1: Races of the Coalition.   Posted by Character Creation.Group: 0
Character Creation
Mon 15 Oct 2012
at 22:50
Races of the Coalition
This thread holds the races available as player characters.

This message was last edited by the GM at 11:42, Tue 16 Oct 2012.

Character Creation
Mon 15 Oct 2012
at 23:00
1: Choose race (Human)
Many races (especially in older books) refer to the “Standard” method of determining psionic ability. This table is located in the entry for human beings in this section.

Human Beings

The original inhabitants of Rifts Earth are still the most numerous and still considered the norm when discussing most areas of Rifts Earth, especially the Midwest of North America, which is the default setting for Rifts. Humans are, as they have been for the entirety of their existence, a race that can commit great atrocities, and bring the greatest of heroes and innovators, and do the greatest good for their neighbors and friends. In fact humans are known widely for the capacity to fulfill any role from victim to villain to vanquishing hero.
The Coalition States is a nation run by humans, for humans, and against all comers. They have a significant population of mutants (human and otherwise), but the majority are completely normal humans. They are also the strongest military, economic, and cultural presence in the region and in North America in general. Despite this they are xenophobic, react strongly and violently to threats (both real and imagined) and are capable of the greatest of atrocities. Despite this, their citizens (and soldiers) are just every day normal folk trying to survive. They believe themselves to be the inheritors of the great American Empire of the glorious time before the Rifts.
The majority of all other humans are simply trying to survive in a world gone mad. They cling to the cities, or to their small settlements out in the wild country of Rifts Earth. They may eke out an existence as a hunter-gatherer, live as farmers or ranchers, or live in high tech sprawls where things like running water and hot food (even if that food is not always nutritious) are completely taken for granted. This wide disparity in living conditions defines part of what makes Rifts the dynamic setting it is.

        Alignments: Any; player characters should lean toward good and selfish.
        The Eight Attributes: Number of six-sided dice rolled is designated.
        I.Q. 3D6, M.E. 3D6, M.A. 3D6, P.S. 3D6, P.P. 3D6, P.E. 3D6, P.B. 3D6, Spd. 3D6
        Hit Points: P.E. attribute number plus 1D6 per each level of experience starting with level one.
        S.D.C.: Standard; Starting S.D.C. will be gained in the normal manner through OCC, Skill choices and by M.O.S.
        Average P.P.E.: 2D6 for most adults; 5D6 for human children until about age 16.
        Occupational Character Classes (O.C.C.s): Any
        Horror Factor: Not applicable.
        Physical Appearance: Varies widely.
        Height: Men: 56” + 4d6” (5'10" is average)
                   Women: 50” + 4d6” (5'4" is average)
        Weight: Men: 90 + (Height difference rolled multiplied by half the character's Physical Strength attribute) (164 lbs is average)
                Women: 60 + (Height difference rolled multiplied by half the character's Physical Strength attribute) (134 lbs is average)
        Note: A character's Fit Weight can increase or decrease based on body fat levels, skeletal frame size, and other attributes.
        Average Life Span: 60-130 years.
        Special/Natural Abilities: Good intelligence, creative, resourceful, and adaptable. Humans also exhibit a reasonably high percentage of psychic ability (see the section on determining psionics).
        Magic: By available O.C.C.s only. None among the C.S. Army.
        Psionics: There are three ways of getting a character who has psionic powers.
        The first, and simplest way, is to select one of the Psychic Occupational Character Classes. A master psionic is the most powerful of all natural psychics and is available only from the Psychic O.C.C.s.
        A psychic character class automatically gets psionic abilities. Each Specific Psychic O.C.C. will explain the character's background, orientation, and psi-abilities. However, while the psychic O.C.C. is
        heavy with psi-powers, it is limited in skill development.
        The second way is to select an O.C.C. that has minor psionics, like the mystic, operator, techno-wizard, crazies, and cyber-knight, but these characters have only a tiny bit of psychic powers.
        The third way to get a character with psionics is to roll percentile dice on the following random table. This section is often referred to as the “Standard” method of obtaining psionics.

Random Psionics Table
01-09% Major Psionics. Select a total of eight powers from any one category (Sensitive, Physical, or Healer)
or a total of six powers with selections made from two or three of those categories.
Base Inner Strength Points (I.S.P.) are the character’s M.E. +4d6. Add 1d6+1 at each level of experience.
10-25% Minor Psionics. Select two powers from any one of the following psionic categories (Sensitive, Physical, or Healer).
In the grand scheme of things, power of this level is considered inconsequential, though it may have a profound impact on the character’s life.
Base Inner Strength (I.S.P.) are the character’s M.E. + 2d6. At each level of experience add 1d6 I.S.P.
26-00% No Psionics. Sorry!

Muties
Some mutants are very different from humanity in general. Muties are not. They are nominally human, with a few traits that mark them as different. Sometimes they mutations are extremely beneficial. Others are a reaction to something horrible making survival harder than normal, and while they allow the mutie to survive, these mutations don’t make it easy on them. Whether the mutations are helpful, benign, or debilitating, they are also a source of discrimination. Humanity has largely left behind any concerns of the racial variations of humans, considering the threat to humanity posed by mutants, d-bees, and monsters from beyond of far greater importance.

Muties are usually able to have children with humans, and have an equal chance to pass on their traits as their chance to not pass on those traits, just as a normal parent may or may not pass on their hair color to a child. Muties can be born from normal human parents, and normal humans can be born from two mutie parents. In fact it is perfectly reasonable for a human and a mutie to be siblings, even twins in some rare cases.

Muties roll 1d4 times on the following tables and apply that to their character. They are otherwise identical to humans. Note that some mutations may grant psychic abilities, modify the chance to become psionic, grant special abilities, or simply add P.P.E. to the mutant. Game Masters are encouraged to enforce the players roll on this table if they wish to play a mutie. Psychic O.C.C.s are common.

Technically any psychic is a mutie, due to how their occupational choice changes their abilities. Psychics, are not, however, required to use these tables. They are, however, encouraged to do so.

Roll 1d4 for the number of mutant characteristics.
01-05%          Strange Ears
   01-20%       Pointy (+1 to hearing perception tests)
   21-40%       Larger than normal 2 or 3 times larger
   41-60%       Tinier than normal the size of a small coin.
   61-80%       Alien Appearance
   81-00%       No ears at all! Just two small openings
06-10%          Unusual Eyes
   01-20%       Very Small (about half the size as usual)
   21-40%       Round
   41-60%       Large, bulging eyes (at least twice as big as usual)
   61-80%       Very Eliptical
   81-00%       Glowing Eyes (Gain nightvision at 150 ft)
11-15%          Odd Facial Features
   01-30%       Sunken featiures Sunken eyes and cheeks, pencil thin lips, and receding hairline. PB Attribute becomes 2d4+2 instead of 3d6.
   31-60%       Angelic, beautiful face add 1d6+4 to P.B.
   61-90%       Large bridge over eyes  - Neanderthal look -4 to P.B.
   91-00%       Fangs and Pointed Teeth The character has a grossly enlarged jaw with fangs. In hand to hand combat they can Bite for 1D6 damage
16-20%          Sharp teeth, fangs, or an unusual tounge
21-25%          Textured, scaly, or lumpy skin
26-30%          Odd skin color and/or pattern
   01-10%       Odd skin color: Mottled and scaly grey or light blue
   11-20%       Green or Yellow
   21-30%       Red
   31-40%       Blotchy skin; body is covered with patches of grey, white or brown patches, large and small
   41-50%       Light & Dark Blue
   51-60%       Stark White
   61-70%       Black (As coal)
   71-80%       Purple
   86-90%       Orange
   91-95%       Metallic looking (Soft & Warm, but smooth and glossy like metal; gold, silver, bronze, etc)
   96-00%       Two Odd Colors
31-35%          Odd hair color or pattern
   01-10%       Orange
   11-20%       Green
   21-30%       Light Blue
   31-40%       Bright Flame Red
   41-50%       Bright Yellow
   51-60%       Metalic Silver, Red  or Gold
   61-70%       Dark Blue
   71-80%       Purple
   81-90%       Streaked with normal colors Choose a normal hair color blonde, brown, black, white, or grey).
   91-00%       Streaked with odd colors with 1d4 stripes of another color. Roll again and ignore any result 81% or higher.
36-40%          Extreme amounts of body hair
41-45%          Fur covers the body
46-50%          Very little or no body hair
51-55%          Small horns, antennae, or spikes
56-60%          Prehensile tail or tentacles
61-65%          prehensile toes or feet
66-70%          Clawed Hands or feet
71-75%          Extremely stocky or slender build (+40% body weight or -40% body weight)
76-80%          Tall Add 12" to base height.
81-85%          Short Reduce base height by 18"
86-87%          Secondary Respiration via a set of gills. The most common manifestation is to breathe underwater, but others may exist.
88-89%          Delicate, sensitive hands with long slender fingers (+5% to escape artist, palming, pick pockets and similar skills that require manual dexterity and a delicate touch
90-91%          Large lumps and spines protruding at body joints
92-94%          P.P.E. Vampire Gain Special Ability 6 of the Psi-Stalker.
95-97%          Ambidextrous Adds one extra attack per melee, +1 to parry, +5% to climbing, escape artist, pick locks, mechanical and electrical repair skills.
98-00%          Psionically Invisible. Due to unusual brain chemistry, the character does not register to any form of psionic detection or mind reading, including telepathy, empathy, presence sense, sixth sense, etc. All other abilities, including mind control, mind wipe, mind bond, bio-manipulation, and even empathic transmission, affect the character normally. Does not affect the character's resistance to magic in any form. If the character is psionic, do not take this characteristic; reroll.


Rolling attributes: When determining attributes, you have two options. The first option is to roll them as described in the racial description above, assigning them to your stats. If you roll a total of 16, 17, or 18, then you may roll 1d6 extra and add it to that total. You may also reroll any result less than 9.

The second option is to roll 1d100, and determine which of the following quick roll tables you will use. You may use either the specific roll you used, or you may reverse the numbers and choose that result instead. The attributes must be rolled individually and specifically noted in the roll. Example: 03:45, Today: CS 4th Army Command rolled 22 using 1d6+18. Brainy IQ: 1d6+18.

Attributes and Suggested M.O.S.
01-11% Brainy:
I.Q. 1D6+18
M.E. 1D6+12
M.A. 1D4+10
P.S. 1D6+9
P.P. 1D4+9
P.E. 1D4+8
P.B. 1D6+9
Spd. 1D6+11
Your character is best suited to an M.O.S. that involves mental challenges, assessing data, research, creating/building, learning, engineering, electronics, science, medicine, and strategies and tactics.

13-26% Strong-willed:
I.Q. 1D6+11
M.E. 1D6+19
M.A. 1D6+9
P.S. 1D6+9
P.P. 1D4+13
P.E. 1D6+10
P.B. 1D6+9
Spd. 1D6+8
Your character is best suited to an M.O.S. that involves focus, self-discipline, and challenges.

27-39% Charismatic:
I.Q. 1D6+10
M.E. 1D6+9
M.A. 1D6+18
P.S. 1D4+10
P.P. 1D4+10
P.E. 1D6+9
P.B. 1D6+14
Spd. 1D6+9
Your character is best suited to an M.O.S. that involves leadership, officer
training, teaching, communications, performing, espionage, and subterfuge.

40-51% Physically Strong:
I.Q. 1D4+10
M.E. 1D4+1O
M.A. 1D6+10
P.S. 1D6+19
P.P. 1D4+12
P.E. 1D6+15
P.B. 1D6+12
Spd. 1D6+11
Your character is best suited to an M.O.S. that that involves physicality, mechanics, athletics, combat, and strength.

52-65% Fast Reflexes and High Dexterity:
I.Q. 1D4+10
M.E. 1D6+9
M.A. 1D6+8
P.S. 1D6+9
P.P. 1D6+19
P.E. 1D6+9
P.B. 1D6+10
Spd. 1D6+17
Your character is best suited to an M.0.S. that involves the precision use or hands, tools, weapons, targeting, fast physical reaction, combat, building, surgery and other areas where steady and fast hands are a key element.

66-78% Great Endurance:
I.Q. 1D4+9
M.E. 1D6+14
M.A. ID6+8
P.S. 1D6+9
P.P. 1D6+9
P.E. 1D6+19
P.B. 1D6+9
Spd. 1D6+12
Your character is best suited to an M.0.S. that requires physical durability
and mental toughness.

79-88
Gorgeous or Handsome:
I.Q. 1D4+10
M.E. 1D6+9
M.A. 1D6+15
P.S. ID6+11
P.P. 1D6+8
P.E. 1D6+9
P.B. 1D4+20
Spd. 1D6+9
Your character is best suited to an M.O.S. that involves command, teaching, communications, performing, trickery, or subterfuge.

