OCCs and RCCs

Just about any OCC or RCC from Rifts RPG can be found inside the Dominion borders. The more common ones are from the Atlantis World books as the founding populations were freed from the Splynn Dimensional Market. Despite the clashes between the Dominion and the Splugorth in the past, the supernatural intelligence’s look the other way when Dominion representatives show up at the market to purchase slaves, any slaves. They spend lots and take away millions of individuals.

Some of the least common OCCs and RCCs are the Juicer, Borg, and Crazies. Most have a profound aversion to the conversions involved. Other less common OCCs include the High Magus and Dragon. There are currently 5 registered dragons operating in Dominion territory. There is currently only one High Magus, the Emperor.

All Dominion characters by default are able to read and write American at 94% efficency. This is in addition to any OCC or RCC skills
 
 

There are several OCCs exclusive to the Dominion:

Infantry Soldier
Tattooed Solider
Commando
Fleet Officer
Medic
The Magi
Rune Master
Robot Combat Pilot
Mobile Suit Pilot
Fighter Pilot
Star Fighter Pilot
VSF Pilot

Infantry Soldier

    The Infantry Soldier is the grunt of the Dominion Army. They double as the police force for the colonies and territories of the Dominion. They are highly trained and well paid. The average soldier usually serves a mandatory 5-year tour of duty after which, he or she can opt to be discharged or sign on for another tour. The Dominion pays a nice pension and also offers educational scholarships and starting money for those who opt to leave the service.
    There is no discrimination in the Army. Sex, race, and age, among other things, are a meaningless concept. Anyone found harassing someone needlessly receives three warnings. After the third warning, they are dishonorably discharged and face the possibility of fines.
Attribute Requirements: None
Bonuses: The rigorous training gives the trooper a + 1 to PS, PP, PE, and ME. + 20 SDC/MDC and +2 to save vs. magic, horror factor, and mind control.
OCC Skills:
Language: Native (98%)
Literacy: Native (+20%)
Wilderness Survival (+10%)
General Athletics
Zero-g movement and combat (+10%)
Running
Computer Operation (+10%)
Math: Basic (+10%)
Radio: Basic (+10%)
Pilot: Robots and Power Armor (+20%)
Robot and Power Armor Combat: Basic
Navigation (+15%)
Read Sensory Equipment (+15%)
Pilot: one of choice (+10%)
Lore: Galactic (+5%)
WP Energy Pistol
WP Energy Rifle
WP: two of choice
hand-to-hand: Expert*
*Hand to hand: expert can be changed to martial arts (assassin if evil) at the cost of 1 related skill.
Related Skills: Select 6 related skills from the following categories. Select an additional 2 skills at levels 4 and 7, 1 at level 10 and 1 at level 12.
Communications: any (+5%)
Domestic: any
Electrical: basic electronics only
Espionage: none
Medical: first aid or paramedic only (+5%)
Mechanical: basic mechanics, automotive, and aircraft mechanics only
Military: any (+10%)
Pilot: any (+5%)
Pilot Related: any
Physical: any except acrobatics and wrestling (+5% where applicable)
Rogue: any
Science: math or chemistry only
Technical: any (+5%)
Wilderness: any (+10%)
WP: any
Secondary Skills: Select 5 skills from the preceding categories without bonuses. Related skill restrictions (any, only, none) apply.
Standard Equipment: DTI - 4BA Infantry Armor, energy pistol and rifle of choice, plus 2 e-clips, uniform, boots, 1 dress uniform, canteen, rations, utility belt, survival knife, binoculars, back pack, air filter or gas mask. The trooper gets one Power Armor or Bot of choice from stores, usually a DB - 600 Heron or some such. Equipment also includes personal items, an apartment or quarters where the trooper is stationed.
Money: The trooper receives a monthly salary of 1200 credits. An additional 2D4 x 1000 credits added if hazardous duty is drawn. Savings are usually 2D6 x 1000 credits.
Cybernetics: Usually 1D4 to start with. Cybernetic implants are not mandatory and in some cases undesirable.

