S.C.A.R.A.B. Regulator OCC


"The area surronding us was dark. Really dark. The convoy slowly made 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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© 1997 gcook@htonline.com


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