89-00
Fast as Lightning:
I.Q. 1D4+9
M.E. 1D6+9
M.A. 1D6+9
P.S. 1D6+9
P.P. 1D6+14
P.E. 1D6+10
P.B. 1D6+10
Spd. 2D6+20
Your character is best suited to an M.O S. that involves quickness and dexterity, including targeting, combat, fast physical reaction, and other areas where fast hands and feet are an asset.



Continue to normal Background generation.

This message was last edited by the GM at 07:25, Tue 18 Dec 2012.

Character Creation
Mon 15 Oct 2012
at 23:08
1: Choose race (Psi-Stalker)
Psi-Stalker R.C.C.
The Psi-stalker is a mutant human who, during the Dark Age after the Great Cataclysm, evolved to feed on psychic energy and developed psychic sensitive powers. Fallen to barbarism, most Psi-Stalkers have survived for over two centuries as hunters of the supernatural and practitioners of magic. Unlike normal humans, the Psi-Stalker is a natural predator and P.P.E. vampire! The predator senses the use of psychic/magic energy (I.S.P. and P.P.E.), and can follow the distinctive energy trail like a bloodhound following a specific scent. Even though all creatures have a certain level of potential psychic energy (P.P.E.), the Psi-Stalker can tell the subtle differences between normal energies and psychic and magic energies. Some innate instinct draws the Stalker to those creatures who are psionic or magical. This same instinct makes the mutant want to kill his prey and drink its P.P.E. (which, for a brief instant, doubles when the victim dies). Fortunately, Psi-Stalkers can resist their bloodlust and train themselves not to kill. However, even these "restrained" and "civilized" Psi-Stalkers love the thrill of the hunt and would prefer to kill when they feed. If nothing else, it makes life easier to kill the prey and the amount of P.P.E. released at the moment of death is a bigger rush and much more satisfying!
The Coalition States have trained these mutant humans with the Psi-Stalker instincts and abilities to become an elite military police force, specializing in hunting down psychic and magic criminals, supernatural beings,' and paranormal interlopers. In addition to the Stalkers natural abilities, the warriors are trained in basic military procedure and combat skills. They are also trained to control their urge to kill. The Coalition Psi-Stalkers will not kill unless the soldier is given authorization to use deadly force, which is always approved when stalking a demon or other supernatural being and frequently when in pursuit of dangerous criminals.
Because of the Coalitions stand against nonhumans, Psi-Stalkers can never achieve the same rank as true humans, and they can be distinguished from other Coalition soldiers by their spiked helmet and the letters "PSI" emblazoned on the chest of their armor and uniforms. ALL Psi-Stalkers are registered psychics with the 1C and bare the 1C bar code and implant.
Coalition Psi-Stalkers generally lead Dog Packs, or are part of a Special Forces team or other special operation, especially those involving practitioners of magic, psychics, monsters and the supernatural. A full 15% of the Coalition Army is composed of Psi-Stalkers. Although most are obedient and loyal to the CS, many are bolder, more officious and disrespectful of officers they don't like. This is due, in part, to their
"Second-Class Citizen" stature within Coalition society (many normal citizens fear them) and their more aggressive nature.
Psi-Stalkers are different from true humans. In addition to their famous psychic powers and the fact that they live on psychic energy rather than solid food, they are strikingly different in physically appearance. Average height is more consistent at 6 to 6.6 inches tall, half are ambidextrous, neither male or female has any body hair (not on their heads, arms, legs, or anywhere), and their skin is a pale, powder white with faint hints of pink around their lips and eyes. Their eyes are typically a piercing blue or a smoldering gray. Most Psi-Stalkers suffer from a certain amount of hypertension and like to be physically active. Wild Psi-Stalkers (and some CS) often adorn their bodies with tattoos or war paint, and like to look more menacing than they really are.
Note: The following powers are different or more powerful than some of the common psionic powers which these abilities may resemble and are limited to the Psi-Stalker R.C.C. All Psi-Stalkers, CS, civilized or wild, have the same natural abilities, only their level of self-control, availability of skills and equipment vary.

        Alignments: Any, but all psi-stalkers tend to be independent and willful, at least to some degree. Scrupulous, Unprincipled, Anarchist, and Miscreant are all common alignments among these mutants.
        The Eight Attributes: Number of six-sided dice rolled is designated.
        I.Q. 3D6, M.E. 4D6, M.A. 3D6, P.S. 3D6, P.P. 3D6, P.E. 4D6, P.B. 3D6, Spd. 5D6
        Hit Points: P.E. attribute number plus 1D6 per each level of experience starting with level one.
        S.D.C.: Start with 10. More will be gained in the normal manner through OCC, Skill choices and by M.O.S.
        Average P.P.E.: 2d6, plus see P.P.E. Consumption requirements.
        Occupational Character Classes (O.C.C.s):
        Horror Factor: Not applicable.
        Physical Appearance: Varies widely.
        Height: Men: 72” + 3d4” (6'6" is average)
                   Women: 66” + 3d4” (6' is average)
        Weight: Men: 90 + (Height difference rolled multiplied by half the character's Physical Strength attribute) (150 lbs is average)
                Women: 80 + (Height difference rolled multiplied by half the character's Physical Strength attribute) (140 lbs is average)
        Note: A character's Fit Weight can increase or decrease based on body fat levels, skeletal frame size, and other attributes.
        Average Life Span: 60-130 years.
        Special/Natural Abilities: See below. note that psionic saving bonuses from a high M.E. are not cumulative with racial bonus to save vs. psionics
        Magic: None.
        Psionics: See Special Abilities Below, as well as the Psi-Stalker MOS Choices (which include further psionic abilities which develop early, but are fully realized in training).



1. Sense Psychic and Magic Energy: Like a bloodhound smelling a familiar scent, the Psi-Stalker can detect the presence of psychic energy; specifically fellow psionics (I.S.P.) and magic (P.P.E. specifically oriented toward magic, Techno-Wizardry, and magical devices). The ability is constant and automatic. The moment a psychic "scent" is within the character's range, he or she will recognize it. For example: If a psychic (minor, major, or master) enters the room, the Psi-Stalker will instantly sense it, as well as be able to trace it to the specific individual.
Furthermore, the Stalker has a chance of recognizing that specific person's psychic scent again. This ability also enables him to stalk/track a specific psychic scent. Base Skill: 20% +5% per additional level of experience. If the Psi-Stalker has a bit of hair, skin, blood, or an article of clothing recently worn (4 hours or less) by the subject being hunted, the ability to follow the psychic trail enjoys a bonus of +20%. If psionic powers or magic is being used within the Psi-Stalker's range of sensitivity, he will sense that too. The psychic impression will indicate whether the energy source is far or near, up or down, and whether it is a small or great amount of energy. If the energy is being continually expended, like a series of magic spells or psionic attacks, or a long duration effect, the predator can track it to the source with ease. Base Skill: 60% +5% per level of experience (roll once every melee). It is also likely that the character will recognize the scent again if encountered at some other time; 20% +5% per level of experience.
The presence of other P.P.E. sources may confuse the scent and inflicts a -10% skill penalty (-20 if numerous sources). Close proximity to a ley line (2 miles/3.2 km) will reduce the ability to track a specific psychic scent by half. Close proximity to a ley line nexus point (4 miles/6.4 km) will completely obliterate the scent, making it impossible to find or pick up later. This is one reason why Psi-Stalkers are rarely found near a ley line unless a large number of prey inhabit the area. Of course, this also means that a Psi-Stalker can sense ley lines or a nexus point from up to 10 miles (16 km) away, plus one mile (1.6 km) per level of experience.
Ranges: Sensitivity to a fellow psychic or magic practitioner not using his powers is 50 feet (15m) +20 feet (6 m) per each additional level of experience.
Sensitivity to psionic and magic powers being used is 600 feet (182 m) +100 (30.5 m) per level of experience.
When tracking a psychic scent, roll percentile dice every 1000 feet (305 m) to see if the hunter is still on the trail.
Duration: Automatic and constant.
I.S.P.: None, automatic ability.
2. Sense supernatural beings: Identical in function to the previous ability, except one senses the super-distinctive psychic scent of the supernatural. The ability to identify the specific type of paranormal creature is a Base Skill: 40% +5% per level of experience, and includes demons, vampires, and entities.
Tracking by psychic scent alone is a Base Skill: 30% +5% per level of experience. 70% +3% per level of experience if the supernatural being is expending psionic or magic energy while the Stalker is on his trail.
Ranges: Sensitivity to the presence of a supernatural being not using its powers is 50 feet (15m) per level of experience. Sensitivity to supernatural magic or psionics being expended through spell weaving or psi attacks, is 1000 feet (305 m) +100 feet (30.5 m) per additional level of experience.
Duration: Automatic and constant.
I.S.P.: None, automatic.
Note: Close proximity to ley lines and nexus points always have the exact same adverse effects.
3. Psi-Bonuses: As a master psionic, the Psi-Stalker needs to roll a 10 or higher to save versus psionic attack, and enjoys a bonus of +5 to save (additional bonuses from M.E. not applicable). This means the character must roll a 6 or higher to save vs. psionics! +5 to save vs. mind control and mind altering drugs; +6 to save vs. horror factor!
4. Magic Bonuses: Natural magic resistance provides a bonus of +1D4 to save versus magic attacks of any kind.
5. Physical Attributes & Bonuses: Add +1 attack per melee round, ambidextrous, and paired weapons. Can leap six feet (1.8 m) high or 10 feet (3 m) long (add 20% to length with running start), and has excellent balance (80% +2% per level of experience). Remember, needs little solid food and water to live, subsists on P.P.E.
6. Nourishment: The Psi-Stalker must feed on a minimum of 50 P.P.E. or I.S.P. a week, preferably 80 to 100. To feed without killing, the predator must hunt down a psychic, practitioner of magic or supernatural creature, physically capture the prey, cut it, and psionically drain all its available P.P.E. points. Other than the cut (1D6 S.D.C. damage) the victim suffers, he temporarily loses all P.P.E.; a potentially dangerous situation for any magic user, but hardly life threatening.
Psychics temporarily lose half their I.S.P. from a Psi-Stalker energy drain, as well as all their P.P.E. Once the Psi-Stalker begins to feed, he cannot stop until all the P.P.E. has been absorbed. The absorption process is instantaneous (about 5 seconds). P.P.E. and I.S.P. will recover naturally, but temporarily disrupts the victim's psychic essence and mages are left with no personal P.P.E. to draw upon to cast magic. Note: The Psi-Stalker can not feed on the P.P.E. of beings who are not psychic, practitioners of magic, or supernatural in nature. They can, however, absorb mystic ley line energy, but the taste is bad, like sour milk, and the ley lines disrupt the character's senses.
The preferred form of nourishment, even among civilized Psi-Stalkers, is to hunt and kill one's victim. The victim can be a psychic, practitioner of magic, creature of magic (faerie folk, dragon, etc.) or supernatural being. At the moment of death, the victim's P.P.E. is doubled. The stalker can absorb the energy of his kill from as far as 300 yards/meters away.
No need for normal food or water! As P.P.E. energy vampires, Psi-Stalkers have little need to consume solid food or water. The mutant does not require more than one pound (0.45 kg) of meat and eight ounces of water a week to remain healthy and strong. Furthermore, the character can go without solid food or water for up to three weeks, if necessary, without the slightest ill effect. However, being deprived of the proper P.P.E. energy will inflict physical damage and the character will die of starvation within three weeks.
P.P.E. Requirements: needs to consume a minimum of 50 P.P.E. per week to function without fatigue, weakness or penalty. For every week with less than 50 P.P.E., the Psi-Stalker suffers 6D6 points of damage to both hit points and S.D.C., down to a minimum of two points each, and reduce all bonuses and attacks per melee by half. After three weeks of starvation the character will be so weak that unless P.P.E. becomes available he will die within 1D6 days.
7. Psionic empathy with animals. Psi-Stalkers automatically have an affinity with animals of all kinds. Domesticated animals will always take an immediate liking to them and will do their best to please them. This empathy automatically gives the mutant the ability to ride any horse (wild or tame) or any other non-predatory animal at +15% bonus to ride them and/or work with any domestic animals.
With the exception of felines and mutant or alien predators, wild animals will react to the Psi-Stalker as if he was a fellow woodland creature and allow him to walk among them without fear. This ability enables Psi-Stalkers to operate in the wild without causing animals to react to their presence; birds do not fly away, animals do not run, and therefore, do not indicate the approach of an intruder. Even watchdogs will not sound a bark of alarm at their presence, and Dog Boys and mutant bears usually get along with them famously. Note: The affinity with animals means that the character will hunt and eat meat only for food, never for pleasure, and feels sadness whenever he sees an animal in distress.
Most feline, mutant and alien predators seem to see the Psi-Stalker as a fellow hunter and a threat. Wild cats and mutant felines will frequently select a Psi-Stalker as their first target in battle, and will not respond to the character in a positive manner regardless of how nice the Psi-Stalker may be. Psi-Stalkers are the only creatures that the Xiticix Killer will attack, other than the Xiticix insectoids.