Tattooed Soldier

    The Tattooed Soldier is those who were Tattooed Men and Women. They now serve as elite troops in the Dominion Army and Navy. Their training is similar to that of a typical trooper save that they receive more hand-to-hand training.
    The average tattooed trooper usually serves a mandatory 3-year tour of duty after which, he or she can opt to be discharged or sign on for another tour. The Dominion pays a nice pension and also offers educational scholarships and starting money for those who opt to leave the service.
Attribute Requirements: None
Racial Restrictions: Same as the Tattooed Man
Bonuses: The rigorous training gives the trooper a + 2 to PS, +1 to PP, and + 3 to PE and ME. + 20 SDC/MDC and +2 to save vs. magic, horror factor, and mind control.
Tattoos: Same as with the Tattooed or Maxi Man. The T-Soldier gains tattoos in the same fashion as the Tattooed Man.
PPE: same as Tattooed or Maxi-man
*To create a T-Soldier from scratch, use the T-Man or Maxi-man RCC from Rifts Atlantis
OCC Skills:
Language: Native (98%)
Literacy: Native (+20%)
Wilderness Survival (+10%)
General Athletics
Zero-g movement and combat (+10%)
Running
Boxing
Wrestling
Computer Operation (+10%)
Math: Basic (+10%)
Radio: Basic (+10%)
Navigation (+15%)
Land Navigation (+15%)
Pilot: one of choice (+10%)
Lore: Galactic (+5%)
WP Energy Pistol
WP Energy Rifle
WP: two of choice
Hand-to-Hand: Commando*
Related Skills: Select 4 related skills from the following categories. Select an additional 2 skills at levels 4 and 7, 1 at level 10 and 1 at level 12.
Communications: any (+5%)
Domestic: any
Electrical: basic electronics only
Espionage: any (+10%)
Medical: first aid only (+5%)
Mechanical: basic mechanics only
Military: any (+10%)
Pilot: any (+5%)
Pilot Related: any
Physical: any (+5% where applicable)
Rogue: any
Science: math or chemistry only
Technical: any (+5%)
Wilderness: any (+10%)
WP: any
Secondary Skills: Select 5 skills from the preceding categories without bonuses. Related skill restrictions (any, only, none) apply.
Standard Equipment: DTI - 4BA Infantry Armor, energy pistol and rifle of choice, plus 2 e-clips, uniform, boots, 1 dress uniform, canteen, rations, utility belt, survival knife, binoculars, back pack, air filter or gas mask. The trooper gets one Power Armor or Bot of choice from stores, usually a DB - 600 Heron or some such. Equipment also includes personal items, an apartment or quarters where the trooper is stationed.
Money: The trooper receives a monthly salary of 4500 credits. An additional 2D4 x 1000 credits added if hazardous duty is drawn. Savings are usually 2D6 x 1000 credits.
Cybernetics: none

