CRAZIES O.C.C.
The warriors known as 'Crazies' are a cross between ninja masters
and raving lunatics. They are trained warriors schooled in the arts of
combat and athletics. Then they are augmented through the implantation
of tiny electromagnetic devices placed in the brain.
The original project was developed in South America where scientists
were experimenting with new methods of curing mental disorders caused
by physical damage, such as brain tumors and scar tissue. They
discovered a way to artificially stimulate the brain to countermand
certain mental disorders and brain damage. Again, nano-technology made
it possible to implant tiny devices directly into the brain to control
its electrical impulses. Soon they found that they could also influence
the performance of the physical body by controlling the motor section
of the brain, etc. Pain can be virtually ignored, the healing process
can be accelerated, and the body made to perform at an incredible level
of efficiency. The brain implants and neurological stimulation also
provided the surprising bonus of instilling or bringing out minor
psionic abilities in all subjects.
Suddenly, the priority of finding medical cures was thrown out the door
in favour of the more lucrative and spectacular developments in human
augmentation. The project was renamed M.O.M. Works (Mind Over Matter).
The goal, as with the Juicer O.C.C., was to create the super human,
except instead of chemical enhancement, the brain is effectively
rewired to respond in a particular way.
Surprisingly, this augmentation works better on humans than on animals
or even mutant animals. Unfortunately, the M.O.M. conversion has a
tendancy to wear out the human body. But the worst side effect is that
the subject becomes increasingly psychologically and/or emotionally
unbalanced, hence the name 'Crazies'. Those that have gone through the
procedure are sometimes referred to as 'Mamma Boys,' a slang term
derived from the M.O.M. acronym.
One can become a Crazy by enlisting in an army of a feudal state that
offers brain augmentation technology. The usual deal is mental
conversion, good pay (3D4x10,000 credits a year), and two years of
loyal service in their army. After the two years service, the
individual is free to stay or go. Some high-tech bandits also offer the
conversion in exchange for services rendered, or at the price of a half
million credits.
The Coalition has outlawed this technology and will rarely hire Crazies
as mercenaries. Anyone convicted of creating Crazies is executed.
Still, an occasional Body-Chop-Shop will offer M.O.M. conversion at a
price of about 350,000 credits or an agreement to work for the
Body-Chop-Shop proprietor for a period of time, or to perform an
extremely dangerous mission.
O.C.C. Type:
Warrior
O.C.C. Requirements
None, just a willingness to subject oneself to M.O.M. conversion.
O.C.C. powers:
- Super Endurance: Add 3D6x10 S.D.C., add 5D6 hit points, and +1D6
to P.E. attribute. Can lift and carry two times more than a normal
person of equivalent strength and endurance, and can last 10 times
longer before feeling the effects of exhaustion. Can remain alert and
operate at full efficiency for up to three days (72 hours) without
sleep. Normally only needs four hours of sleep per day.
- Increased Strength: Add 2D4 to P.S. attribute. (Note: minimum P.S. is 19, if lower, adjust to 19.)
- Increased Speed: Add 4D6 to Spd attribute. Can leap 20ft. (6m) across after short run
(half distance from a dead stop), and 15ft. (4.6m) high (half without a
short run).
- Heightened Reflexes, Agility, Senses: The combination of training and enhanced physical capabilities provides the following bonuses:-
- +4 Roll with Punch, Fall, Impact.
- +2 Initiative.
- +1 extra attack per melee.
- Exceptional balance and grace (reflected by the physical skill bonuses).
- +1D6 to P.P. attribute (Note: minimum P.P. is 17, if lower, adjust to 17).
- Enhanced vision provides perfect 20/20 vision and exceptional
long range vision equal to a hawk, enabling them to read a small sign
or recognise a face from up to 2 miles (3.2km) away.
- Enhanced
sense of smell enables the character to instantly recognise odours
(65%), recognise a person by scent (25%), and even track by smell (30%).
- Enhanced
sense of touch enables the character to recognise very
slight differences in textures by touch. Adds a +10% bonus all skills
that require a delicate touch (including: Demolitions,Demolitions
Disposal, Pick Pockets, Pick Locks, Palming, Electronics, and any other
skill deemed appropriate by DM and player in certain situations).
- Saving Throw Bonuses:
- +2 to Save Vs Psionics.
- +6 to Save Vs Mind Control (psionic and chemical).
- +4 to Save Vs Toxic gases, poisons, and other drugs.
- +10 to Save Vs Coma/Death.
- Enhanced Healing: Heals two times faster than normal.
Virtually impervious to pain, no amount of physical pain will impair
the Crazy until they are down to 10 hit points or less. At this point
the warrior will suddenly realise their condition and start to feel the
effects of their injuries. However, the Crazy can go into an intense
meditative trance that will induce Bio-Regeneration, healing damage
taken in moments.