(Source: Adapted from WB: 16 Lone Star entry on Psi-Stalkers)


Rolling attributes: When determining attributes, you have two options. The first option is to roll them as described in the racial description above, assigning them to your stats. If, while rolling attributes with a range of 3d6, you roll a total of 16, 17, or 18, then you may roll 1d6 extra and add it to that total. You may also reroll any result less than 9. This applies to attributes with ranges of 4d6 and 5d6 as well, but the numbers needed are different. Results of 22, 23, or 24 are needed for 4d6 attributes to receive an extra bonus die, and results of 28, 29, or 30 are needed for 5d6 attributes to receive an extra bonus die.

The second option is to roll 1d100, and determine which of the following quick roll tables you will use. You may use either the specific roll you used, or you may reverse the numbers and choose that result instead. The attributes must be rolled individually and specifically noted in the roll. Example: 03:45, Today: CS 4th Army Command rolled 22 using 1d6+18. Brainy IQ: 1d6+18.

Psi-Stalker Quick Roll Attributes and Suggested M.O.S.
01-11% Brainy:
I.Q. 1D6+18
M.E. 1D6+16
M.A. 1D4+10
P.S. 1D6+9
P.P. 1D4+13
P.E. 1D4+8
P.B. 1D6+9
Spd. 1D6+18
Your character is best suited to an M.O.S. that involves mental challenges, assessing data, research, creating/building, learning, engineering, electronics, science, medicine, and strategies and tactics.

13-26% Strong-willed:
I.Q. 1D6+11
M.E. 1D6+23
M.A. 1D6+9
P.S. 1D6+9
P.P. 1D4+13
P.E. 1D6+14
P.B. 1D6+9
Spd. 1D6+15
Your character is best suited to an M.O.S. that involves focus, self-discipline, and challenges.

27-39% Charismatic:
I.Q. 1D6+10
M.E. 1D6+13
M.A. 1D6+18
P.S. 1D4+10
P.P. 1D4+10
P.E. 1D6+13
P.B. 1D6+14
Spd. 1D6+16
Your character is best suited to an M.O.S. that involves leadership, officer
training, teaching, communications, performing, espionage, and subterfuge.

40-51% Physically Strong:
I.Q. 1D4+10
M.E. 1D4+14
M.A. 1D6+10
P.S. 1D6+19
P.P. 1D4+12
P.E. 1D6+19
P.B. 1D6+12
Spd. 1D6+18
Your character is best suited to an M.O.S. that that involves physicality, mechanics, athletics, combat, and strength.

52-65% Fast Reflexes and High Dexterity:
I.Q. 1D4+10
M.E. 1D6+13
M.A. 1D6+8
P.S. 1D6+9
P.P. 1D6+19
P.E. 1D6+13
P.B. 1D6+10
Spd. 1D6+24
Your character is best suited to an M.0.S. that involves the precision use or hands, tools, weapons, targeting, fast physical reaction, combat, building, surgery and other areas where steady and fast hands are a key element.

66-78% Great Endurance:
I.Q. 1D4+9
M.E. 1D6+18
M.A. ID6+8
P.S. 1D6+9
P.P. 1D6+9
P.E. 1D6+23
P.B. 1D6+9
Spd. 1D6+19
Your character is best suited to an M.0.S. that requires physical durability
and mental toughness.

79-88
Gorgeous or Handsome:
I.Q. 1D4+10
M.E. 1D6+13
M.A. 1D6+15
P.S. ID6+11
P.P. 1D6+8
P.E. 1D6+13
P.B. 1D4+20
Spd. 1D6+16
Your character is best suited to an M.O.S. that involves command, teaching, communications, performing, trickery, or subterfuge.

89-00
Fast as Lightning:
I.Q. 1D4+9
M.E. 1D6+13
M.A. 1D6+9
P.S. 1D6+9
P.P. 1D6+14
P.E. 1D6+14
P.B. 1D6+10
Spd. 2D6+27
Your character is best suited to an M.O S. that involves quickness and dexterity, including targeting, combat, fast physical reaction, and other areas where fast hands and feet are an asset.



Psi-Stalkers can be from any state, but are particularly common in Lone Star, Free Quebec, and Iron Heart.

Common Skills:
All Psi-Stalkers
Speak American (Native Language) at 96%
Mathematics: Basic (+5%)
Land Navigation (+20%)

If you are from a city, you gain your choice of one of the following skills: Pilot Automobile (+10%), Pilot Hovervehicle (Ground; +15%), Pilot Motorcycle (+5%), or Pilot Hover Cycles (+5%). You also get one Domestic skill of choice.

If you are from the Wilderness or a Farm, you get your choice of two of the following skills: Pilot Automobile (+10%), Pilot Motorboats and Hydrofoils (+5%), any cowboy or wilderness skill, or any physical skill that can be chosen as a secondary skill, except Hand to Hand: Basic.

Psi-Stalkers from Free Quebec also speak French or Euro (Native Language) at 96%, in addition to the above skills.

Psi-Stalkers from Lone Star also speak Spanish (Native Language) at 96%, in addition to the above skills.

Psi-Stalkers go through the traditional Background generation. Do not roll for ethnicity. Any hints of this are long since erased from their DNA. Feel free to ignore any result that makes no sense. Also, Psi-stalkers are never part of the elite of the CS - never. Ignore the state based skill selections of the normal background generation - the above tables replace them for psi-stalkers.

Only a select few psi-stalkers ever choose an O.C.C. other than Psi-Stalker Trooper. If you wish to be one of these few, then you must roll 99 or 100 on a percentile roll. If you do, you may choose CS Infantry Soldier or CS Military Specialist. Your maximum rank is still limited to NCO or Warrant officer. If you would be commisioned, you must become a Warrant Officer instead.

This message was last edited by the GM at 01:54, Tue 18 Dec 2012.

Character Creation
Tue 16 Oct 2012
at 04:08
1: Choose race (Psi-Hound)
Dog Boys or Psi-Hounds

The typical Dog Boy soldier or Police Officer Coalition Dog Packs are a formal part of the CS Armed Forces and receive the same basic military training as the Coalition grunt. However, the Dog Pack also receives special training in honing their tracking abilities and psychic powers. The purpose of the canine mutants is to be sort of low level Special Forces operatives and watchdogs against assaults by psychics, magic, and the supernatural. A typical squad or "pack" is 4-10 canine mutants led by a Psi-Stalker (one in eight are led by a human officer). Larger groups of Dog Boys (platoons, companies, etc.) will have capable human commanders and officers, with Psi-Stalkers and experienced Psi-Hounds holding positions as low ranking noncommissioned officers (Sergeant and lower ranks). Those assigned to the various ISS city defense divisions are typically the most obedient and expert at "sniffing" out the inhuman. ISS teams patrol CS cities, military bases, and entrances to the city or military bases ever vigilant for the distinctive presence of the paranormal (see Rifts® World Book 11: Coalition War Machine for more details about the ISS, PSINET and other posts that utilize Dog Boys).

Individual members of Dog Pack troops are given free rein to wander the city or military base to keep an eye out for, and investigate, any suspicious activity or individuals. To rebuke the inquiries of a Dog Boy will mean a full Dog Pack, led by a Psi-Stalker, arriving moments later to enforce a full (and unpleasant) investigation. A Dog Pack and Psi-Stalker have the authority to enter any civilian establishment or home if they have reasonable cause, and sensing the presence of magic or the supernatural is "probable cause" for these psychic sensitives. Most CS citizens and human soldiers are comfortable with the loyal and courteous Dog Boys, welcome their presence and cooperate with them to the
fullest.

City Dog Packs are used to track criminals, especially magic and psionic criminals, D-bee intruders, and supernatural menaces, as well as used as a general police force. In the military, they serve as guards against supernatural and magical spies, saboteurs and intruders, and as frontline troops used primarily for reconnaissance/exploration, escort, rescue, sabotage, surgical strikes, and seek and destroy missions.

In the wilderness, troops of Dog Pack soldiers (or other mutant animals) may be dispatched into areas of conflict. Like the US Marines of old, the Dog Pack is often the first to be sent into a trouble zone for reconnaissance and/or initial assault. Dog Boys are also sent into the Burbs and wilderness communities as scouts and spies to sniff-out covert operators — translation: find groups and individuals who practice the arts of magic, consort with nonhumans, are inhuman, supernatural, or involved in forbidden activities (i.e.: study ancient books/ruins, education, preaching equality for all life forms, speaking against the CS, enemy sympathizers, etc.). The Dog Boy may be assigned to a human
team or part of as an entirely mutant animal squad, or an individual on a
solo assignment.

Individual Dog Boys are frequently sent into the wilderness to pretend to be runaways or mercenaries. This subterfuge enables them to observe and/or secretly subvert the activities of real mercenaries, adventurers, "feral" mutant animals, and enemies of the Coalition States. Of course, some mutant dogs will forsake the Coalition when they discover the freedom that other societies and groups offer. Or are simply enticed to wander the world to personally explore all its marvels. This too, is anticipated by the Coalition and is part of an exercise to see how many Dog Pack soldiers remain loyal when placed under varying conditions of freedom, stress, or danger (generally under 11% leave).

Since they are seen as specially bred and trained "animals," the mutant dogs are generally considered to be an expendable commodity. A human might feel a bit of a loss over the death of a favorite hunting dog killed by a wild animal, but one simply discards the dead body and goes out to purchase a new dog. This is the general attitude of the Coalition military and most citizens. The mutant canines are just big doggies that walk on two legs, sport arms and hands, and talk instead of bark. If a job is too dangerous for a human, send in a mutant animal. If it dies, a new one can always be purchased, bred, or grown. An attitude that is not shared by the Psi-Stalkers who act as the team leaders of most Dog Packs or squads. As noted previously, most Dog Boys don't see anything wrong with how they are treated, and tend to concur that they are expendable, rather than jeopardize valuable human lives. This also means that they rarely feel cheated or abused, and are happy to be part of the human pack.


Dog Boy R.C.C.
        Alignments: Any, but most lean toward good, unprincipled or aberrant evil. Characters who are anarchist, miscreant, or diabolic, tend to be loners, mean, and do not work well in a group unless they can be the leader.
        The Eight Attributes: Number of six-sided dice rolled is designated.
        I.Q. 3D6, M.E. 3D6, M.A. 3D6, P.S. 3D6, P.P. 3D6, P.E. 3D6, P.B. 3D6, Spd 3D6
        Hit Points: P.E. attribute number plus 1D6 per each level of experience starting with level one.
        S.D.C.: Start with 20. More will be gained in the normal manner through OCC, Skill choices and by M.O.S. Breed may also be a factor.
        Average P.P.E.: Most of the individual's P.P.E. has been expended in the development of psychic abilities. The remaining Permanent P.P.E. Base is 3D6.
        Occupational Character Classes (O.C.C.s):
        Horror Factor: Not applicable.
        Physical Appearance: Varies widely.
        Height: Male and Female: 54” + 4d6” (5'6" is average)
        Weight: Male and Female: 72 + (Height difference rolled multiplied by half the character's Physical Strength attribute) (180 lbs is average)
        Note: A character's Final Weight can increase or decrease based on body fat levels, skeletal frame size, and other attributes.
        Human Speech: Partial to full. Speech is a bit guttural and the character still has a tendency to growl, whimper, and howl when excited.
        Average Life Span: 32-45 years; add 10 years to females.
        Special/Natural Abilities: See below.
        Magic: None.
        Psionics: See below.
        General Physical Appearance: Human looks, none, other than being bipedal and having two arms and legs. 85% have human legs while 15% have canine-like (or Wolfen) legs; the latter being part of a genetic experiment in variations of physiology. The head/face is that of a canine, the body is fur covered, and there is a tail. Hands: Fully articulated fur covered hands with human-like opposable thumbs, although most have long canine fingernails. Bipedal stance that enables the mutant canines to stand erect and walk and run the same as humans, although some are partial to running on all fours, in a loping movement.



