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The UNN OSA Agent is one of the three military classes in System Shock 2.

Individual classes do not limit the abilities or weapons a player can use, but rather determine the priorities of their usage. However, as the costs of the upgrades increase along with difficulty settings, players should carefully consider choosing their path on Hard or Impossible difficulties.

Lore

The OSA’s official stance is that of a research branch of the UNN, but rumor claims that it also acts as the UNN’s “black ops” group. The OSA is the principal trainer of Psionics, and an OSA trainee usually learns several Psionic Abilities and a smattering of Statistics or Technical Skills.

Tour of Duty

Upon selecting this class, you are first sent to a half year long preliminary training, during which you gain First Tier Neural Capacity. After that, a shuttle takes you to the Chun Lo Space Station (also known as Station 74/34A) orbiting the Earth to begin your three-year training.

Year One

February 2111 − 15th February 2112

You have one of three options to choose from:

Training Facility Statistics Gained Psi Abilities Gained
Training Orbital Station Shao Ling
Sensory Deprivation Tank 925/NP5: Cyber Empathy
Second Tier Neural Capacity
Projected Cryokinesis
Psychogenic Cyber Affinity
Training Orbital Station Ru Nang
Sensory Deprivation Tank 437/WH1: Kinetic Empathy
Second Tier Neural Capacity
Projected Cryokinesis
Kinetic Redirection
Training Orbital Station Chu Lun
Sensory Deprivation Tank 003/MU5: Mass Alteration
Second Tier Neural Capacity
Projected Cryokinesis
Psycho-Reflective Screen

Year Two

15th February 2112 − 23rd February 2113

You have one of three options to choose from:

Training Facility Statistics Gained Skills Gained
OSA Central Core
Telepathic Interrogation/Engramanalysis
+2 Psionic Ability
Training Orbital Station Ki Luan
Experimental Lab
+1 Research
Io Training Facility
Tactical Psionic Training/Deep Cover
+2 Endurance

Year Three

23rd February 2113 − 9th February 2114

You have one of three options to choose from:

Training Facility Statistics Gained Psi Abilities Gained
OSA Central Core
Field Operations: Anti-Terrorism
+1 Strength
+1 Agility
+1 Cybernetic Affinity
Psychogenic Agility
OSA Io Field Base
Field Operations: Selections Group
+1 Strength
+1 Agility
+1 Cybernetic Affinity
Neuro-Reflex Dampening
OSA Io Field Base
Field Operations: Physical
+1 Strength
+1 Agility
+1 Cybernetic Affinity
Remote Electron Tampering

Strategies

  • The OSA Agent is generally intended for more experienced players, as Psionics are quite complex and specialized, and because this class doesn't learn any Weapon Skills, making it more vulnerable at first. Initially, the Wrench is the only weapon that can be used except the Psi Weapons.
  • However, this class is obviously the best choice for dedicated Psi users taking advantage of at least both Tier One and Tier Two Psi Powers.
  • Trainings of the OSA Agent are worth the most Cybernetic Modules of all the classes (with a narrow spread). The difference ranges from 6 to 24 Cyber Modules (or at least 15%, up to 34% more) and depends on the class/path choices and the difficulty.
    • Selecting path 2.2 (+1 Research during the second Year) may result in a smaller Cyber Module equivalent than other Year 2 paths, depending on the difficulty (1 CM less on Normal and 2 CMs less on Hard and Impossible).
  • OSA Agent is the only class that immediately acquires three Psionic Powers of Tier One and has Tier Two Psionics unlocked.
  • Additionally, only the OSA can have Psionic Ability Statistic boosted at the very start.
  • All Agents are equipped with a Black-Ops Psionic Amplifier right away.

Advanced Strategies

All OSA Agent's trainings on Year 1 are practical and the choice depends on personal preference:

  • Psychogenic Cyber Affinity helps with any form of technical operations, lowering both the overall difficulty of the process and the number of dangerous components. This Psi Power is especially useful during Hacking, which is the most commonly used Technical Skill.
  • Kinetic Redirection allows the player to acquire some otherwise unobtainable items throughout the game.
  • Psycho-Reflective Screen offers a light protection against almost all forms of damage.

Year 2 choices are more mixed:

  • Psionic Ability or PSI Statistic is very useful for Psionic users and should be a high priority.
  • Research Technical Skill comes into play early in the game and stays relevant almost until its ending, but can be partially replaced by the LabAssistant™ Implant found at the Hydroponics Deck.
  • Endurance is a safety choice, but not that sensible considering the selected class (unless Hard/Impossible difficulty is selected).

In Year 3, picking the right option is quite obvious:

  • It is highly recommended to choose Psychogenic Agility, as it lasts long and its function (especially with top AGI values) overrides the function of the Psi Power mentioned below.
  • Neuro-Reflex Dampening makes most sense for low AGI characters (who aren't affected as much by Psi Agility) who use a lot of Burst or Automatic fire. This applies mostly to early to mid game and this Power loses its usefulness once the Agility is high, as AGI 6 + Psi Agility grants the same exact effect, along with other advantages.
  • Remote Electron Tampering is relatively useless and as such should be avoided.

Playing as an OSA Agent does not mean one must restrict to Psionics only:

  • Specializing in mêlée weapons is a very powerful play style, as one can unlock the following Psi Powers at the MedSci Deck already:
    • Adrenaline Overproduction which can greatly increase mêlée damage (depending on one's PSI level), even allowing the player to literally smash any foe in one hit.
    • Psychogenic Strength that increases the final bonus added to the mêlée damage.
    • Localized Pyrokinesis which makes the player immune to the Protocol Droids' explosions, eliminating the greatest threat of any mêlée weapon user.


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