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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