Special Dog Boy Powers & Abilities
Note: The following are typical of the average Dog Boy. Some things will vary according to the breed of the dog and there are a couple of sub-divisions of mutant dogs with special abilities and/or heightened senses.
1. Sense Psychic and Magic Energy: Basically identical to the Psi-Stalker, although not quite as developed. Like a bloodhound smelling a familiar scent, the Psi-Hound can detect the presence of psychic energy; specifically fellow psychics (I.S.P.) and magic energy (P.P.E. used as a spell, in magic devices and large amounts in people; 80 or more points). The ability is constant and automatic, just like the ability to see and smell.
The Psi-Hound can sense whenever a psionic ability is used within the range of sensitivity. If the energy is being continually expended, like a series of magic or psionic attacks, or is of a duration/effect longer than one melee round (15 seconds), the Dog Boy can trace it with relative ease to the source (i.e. the character or creature using the psionics). Several psionic or magic characters using their powers in the same general area will lead the canine to that location, but he will not be able to discern and remember (recognize) any of their psychic scents at a later time. Several psionic or magic characters using their powers over a large, scattered area of the Dog Boy's sensing range will confuse the senses. The mutant canine will be able to tell that there are several emanations and have a fair idea of which direction most are located, but will only be able to accurately follow the most powerful emanations of energy.
   Base Skill: 40% +5% per level of experience (roll once every melee round). Reduce by half when multiple sources are scattered throughout the sensing range.
   Range: Sensitivity to a fellow psychic or magic practitioner not using his powers is 50 feet (15.2 m) +5 feet (1.5 m) per each additional level of experience. Sensitivity to psionic and magic powers being used is 400 feet (121 m)+50 feet (15 m) per level of experience. Roll percentile dice every 1000 feet (305 m) to see if the hunter is still on the trail. A failed roll means the scent is lost.
   I.S.P.: None, automatic ability.

2. Recognize Psychic Scent: It is also possible for the Dog Boy to
recognize the psychic scent of specific races/monsters, and even specific individuals well known to the Psi-Hound. A psychic scent is the particular signature that emanates from the psychic, practitioner of magic or supernatural being every time they use their psionic powers or cast magic. The emanation from each individual is unique and distinct, like a psychic fingerprint. Unfortunately, the Psi-Hound's ability to sense and recognize these psychic signatures is less developed than the Psi-Stalker's. Still, the mutant canines may recognize the general type of creature (human, Burster, Simvan, Psi-Stalker,
etc.), and even the psi-scent of specific individuals that the Psi-Hound has encountered on numerous occasions and knows well.
   Base Skill: 10%+4% per additional level of experience to recognize the psychic scent of general races. Also see number three, Sense Supernatural Beings). 8%+2% per additional level of experience to recognize a specific individual. +10% bonus if the mutant has a bit of hair, skin, blood, or an article of recently worn clothing (4 hours or less). The ability to follow the psychic trail gets a bonus of +10% if it is somebody the character knows well.
   Range: 50 feet (15 m) +5 feet (1.5 m) per level of experience.
   Duration: Automatic and constant.
   I.S.P.: None, automatic ability.

3. Sense Supernatural Beings: Identical in basic function and principle to the ability, Sense Psychic and Magic Energy, described in number one, above, except the mutant dog is much more sensitive to the very distinctive psychic scent of the supernatural.
   Base Skill: 62% +2% per level of experience to identify the specific type/race of paranormal creature and includes alien intelligences, gods, demigods, demons, vampires, and dragons. This ability can also detect whether a person is possessed by supernatural beings.
   Base Skill at tracking by this scent: 35% +5% per level of experience. 70% +3% per level of experience ;/the supernatural being is also using psionics or magic.
   Range: Sensitivity to the presence of a supernatural being who is not using its powers is 100 feet (30.5 m) per level of experience. Sensitivity to the supernatural creatures or magic being used is 1000 feet (305 m) +100 feet (30.5 m) per additional level of experience.
   Duration: Automatic and constant.
   I.S.P.: None, automatic. Note: Close proximity to ley lines and nexus points disrupts the psychic senses.

4. Other Psionic Powers: The Dog Pack character automatically
gets the following psychic sensitive powers: Sense evil, sense magic,
sixth sense, and empathy (receiver only, not transmission), plus the
choice of one additional sensitive power.

5. Psi-Bonuses: Dog Boys are effectively master psionics with special psionic sensitivity as described above and below. This means the Psi-Hound needs to roll a 10 or higher to save versus psionic attack and enjoys a bonus of +1 to save vs psionic attack and all forms of mind control. I.S.P.: To determine the character's initial amount of Inner Strength Points, take the number of M.E. as the base, roll 1D6x10 and add it to the base number. The character gets another 10 I.S.P. for each additional level of experience. Considered a master psionic. I.S.P. is regained at the rate of two per hour of activity, or 12 per hour of meditation or sleep!

6. Physical Bonuses: All Dog Boys, regardless of breed, get the following
bonus rolls and attribute modifications. +2 on initiative roll, +1 to strike, parry, and dodge, +2 to save vs disease, +2 to save vs possession, +1D4 to P.E. attribute, 1D4 to P.S. attribute, +2D6 to speed attribute. They get a bonus to perception of +5 plus any breed-specific bonuses, mutation abnormalities, and advanced M.O.S. training, +1 @ levels 2, 4, 7, 10, 13.
Also see Optional Character Tables and notes on different breeds for possible additional bonuses and considerations.
The physical endurance of the Dog Boys is twice that of the average human when it comes to resisting fatigue and lifting weight. Mutant canines with a P.S. under 17 can carry 20 times their P.S. in pounds; those with a P.S. of 17 or higher can carry 40 times their P.S. in pounds. In all cases, characters can lift twice as much as they can carry. The typical Dog Boy can work or play at an intense but even pace for two hours before he starts to feel the serious effects of fatigue (humans tire in an hour). Extremely exhausting tasks such as running full tilt without pause or fierce hand to hand combat can be done for a full 40 minutes before the mutant canine becomes exhausted. Exhaustion penalties are the same as humans (-2 on Spd., -2 on initiative, -2 to damage and -1 to strike, parry and dodge; double the penalties for each additional 15 minutes without appropriate rest). However, Dog Boys and most mutant animals recover in about 15 minutes of rest or light work (half the time a human needs).

7. Superior sense of smell. The olfactory ability of mutant dogs is as superior to humans as their four legged cousins —roughly one million times better than a normal human. The Dog Boy can follow a scent trail that is four days old (provided it hasn't been washed away) and recognize an odor from smelling only a few molecules! This is possible because the canine olfactory center is constructed differently than humans and is 40 times larger and more sensitive. For example, a human has roughly five million sensory cells in the olfactory membrane, while a Dachshund has 125 million, most Terriers around 150 million and a German Shepherd 220 million! Thus, the average Dog Boy can smell odors (that aren't sealed in airtight containers) up to 12 inches (0.3 m) underground and up to two feet (0.6 m) under snow. Those bred from "hounds," especially bloodhounds, are particularly expert in recognizing and following scents.
A trained tracker can identify and follow the "scent image" of specific individuals from their sweat (every individual human's sweat — and most D-bees' — is unique to him, like a fingerprint). Their olfactory senses are so great and they have become so expert in tracking by scent that the canine mutant (and ordinary hounds) can deduct from the evaporation of the sweat and various other ingredients of the smell, which scents are freshest, what direction they are leading and even let the Dog Boy guess which way the person may have gone when the trail breaks or runs cold. The wet nose actually helps in smelling by dissolving molecules floating in the air, bringing them into contact with the olfactory membrane and cleaning old smells away.
Common and strong scents: Recognize and accurately identify general/common/known smells, including gases, food, animals, and the path used by a group of humans, mutant animals, D-bees or monsters, as well as other strong and/or distinctive odors.
   Base Skill: 70% +3% per level of experience.
   Range: 100 feet (30.5 m) per level of experience.
Identify specific odors: Including the scent of specific individuals
(specific characters), poisons or drugs mixed into food or drink, unique
and usual scents. The Dog Boy must be familiar with the target subject
and/or have a piece of clothing, hair, blood, etc., that the tracker can use
as a reference.
   Base Skill: 54% +2% per level of experience.
   Range: 25 feet (7.6 m) per level of experience.
Track by smell alone! This means the mutant canine relies entirely on his sense of smell (if blinded, he cannot follow physical tracks/footprints or any other visible trail). This also means that a Psi-Hound can sniff his way through total darkness if there is a scent that can be followed, and the character  suffers only half the normal penalties to strike, parry, and dodge when blinded or in total darkness. When combined with the Dog Boy's superior sense of hearing and ability to sense magic and psychic energy and the supernatural, this formidable hunter can usually put together an incredibly accurate picture of who or what it is tracking and just how near or far it may be.
   Base Skill: 40% +4% per level of experience.
A few notes about tracking by scent: In most cases, the Dog Boy character should roll once for every 1000 feet (305 m) to see if he or she stays on the trial (half that distance if the scent is unusually light or if the trail is covered in light rain or snow). A failed roll means the trail has been temporarily lost. Two successful rolls out of three tries means the trail has been rediscovered. Two failures means the trail is lost.
Note: The Psi-Hound can smell a scent that is as much as four days old (96 hours), as long as the trail has not been washed away. Can NOT track through water, nor smell Astral Beings, Ghosts or energy beings, although he can probably "sense" their presence and general locale if nearby. Also, despite what many people may think, a dog can NOT see any better in the dark than humans. However, their exceptional sense of smell and keen hearing helps compensate for their lack of nightsight.

8. Keen Sense of Hearing. Dogs and Dog Boys alike, have exceptional
hearing compared to humans and even cats and many other animals. The mutant canines can hear into a higher range of sound and can register sounds of 35,000 vibrations per second compared to 20,000 in humans and 25,000 in cats. Additionally, their large ears work like external sound receivers that can prick up and swivel to focus in on the sound of the noise (thanks to 17 ear muscles). They can also shut off their inner ear to filter the general din of noise to zero in on the sound they want to concentrate on.

9. Good Sight. The field of vision in short-nosed canines (like boxers and terriers) is 200 degrees, in long-nosed breeds (like the German Shepherd and hounds) 270 degrees; compared to the human's 100 degrees. Dog Boys see color in a similar range as humans, but the colors are a bit dulled. Farsightedness and other eye problems common to humans are a rarity in Dog Boys.

10. Sense of Taste and Biting. Dog Boys have only a fair to good sense of taste. This is probably a blessing of evolution for true dogs because they are both carnivores who eat what they catch (usually on the run) and scavengers who eat old and decaying food of all kinds. The bite of a Dog Boy will vary with the breed (see specific bonuses in the section about various breeds). A typical nipping or warning bite from most breeds (including German Shepherd and most setters and pointers) typically inflicts 1D6 S.D.C. damage, while a full strength bite does 2D6 damage — more in some of the larger or more powerful breeds, including wolf, coyote, Wolfhound, Rottweiler and Pit Bulls.
Note: Dog Boys are discouraged from using biting attacks because the CS is nervous about encouraging such savage and primal action, and because such attacks open the mutant warriors to serious injury to the mouth, throat and head.

11. Sensitivity to Ley Line energy. Ley lines and nexus points impair and even obliterate the Psi-Hound's psychic and supernatural sensing abilities. This means the Dog Boy cannot use these abilities to locate magic or supernatural prey or to sense their appearance when on a ley line or near a nexus. However, the creature's normal physical senses, especially smell, are not affected and the other psychic sensitive abilities are enhanced (as usual). Still, the mutant canines are leery around places of magic and often show uncharacteristic signs of being nervous and on edge. They are afraid (some are terrified) during Ley Line Storms which actually cause physical discomfort to Dog Boys — headaches, crackling sounds in the ears, and static electrical buildup/shocks, plus they are two times more likely to be struck by ley line
energy and lightning.
Abilities Note: The instincts, attributes and abilities of specific breeds of mutant canines, genetically manipulated and designed for special tasks, may have different stats. See Canine Special Forces, the Sea Dog and Kill Hound in particular.



Rolling attributes: When determining attributes, you have two options. The first option is to roll them as described in the racial description above, assigning them to your stats. If you roll a total of 16, 17, or 18, then you may roll 1d6 extra and add it to that total. You may also reroll any result less than 9.

The second option is to roll 1d100, and determine which of the following quick roll tables you will use. You may use either the specific roll you used, or you may reverse the numbers and choose that result instead. The attributes must be rolled individually and specifically noted in the roll. Example: 03:45, Today: CS 4th Army Command rolled 22 using 1d6+18. Brainy IQ: 1d6+18.

Attributes and Suggested M.O.S.
01-11% Brainy:
I.Q. 1D6+18
M.E. 1D6+12
M.A. 1D4+10
P.S. 1D6+9
P.P. 1D4+9
P.E. 1D4+8
P.B. 1D6+9
Spd. 1D6+11
Your character is best suited to an M.O.S. that involves mental challenges, assessing data, research, creating/building, learning, engineering, electronics, science, medicine, and strategies and tactics.

13-26% Strong-willed:
I.Q. 1D6+11
M.E. 1D6+19
M.A. 1D6+9
P.S. 1D6+9
P.P. 1D4+13
P.E. 1D6+10
P.B. 1D6+9
Spd. 1D6+8
Your character is best suited to an M.O.S. that involves focus, self-discipline, and challenges.

27-39% Charismatic:
I.Q. 1D6+10
M.E. 1D6+9
M.A. 1D6+18
P.S. 1D4+10
P.P. 1D4+10
P.E. 1D6+9
P.B. 1D6+14
Spd. 1D6+9
Your character is best suited to an M.O.S. that involves leadership, officer
training, teaching, communications, performing, espionage, and subterfuge.

