Most Dangerous Soldier O.C.C.
The Most Dangerous Soldiers are genetically engineered
soldiers who are trained experts in all forms of combat. They were developed as
super-soldiers by the old superpowers, and are incredibly resourceful, cunning
and dangerous in the extreme. They usually rely heavily on stealth, surprise
and guile. There are many stories of a single MDS taking on an entire enemy
platoon, and winning! They proved to be too good at combat, however, developing
an obsession with war and combat. The MDS soldiers were found to be responsible
for acts prolonging war and initiating combat with non-hostile forces.
The
military tricked the MDS soldiers into entering cryogenic sleep, but stored
them away in secret military bunkers, in case they were needed some day as a
last resort. In the world of Rifts Earth, many of these MDS soldiers have
awakened to an Earth filled with conflict, war, combat, supernatural monsters
and seemingly unending deadly opponents. This is an Earth they will thrive on.
A few unconfirmed reports had Naruni Enterprises
indirectly using a few MDS soldiers (before Naruni
was driven from North America) as one way of keeping battles and conflicts
active between small kingdoms. MDS soldiers never settle down, continually
seeking danger and battle until they are killed. MDS soldiers also never form
into groups, a sole MDS will be the most encountered
at any one time, in any particular group.
MDS Abilities (gained through
genetic engineering)
1.
Heightened intelligence, +1D4 IQ
2.
Heightened endurance +4D6 SDC, +1d6 hit points, +1d4 PE
3.
Increased strength, +1D6 PS
4.
Increased reflexes, +1d4 PP, +1 melee attack
5.
Increased speed, +2D6 Spd
6.
Bonuses: +2 initiative, +2 vs psionics (iron will)
7.
Insanity - All MDS soldiers have an obsession with
war/combat/battle, they constantly seek it out or instigate it if none is to be
found 8. MDS soldiers also gain insanity at levels 5 and 11, mainly associated
with violence.
*Optional* - if you use Horror Factor as based on
reputation, to anyone who knows about MD soldiers they have a HF 10 (unlikely,
info on them might possibly be in some old military computer files, under high
security clearance - even then, they must recognize the MDS, most likely by dog
tags)
Attribute Requirements
IQ 11, ME 11, PS
13, PP 13, PE 13
OCC SKILLS:
Language: American
(98%)
Literacy: American
(+10%)
Math: Basic (+10%)
Electronic
Countermeasures (+10%)
Armorer (+15%)
Military
Fortification (+20%)
Radio: Scramblers
(+10%)
Detect Ambush
(+20%)
Detect Concealment
(+15%)
Intelligence
(+15%)
Sniper
Demolitions (+20%)
Demolitions:
Disposal (+20%)
Athletics
Boxing
Running
Prowl (+15%)
Climbing (+10%)
Weapon Systems
(+10%)
WP (choose 4)
Hand to Hand
Commando
OCC RELATED:
Pick 4 skills,
plus 2 more each at levels 3, 6, 9, and 12
Communications:
Any (+5%)
Domestic: None
Electrical: Basic
only
Espionage: Any
(+15%)
Mechanical:
Automotive and Basic only Medical: First Aid or Paramedic Only
Military: Any
(+20%)
Pilot: Any (+10%)
Pilot Related: Any
(+10%)
Physical: Any
except Gymnastics (+10%)
Rogue: Any
Technical: any
except Art, Photography and Writing
Weapon: Any
Wilderness: None
SECONDARY: Also gets 4 secondary skills, with the above restrictions but without
the bonuses; two more each can be selected at levels 4, 8 and 13.
EQUIPMENT: Suit of light or heavy body armor or MDS Battle Armor, energy rifle and
energy pistol of choice, 4 e-clips for each, 1D4 grenades, survival knife, both
robot medical kits, utility belt, air filter & gas mask, canteen and maybe
another weapon or two.
MDS soldiers seldom
know how to use robots or power armor initially, but can learn if they can find
someone to teach them. However, they dislike relying heavily on computers and
sensors, so they rarely learn these skills, instead using stealth and guerilla
warfare, and exoskeltons or heavy body armor for
stand-up battles. Note that although they do not generally use sensors heavily,
they are experts at fooling all manor
of them. Any robots or PA learned (unlikely) will be fast, mobile units with
primarily simple sensors. Vehicle will likely be either MDS Battle Armor or a
small, fast vehicle like hover cycles.
MONEY:
MDS soldiers have very little value for money, rarely have more than
2D4x100 credits at any one time
CYBERNETICS:
None to start, and avoid bionics and enhancement, prefer to use "their
own two hands". Generally dislikes bionic augmentation. An MDS will
consider basic, minor cybernetics, typically along the lines of clock &
compass.
OTHER NOTES:
It can be assumed the MDS has already foraged somewhat and acquired some
basic modern weapons, (see equipment) as well as familiarity with them, or it
can be role-played. MDS soldiers adapt to modern weapons and the increased
firepower in 2D4 weeks. Until then all skills dealing with technology are at
-15%. If you use alignment (I don't), virttually all selfish or evil.