Disciples of the Last Chance O.C.C.

In every dark place in the Megaverse there is a tiny sect of men that are breeding revolution. Not just revolution from a single power, but from every power. These men are revolutionaries that seek total anarchy. Unsatisfied with the powers that be, the Disciples sow the seeds of destruction within the disenfranchised portions of every society. Following the word of a solitary being, these Disciples go forth leaving only a bloody wake of twisted justice and misguided principles. These stalking specters do show some sort of ethics in never harming an innocent, even going out of their way to help and protect women and children.
No one knows why, but these enigmatic beings simply appear, reek as much havoc (indirectly) as possible, then disappear as quickly as they appeared. Mind you, this havoc does not appear in the form of wanton violence, but in carefully crafted lies and assassinations of figures of importance in society (crime-lords, presidents, mayors, and pretty much anyone else in a position of power over someone else). These underlings are then told who freed them and what they can do to help the "cause". These men only ask for a favor in return. Nothing up front, just the knowledge that someday they will have to repay the debt. As of yet none of these debts have been called in. No one knows what or when these "favors" will be called in for but something is on the horizon.
They are secretive, treacherous, bold, cunning and very well trained. One of the most dangerous things in life is to owe a Disciple a favor. Even more so is to be recruited by them. A single Disciple (they always travel alone) will stroll into town, convince the "prospect" to accompany him, then whisk them away to an unknown location where they spend the next 2 years training in the ways of the martial arts and magic disciplines until they reappear and wreak havoc unto the world.
Favored targets of these wraiths appear to be slavers, the Coalition, large criminal organizations, and most large unsavory organizations. Strangely enough, these uprisings do not try to destroy the organizations, but replace the hierarchy, or at least make it known that the leaders owe a favor.
The truth behind these harbingers of death and destruction is much more frightening. Disciples are the spies of Last Chance Arms, and it's founder, Ishmael Chance. These viscous humans and humanoids are given orders directly from the top and operate upon the wishes of Chance himself. Before Ishmael even considers direct confrontation he wants to destabilize the existing order as much as possible. These agents are his elite servants second only to the enigmatic "Fixers".
O.C.C. Abilities and Bonuses:

1. Paired Weapons: Pistols (special): The Disciple can draw and shoot two handguns at the same target, inflicting full damage from both weapons, but counts as one attack! The character can also divide this two-gun attack between two different targets visible to the shooter, and within his range of peripheral vision. The divided attack counts as one simultaneous melee action directed at two different foes. The shooter must roll two separate times to hit each target (roll to strike for each), and the bonus to strike each is reduced by half because the attack is divided.
W.P. Sharpshooting: Energy Pistol: Same as the skill described in Rifts: New West.
2. Magic Knowledge: To add to the Disciples formidable training is a limited array of magical knowledge. Unlike any other spell-caster, the Disciple has access to Temporal spells. It is rumored that a Temporal Raider or Warrior trains these Disciples. This is something that regularly causes conflict between Disciples and any of the Temporal O.C.C.'s. The Character can select 5 spells from levels 1-4. These spells can be from either Common spells or Temporal spells. Select one new spell every subsequent level. Spells are to be selected from equal or lesser levels of experience than the characters current level. Because of only limited magical knowledge the characters P.P.E. reserve is also quite limited. P.P.E. is equal to P.E. plus 5D6. The Character also gains P.P.E. at an additional 1D4 P.P.E. per level of experience. The characters magical knowledge is mostly an inherent mystical gift. Therefore they cannot purchase or learn new spells like more common practitioners of magic. Disciples intuitively know/figure out a new spell upon reaching each new level of experience.
3. Other Magic Abilities: Due to their magical training, Disciples gain the abilities of Sense Rifts 500feet (150 meters), Sense Dimensional Anomalies 150feet (45meters), as well as Sense Ley Lines 3 miles (4.8kilometers), and Sense Rift 5 miles +1 mile per level.
4. O.C.C. Bonuses: Due to their intense training, Disciples receive +1D4 to M.A., +1 to M.E., +1D6 to P.S., +1D4x10 to S.D.C.
5. Combat Bonuses: +2 on initiative, +2 to disarm, +4 to pull punch, +1 to pull punch, and +1 vs. Horror Factor at levels 2,4,6,8,10,12, and 14.

