Mutant Great White R.C.C.
Achilles was not as interested in aquatic warriors as they were the
others. The great white race is a mixture of great white shark, human, and
Dolphin D .N .A. the resulting creation was a well-balanced super soldier
able to do aquatic missions and this made them a natural to join the Navy
S. E. A. L's and this combined with there success in training would have
made them the number one produced mutant , but they were developed right
before the coming of the rifts and so few were made before the
mass nuclear war.
The ones that were developed were totally loyal to there creators
because unlike there mutant brethren they were treated with dignity and
respect due to there positions in the military. This is a double-edged
sword most of the Achilles mutants resent them for this and treat them with
disdain.
They left the Achilles area after the rifts appeared,
they ventured to north America on they way there their numbers were
diminished much more (due to attacking
demons and other monsters pouring through
the rifts {including vampires which they now have an extreme
hatred for and even the most evil great white will think a very long time
before associating with them}) so few survived they long journey. When
they settled in the Willamate valley in Oregon they started a city and it has
grown to be a small fortress that is constantly defending the surrounding
area from demons. They have also started a city on the pre
rifts site of New Port not far from their original site.
They have built a small kingdom and humans and d-bees all hold
equal power in the government they have made a deal with Wilks Industries
who supplies there weapons and is opening a secret factory in
the city.
Alignment: Any
Size: 7-10ft.
Weight: 300 lbs.
Appearance: large shark man, big fin on back, two arms, two legs, and
shark head. (Well if you have seen the cartoon Street Sharks you know what
I' am talking about)
Horror Factor: 8
Attributes: IQ: 2D6+6 ME: 3D6 MA: 3D6 PS: 4D6 PP: 2D6 PE: 4D6
PB: 2D4 SPD: 5D6 running, X3 Swimming.
Hit Points: 5D6+5 a level
SDC: 5D6
MDC: By Psionics or Armor only
PPE: 1D4
ISP: ME +1D4X10 plus 1D6+1 per level
Damage: Bite 1D4X10 SDC (m. d. with f. f. on), punch 1D6, and kick 1D6.
RCC/Abilities/Bonuses:
1. Psionic Force Field: By spending 10 ISP the mutant shark can generate
a MDC force field with 90 MDC + 10 MDC per level,
Furthermore while the field is on punches and kicks cause MD.
The field lasts 4 minutes per level of experience.
2. Smell Blood: Can smell blood up to two miles away when exposed to
air, 500 ft when in body and 40 ft in buildings. (Can not smell through
environmental armor.)
3. Lungs and gills: They can breath on land and in the sea.
4. Bonuses: + 6 save Vs. Horror factor, + 4 save Vs. psionic attack

RCC Skills:
Swim 98%
LIT. American 98%
LAN. American 98%
Land NAV. (+30%)
HTH: Basic or Expert
RCC Related skills:
Choose 7 from same categories available to the C.S. Grunt occ from the
main book (+10% all,+20% to LIT&LAN skills) plus 2 at levels 3 , 7, and
10.
Secondary Skills: choose 6 from the same categories as above.

Standard Equipment: a laser pistol and rifle most likely Wilks, backpack,
ammo belt, 5 sets fatigues (personalized to fit them), survival knife,
auto-pistol and submachine gun of choice, 1D4 clips for all weapons.
Money: 1D4x1000 Credits and 1D6x1000 in black market items
Cybernetics: none to start will avoid them in favor of there natural powers.

Created by Brian Haskett a.k.a Acid_Blue ©1997 No profit use is encourged. mail me at cbhashett@mindspring.com
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