40-51% Physically Strong:
I.Q. 1D4+10
M.E. 1D4+1O
M.A. 1D6+10
P.S. 1D6+19
P.P. 1D4+12
P.E. 1D6+15
P.B. 1D6+12
Spd. 1D6+11
Your character is best suited to an M.O.S. that that involves physicality, mechanics, athletics, combat, and strength.

52-65% Fast Reflexes and High Dexterity:
I.Q. 1D4+10
M.E. 1D6+9
M.A. 1D6+8
P.S. 1D6+9
P.P. 1D6+19
P.E. 1D6+9
P.B. 1D6+10
Spd. 1D6+17
Your character is best suited to an M.0.S. that involves the precision use or hands, tools, weapons, targeting, fast physical reaction, combat, building, surgery and other areas where steady and fast hands are a key element.

66-78% Great Endurance:
I.Q. 1D4+9
M.E. 1D6+14
M.A. ID6+8
P.S. 1D6+9
P.P. 1D6+9
P.E. 1D6+19
P.B. 1D6+9
Spd. 1D6+12
Your character is best suited to an M.0.S. that requires physical durability
and mental toughness.

79-88
Gorgeous or Handsome:
I.Q. 1D4+10
M.E. 1D6+9
M.A. 1D6+15
P.S. ID6+11
P.P. 1D6+8
P.E. 1D6+9
P.B. 1D4+20
Spd. 1D6+9
Your character is best suited to an M.O.S. that involves command, teaching, communications, performing, trickery, or subterfuge.

89-00
Fast as Lightning:
I.Q. 1D4+9
M.E. 1D6+9
M.A. 1D6+9
P.S. 1D6+9
P.P. 1D6+14
P.E. 1D6+10
P.B. 1D6+10
Spd. 2D6+20
Your character is best suited to an M.O S. that involves quickness and dexterity, including targeting, combat, fast physical reaction, and other areas where fast hands and feet are an asset.


Breed Tables
Dog Boy's Height
01-10 Four feet (1.2m)
11-30 Five feet (1.5m)
31-50 Five feet, six inches (1.7 m)
51-65 Five feet, 10 inches (1.78 m)
66-80 Six feet (1.8m)
81-90 Six feet, four inches (1.9m)
91-00 Six feet, eight inches (2 m)

Type/Breed of Dog
Below are some of the most common and interesting breeds of dog used by the Coalition States for the creation of Dog Boys.

01-05% Irish Water Spaniel. Good tracker, excellent swimmer (base skill 90%); has a coat of fur that's almost totally waterproof.

06-10% Wolfhound. Tracks by sight, not scent; -40% to track by smell, but add 30 to S.D.C., 1D4 to P.E. and P.S. attributes, +3D6 to spd attribute, and +2 on initiative. Bite does +2D6 damage.

11-15% Irish or English Setters. Good tracker, add 2D6 S.D.C. and +1 to P.E. attribute, and fair swimmer (55%).

16-20% Coonhound. Originally bred to hunt raccoons; a superior sniffer, +2% to track by smell.

21-25% Golden Retriever. Good tracker, hardy, add +3D6 S.D.C., add +1 to P.S. and P.E. attributes; natural swimmer: base skill 80%.

26-30% Cocker Spaniel. Excellent tracker: +4% to track by smell, hardy, add +2D6 S.D.C., and an excellent swimmer: base skill 80%.
31-35 Airedale Terrier. Very good tracker, +2% to track by smell, excellent hunter, alert and aggressive; +1 on initiative, add 10 to S.D.C., fair swimmer: base skill 40%.

36-40% Beagle or Foxhound. Excellent trackers: +6% to all tracking by smell skills, but reduce average size by 10% (never taller than 4 ft/1.2 m), and its bite does 1D4 on a nip and 2D4 on a full strength bite.

41-50% German Shepherd (aka: Alsatian). Good tracker, alert, highly intelligent and loyal. Add 1D6 to I.Q., P.E., and Spd attributes, plus add 15 to S.D.C. and +1 on initiative. Good swimmer (60%). Note: Loves to help/work with humans and has a friendly disposition. Extremely loyal.

51-55% Bloodhound. The super-scent tracker; +12% to all scent abilities, +1D6 to S.D.C., fair swimmer (45%).

56-60% Boxer. A very good tracker: +4% to all track by smell skills; stocky but powerful, with a strong neck and powerful leg and back muscles, capable of jumping great distances. Mutant Boxers can leap 15 feet (4.6 m) high or long after a short running start. Add +1 to I.Q. attribute, +1D4 to P.E. and P.S. attributes, and +20 to S.D.C. The creature's bite is also more powerful than most, inflicting 2D4 on a nip and 3D6 S.D.C. damage on a full strength bite.

61-65% Bull Terrier/Pit Bull. Reduce size by 10% (never taller than 5 ft/1.5 m), but add +2D6 to P.E. attribute, add 2D4 to P.S. attribute and add 40 to S.D.C.! Bite inflicts 2D6 S.D.C. damage from a nip and 4D6 from a full strength bite. -30 to track by smell; only a fair tracker.

66-70% American Water Spaniel or Setter. Very good tracker: +2 to track by smell; very good swimmer (70%); and add +1D6 S.D.C. to the Spaniel and 2D6 to the Setter; good natured and loyal, but tend to show an independent spirit.

71-75% Elkhound or Malamute. Good tracker, also big and powerful; add 20 to S.D.C., +1D4 to P.S. and P.E. attributes, +2 on initiative, 3D6 to Spd attribute and +1D6 to bite. Elkhounds are typically 1D6+1 inches above six feet (1.8+ m)
76-80 Lakeland Terrier. Reduce size by 10% (rarely taller than 4 ft/1.2 m), but tough and aggressive, +2 initiative, +1 to strike, add 2D6 to S.D.C., fair swimmer (40%).

81-85% Greyhound. Tracks by sight, not scent (equal to the human sight tracking skill of 74%); -40% to track by smell penalty. Add 1D4x10 to spd attribute, +1D4 to initiative and +1D4 to P.E. attribute.

86-90% Bull Dog and Bullmastiff. Poor trackers, -30% to track by smell penalty, but tough and powerfully built. Add 20 S.D.C., +1D6 to P.S. and P.E. attributes. Reduce spd attribute by 1D4 points. Add 1D6 damage to the bite of the Bullmastiff.

91-95% Rottweiler or Doberman. A fair tracker by smell (-5%), but powerfully built and ideal for outdoors work and as a guard dog. Add +1 to I.Q. attribute, +1D6 to P.S. and P.E. attributes, +2D6 to spd attribute and +20 to S.D.C. Works well with humans and is very clever and loyal.

96-00% Wolf. A good tracker and powerfully built; add 30 S.D.C., add 1D6 to P.S. attribute, 2D4 to P.E. attribute, 3D6 to spd attribute, and +2 on initiative. Bite does 2D6 damage from a nip and 4D6 from a full strength bite.


Psi-Hounds do not roll on the traditional character creation tables. They use the following steps and tables for their background generation.

Step 1: Race and the Eight Attributes

Step 2: Choose a preliminary O.C.C. and M.O.S. This choice is not final until Setp 7

Step 3: Determine background: If you are a normal psi-hound, then you roll on the following tabel to determine how you were born. A Psi-Hound Sniffer and a Kill Hound does not make this roll, rather all being test tube babies.

Determine Birth type:

01-50%:      Test tube baby (+1 PS)
51-90%:      Born of a mother in the lab (+1 MA)
91-00%:      Born of a mother in the Field (+1 PE)

Stage 1: Dogboy Creche

Born and bred to become a soldier, you were created in the psi-hound labs and started life in a crèche. You have been in soldier training since birth. This intense training produces strong warriors but drums the individuality out of them. This is quite alright by most dog-boys, who view themselves slightly below humans in the overall pack that is the Coalition States. This takes you through the first year of your life.
    01-15% Serious training accident. You must reduce your choice of P.S., P.P., or Spd. by 1d3. On the plus side, increase your M.E. by the same amount. +200 XP
    16-30% You just don't believe you have what it takes. You turn to some illegal substance to make it through. Gain an addiction. You may save versus insanity (15 or better) during this pass, and every pass after it. if you fail to, you start the game with an addiction. +250 XP; an additional +500 XP if and when you break the addicition.
    31-40% Your trainers were hard on you, the runt of the pack. You gain +5 S.D.C. and +1 to dodge from avoiding the punishment meted out on you. +300 XP
    41-50% You already have a rival.
      Gain an Enemy - use the table below)
      WHO: Rival Psi-Stalker or Psi-Hound
      THE CAUSE: You two have never gotten along. Friendly competition has turned into a serious rivalry.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-40% Themselves and a few (1d4) friends (+100 XP)
        41-75% An entire Gang of 2d6 (+200 XP)
        76-00% A small company including financial, investigative, and security personnel (4d6 personnel) (+300 XP)
    51-60% Boundless pride drives you to learn all you can about the C.S. You get a +5% bonus to Military Etiquette, Law (CS), and History (CS). The latter two require literacy. This bonus stacks with O.C.C., M.O.S., and Related skill bonuses. Gain an additional 200 XP
    61-70% A true warrior at heart, but very slow on the uptake. You gain one additional W.P. and the bonus to Lore: Demons and Monsters increases to +30%, but you lose Intelligence as an O.C.C. skill. Gain an additional 300 XP
    71-80% You take to combat training like a duck to water. You gain an additional +1 to strike, parry, and dodge in hand to hand combat.  Gain an additional 100 XP
    81-90% Your inquisitive nature is a boon but constantly gets you into trouble, surat. You gain an additional +5% to Intelligence, Military Etiquette and Lore: Demons and Monsters. You gain an enemy in your creche's Psi-ops officer who rankles at your constant and sometimes near-treasonous questions. despite this you are very loyal and people have noticed your potential. You may take the Advanced Psi-hound Infantry Course pass in Stage 2.
      Gain an Enemy - use the table below)
      WHO: Psi-Ops Officer
      THE CAUSE: He thinks you're going to betray the C.S.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Less of an officer and more of a NCO working in psi-ops and intelligence. A few friends, but he can still make life interesting.(+100 XP)
        31-55% The officer is a Warrant officer working (+200 XP)
        56-80% The officer is a Lieutenant in charge of an intelligence company. (+300 XP)
        81-90% The officer is a Captain working in Intelligence. (+400 XP)
        91-00% The officer is now a high ranking officer, a Colonel or Major. You're screwed. (+500 XP - you're going to need it)
    91-00% Your bloodline is renowned, so you have much to live up to. Perhaps one of your genetic siblings was a decorated soldier, or once served in the Emperor's honor guard. You gain an additional psychic power, and an enemy. You may take the Advanced Psi-hound Infantry Course pass in Stage 2.
      Gain an Enemy - use the table below)
      WHO: rival psi-hound or some enemy of your forebear who you look exactly like.
      THE CAUSE: They hate your success or your forebear's success.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-95% Rip into him verbally
        96-00% Murder is on the menu. Not rage, but rather the pre-meditated thoughts of revenge long planned.
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+100 XP)
        31-55% An entire Gang of 2d6 (+200 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+300 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+400 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+500 XP - you're going to need it)

Next Path: Psi-hound Basic Training Course I

Step 4: Stage 2: Advanced Psi-hound Infantry Course

Every psi-hound is trained for infantry. But some are selected out early for commando training. The punishing regimens the CS has developed push the pups to their limits and beyond, and injury and washout rates are correspondingly higher than in the normal training course. Those who survive this intense process become the pride of their units: they are without a doubt the toughest, meanest and most effective infantry in the CS. This covers the your life up and until age 3. You may choose any of the following Commando MOS options: Dogboy Commandos, Close Quarters Battle Specialist, Ranger: Forward Observer.
    01-10% Your instructor takes a keen “interest” in your development. Roll on the military psychological trauma table and gain an additional 25 S.D.C. Add 300 XP
    11-20% You volunteer for every extra assignment, but suffer from to many shells exploding near your head. You gain an additional +5% with all O.C.C. skills, but suffer from Semi-functional Mindless Agression: When frustrated, angry, or upset, there is a 52% likelihood of going berserk and lashing out at anyone/everyone around until killed or confined; will take 3d6 minutes of confinement to regain composure. Add 200 XP
    21-30% Incessant and brutal training make you ruthless and unfeeling. M.A. -1d2. and you have PTSD (Post-traumatic stress disorder). Make a saving throw vs. insanity (15), including any possible bonuses from Mental Endurance, if you fail then roll on the Insanity from Trauma Tables link to a message in this game . You may attempt to make a save in this pass against it, and if you fail you may keep making saves every background pass after this. Add 450 XP
    31-40% Your C-27 explodes during a live-fire exercise. You are scarred (P.b. -1d3) and have developed a Phobia of Fire (you may try and make a save vs. Insanity (15) this background pass, and every background pass afterwards). Add 350 XP
    41-50% All the extra after-hours training pays off. +5% to military etiquette, and +1 to strike with one W.P. of choice. Add 150 XP
    51-60% A natural affinity for the water earns you additional training as a marine. You gain swimming as a background skill at +10%. Add 250 XP
    61-70% Your instructor teaches you that flexibility is the key to victory. You gain an additional W.P. from the following choices: Rifles, Shotgun, Heavy Military Weapons, and Targeting. Add 150 XP
    71-80% You take to your training so well that they call you a “combat machine.” Your personality suffers. Reduce M.A. by 1d3. Gain an additional +10% to all military skills, in addition to O.C.C., M.O.S., and Related skill bonuses. Add 300 XP
    81-90% You sneak out of camp on occasion. Gain the prowl skill at +5% as a background skill and add 250 XP to your total. Add 200 XP
    91-00% No one in the sibko can best you in hand-to-hand combat, not even your vindictive instructor. You gain your choice of one of the following: boxing, Kick-Boxing, or Wrestling. You also gain an enemy in your vindictive instructor. Add 100 XP