The Disciple of Last Chance O.C.C. & N.P.C. Villain

Alignments: Aberrant only. There must be some honor to abide by their code, but not enough of a human left to really care about what they have to do.
Attribute Requirements: Minimum P.S., P.E., and P.P. of 18 or higher. M.E. and I.Q. of 14 or higher. A high M.A. is also very helpful.
Racial Restrictions: None really. Only most of the Disciples end up being human or humanoid males. Humans and True Atlanteans taking up the largest percentage (95%). Something about the mind-set of humans on Earth make them especially appealing to the Order.
Player Character Note: These characters make much more effective N.P.C.'s than they do player characters. The mysterious and evil way of the Disciple may not appeal to everyone, especially due to the unknown force that controls them. If a character is allowed, it should be made clear that they act only to cause mayhem, yet act with a modicum of discretion. Acts of terrorism are not likely to be claimed, but parties involved will most likely be left a calling card, a winged skull in the shape of a spade.
O.C.C. Skills:

Speaks American at 96%
1 Language of Choice (+20%)
Literate: American (+20%)
Math: Basic (+15%)
Land Navigation (+15%)
Wilderness Survival (+15%)
First Aid (+10%)
Pilot: One of choice (+20%)
2 Lores of Choice (+20%)
W.P. Energy Pistol
W.P. 2 Ancient of Choice
W.P. 2 Modern of Choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to hand to hand: martial arts or assassin for the cost of one O.C.C. Related skill, or to Commando (see Rifts Coalition War Campaign) for two skills. O.C.C. Related Skills: At first level the character can select seven "other" skills, plus one additional skill at levels 3, 6, 9, 12, and 15. All new skills start at level one proficiency.
Communications: Radio Basic only
Cowboy: None
Domestic: Any (+10%)
Electrical: None
Espionage: Any (+10%)
Mechanical: Basic or Automotive only
Medical: Holistic or Paramedics only
Military: Any (+10%)
Physical: Any except S.C.U.B.A. or Gymnastics
Pilot: Any (+5%)
Pilot Related: Navigation only
Rogue: Any (+15%)
Science: Any
Technical: Art, Literate, Language, Lores, and Writing only
Wilderness: Any (+5%)
W.P.: Any Secondary Skills: The character gets five secondary skills from the list above, excluding those marked "None," at level one, plus two additional at levels 4, 8, 10, and 13. These are additional areas of knowledge that does not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: A suit of personalized medium to heavy M.D.C. body armor (any kind, including Coalition), A light M.D.C. Trench-coat (8 M.D.C., black), a suit of dress clothes, sunglasses or tinted goggles, air filter, pocket language translator, silver plated knife (1D6 S.D.C.), knapsack, utility belt, multi-optic system, lighter, flashlight, leather bound notebook, gun-belt, and 2 E-clips for each weapon.
Weapons will include a pair of personalized energy pistols (Particle beam and plasma blasters are favorites), an additional energy weapon and two melee weapons of choice. May also have a good quality horse or battered hover-cycle (reduce M.D.C. by 3D4%) but most likely will simply walk or hitch a ride when possible.
Additional Equipment: Hand grenades, flares, TW weapons, and others will have to be purchased or acquired later at the characters expense.
Money: Starts with 2D4x1000 credits. It will go toward bribes or to help the poor and innocent. Money accrued during adventuring will be used to help others or make bribes. It will likely be kept close at hand.
Cybernetics: None. Will never consent to or pursue them. They interfere with magic and too much to ever be considered.


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