Unless otherwise stated all OCCs have: PPE: ME Basic Minimum skills: Math:Basic, Read/Write/Speak Native Language Martial Art Power Restrictions: Art of Invisibility(not Mystic Invisibility) Atemi(not Dim Mak) Advaced Atemi(not Long Distance Dim Mak) Chi Mastery(any see modified rules) Advanced chi mastery(not Radiate Positive Chi, Chi Weight Control, Negative Chi Polarity, Control Negative Chi) Body Hardening(not Chi Gung) Demon Hunter Body Hardening(not Demon Wrestling) Special Katas Chi Katas Martial Art Tech(not Kaijutsu) Additional Martial Art Tech(not Eight Horse Stomp) Zenjoriki(Not Discorporate)

Base Pay: $450 + $50/level

PROFESSIONAL AGENTS ============ ====== Gadgeteer Agent Occ Req: IQ 9, PP 9 Starting Age: 18 Base SDC: 10 Skill Programs: 3 Military or Espionage 1 Gizmoteer 1 Basic Secondary Skills: 17 Money: $400,000 Contacts: 20% chance to recognize invetor or gizmoteer

Thief Occ Req: IQ 8, PP 12 Starting Age: 16+1d20 years in prison Base SDC: 10 Skill Programs: Prowl or any one physical skill at (+25%) Thief program with additional(+12%) 2 From: Gizmoteer: Electro Comm, Explosive Weapon, Comp Hack, Security. Espionage: Surveillance, Deep Cover, Stage Magic Military: Basic, Pilot, Assassin/Guerilla 1 Basic Secondary Skills: 14 Money: $10,000 Contacts: 60+5% to pass as criminal 10% to find criminal

Wandering Free Agent Occ Req: IQ 9 PE 8 Starting Age: 18 Base SDC: 15 Skill Programs: 1 language or cultural program 2 Espionage 1 Military 1 Gizmoteeer 1 Basic Secondary Skills: 19 Money: $10,000 Contacts: 15% chance to find old friend Character has 8 countries of origin

Operative Agent Occ Req: IQ 11 Starting Age: 20 Base SDC: 15 Skill Programs: 2 Espionage 2 Military or Gizmoteer 1 Military, Espionage or Gizmoteer 1 Basic Secondary Skills: 17 Money: $10,000

Police Detective Occ Req: IQ 9, PP 9 Starting Age: 18 Base SDC: 20 Skill Programs:2 Espionage 2 Espionage, Military, Gizmoteer 1 Basic Secondary Skills: 17 Money: $10,000 Contacts: Find Informent 25%, Find friend in police force 10%

Mercenary Occ Req: IQ 8 PP 8 Starting Age: 18 Base SDC: 20 Skill Programs: (+10% to all military programs) Basic Military 2 Miltary Programs 2 Espionage or Gizmoteer 1 Basic Secondary Skills: 16 Money: $20,000 Contacts: 30% to recoginize military figures

Cyber Soldier Occ Req: IQ 8 Starting Age: 20+2d4 Base SDC: 30 Powers: ME/4 PPE Skill Programs:2 Military, Gizmoteer, Espionage 1 Medical or Gizmoteer 1 Basic Secondary Skills: 7 Money: $10,000 $8.5 mil in cyber-bionics Contacts: 10% chance to recognize someone in feild

GIZMOTEERS

Dreamer Gizmoteer Occ Req: IQ 14 Starting Age: 17 Base SDC: 10 Skill Programs: +5% to gizmoteer programs 3 Gizmoteer 1 Gizmoteer, Military, Espionage, or Medical 1 Basic Secondary Skills: 19 Money: $15,000 Contacts: 15% chance to run into acquiantance anywhere

Tinker Gizmoteer Occ Req: IQ 11 Starting Age: 18 Base SDC: 15 Skill Programs: +10 to all Gizmoteer skills 5 Gizmoteer 1 Basic Secondary Skills: 7 Money: $40,000 Contacts: 20% chance to recognize gizmoteer or inventor

