CRAZY
Requirements: Willingness to undergo the M.O.M. treatment
PPE: 6D6
Minor Psionics:
may select 3 psionics powers from the Sensitive or Physical categories
ATTRIBUTE BONUSES:
Super Endurance -- +5D6 Hit Points
+1D to Endurance
only requires 4 hours of sleep
Increased Strength -- +1D to Strength
Increased Speed -- +12 to Move
can jump 6 meters across and up to 5 meters high
Heightened Reflexes -- +2 pips to Perception for Initiative
1 free attack per round
can see up to 3 km away
can track and ID people by smell
+1 pip to pickpocket, lockpicking, palming, electronics, and demolition
Bonus Saves -- +2 pips save vs. Psionics
+2D save vs. Mind Control
+1D+1 save vs. Poisons or Gases
Enhanced Healing -- heals at double normal rate. Wounded when reaches 10 Hit Points
Bioregeneration -- must go into trance where no actions may be taken.
may heal 2D6 hit points in 1D6 minutes
SIDE EFFECTS OF M.O.M. CONVERSION
At Start, there is no side effects
At 21 Veteran Points, you gain 1 Phobia
At 42 Veteran Points, you gain 1 Affective Disorder
At 85, you gain 1 Obsession
At 175, you gain 1 Neurosis
At 255, you gain 1 Psychosis
At 355, you gain 1 Random Insanity
BASE SKILLS:
Prowl
Hand to Hand Martial Arts
6D additional
Electrical: none | Mechanical: Automotive and Locksmith only |
Medical: Paramedic or Holistic only | Science: Math and Astronomy only |
All Others: Any |
EQUIPMENT:
Light Body Armor
1 set of dress clothes
1 set of black clothes for covert operations
1 gas mask and air filter
1 tinted goggles
1 hatchet
1D6/2 knives
2 Ancient weapons of choice
1 energy handgun with 4 clips
1 energy rifle with 4 clips
1 tent
1 knapsack
1 backpack
1 set of saddlebags
2 canteens
2 weeks supply of emergency food rations
1 Geiger counter
MONEY: 2D6x100 in Coalition Credits
CYBERNETICS: Will never take bionics!! Might consider taking optical, lung, or weapon implants.
Check out some other character types:
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