Next Path: Military Enlistment (aka Psi-hound Basic Training Course II)

Stage 2: Psi-hound Basic Training Course I
Most Psi-Hounds go through this training course. It teaches no Commando skills, but most other MOS options are available. Infantryman, Military Police, Monster Hunter, and Psychic Security are the MOS options taught here.
    01-10%: Serious training accident. You must reduce your choice of P.S., P.P., or Spd. by 1d3. On the plus side, increase your M.E. by the same amount. +200 XP
    11-20%: Your trainers were hard on you, the runt of the pack. You gain +5 S.D.C. and +1 to dodge from avoiding the punishment meted out on you. +300 XP
    21-30%: Incessant and brutal training make you ruthless and unfeeling. M.A. -1d2. and you have PTSD (Post-traumatic stress disorder). Make a saving throw vs. insanity (15), including any possible bonuses from Mental Endurance, if you fail then roll on the Insanity from Trauma Tables link to a message in this game . You may attempt to make a save in this pass against it, and if you fail you may keep making saves every background pass after this. Add 450 XP
    31-40%: You have a rival who made this stage of training a nightmare for you.
      Gain an Enemy - use the table below)
      WHO: Rival Psi-Hound Soldier
      THE CAUSE: You two have never gotten along since the earliest time either of you can remember, and little things keep the rivalry going.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-50% Themselves and a few (1d4) friends (+100 XP)
        51-00% An entire Gang of 2d6 (+200 XP)
    41-50%: Incessant and brutal training make you ruthless and unfeeling. M.A. -1d2. and you have PTSD (Post-traumatic stress disorder). Make a saving throw vs. insanity (15), including any possible bonuses from Mental Endurance, if you fail then roll on the Insanity from Trauma Tables link to a message in this game . You may attempt to make a save in this pass against it. Add 250 XP
    51-60%: You caused the needless death of another psi-hound. You're lucky you weren't destroyed (executed). For whatever reason you were allowed to serve in spite of this, but everyone in training knows it was your fault. You gain an Enemy and a bad reputation.
      Gain an Enemy - use the table below)
      WHO: A soldier who knows it was your fault the psi-hound died. It could be a human or psi-stalker trainer, another psi-hound, or simply a civilian technician.
      THE CAUSE: You caused the death of another soldier and weren't destroyed for the offense.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-60% They hate you
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-20% Go into a murderous, killing rage and rip his face off!
        31-45% Avoid the scum
        46-60% Backstab him indirectly
        61-85% Ignore the scum
        86-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+100 XP)
        31-55% An entire Gang of 2d6 (+200 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+300 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+400 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+500 XP - you're going to need it)
    61-70%: Your training officers give you "special attention." Roll on the military psychological trauma table and gain an additional 25 S.D.C. Add 300 XP
    71-80%: You sneak out of camp on occasion. Gain the prowl skill at +5% as a background skill and add 250 XP to your total. Add 200 XP
    81-90%: You took the worst they could throw at you and came back for more. +2 to M.E. and +15 S.D.C.; you gain 350 XP
    91-00%: Natural leader. After you finish basic and advanced training, you're given a promotion of +1 rank. You also gain an additional +5% bonus to Military Etiquette that stacks with the O.C.C. Bonus and any other bonuses from background. +500 XP

Next Path: Military Enlistment (aka Psi-hound Basic Training Course II)

Step 5: Training Events and Life Events are as normal.
You start training at age 3, and it lasts for 3 years. You may add 1d4 years to this in military service since you began your military career. Note that few psi-hounds ever make it beyond E-4. Only a select few will ever see NCO ranks, and they will always be lower effective rank than any human, despite their advancements.

A) Training Life Events
    01-15%:  Nothing Happened (+200 XP)
    16-40%:  Friends and Enemies
    41-65%:  Romantic Involvement
    66-00%:  Graduation Day
B)Military Life Events
    (See normal Tour of Duty tables)

Step 6: Total Experience from each year as you roll it, and apply it to your character. This will determine when you get benefits like extra skills, etc, and what level they are at start of game. Level up your character as you gain enough experience to. Use the experience charts for your character listed in Rifts Unlimited Edition and the Coalition Navy and Lone Star Sourcebooks.

Step 7: Choose MOS. Then choose complete the process with skill choices (MOS, OCC related, and Secondary).

Step 8: Fill out personnel record - This is an in character version of your character sheet. It lists the schools, medals, and punishments you have managed to obtain by this point. Only OCC, OCC related, and MOS skills count towards schools and training courses. Secondary skills represent skill you learned on your own, as a hobby or personal interest.

Step 9: Post your completed Personnel Record to your sheet, as well as your completed personnel record. Once this is done, then edit in the description of your character, including portrait, description, and a sense of who your character is. Also make sure to PM the GM, so it can all be approved BEFORE you post in public.

Step 10: Once approved, fill in your current loadout in the equipment thread, and get with the GM for your introduction.

This message was last edited by the GM at 00:34, Sun 06 Jan 2013.

Character Creation
Mon 10 Dec 2012
at 07:04
Bionic Conversion Packages
What follows are the allowed Conversion packages for wounded soldiers. As they are so different from the general abilities of the original soldier, they modify race as much as anything else.

Psychic characters can get two cybernetic limbs and up to 8 implants/organs before they completely lose their psychic powers. Getting even one cybernetic limb and/or more than 4 implants/organs will reduce every aspect of his psychic powers, from I.S.P. to damage, range, and duration, by half.

Gaining a partial or full conversion package will see the eradication of any former psychic abilities. Former psychics do retain their resistance to psionic powers (the number they must save against, as well as any racial bonuses to the same).

Psi-stalkers retain abilities 6 and 7, but lose everything else. They must also eat three times as much as before.

Psi-Hounds (very rare) keep their normal senses (as long as their noses/snouts remain intact). Partial psi-hound partial conversion borgs rarely have their senses augmented unless the damage is severe and it cannot be regrown or fixed surgically. Those that do have their hearing, sight, and/or smell replaced lose the physical bonuses to initiative, strike, parry, and dodge (number 6) as those abilities are mostly from their hyper awareness. A full conversion psi-hound is considered a sad anathema, and is never authorized by military leaders.

<a href=link to a message in this game Infantry Partial Conversion Package</a>
<a href=link to a message in this game Forces Partial Conversion Package</a>
<a href=link to a message in this game Services Conversion Package</a>

This message was last edited by the GM at 07:12, Mon 10 Dec 2012.

Character Creation
Mon 10 Dec 2012
at 07:06
Heavy Infantry Partial Conversion Package
Bionic Partial Conversion: Heavy Infantry Partial Conversion Package
        Replacement of Arms, Legs, Hands, Feet, and the reinforcement of the spine, shoulders, and hips with bionic bones. All bionic implants are hardened against EMPs.
M.D.C. by Location:
Hand: 50
Forearm: 50
Upper Arm: 70
Leg: 90
Foot: 50
Spine/Shoulder/Hip Reinforcement: 90
Head Reinforcement: 90

Statistical Data:
P.S. : 22
P.P. : 22
Spd. : 58 (40 mph/64 kph)
Leap: 20 feet high, 30 feet across; +20% with a running start
Penalties: Sense of Touch: 52%
Prowl: -15%
Fine Dexterity Skills: -15%
Weight: 250 pounds plus original weight
Height: Add 1d4+4 inches
P.B.: -4 to P.B. Attribute

Features and Weapon Systems:
Hand (Right):
        Silver Knuckle Spikes
        Maintenance Monitor Jack (for upkeep)
Hand (Left):
● Cold Iron Knuckle Spikes
● Maintenance Monitor Jack (for upkeep)
Forearm (Left):
● Retractable Neural Mace OR retractable Saber Vibro-Blade (2d4 MD)
Forearm (Right):
● Heavy Ion Blaster: 4d6 M.D.; 1000 ft; Payload: 12
● E-Clip Port (For Ion Blaster)
Leg Features:
● Bionic Booster Jets (Increase leap distance to 20 feet high and 30 feet long; Can also propel the borg at a sluggish speed of 5 mph underwater; powered by a short E-Clip in hidden and concealed port on both legs; Each pair of E-clip is good for 50 jumps, or one hour of maneuvering underwater)
● Two small hidden compartments the size of a small pouch, one on each leg (usually used to hold three pistol E-Clips for the leg boosters)
Internal Features
● Amplified Hearing with Sound Filtration System (protects against loud noises)
● Bionic Lung with Gas Filter and Oxygen Storage Cell, Bionic Heart, Bionic Kidney.
● Depth Gauge and Alarm (Digital Counter that displays via the Optic’s HUD, Makes a warning beep when within 100 feet of maximum depth tolerance)
● Gyro-Compass
● Headjack
● Language Translator (Spanish, French, Euro, Japanese, Gobbley, Dragonese, Choice of Four Others)
● Multi-Optic eyes with as many as three enhancements each
        Telescopic Vision: 8x30 Magnification, range: 6000 ft
        Macro Lens: 2-20x Magnification; Range: 3 ft
        Passive Nightvision: Range: 2000 ft
        Thermal Imaging: Range: 2000 ft
        Polarized Light Filters
        Targeting Display: Adds +1 to strike with any ranged weapon.
● Psionic Electromagnetic Dampners (Gives a +1 to all psionic attacks, +2 vs. Possession, and +1 vs. magical illusions and mind control.)
● Sub-vocal 2 Way Radio (20 mile range) with built-in scrambled radio receiver and transmitter

This message was last updated by the GM at 07:06, Mon 10 Dec 2012.

Character Creation
Mon 10 Dec 2012
at 07:06
Special Forces Partial Conversion Package
Bionic Partial Conversion: Special Forces Conversion Package
        Replacement of Arms, Legs, Hands, Feet, and the reinforcement of the spine, shoulders, and hips with bionic bones. All bionic implants are hardened against EMPs.
M.D.C. by Location:
Hand: 35
Forearm: 35
Upper Arm: 50
Leg: 60
Foot: 35
Spine/Shoulder/Hip Reinforcement: 60
Head Reinforcement: 50

Statistical Data:
P.S. : 18
P.P. : 22
Spd. : 34 (23 mph/37 kph)
Leap: 20 feet high, 30 feet across; +20% with a running start
Penalties: Sense of Touch: 52%
Prowl: -10%
Fine Dexterity Skills: -10%
Weight: 210 pounds plus original weight
Height: Add 1d6+2 inches

Features and Weapon Systems:
Hand (Right):
        Silver Knuckle Spikes
        Maintenance Monitor Jack (for upkeep)
Hand (Left):
● Cold Iron Knuckle Spikes
● Maintenance Monitor Jack (for upkeep)
Forearm (Left):
● Built in Computer (Equal to a Hand Computer) with Retractable Cover and Retractable Digital Camera Lens
Forearm (Right):
● Retractable Neural Mace OR retractable Saber Vibro-Blade (2d4 MD)
Wrist (Right)
● Climb Cord
Wrist (Left)
● Climb Cord
Shoulder/Upper Arms
● Concealed, small hidden compartment the size of a small pouch, one in each arm
Leg Features:
● Bionic Booster Jets (Increase leap distance to 20 feet high and 30 feet long; Can also propel the borg at a sluggish speed of 5 mph underwater; powered by a short E-Clip in hidden and concealed port on both legs; Each pair of E-clip is good for 50 jumps, or one hour of maneuvering underwater)
● Two small hidden compartments the size of a small pouch, one on each leg (usually used to hold three pistol E-Clips for the leg boosters)
Internal Features
● Amplified Hearing with Sound Filtration System (protects against loud noises)
● Bionic Lung with Gas Filter and Oxygen Storage Cell, Bionic Heart, Bionic Kidney.
● Depth Gauge and Alarm (Digital Counter that displays via the Optic’s HUD, Makes a warning beep when within 100 feet of maximum depth tolerance)
● Gyro-Compass
● Headjack
● Language Translator (Spanish, French, Euro, Japanese, Gobbley, Dragonese, Choice of Four Others)
● Multi-Optic eyes with as many as three enhancements each
        Telescopic Vision: 8x30 Magnification, range: 6000 ft
        Macro Lens: 2-20x Magnification; Range: 3 ft
        Passive Nightvision: Range: 2000 ft
        Thermal Imaging: Range: 2000 ft
        Polarized Light Filters
        Targeting Display: Adds +1 to strike with any ranged weapon.
● Psionic Electromagnetic Dampners (Gives a +1 to all psionic attacks, +2 vs. Possession, and +1 vs. magical illusions and mind control.)
● Sub-vocal 2 Way Radio (20 mile range) with built-in scrambled radio receiver and transmitter
Character Creation
Mon 10 Dec 2012
at 07:07
Technical Services Conversion Package
Bionic Partial Conversion: Technical Services Conversion Package
        Replacement of Arms, Legs, Hands, Feet, and the reinforcement of the spine, shoulders, and hips with bionic bones. All bionic implants are hardened against EMPs.
M.D.C. by Location:
Hand: 25
Forearm: 25
Upper Arm: 35
Leg: 45
Foot: 25
Spine/Shoulder/Hip Reinforcement: 45
Head Reinforcement: 45