Commando

The T-Commando is a military specialist who is an expert in espionage, tracking, guerilla warfare and small unit tactics. They work for both the Dominion army and navy. Missions include seek and destroy, covert ops, rescue, reconnaissance and sabotage. They are trained to work on land, in the sea, in the air, and in outer space. These men and women also are trained in the deadly form, hand-to-hand Commando. They are also trained to use Power Armor and Robots. They receive pay and benefits similar to the T-Soldier.
Attribute Requirements: None
Race Restrictions: None
Training Bonuses: +2 to PS, +1 to PP, +3 to PE and +2 to ME. +20 to SDC/MDC. +2 to save vs. Horror factor, magic and mind control
Optional Magic Tattoos:
    Two Simple Weapons
    Two Magic Weapons
    Two Monsters
    Four Powers
    4 tattoos of choice.
At each level of experience (starting at level 4), the trooper commando can add two more simple tattoos (animal or weapon) or one major tattoo (power, monster, or magic weapon).
Due to the large number of tattoos, the commando becomes an MDC creature: 10 MDC per tattoo above six. PPE: 5D6 + 10, + 10 PPE per level.
    Because the trooper typically chooses this option at the beginning of his training, by the time he is finished with his training, he is able to use his tattoos without actually touching them. Those who go with this option after basic training must follow standard rules for tattoo magic.
OCC Skills:
Language: Native (98%)
Language: Pick one (+20%)
Literacy: Native (+30%)
Math: Basic (+10%)
Radio: Basic (+10%)
Surveillance Systems (+15%)
Basic Electronics (+10%)
Intelligence (+20%)
Computer Operation (+15%)
Land Navigation (+14%)
Navigation (+15%)
Navigation: Space (+15%)
Tracking: Humanoids/monsters (+20%)
Tracking: Animals (+10%)
Zero-g movement and Combat (+10%)
Wilderness Survival (+20%)
Read Sensory Equipment (+20%)
Prowl (+10%)
Pilot: Two of choice (+20%)
Pilot: Robots and Power Armor (+20%)
Robot Combat Elite: One of choice
General Athletics
Climbing (+10%)
Swimming (+10%)
S.C.U.B.A.
Boxing
Choice of Gymnastics or Acrobatics
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Two of Choice
Hand-to-hand: Commando
OCC Related Skills: Select 7 other skills, plus 1 additional skill at levels 3, 6, 12, and 15.All new skills start at level 1 proficiency.
Communications: Any (+10%)
Domestic: Any (+5%)
Electrical: Any (+5%)
Espionage: Any (+20%)
Mechanical: Basic and Automotive only (+5%)
Medical: First Aid, Holistic Medicine and Paramedic but the latter 2 cost as 2 skill selections. (+10%)
Military: Any (+20%)
Physical: Any (+5% when applicable)
Pilot: Any (+10%)
Pilot Related: Any (+10%)
Rogue: Any (+10%)
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+15%)
Secondary Skills: The character can select 5 secondary skills from the list.
Select 1 additional secondary skill at levels 2, 4, 8 and 13.Same Restrictions as the related skills. These additional areas of knowledge do not get the bonuses in parentheses.
Standard issue Equipment for the Trooper Commando: DTI-6BA Stealth Infantry Body Armor, an energy pistol and an energy rifle of choice, 1 additional weapon of choice, plus 4 extra e-clips for each, uniform, boots, dress uniform, canteen, utility belt, 4 weeks of rations, binoculars, survival knife, backpack, knapsack, vibro-blade, and an air filter or gas mask. The Commando can choose 1 Power Armor or Robot from stores. Typically something light and fast, but not a rule. Has an apartment where he stationed with 1 room, small kitchen, a bathroom and a study.
Money: Gets paid 5000 credits a month. Bonus pay of 2D4x1000 is added for Hazard Duty. The typical 1st level Commando will has 2D6x1000 in saved credits.
Cybernetics: Roll 1D4+1.Doesn't has to have cybernetics if opposed. If the Commando chooses to have magic tattoos, then they are not able to recieve cybernetic implants or bioncs of any type

 

Fleet Officer

The Naval Officer serves the Dominion's Navy as the crew of the large ships like the Arc Angel. They engage in large-scale battles and they are the backbone of the Dominion Navy and the Dominion itself. They also pilot the smaller cargo ships and are trained as back-up pilots for space fighters.
Attribute Requirements: None
Race Restrictions: None
Bonuses: +10 to SDC/MDC, +1 to PS, +2 to save vs. Mind Control, Magic and Horror Factor.
OCC Skills:
Language: Native (98%)
Language: Two of Choice (+20%)
Literacy: Native (+30%)
Radio: Basic (+10%)
Radio: Hyperspace (+15%)
Radio: Transdimensional (+20%)
Radio: Scramblers (+15%)
Intelligence (+18%)
General Athletics
Pilot: Space Fighters (+20%)
Pilot: Small Space Ship (+20%)
Pilot: Starship (+20%)
Navigation: Space (+15%)
Lore: Galactic (+20%)
Read Sensory Equipment (+30%)
Weapon Systems (+20%)
Math: Advanced: (+15%)
Computer Operation (+20%)
Computer Programming (+20%)
Boxing
WP: Energy Pistol
WP: Energy Rifle
Hand to Hand: Basic
(Hand to Hand: Basic can be changed to Expert for the cost of one other skill. Or to Martial Arts at the cost of two related skills.)

OCC Related Skills: The character also gets to select 8 other skills. Plus select one more sill at levels 2, 5, 9, 12 and 15. All new skills start at level one proficiency.

Communications: Any (+15%)
Domestic: Any (+5%)
Electrical: Any (+10%)
Espionage: Any
Mechanical: (+10%)
Medical: First Aid Only (+10%)
Military: Any
Physical: Any, except Acrobatics and Gymnastics
Pilot: Any
Pilot Related: Any
Rogue: Streetwise, Computer Hacking and Concealment only (+10%)
Science: Any (+10%)
Technical: Any (+10%)
WP: Any
Wilderness: None

Secondary Skills: The character also gets to select 5 secondary skills from the previous list. These don’t get the bonuses above. They are limited like the skills above. These skills start at level 1. The character can select 1 new secondary skill at levels 3, 7, 10, 13 and 15.