Doctor Occ req: IQ 10 PP 8 Starting age: 26 Base SDC: 15 Skill Programs: 4 from: Gizmoteer: microchip, cybernetics, containment fab Medical: any 1 Basic Secondary Skills: 11 Money: $40,000 Contacts: 15% chance to know other doctor

OTHER

Capitalist Entrepreneur Occ Req: IQ 10, ME 11 Starting Age: 20 Base SDC: 20 Powers: +1 initiative +2 Save vs possession & psychics Skill Programs:
Entrepreneurism 3 from: Gizmoteer: any Espionage: Spy Network administration Military: Basic, Advanced Infantry, Military Intelligence 1 Basic Secondary Skills: 5 Money: $250,000 in cash, plus see pg 53 in MC Contacts: 50% chance to know another entrepenaur

Normal Person(age<16) Occ Req: none Starting Age: 16- Base SDC: 5 HtH: must pay double for all hand to hand styles Powers: All Ability score greater then or equal to 16 get an extra 1d6 (MEx2-age) PPE (min. ME) -(13-age) to PS,PE,Spd (min. 3 max. rolled stat) Clairvoyant flashes(50%) Sense Evil(60%) Sixth sense(60%) See Inivisible(66%) 100% belief for PPE sharing +1 Save vs possession, magic Skill Programs: 1 Basic Secondary Skills: 10 Money: $50 Contacts: 15% chance to recognize famous people 30% chance to recognize comic book or cartoon characters

Normal Person(Age > 16) Occ Req: none Starting Age: 16+ Base SDC: 10 Powers: All Ability score greater then or equal to 16 get an extra 1d6 +2 Save vs possession & psychics 8% reduction of psionics when within 10 ft Skill Programs: 4 any Secondary Skills: 20 Money: $10,000 Contacts: 15% chance to reconize important figures with same occupation

PARANORMAL INVESTIGATORS

Antiquarian Occ Req: IQ 10 PP 8 Starting Age: 26+4d6 Base SDC: 10 Powers: PPE: MEx2 +5 per level Any martial art power may be chosen or traded in for 3 Mudra Read/Cast Scrolls(65%+3%) +10% to Ritual Magic Skill Programs: Antiquarianism(+25%) Archeology(+18) Literary Clasiccal Studies(+12) History(+5) one language skill program plus choose (3) other skill programs: Basic: any Temporal: any Secondary Skills: 15 Money: $25,000 plus masion as listed on page 51 MC Contacts: 15% chance to reconize archeologist or antiquarian

Parapsychologist Occ Req: IQ 10 ME 10 Starting Age: 26 Base SDC: 10 Powers: PPE: MEx2 +5 per level Read/Cast Scrolls(65%+3%) (+10 for ritual magic) +2 save vs psychic attack/possession/magic +3 horror factor Skill Programs: Understand Magic(50%+4%) Recognize real Psychic powers(40%+5%) Recognize mind Control(50%+5%) Parapschology(+30) Medical: Psychology(extra +20) 4 From Medical Science or Technical (with an extra +20) 1 Basic Secondary Skills: 13 Money: $12,000 Contacts: 30% recognize another parapsycologist

PSYCHICS AND MARTIAL ARTIST

A note on blind mystic characters any character of the psychic or martial artist OCCS can be a blind mystic penalties cannot see cannot read flat objects -3 parry -4 dodge hth attacks -7 dodge ranged attacks -4 strike hth attacks -7 stike ranged attacks -2 pull punch -2 initiative -1 roll half speed -10% to physical skills bonuses immune to all sight based HF choose (1) skill literacy: Braille art: sculpture(+20) Martial artists get Blind Man Kata Chi Awareness free to 80ft Double existing Chi Psychics get to choose 2 extra Sensitive powers +20 ISP +10% to psychic powers Must choose a martial art that provides Chi Katas(ie Blind Man Kata)