Statistical Data:
P.S.: 22
P.P.: 15
Spd.: 34 (23 mph/37 kph)
Leap: 5 feet high, 10 feet across; +20% with a running start
Penalties: Sense of Touch: 52%
Prowl: -15%
Fine Dexterity Skills: -10%
Weight: 210 pounds plus original weight
Height: Add 1d6+2 inches

Features and Weapon Systems:
Hand (Right):
● Plasma Torch: 3d6 MD; Range: one ft; 15 minutes of plasma per E-Clip
● Maintenance Monitor Jack (for upkeep)
Forearm (Right):
● Built in Computer (Equal to a Hand Computer) with Retractable Cover and Retractable Digital Camera Lens
Forearm (Left):
●Basic Modular Forearm with Basic Artificial Hand (May use any of a number of forearm mounted tools)
Wrist (Right)
● Climb Cord
Shoulder/Upper Arm (Right)
● E-Clip Port
Shoulder/Upper Arm (Left)
● Hidden compartments the size of a small pouch
Leg
● Stabilizing Anchors (Bionics p. 102)
● Two hidden compartments the size of a Medium pouch in each leg.
Internal Features
● Amplified Hearing with Sound Filtration System (protects against loud noises)
● Bionic Lung with Gas Filter and Oxygen Storage Cell, Bionic Heart, Bionic Kidney.
● Depth Gauge and Alarm (Digital Counter that displays via the Optic’s HUD, Makes a warning beep when within 100 feet of maximum depth tolerance)
● Gyro-Compass
● Headjack
● Language Translator (Spanish, French, Euro, Japanese, Gobbley, Dragonese, Choice of Four Others)
● Multi-Optic eyes with as many as three enhancements each
        Telescopic Vision: 8x30 Magnification, range: 6000 ft
        Macro Lens: 2-20x Magnification; Range: 3 ft
        Passive Nightvision: Range: 2000 ft
        Thermal Imaging: Range: 2000 ft
        Polarized Light Filters
        Targeting Display: Adds +1 to strike with any ranged weapon.
● Psionic Electromagnetic Dampners (Gives a +1 to all psionic attacks, +2 vs. Possession, and +1 vs. magical illusions and mind control.)
● Sub-vocal 2 Way Radio (20 mile range) with built-in scrambled radio receiver and transmitter

This message was last updated by the GM at 07:10, Mon 10 Dec 2012.

Character Creation
Mon 17 Dec 2012
at 00:39
Full Conversion Special Forces/Infiltration Package
Bionic Full Light Conversion: Full Conversion Special Forces/Infiltration Package
Covered in high quality self repairing bio-system skin, these borgs look completely human. Suited to moving with normal infantry troops and acting as heavy infantry. May wear light bionic armor or normal body armor with modifications made to accommodate the bionic implants. All bionic implants are hardened against EMPs.
M.D.C. by Location:
Hand: 40
Forearm: 40
Upper Arm: 60
Leg: 80
Foot: 40
Main Body: 150
Head Reinforcement: 60

Statistical Data:
P.S. : 18
P.P. : 20
Spd. : 58 (40 mph/64 kph)
Leap: 15 feet high, 30 feet across; +20% with a running start
Penalties: Sense of Touch: 56%
Prowl: -0%
Fine Dexterity Skills: -5%
Weight: 300 pounds
Height: 6 feet, 6 inches + 1d6 inches
P.B.: 3d6 (can be scuplted to resemble former looks, or can be changed entirely; usually made to at least resemble the soldier's former body unless needed for

Features and Weapon Systems:
Hand (Right):
● Garrote Wrist Wire:
● Maintenance Monitor Jack (for upkeep)
Hand (Left):
● Climb Cord:
● Maintenance Monitor Jack (for upkeep):
Arm Features:
● Micro-Repair Robots: Can repair up to 20 MDC of repairs to the limb's armor and the bio-skin covering (which can be repaired at a cost of 1 MDC per arm)
Leg Features:
● Leaping Legs: Bionic legs specifically designe for leaping and quick movement (dodging). While cosmetically identical to normal legs, they are made with high tension joints perfect for leaping. +1 to dodge and +1 to initiative when attempting a dodge or leap of any kind.
● Micro-Repair Robots: Can repair up to 20 MDC of repairs to the limb's armor and the bio-skin covering (which can be repaired at a cost of 1 MDC per leg)
Internal Features:
● Amplified and Ultra Hearing with Sound Filtration System (protects against loud noises)
● Bionic Lung with Gas Filter and Oxygen Storage Cell, Bionic Heart, Bionic Kidney.
● Depth Gauge and Alarm (Digital Counter that displays via the Optic’s HUD, Makes a warning beep when within 100 feet of maximum depth tolerance)
● Gyro-Compass
● Headjack
● Language Translator (Spanish, French, Euro, Japanese, Gobbley, Dragonese, Choice of Four Others)
● Multi-Optic eyes with all of these enhancements
        Telescopic Vision: 8x30 Magnification, range: 6000 ft
        Macro Lens: 2-20x Magnification; Range: 3 ft
        Passive Nightvision: Range: 2000 ft
        Thermal Imaging: Range: 2000 ft
        Polarized Light Filters
        Targeting Display: Adds +1 to strike with any ranged weapon.
        Heads Up Display
● Psionic Electromagnetic Dampners (Gives a +1 to all psionic attacks, +2 vs. Possession, and +1 vs. magical illusions and mind control.)
● Sub-vocal 2 Way Datacomm Communication Device (20 mile range) with built-in scrambled radio receiver and transmitter
● Modulating Voice Synthesizer: Enables the character to change/disguise his voice by altering tone, bass, pitch, etc. Can also speak in a sound frequency inaudible to normal humans, but audible to normal and mutant dogs, other borgs, and characters with cybernetic ultra hearing. Base skill at imitating voices is 10% plus 5% per each additional level of experience.
● Molecular Analyzer: This micro-chip based sensor is used for testing and analyzing impurities in the air. It can specifically identify any chemical, or strange and dangerous molecules, like the presence of gas, oil, pollution, or other chemicals in the air. Data is transmitted to the HUD. It does not enable one to track.
● Micro-Repair Robots: Can repair up to 20 MDC of repairs to the torso and head's armor and the bio-skin covering (which can be repaired at a cost of 2 MDC for the torso, and 1 MDC for the head); Must be replenished after 20 MDC is repaired.
● Nuclear Power Cell: A nuclear micro-battery

Copy this to your character sheet:
<u><b>Bionic Full Light Conversion</b></u>: Full Conversion Special Forces/Infiltration Package
Covered in high quality self repairing bio-system skin, these borgs look completely human. Suited to moving with normal infantry troops and acting as heavy infantry. May wear light bionic armor or normal body armor with modifications made to accommodate the bionic implants. All bionic implants are hardened against EMPs.
<b>M.D.C. by Location</b>:
<u>Hand</u>: 40
<u>Forearm</u>: 40
<u>Upper Arm</u>: 60
<u>Leg</u>: 80
<u>Foot</u>: 40
<u>Main Body</u>: 150
<u>Head Reinforcement</u>: 60

<b>Statistical Data</b>:
<u>P.S. </u>: 18
<u>P.P. </u>: 20
<u>Spd. </u>: 58 (40 mph/64 kph)
<u>Leap</u>: 15 feet high, 30 feet across; +20% with a running start
Penalties: Sense of Touch: 56%
Prowl: -0%
Fine Dexterity Skills: -5%
Weight: 300 pounds
Height: 6 feet, 6 inches + 1d6 inches
P.B.: 3d6 (can be scuplted to resemble former looks, or can be changed entirely; usually made to at least resemble the soldier's former body unless needed for

<b>Features and Weapon Systems</b>:
<u>Hand (Right)</u>:
&#9679; Garrote Wrist Wire:
&#9679; Maintenance Monitor Jack (for upkeep)
<u>Hand (Left)</u>:
&#9679; Climb Cord:
&#9679; Maintenance Monitor Jack (for upkeep):
<u>Arm Features</u>:
&#9679; Micro-Repair Robots: Can repair up to 20 MDC of repairs to the limb's armor and the bio-skin covering (which can be repaired at a cost of 1 MDC per arm)
<u>Leg Features</u>:
&#9679; Leaping Legs: Bionic legs specifically designe for leaping and quick movement (dodging). While cosmetically identical to normal legs, they are made with high tension joints perfect for leaping. +1 to dodge and +1 to initiative when attempting a dodge or leap of any kind.
&#9679; Micro-Repair Robots: Can repair up to 20 MDC of repairs to the limb's armor and the bio-skin covering (which can be repaired at a cost of 1 MDC per leg)
<u>Internal Features</u>:
&#9679; Amplified and Ultra Hearing with Sound Filtration System (protects against loud noises)
&#9679; Bionic Lung with Gas Filter and Oxygen Storage Cell, Bionic Heart, Bionic Kidney.
&#9679; Depth Gauge and Alarm (Digital Counter that displays via the Optic’s HUD, Makes a warning beep when within 100 feet of maximum depth tolerance)
&#9679; Gyro-Compass
&#9679; Headjack
&#9679; Language Translator (Spanish, French, Euro, Japanese, Gobbley, Dragonese, Choice of Four Others)
&#9679; Multi-Optic eyes with all of these enhancements
        Telescopic Vision: 8x30 Magnification, range: 6000 ft
        Macro Lens: 2-20x Magnification; Range: 3 ft
        Passive Nightvision: Range: 2000 ft
        Thermal Imaging: Range: 2000 ft
        Polarized Light Filters
        Targeting Display: Adds +1 to strike with any ranged weapon.
        Heads Up Display
&#9679; Psionic Electromagnetic Dampners (Gives a +1 to all psionic attacks, +2 vs. Possession, and +1 vs. magical illusions and mind control.)
&#9679; Sub-vocal 2 Way Datacomm Communication Device (20 mile range) with built-in scrambled radio receiver and transmitter
&#9679; Modulating Voice Synthesizer: Enables the character to change/disguise his voice by altering tone, bass, pitch, etc. Can also speak in a sound frequency inaudible to normal humans, but audible to normal and mutant dogs, other borgs, and characters with cybernetic ultra hearing. Base skill at imitating voices is 10% plus 5% per each additional level of experience.
&#9679; Molecular Analyzer: This micro-chip based sensor is used for testing and analyzing impurities in the air. It can specifically identify any chemical, or strange and dangerous molecules, like the presence of gas, oil, pollution, or other chemicals in the air. Data is transmitted to the HUD. It does not enable one to track.
&#9679; Micro-Repair Robots: Can repair up to 20 MDC of repairs to the torso and head's armor and the bio-skin covering (which can be repaired at a cost of 2 MDC for the torso, and 1 MDC for the head); Must be replenished after 20 MDC is repaired.
&#9679; Nuclear Power Cell: A nuclear micro-battery

Copy the following to the stats portion of your gear post:
<b>Bionic MDC by Location</b>
<u>Hand</u>: 40
<u>Forearm</u>: 40
<u>Upper Arm</u>: 60
<u>Leg</u>: 80
<u>Foot</u>: 40
<u>Main Body</u>: 150
<u>Head Reinforcement</u>: 60

This message was last updated by the GM at 02:47, Thu 22 Aug 2013.

