Requirments:
Gender:
any (females have now been integrated into the SEAL units)
Attributes:
I.Q. 10, M.E. 12, P.S. 12, P.P. 14 P.E. 12 or higher (requirments are pretty
steep)
Training:A
Prospective SEAL (a tadpole) has to make it through a rigerous training
course called BUD/S (Basic Underwater Demolition / SEAL training),this
course takes about 6 months to complete and consists of the ever
popular "Hell Week" (5 days and nights of non-stop training with a maximum
of 2-4 hours sleep). This course is some of the toughest training available.
Age:
Must be younger than 28 years old
O.C.C.
Skills
Radio:
Basic (+10%)
Math:
Basic (+15%)
Language:
American at 98% and choose one of choice (+20%)
Land
Navigation (+10%)
Intelligence
(+10%)
Lore
Demons and monsters: (+10%)
Pilot:One
of Choice (+10%)
Robot
Combat Elite: "Semper fi" Powered armor
Wilderness
Survival (+15%)
Swimming
(+15%)
S.C.U.B.A.
(+15%)
Parachuting
(+15%)
First
Aid (+10%)
Running
Prowl
(+10%)
Demolitions
(+18%)
Underwater
Demolitions (+14%)
W.P.
Energy Pistol
W.P.
Energy Rifle
W.P.
Two of Choice
Hand
to Hand Commando (usually cannot be changed because the SEALs have their
own way of fighting,but of course under GM's discretion, it can be modified)
O.C.C. Related Skills: Select four from the following areas of special training: Communications, Medical, Espionage, Mechanical, Electrical, Military, Rouge, Weapon Proficiencies or Wilderness. -- All these special MOS skills get a 15% skill bonus. Two other skills can selected from any of the available catagories at level one, four, eight, and twelve.
Communications:
Any (+10%)
Domestic:
Any
Electrical:
Any (+10%)
Mechanical:
Any (+10%)
Medical:
Any (+10%)
Military:
Any (+15%)
Physical:
Any (+5% where applicable)
Pilot:
Any (+5%)
Pilot
Related: Any
Rouge:
Any (+10%)
Science:
Any
Technical:
Any (+5%; +10% to language and literacy skills)
W.P.:
Any
Wilderness:
Any (+10%)
Secondary
Skills:
The
character gets four secondary skills at level one, and two addtional skills
at levels three, seven, eleven and fifteen, from the previous list, and
as always these are additional areas of knowledge in which the character
does not get the bonuses mentioned in the parentheses, blah, blah,
blah, you know the rest.
Standard
Equipment: The SEALs are usually issued Marine Combat Armor (camouflage
type for varying environments), four explosive hand grenades, two smoke
flares, survival knife, RMK, IRMSS (New Navy's own versions), infared distancing
binoculars, utility belt, battle harness, medium sized back pack, air filter
& gas mask, Camouflage uniform, dress uniform, Black flight suit, additional
non-energy weapon of choice (typicaly and S.D.C. Pistol), dog tags, S.C.U.B.A.
Gear (new wet suit has 25 M.D.C.), Parachute and gear, and a basic NG-S2
survival kit and 2 weeks food rations (MRE's).
Additional
weapons that are used by the SEALs are the AT-88 laser rifle, H-15 shot
gun, H-12 pulse rifle (resembling an MP5),and the AT-84 sniper rifle (all
of these weapons with the prefix "AT" are from World book 8, Japan). Also
the new prototype weapon, the "Stoner 63A" and "XM23A2" energy rifles are
under development and testing at the moment.
Weapons: typically a squad will have 2-5 men/women,so two will be carrying M-160 rifles,two will be carrying M-600 Light Plasma Cartridge Machineguns,and the Rear Guard will be carrying a H-15 shotgun in addition to an M-160,everyone is also issued a HI-10 Laser pistol (Phase World) or they can always choose the M-2011 pistol, M-20's can also be issued upon reqest (if needed or suggested - depleted urnanium rounds are a favrite of the teams doing battle with supernatural creatures).
*Note: Japanese weapons have been aquired by small trading missions with the Japanese goverment, and are issued until the New Navy can develop it's own Special Operations Weapons.
Equipment
available upon Request: (now I never read this stuff,but just incase you
do,here it is:Any type of Body Armor (which the New Navy has ready access
too) can be issued,explosives if demolitions is a known skill and neccessary
for the mission,any type of weapon (again, if the New Navy has access to
it),cameras or surveillance equipment,sensory equipment,additional food
rations,Non-regulation weapons,armor,equipment and vehicles may be issues
to SEALs, mainly for the purpose of disquise and infiltration. In addition,
hte character has access to military facilities. Most SEALs have mid to
high level security clearence for top ranked and trusted officers.
Vehicles can include a simple hover cycle,car,conventional military vehicles,
or jet packs to Semper fi powered armor and so on.The exact type of equipment
will depend on the mission, the commanding officer and availability of
items at base.
Money: the character gets a place to live,clothing,and other basics all provided free of charge by the Navy, as well as access to most military facilities.the monthly pay starts of at about 2000 credits, plus combat pay. Savings start off with 1D6X1000 credits as well, and begin usually at the rank of either corporal or sergent depending if he was enlisted or was an officer to start, and by preformance in training as well.
Cybernetics: none to start with, but some SEALs who have either abandoned the Navy or have left after finishing they're serivce have gotten cybernetics.Some may be put in to replace lost organs or body parts in battle, but most SEALs believe that cybernetics make you "fake" and most prefer to keep without them until needed.
Money: $2000 Basic pay (monthly) + $225/month HALO + $175/month Dive + $110/month Special Duty Assigment Pay
Warrant
Officers
-Chief
Warrant Officer (W-4)
-Chief
Warrant Officer (W-3)
-Chief
Warrant Officer (W-2)
-Warrant
Officer (W-1)
Enlisted
-Master
Chief Petty Officer of the Navy (only one)
-Master
Chief Petty Officer
-Senior
Cheif Petty Officer
-Chief
Petty Officer
-"
" First Class
-"
" Second Class
-Petty
Officer Third Class
-Seaman
-Seaman
Apprentice
-Seaman
Recruit