Standard Equipment: DTI-3BA Light Infantry Body Armor, one energy pistol and energy rifle of choice, 2 extra e-clips for each, DTI-61 Personal Laptop, 5 optical drive discs, a micro printer, Portable Language Translator, uniform, boots, dress uniform and a room aboard his ship.
Money: The Naval Officer receives 5000 credits a month. He also receives a hazard bonus of 2D4x1000.
The typical 1st level character will have 2D6x1000 credits saved.
Cybernetics: None to start, but may have 1d4 implants if so desired

 
 

Robot Combat Pilot

The Robot Combat Pilots are the men and women that pilot the Dominion's robots. They are also trained to pilot bought and captured Robots. These pilots are trained to pilot power armor and armored military assault vehicles. Their main job is usually assault and defending fortifications. Both the Dominion's Army and Navy use them.
Attribute Requirements: None
Racial Restrictions: None
Bonuses: +1 to PS, PP +2 to PE and ME. +2 to save vs. Magic, mind control and horror factor.
O.C.C. Skills
Basic Math (+20%)
Language: Native (98%)
Language: Choose one (+20%)
Literacy: Native (+20%)
Radio: Basic (+15%)
Radio: Scramblers (+15%)
Computer Operation (+10%)
Read Sensory Equipment (+20%)
Weapon Systems (+20%)
Navigation (+20%)
Navigation: Space (+20%)
Zero-g movement and combat (+10%)
Pilot: Hover Vehicles (+20%)
Pilot: Tanks and APCs (+26%)
Pilot: Robots and Power Armor (+20%)
Pilot: Robot Combat Elite: DTI-2010R Ronin or DTI-600R Heron
Pilot: Robot Combat Elite: Choice of two
General Athletics
Boxing
Running
WP: Energy Pistol
WP: Energy Rifle
WP: One of Choice
Hand to Hand: Expert
(Expert can be changed to Martial Arts (or Assassin if evil) at the cost of one related skill selection.)
OCC: Related Skills: Select 6 skills, plus select one additional skill at levels 3, 7, 11 and 15.All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Any (+10%)
Espionage: Any
Mechanical: Any except Aircraft Mechanics and Locksmith (+10%)
Medical: First Aid and Paramedic only (+10%)
Military: Any (+5%, but +10% to demolitions.)
Physical: Any, except acrobatics.
Pilot: Any
Pilot Related: Any
Rogue: Any (+5%)
Science: Any
Technical: Any (+10%)
WP: Any
Wilderness: Land Navigation only (+10%)
Secondary Skills: The character can select 5 secondary skills from the list above, with the same restrictions. Select 1 additional secondary skill at levels 4, 9, 12 and 15. These skills do not get the privilege of the bonuses above.
Standard Equipment for the Robot Combat Pilot:
DTI-4BA Standard Infantry Body Armor, an energy pistol and an energy rifle of choice, 2 extra e-clips for each, uniform, boots, dress uniform, canteen, utility belt, 4 week supply of rations, survival knife, backpack, knapsack and a gas mask or air filter. They are given the DB-600 Heron Infantry Robot and may be issued a different one depending on the mission. He/she has an apartment where he/she is located with 1 bedroom, a bathroom, a small kitchen and a study.
Money: Receives 4000 credits a month. Also receives hazard pay of 2D4x1000 credits. The average 1st level player will have 2D6x1000 in saved credits.
Cybernetics: Does not have to have them if he or she are opposed.

Fighter Pilot

The Fighter Pilot works for the Dominion Army and Navy. These women and men specialize in piloting Atmospheric fighers. These pilots help protect the bigger ship in the Navy. The Army uses them for fast attack missions where they need to get in and get out quickly. They are incredibly quick witted and ready for anything. They receive pay similar to the Infantry Soldier.
Attribute Requirements: None
Race Restrictions: None
Training Bonuses: +4 to initiative, +10 to SDC/MDC, +2 to horror factor, mind control and magic.
OCC Skills:
Language: Native (98%)
Literacy: Native (+20%)
Math: Basic (+10%)
Radio: Basic (+20%)
Computer Operation (+20%)
Navigation (+20%)
Navigation: Space (+25%)
Zero-g movement and Combat (+10%)
Wilderness Survival (+10%)
Read Sensory Equipment (+20%)
Weapon Systems (+15%)
Pilot: Jet Fighters (+26%)
General Athletics
Boxing
W.P. Energy Pistol
W.P. Energy Rifle
W.P. One of choice
Hand-to-Hand: Expert

 

OCC Related Skills: Select 6 other skills, plus 1 additional skill at levels 3, 6, 12, and 15.All new skills start at level 1 proficiency.