Character Creation
Mon 17 Dec 2012
at 00:42
Re: Full Conversion Special Forces/Infiltration Package
Bionic Full Heavy Conversion: Full Conversion Technical Services Package
Built for strength and utility, this bionic body is loaded with bionic tools to make life easier for the tech. The extra appendages are usually either use while working or detached (normal for off-duty) - normal troops look on the extra appendages with some amount of fear. All bionic implants are hardened against EMPs.
M.D.C. by Location:
Primary Hands (2): 50
Primary Arms (2): 100
Legs (2): 180
Foot (2): 50
Main Body: 200
Head Reinforcement: 90

Statistical Data:
P.S. : 28 (18 for secondary arms)
P.P. : 22 (18 for secondary arms)
Spd. : 66 (45 mph/72 kph)
Leap: 12 feet high and across; +300% with a running start
Penalties: Sense of Touch: 45%
Prowl: -40%; impossible in heavy armor
Fine Dexterity Skills: -0% (for primary hands due to specialized bionics); -20% for secondary hands
Weight: 300 pounds
Height: 6 feet, 6 inches + 1d6 inches
P.B.: 2d4

Features and Weapon Systems:
Primary Hand (Right):
Micro-Manipulation Hand: Designed for delicate work such as repairing circuit boards or drive mechanisms. This
● Maintenance Monitor Jack (for upkeep)
Primary Hand (Left):
● Maintenance Monitor Jack (for upkeep):
Secondary Hand (Right):
● Maintenance Monitor Jack (for upkeep):
Secondary Hand (Left):
● Maintenance Monitor Jack (for upkeep):
Primary Arm (Right):
Modular (Removable) Shoulder Turret (Medium Laser Blaster; 3d6 M.D. 2000 ft range; 15 blasts per e-clip [backup]; unlimited on integral nuclear power cell)
Concealed E-Clip Port (backup for shoulder turret)
Primary Arm (Left):
Modular (Removable) Shoulder Turret (High Powered Floodlight; 1600 ft range, large beam; infrared, ultraviolet, and normal modes; more or less unlimited on either e-clip [backup] or integral nuclear power cell)
Concealed E-Clip Port (backup for shoulder turret)
Computer (Equivalent to a handheld computer; built into forearm; powered by e-clip [backup] or internal nuclear power cell)
Secondary Arms (in pairs):
Modular (Removable) Shoulder Housings: A pair of rebuilt shoulder housing designed so that the secondary arms can be relatively easily detached and replaced with a new or different type of arm. Can also be removed entirely (common when off duty).
Choice of: (pairs only)
  • Tentacle Arm with grasping claw (25% sense of touch, 18 PS, 18 PP; +1 attack, +1 to parry, +1 to entangle; arm: 20 MDC; hand 5 MDC; choose length: 2.5-5 ft)
  • Extendible Pneumatic Arm/Hand (45% sense of touch, 18 PS, 18 PP; +1 attack, +1 to strike and parry; arm: 25 MDC; hand 5 MDC; the arm's reach can be extended by 3 to 6 feet)
  • Arms with Tool Hands (25% sense of touch, 18 PS, 18 PP; +1 attack, +1 to strike and parry; arm: 25 MDC; hand 5 MDC; Left hand has Multitool attachment (Bionics p.97); right hand has palm plasma or laser torch (Bionics p. 97)
Leg Features:
● Right: 1 concealed large and 1 small storage compartments; Small equal to a small pouch; large equal to a large pouch or a holster for a SMG-sized weapon
● Left: 1 concealed large and 1 small storage compartments; Small equal to a small pouch; large equal to a large pouch or a holster for a SMG-sized weapon
● Stabilizing Anchors: Like the Glittery Boy, small laser drill spikes shoot out of the lower legs and into the ground to anchor the 'Borg in place. Useful for construction and climbing, as well as search and rescue.
Internal Features:
● Amplified and Ultra Hearing with Sound Filtration System (protects against loud noises)
● Bionic Lung with Gas Filter and Oxygen Storage Cell, Bionic Heart, Bionic Kidney.
● Depth Gauge and Alarm (Digital Counter that displays via the Optic’s HUD, Makes a warning beep when within 100 feet of maximum depth tolerance)
● Gyro-Compass
● Headjack
● Language Translator (Spanish, French, Euro, Japanese, Gobbley, Dragonese, Choice of Four Others)
● Multi-Optic eyes with all of these enhancements
        Telescopic Vision: 8x30 Magnification, range: 6000 ft
        Macro Lens: 2-20x Magnification; Range: 3 ft
        Passive Nightvision: Range: 2000 ft
        Thermal Imaging: Range: 2000 ft
        Polarized Light Filters
        Targeting Display: Adds +1 to strike with any ranged weapon.
        Heads Up Display
● Psionic Electromagnetic Dampners (Gives a +1 to all psionic attacks, +2 vs. Possession, and +1 vs. magical illusions and mind control.)
● Sub-vocal 2 Way Datacomm Communication Device (20 mile range) with built-in scrambled radio receiver and transmitter
● Modulating Voice Synthesizer: Enables the character to change/disguise his voice by altering tone, bass, pitch, etc. Can also speak in a sound frequency inaudible to normal humans, but audible to normal and mutant dogs, other borgs, and characters with cybernetic ultra hearing. Base skill at imitating voices is 10% plus 5% per each additional level of experience.
● Molecular Analyzer: This micro-chip based sensor is used for testing and analyzing impurities in the air. It can specifically identify any chemical, or strange and dangerous molecules, like the presence of gas, oil, pollution, or other chemicals in the air. Data is transmitted to the HUD. It does not enable one to track.
● Nuclear Power Cell: A nuclear micro-battery; Can power all attached weapon systems; reduce speed and jumping capabilities by 20% after an extended battle as the system recharges it's full load; If the battle was 1 minute long, it will need 5 minutes to recharge. Adjust accordingly. Can operate at full effiiciency with all systems for two hours before requiring a recharge period (with a ten hour reduction of capabilities after that due to recharging). Does not affect any other bonuses, only speed and jumping capabilities.
● Weapon Link to Power Supply: This system of links, amplifiers, and conduits ties external, built-in and mounted weapons to the cyborg's power supply. Can link all internal weapons, plus up to two external ones (usually rail guns, or heavy energy weapons)

Copy this to your character sheet:
<u><b>Bionic Full Heavy Conversion</b></u>: Full Conversion Technical Services Package
Built for strength and utility, this bionic body is loaded with bionic tools to make life easier for the tech. The extra appendages are usually either use while working or detached (normal for off-duty) - normal troops look on the extra appendages with some amount of fear. All bionic implants are hardened against EMPs.
<b>M.D.C. by Location</b>:
<u>Primary Hands (2)</u>: 50
<u>Primary Arms (2)</u>: 100
<u>Legs (2)</u>: 180
<u>Foot (2)</u>: 50
<u>Main Body</u>: 200
<u>Head Reinforcement</u>: 90

<b>Statistical Data</b>:
<u>P.S. </u>: 28 (18 for secondary arms)
<u>P.P. </u>: 22 (18 for secondary arms)
<u>Spd. </u>: 66 (45 mph/72 kph)
<u>Leap</u>: 12 feet high and across; +300% with a running start
Penalties: Sense of Touch: 45%
Prowl: -40%; impossible in heavy armor
Fine Dexterity Skills: -0% (for primary hands due to specialized bionics); -20% for secondary hands
Weight: 300 pounds
Height: 6 feet, 6 inches + 1d6 inches
P.B.: 2d4

<b>Features and Weapon Systems</b>:
<u>Primary Hand (Right)</u>:
Micro-Manipulation Hand: Designed for delicate work such as repairing circuit boards or drive mechanisms. This
&#9679; Maintenance Monitor Jack (for upkeep)
<u>Primary Hand (Left)</u>:
&#9679; Maintenance Monitor Jack (for upkeep):
<u>Secondary Hand (Right)</u>:
&#9679; Maintenance Monitor Jack (for upkeep):
<u>Secondary Hand (Left)</u>:
&#9679; Maintenance Monitor Jack (for upkeep):
<u>Primary Arm (Right)</u>:
Modular (Removable) Shoulder Turret (Medium Laser Blaster; 3d6 M.D. 2000 ft range; 15 blasts per e-clip [backup]; unlimited on integral nuclear power cell)
Concealed E-Clip Port (backup for shoulder turret)
<u>Primary Arm (Left)</u>:
Modular (Removable) Shoulder Turret (High Powered Floodlight; 1600 ft range, large beam; infrared, ultraviolet, and normal modes; more or less unlimited on either e-clip [backup] or integral nuclear power cell)
Concealed E-Clip Port (backup for shoulder turret)
Computer (Equivalent to a handheld computer; built into forearm; powered by e-clip [backup] or internal nuclear power cell)
<u>Secondary Arms (in pairs)</u>:
Modular (Removable) Shoulder Housings: A pair of rebuilt shoulder housing designed so that the secondary arms can be relatively easily detached and replaced with a new or different type of arm. Can also be removed entirely (common when off duty).
Choice of: (pairs only)
[list][*] Tentacle Arm with grasping claw (25% sense of touch, 18 PS, 18 PP; +1 attack, +1 to parry, +1 to entangle; arm: 20 MDC; hand 5 MDC; choose length: 2.5-5 ft)
[*] Extendible Pneumatic Arm/Hand (45% sense of touch, 18 PS, 18 PP; +1 attack, +1 to strike and parry; arm: 25 MDC; hand 5 MDC; the arm's reach can be extended by 3 to 6 feet)
[*] Arms with Tool Hands (25% sense of touch, 18 PS, 18 PP; +1 attack, +1 to strike and parry; arm: 25 MDC; hand 5 MDC; Left hand has Multitool attachment (Bionics p.97); right hand has palm plasma or laser torch (Bionics p. 97)
[/list]<u>Leg Features</u>:
&#9679; Right: 1 concealed large and 1 small storage compartments; Small equal to a small pouch; large equal to a large pouch or a holster for a SMG-sized weapon
&#9679; Left: 1 concealed large and 1 small storage compartments; Small equal to a small pouch; large equal to a large pouch or a holster for a SMG-sized weapon
&#9679; Stabilizing Anchors: Like the Glittery Boy, small laser drill spikes shoot out of the lower legs and into the ground to anchor the 'Borg in place. Useful for construction and climbing, as well as search and rescue.
<u>Internal Features</u>:
&#9679; Amplified and Ultra Hearing with Sound Filtration System (protects against loud noises)
&#9679; Bionic Lung with Gas Filter and Oxygen Storage Cell, Bionic Heart, Bionic Kidney.
&#9679; Depth Gauge and Alarm (Digital Counter that displays via the Optic’s HUD, Makes a warning beep when within 100 feet of maximum depth tolerance)
&#9679; Gyro-Compass
&#9679; Headjack
&#9679; Language Translator (Spanish, French, Euro, Japanese, Gobbley, Dragonese, Choice of Four Others)
&#9679; Multi-Optic eyes with all of these enhancements
        Telescopic Vision: 8x30 Magnification, range: 6000 ft
        Macro Lens: 2-20x Magnification; Range: 3 ft
        Passive Nightvision: Range: 2000 ft
        Thermal Imaging: Range: 2000 ft
        Polarized Light Filters
        Targeting Display: Adds +1 to strike with any ranged weapon.
        Heads Up Display
&#9679; Psionic Electromagnetic Dampners (Gives a +1 to all psionic attacks, +2 vs. Possession, and +1 vs. magical illusions and mind control.)
&#9679; Sub-vocal 2 Way Datacomm Communication Device (20 mile range) with built-in scrambled radio receiver and transmitter
&#9679; Modulating Voice Synthesizer: Enables the character to change/disguise his voice by altering tone, bass, pitch, etc. Can also speak in a sound frequency inaudible to normal humans, but audible to normal and mutant dogs, other borgs, and characters with cybernetic ultra hearing. Base skill at imitating voices is 10% plus 5% per each additional level of experience.
&#9679; Molecular Analyzer: This micro-chip based sensor is used for testing and analyzing impurities in the air. It can specifically identify any chemical, or strange and dangerous molecules, like the presence of gas, oil, pollution, or other chemicals in the air. Data is transmitted to the HUD. It does not enable one to track.
&#9679; Nuclear Power Cell: A nuclear micro-battery; Can power all attached weapon systems; reduce speed and jumping capabilities by 20% after an extended battle as the system recharges it's full load; If the battle was 1 minute long, it will need 5 minutes to recharge. Adjust accordingly. Can operate at full effiiciency with all systems for two hours before requiring a recharge period (with a ten hour reduction of capabilities after that due to recharging). Does not affect any other bonuses, only speed and jumping capabilities.
&#9679; Weapon Link to Power Supply: This system of links, amplifiers, and conduits ties external, built-in and mounted weapons to the cyborg's power supply. Can link all internal weapons, plus up to two external ones (usually rail guns, or heavy energy weapons)

Copy the following to the stats portion of your gear post:
<b>M.D.C. by Location</b>:
<u>Primary Hands (2)</u>: 50
<u>Primary Arms (2)</u>: 100
<u>Legs (2)</u>: 180
<u>Foot (2)</u>: 50
<u>Main Body</u>: 200
<u>Head Reinforcement</u>: 90