others and generally reflect the strenuous or intellectual demands of that particular profession.

Special Bonuses
Some O.C.C.s give special bonuses to their characters such as increased attributes or S.D.C.. Any bonuses or penalties to such are usually one time modifiers only.

Skills and Skill Selection
Each O.C.C. has three skill categories: O.C.C.skills, Related skills, and Secondary skills.

O.C.C. skills are the areas of expertise and training that all characters receive when they select that profession. The bonus in parenthesis reflects that specialised training.
O.C.C. related skills are additional areas of formal training and knowledge. In many cases, these skills also reflect the character's occupation and interests. Not that all skill categories are available for skill selection and will be marked 'none.' Many of the skill categories that are available will indicate specific restrictions (if any) and possible skill bonuses. Skill bonuses will be indicated in parenthesis. The skills that most related to one's O.C.C. have the highest bonuses.
Secondary Skills are things that have been learned without formal training. They are hobbies, interests, and abilities that a person has learned themselves by reading, or watching others and practicing what they have seen. These skills are also selected from the list of available categories. However, no skill bonuses are applicable! The bonus indicated in parenthesis applies only to O.C.C.Skills and O.C.C. Related Skills. Thus all Secondary Skillsstart out at the base skill level.
Skill Bonuses
The base skill level is denoted in each skill description. Bonuses received by one's O.C.C. are added  to that base skill. This is a one time skill bonus.

Characters may also have an I.Q. attribute bonus and this too is added to the base skill level as a one-time skill bonus.

Skill proficiencies increase as characters grow in experience. This is not so much a bonus as a designation of increased mastery over one's abilities. The amount that the skill level increases is also noted in each skill description. [Example: The communication skill of Radio: Basic reads: 'Base Skill: 45% +5% per level of experience. This means that a first level character without O.C.C. or other bonuses has a base skill proficiency of 45%. At second level +5%is added to increase the skill to 50%. At third level it increases to 55%, at fourth 60%, and so on.]

Maximum skill level is limited to 98%, because there is always margin for error no matter how skilled one is.

P.P.E. Points
P.P.E. Points is the amount of potential psychic energy that a character possesses. Usually base P.P.E.is equal to the P.E. stat. Unless stated otherwise under one's O.C.C. or R.C.C., the amount of P.P.E. is minimal, roll 2D6.

I.S.P.
The number of starting inner strength points that the character starts with, if any, and any increase per level of experience. Also noted is the rate at which I.S.P. is regained per activity, per mediation, or per sleep. Having I.S.P. means the character has some pychic ability and that normally gives them some form of Save vs Psionic Attack rating, this is mentioned here also. M.E. is the usual base for starting I.S.P.

Standard Equipment

Lists the usual equipment that the O.C.C. would, or should, have access to.

Equipment AvailableUpon Assingment
Sometimes extra equipment may be assigned to the O.C.C. as and when needed for specific missions or situations.

Money
The usual available assets or funds that the O.C.C. usually provides.

Cybernetics
The cybernetic implants or augmentations available to the O.C.C..

Types of O.C.C.s:-
List of O.C.C.s:-
This is a complete list of all O.C.C,s available in Rifts. Some comes from the world of Rifts itself, some from other dimensions such as Palladium, or from different timelines such as our own contemporary time.