Worldly Martial Artist/Physical training Occ Req: None Starting Age: 15 Base SDC: 35 HtH: can choose any Form at no skill cost Powers: any martial art power can be chosen gets 1 extra power at lvl 1,6,10 Skill Programs: 2 from Military: Basic Espionage: Thief Meditation 1 Basic Secondary Skills: 8 Money: $6,000 Contacts: 30% chance to recognize magor figure in athletic world

Dedicated Martial Artist Occ Req: None Starting Age: 12 Base SDC: 25 HtH: choose 2 MA forms primary (starts at 5th level) and, secondary (starts at 1st level) Powers: any martial art power can be chosen Skill Programs: 1 Basic or Meditation Secondary Skills: 10 Money: $1,000 plus base equipment based on form see GM. Contacts: 30% chance to recognize magor figure in athletic world

Psychic Occ Req: ME 10 PE 10 Starting Age: 16 Base SDC: 10 Powers: +5 to save vs psionics MEx2 PPE (after buying powers must still have at least 5 PPE) MEx4 (+5 per level) ISP choose (2) power types(Sensitive, Physical, Healing, Natural/Genius) all powers must be of those types Can buy up to three(3) powers at first level Can buy one(1) more power every level after 2 (3,4,5,..) until all available PPE is used up Skill Programs: 2 Any 1 Basic Secondary Skills: 13 Money: $10,000 Power Cost Power Cost Sensitive Clairvoyance 4 Death Trance 1 Divination 3 Empathy 3 Meditation 1 Mediumship 3 Mind Block 2 Object Read 4 Presense Sense 3 See Aura 3 See Invisible 3 Sense Evil 2 Sense Magic 2 Sixth Sense 3 Speed Reading 2 Total Recall 4 Physical Alter Aura 2 Imp. to Cold 2 Imp. to Fire 3 Imp. to Poison 3 Resist Fatigue 2 Resist Hunger 2 Resist Thirst 2 Sum. Inner STR 4 Healing(reduce all ranges to touch) Deaden Pain 2 Exorcism 5 Increase Healing4 Induce Pain 3 Induce Sleep 2 Psy. Diagnosis 4 Natural/Genius Skill Bonus 1/+5% Human Calculator15 Speed reading 2 Total Recall 4

XP Tables:
Capitalist Normal Person Police Doctor Theif Detective Dreamer Giz. 1 0-1899 0-1949 0-1999 2 1900 1950 2000 3 3800 3900 4000 4 7300 8800 8200 5 14300 17600 16400 6 21000 25600 24500 7 30000 35600 34600 8 40000 50600 49700 9 53000 70600 69800 10 73000 95600 94900 11 103000 125600 129000 12 138000 175600 179100 13 188000 225600 229200 14 238000 275600 279400 15 288000-327999 325600-375499 329400-389499 Antiquarian Tinker Giz. Gadgeteer Mercenary Parapsycologist Wandering agent Operative Agent 1 0-2049 0-2099 0-2139 2 2050 2100 2140 3 4100 4200 4280 4 8250 8400 8560 5 16500 17200 17520 6 24600 25400 25520 7 34700 35800 35520 8 49800 51000 50520 9 69900 71200 71000 10 95000 96400 96100 11 130100 131600 131200 12 180200 181800 181300 13 230200 232000 231400 14 280400 282400 281500 15 340500-400599 342400-402599 341600-401699

    Martial Artist  Cyber soldier   Psychic
    --------------  -------------   -------    

1 0-2199 0-2299 0-2399 2 2200 2300 2400 3 4400 4600 4800 4 8800 9200 9600 5 17700 18400 19000 6 25700 26800 27000 7 35700 36900 37000 8 50700 51100 52000 9 70700 71200 72000 10 95700 96300 96000 11 135700 136400 131000 12 185700 186500 180000 13 225700 236600 229000 14 275700 286700 278000 15 325700-384999 336800-396899 337000-395999