Communications: Any (+10%)
Domestic: Any
Electrical: Basic only. (+5%)
Espionage: Any (+10%)
Mechanical: Basic and Automotive only (+5%)
Medical: First Aid only
Military: Any (+10%), except demolitions.
Physical: Any except acrobatics and wrestling
Pilot: Any (+10%, but +20% on all aircraft and modes of flying)
Pilot Related: Any (+10%)
Rogue: Any (+5%)
Science Any
Technical: Any (+5%)
W.P: Any
Wilderness: Land Navigation only (+10%)
Secondary Skills: The character can select 4 secondary skills from the list.
Standard issue Equipment for the Fighter Pilot: DTI-4BA Light Infantry Body Armor, an energy pistol and an energy rifle of choice, plus 1 extra e-clips for each, uniform, boots, dress uniform, canteen, utility belt, 4 weeks of rations, survival knife, backpack, knapsack, and an air filter or gas mask. The Fighter Pilot has a choice of one atmospheric fighter jet and one Space fighter. Has an apartment where he stationed with 1 room, small kitchen, a bathroom and a study.
Money: Gets paid 3000 credits a month. Bonus pay of 2D4x1000 is added for Hazard Duty. The typical 1st level Fighter Pilot will have 2D6x1000 in saved credits.
Cybernetics: None to start.
VSF Fighter Pilot OCC


The VSF pilot handles the truely impressive VSF or Variable Series Fighters. They recent some training in the handling of conventional robots as well.

Attribute Requirements: High Mental attributes, and a good PE and PP are desired but not absolutely necessary
Racial Restrictions: The VSF Fighter is designed for humans of 8 feet or less in height, but otherwise, there is no restrictions.
Attribute Bonuses: +2 to PP, and +4d4 SDC
 

OCC Skills
Language: Native (98%)
Literacy: Native (98%)
Radio: Basic (+15%)
Math: Basic (+15%)
Computer Operation (+10%)
Lore: Galactic (+5%)
General Athletics
Running
Swimming
Land Navigation (+15%)
Navigation (+15%)
Navigation: Space (+15%)
Weapon Systems (+15%)
Read Sensory Equipment (+15%)
Pilot: Jet Fighters (+20%)
Pilot Star Fighters (+20%)
Pilot: VSF series Fighters (+20%)
Pilot Robots and Power Armor (+15%)
Robot Combat: Basic
Robot Combat: Elite (Excludes the VSF-5 Heavy Arms)
WP Energy Pistol
WP Energy Rifle
WP Knife
WP Two modern of choice
Hand to Hand: Expert
Hand to Hand: Expert can be upgraded to Hand to Hand: martial arts at the cost of one other skill or to HtH Assassin or Commando at the cost of two skills

Related Skills:
Select 6 related skills. Select one additional skill at levels 3, 6, 10 and 2 at level 12
Communications: Any (+5%)
Domestic: Any
Electrical: Basic Electronics, Computer Repair Only. Electrical Engineer maybe chosen at the cost of three related skills (+5%)
Mechanical: Any
Medial: First Aid and/or Paramedic only
Military: Any
Physical: Any, except gymnastics and wrestling
Pilot: Any (+5%; +10% on aircraft or anything that flies)
Pilot Related: Any
Rogue: Any
Science: Any (+5% to mathematical skills)
Technical: Any (+5% to lore, language, and literacy)
WP: Any
Wilderness: Any

Secondary Skills: Select 4 skills from the previous list. These additional areas of knowledge do not benefit from the listed skill bonuses; ony IQ bonus applies
Standard Equipment: A light MDC flight suit, 2 uniforms, 1 dress uniform, 1 set of off duty attire, Side arm of choice (with 1 clip + 1 spare clip), survival knife, med kit, one VSF - 1 or VSF - 4 in top condition with full armament (retired characters will have to give up their VSF unless otherwise specified by the GM; It will lose all high tech equipment such as the Armor Technology, etc).
Money: VSF pilots are paid a bi weekly sum of 2500 credits and have a starting savings of 3d6 x 1000 credits in the bank
Cybernetics: Can have 1d4 implants of player's choice; however it is not mandatory

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