© 1997 gcook@htonline.com
it's way across the dirt road in front of us. Everyone knew their orders.
The convoy was only two cars, so this joker we were going to ice must have
been one big sonuvabitch. I made final checks on the rockets. They were
prepped and ready. The convoy made it to the bridge. All at once I saw
four rockets fly from my left, then from my right, and then 500 yards in
front of me. I hit the button and my four launched too. They convoy
didn't have a chance. The two hover cars were just bit's n' pieces. We
made our way to the shattered wreckage and found only four bodies. Well,
enough parts for four people. Our target was missing. No matter, the Dung
Beetles were ready. We evac'ed and hit the kill switch. The entire area,
1 square mile of forest, was nailed by photon missles. The Dung Beetles
empty, we went back to base. We gave that bastard some 'Regulator Flavor'"
-Agent Vogore
The Regulators were established about ten years ago after a hit on an
Atorian Princess failed. The agents in question were killed and
everything was denied. After that, S.C.A.R.A.B. has pledged to make things
more...streamlined. Regulators are the most blood thirsty agents
available. After being introduced into S.C.A.R.A.B these individuals are
given additional training to heighten their prowess at assassination. They
use every type of weapon needed, from garrote wires to anti-matter
warheads. Using FAS-A10 and FAS-AC11 armors, they infiltrate high security
institutions and ambush key sites on transportation routes. most of the
Regulators are indeed, crazy. They develop obsessions with death and
killing. Only the oldest Regulators are tolerated, and even then, they are
given "retirement". These agents are usually retired into an insane
asylum. Or, a pine box. Some Regulators are very honorable about their
killing, making it a ritual. Other's pretend to be very professional, but
on the inside, enjoy every minute of it.
Not all Regulators are insane murderers. A few are agents that have shown
exceptional prowess in the field and were given promotions. Some agents
see becoming a Reguator as a way of "finishing with a bang". You'll find
as many fairly young agents as old ones. The following is an Insanity
Table. Roll on it when attaining third level.
01-15% Obsession: Death. the Regulator is obsessed with seeing death.
That doesn't mean they want to kill, just see deceased things. An example
of this would be seeing a dead animal on the road, and the character
slowing down so he can get a better look.
16-30% Obsession: Killing. This one is easy. The character will want to
have as much action as possible and will go into berserker rages. When in
a berserker rage, the chracter recieves +1 attack per melee, +2 to strike,
and +2 to P.S. (temporary). The rage lasts until the last opponent is
beaten, or the character is down to 60% of their S.D.C. Some characters
with this obsession are seen using stress relief balls, usually trying to
make them burst.
31-45% Obsession: Skulls. The character -=always=- behead's fallen, or
not, opponents. They then bleach and clean the skulls and mount them
somewhere, like a wall in their office. These individuals are always on
the lookout for interesting skulls, whether their owners are still need
them or not.
46-60% Obsession: Pain. These individuals have an urge to cause pain,
either to themselves or others. They carry around blades of some sort and
like to scrape away skin when bored. The sheer want to cause pain is what
makes them effective fighters.
61-75% Obsession: Places of the Dead. Places of the dead include morgues,
graveyards, and tombs. The characters either always want to stay in them,
or want to destroy them, players choice. Either way, the characters seem
to have little prayer books or bibles with them, always.
76-00%.Two Obsessions. Roll twice, ignoring this result on any further
rolls.
Regulators have their own equipment and armor. The equipment and armor has
the familiar S.C.A.R.A.B. bettle logo but a skull is superimposed on it.
Attribute Requirements: M.E. and P.S. of at least 12
A high P.E. is recommended.
Attribute Bonuses:+3 to M.E., +2 to P.S. and P.E.
O.C.C. Skills:
Radio: Basic (+15%)
First Aid (+20%)
Prowl (+10%)
Escape Artist (+15%)
Concealment (+10%)
Tracking (+10%)
Wilderness Survival (+10)
Land Navigation (+5%)
W.P. Energy Rifle
W.P. Energy Pistol
Sniper
Hand to Hand: Martial Arts
O.C.C. Related Skills: Select six "other" skills.
Plus, two at level 3, one at level 7, level 9, and level 12.
Secondary Skills: Select 4 other skills from the following categories.
Communications: Any
Domestic: Any (+5%)
Electrical: Any
Espionage: Any (+10%)
Mechanical: None
Medical: None
Military: Any (+10%)
Physical: Any (+10%)
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: None
Technical: Any
W.P.: Any
Standard Equipment: Set of black combat
fatigues, boots, dress uniform and shoes. Duffel
bag, canteen, 40 feet of rope, gas mask, pocket mirror,
compass, binoculars, C rations for 3 weeks, and a first
aid kit.
Weapons:
Whatever the mission requires, but most Regulators always carry
a sidearm on them at all times.
Armor:
Regulators wear FAS-A10 armor on missions. The FAS-A10 is
here.
Money:
S.C.A.R.A.B. regulators are paid upon completion, usually $20,000 per mission.
Cybernetics: Non-psionic and magic agents usually opt
for some degree of bionics, something like a gyro-compass
or full reconstruction. Whatever is authorized.
Copyright © 1998, Timothy Cook.
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