- Bio-Regeneration:
This ability (mentioned under Enhanced
Healing) is a little different than the psionic power of the same name,
although related. The Crazy must stop to slip into a meditative trance.
While in the trance, they are completely helpless and can not move or
take any action. All of the Crazy's concentration is being
focused into an accelerated bio-feedback program that will restore 2D6
hit points, 3D6 S.D.C. and close wounds in a matter of 2D4 minutes. An
extended period of bio-regeneration, over a period of six hours, will
restore all S.D.C. and an additional 4D6 hit points.
- Minor Psionics:
Select three psionic powers from either the Psychic Sensitive or
Physical Psychic categories (excluding: Object Read, Astral Projection,
Ectoplasm, and Telekinesis).
- Suffer Delusion and Insanity: Everything is fine initially, but as time goes on, the character becomes increasingly more disturbed.
- 2nd Level: Roll once on Phobia Table.
- 3rd Level: Roll once on Effective Disorder Table.
- 4th Level: Roll on Crazy Hero Tables.
- 7th Level: Roll on Obsession Table.
- 9th Level: Roll on Neurosis Table.
- 12th Level: Roll on Psychosis Table.
- 15th Level: Roll on Random Insanity Table.
O.C.C. skills:
O.C.C. related skills
Select 6 other skills. Plus select one additional W.P. and two
additional skills at level three, two at level six, one at level nine,
and one at level twelve. All new skills start at level one proficiency.
- Communications: Any (+5%)
- Domestic: Any
- Electrical: None
- Espionage: Any (+10%)
- Mechanical: Automotive and Locksmith only
- Medical: Paramedic or Holistic only (+10%)
- Military: Any (+5%)
- Physical: Any (+10% where applicable)
- Pilot: Any (+5%)
- Pilot Related: Any
- Rogue: Any (+5%)
- Science: Math and Astronomy only
- Technical: Any
- W.P.: Any
- Wilderness: Any
Secondary Skills
The character also gets to select six secondary skills from the
list below. These are additional areas of knowledge that do not get any
advantage of O.C.C. bonuses in parenthesis. All secondary skills start
at base skill level, and are also limited to: Any, None, only, as
stated:-
- Communications: Any
- Domestic: Any
- Electrical: None
- Espionage: Any
- Mechanical: Automotive and Locksmith only
- Medical: Paramedic or Holistic only
- Military: Any
- Physical: Any
- Pilot: Any
- Pilot Related: Any
- Rogue: Any
- Science: Math and Astronomy only
- Technical: Any
- W.P.: Any
- Wilderness: Any
P.P.E. Points
The Crazy has an unusual amount of psychic energy, perhaps another unexpected side-effect of the M.O.M. conversion. 6D6 P.P.E.
I.S.P.
6D6 +M.E. attribute number. This is the base I.S.P., plus 1D4 per additional level of experience.
Standard Equipment
Crazies are known to have a fondness for ancient weapons and modern day
M.D. equivalents,such as vibro-blades, neuromaces, etc. They also love
magic weapons used in close combat, like flaming swords. Mode of
transport can be anything, but they lean towards fast and silent or big
and flamboyant, conventional to military. They are also known to use
magic devices, but rarely use power armour or robot vehicles.
- Suit of personalised, light or heavy (though usually light) mega-damage body armour (including Coalition armour).
- Set of dress clothing.
- Set of black (covert operations) clothing.
- Gas mask and filter.
- Tinted goggles.
- Hatchet (for cutting wood).
- 1D4 knives.
- 2 Ancient weapons of choice.
- 1 Energy handgun, + 4 extra ammo-clips.
- 1 Energy rifle, +4 extra ammo-clips.
- Tent.
- Knapsack
- Backpack.
- Saddlebags
- 2 Canteens.
- 2 Weeks supply of emergency food rations.
- Geiger counter.
- Personal items
Equipment Available Upon Assingment
- Mode of transport suitable to mission.
Money
The Crazy starts off with 2D6x100 credits, and has a
Black Market item that will garner a further 1D6 x1,000 credits.
Generally, they spend money on pleasure and weapons as fast as they can make it.
Cybernetics
None, other than M.O.M., but may consider optical, lung, and weapon
implants. Will avoid bionics! They take great pleasure in their
supposedly natural abilities.
NPC Experience Level:
Average character: 1D8 levels.
Experience Level Table
- 0-2,140
- 2,141-4,280
- 4,281-8,560
- 8,561-17,520
- 17,521-25,520
- 17,521-35,520
- 35,521-50,520
- 50,521-71,000
- 71,001-96,100
- 96,101-131,200
- 131,201-181,300
- 181,301-231,400
- 231,401-281,500
- 281,501-341,600
- 341,601-401,700