Trick Shooting: Can pick any one of the six abilities available
under this skill.
Bonuses:
+2D6 S.D.C. +1 on initiative +2 to pull punch
+1 to roll with punch, fall or impact.
+1 to save vs Horror Factor at levels 6, & 12.
Reaver
O.C.C. & NPC Villain
Also known as simply Raiders or the Warlord's Henchmen. R.C.C. Requirements: None, although a high P.S. and P.P. are
helpful, and those with a high I.Q. are often the leaders of the gang.
Player Character Note: These basic character stats and back-
ground can also be used for bandits, highwaymen and raiding bands not affiliated with the Warlords. Player characters who are bandits, especially those who have ridden with or are a
recognized member of a notorious gang or gang leader, are likely to be wanted criminals with a price on their heads. This means encounters with various War Camps,
Hero-Knights and other authority figures may result in com- bat and hot pursuit. Likewise, Huntsmen, bounty hunters, mercenaries, adventurers, and outlaws may want this charac- ter for the reward on his head or for justice or revenge. Most villagers hate bandits and will avoid having any dealings with them, except under duress.
Alignment: The typical bandit is anarchist or evil. Robin Hood
types and those who exclusively victimize the Warlords, other bandits, or evil forces may be any alignment, including good.
O.C.C. Skills:
Basic Math
Speaks Native Language at 90%
Speaks two other languages of choice (+10%). Radio: Basic (+5%)
Horsemanship: General Piloting: Two of choice (+5%). Land Navigation
Recognize Weapon Quality Rope Works Swim (+10%) Climb (+10%) General Athletics Sniper W.P. Siege Weapons W.P. two Ancient of choice.
W.P. two Modern of choice (includes energy weapons). Hand to Hand: Basic, but Hand to Hand: Basic can be changed to Expert for the cost of one O.C.C. Related Skill or to Martial Arts (or Assassin, if anarchist or evil) for the cost of two skills.
O.C.C. Related Skills: Choose two skills from the Rogue or
Espionage Category and four other skills of choice at level one, and two additional at levels 4, 8 and 12.
Communications: Any Domestic: Any
Electrical: Basic electronics only. Espionage: Any
Mechanical: Basic Mechanics and Automotive only. Medical: First Aid only.
Military: Any (+10%)
Physical: Any, except Acrobatics.
Pilot Skills: Any, except robots, ships and aircraft. Pilot Related Skills: Any
Rogue Skills: Any (+5%) Science: Math only. Technical: Any (+10%) W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select four Second-
ary Skills from the previous list at level one and one addi- tional at levels 3, 6, 9, 12 and These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All Secondary Skills start at the base skill level. Also, skills are limited as previously indicated.
Standard Equipment: The suit of M.D.C. body armor can be a
hodgepodge of homemade armor (30-60 M.D.C.) or any modern armor (30-100 M.D.C.) available to the region.
One weapon for each W.P. plus 1D4+1 extra ammo-clips for each, and 1D4 fragmentation grenades. Other items in- clude a survival knife, a wooden cross, 1D6 wooden stakes and a mallet, folding shovel, pocket mirror, gas mask and fil- ter, tinted goggles, flashlight, language translator, lighter, 1D4 large sacks, two small sacks, backpack, bedroll, tent, two canteens or water skins, belt, boots, travelling clothes, and a handful of personal items.
Additional weapons, explosives, special items and magic items may be acquired over time, and through role-playing.
Vehicle: Starts with a partial bionic horse with barding or a bat-
tered looking hovercycle, motorcycle or similar small vehicle suitable for high speed raids and escapes. It is missing of its M.D.C. from the main body and looks shabby, but is in otherwise good condition.
Equipment Available On Assignment: Depending on the char-
acter, the Warlord, and the assignment, the Raider may have access to special weapons, explosives and equipment, vehi- cles and troops.
Secret Resources: None to start, but they are likely to develop
ties with other criminals, particularly fences, smugglers and Gypsies. Some may even dare to make connections with the Black Market, despite the Warlords' disapproval.
Note: Raiders are the most hated of all the Reavers and
considered to be nothing more than bullies, robbers and cut- throats given a license to steal by their Warlord masters. Most other factions within the War Camp avoid contact with this pack of thieves, scoundrels and murderers, and the Cos- sacks and War-Knights absolutely despise them.
Money: Starts with credits and worth of goods. A Reaver Raider's monthly salary is 500 credits plus food, basic clothing, basic equipment, medical attention, and other basic needs. They also get a cut of the spoils from raids they are involved in, and sometimes get bonus items or an additional 5-10% if they do an especially good job or make a big score.
Cybernetics: None to start, but approximately half have at least
one bionic prosthetic (arm or leg) a handful of im- plants.
Soldati O.C.C.
These men and women are tough, combat experienced war- riors, roughly equivalent to what North Americans would con- sider grunts or Regular Army — foot soldiers dedicated to their cause, country and Warlords. Their duties include patrol mis- sions, Search and Destroy assignments, escort, guard duty, com- munications, labor and front-line combat. They are battle hardened, ground troops who have decided to cast their fate to the fortunes of war. Their reasons for becoming the Warlords' soldiers are as varied and simple as those of the Reavers. The one big difference is that a Warlord's soldiers are instantly ele- vated to an elite social position as Knights of the Realm — pa- triots, heroes of the people, defenders of Mother Russia.
They often operate in squads of 4-6 depending on which Warlord they serve and existing circumstance (see Warlords section for Deployment). These soldiers are hardened to battle and capable of incredible feats of endurance if necessary. Soldati have been known to suffer horribly in the field, surviv- ing only by the slimmest of margins. Those who live to tell about it speak little of the experience.
The dispositions of these raw warriors range from friendly and well intentioned to aggressive or outright hostile, to gung-ho patriots and career soldiers. Most are Soldati for life and will bring their children (male and female) into the military service of their Warlord. The Warlords enforce harsh laws and a rugged way of life, and the soldier does see his share of brutal- ity. What would be considered a savage, bone-breaking interro- gation by Western standards is commonplace in the War Camps. D-Bee and monstrous war prisoners, especially Gargoyles and are almost always "softened up" a little before any questioning commences. Their fates are usually grim. Then, of course, there is the stress, fatigue, pain and horrors that come with war. While most Soldati have adapted very well (it is a warrior society that most have been indoctrinated into since childhood, often following family tradition that has been passed down for generations), it all contributes to the soldiers' mental, emotional and physical make-up. It doesn't necessarily make them all evil or but it does shape them in many ways. Many are inured to the suffering of others from too much exposure to it, while others are amazingly compassionate, while still others are stoic or sadistic.
An interesting custom among the Soldati is the ritual tattoo- ing of available skin. The patterns vary from War Camp insig- nias and words to the exotic and frightening. Tattoos may mark certain achievements like "First Kill," bravery, suffering unduly at the hands of the killing many opponents in one battle, or specializing in killing monsters, and so on. In these cases, the
tattoos are worn like badges of honor and added on a case by case basis to give the soldier a sense of accomplishment as he or she advances in status and experience. Tattooing "societies," of no particular name or organization, exist throughout the Camps.
Warlord
O.C.C.
Alignment: Any.
Race Restrictions: Exclusively human; approx. 35% are fe-
male.
Attribute Requirements: A high I.Q., P.S. and P.E. are helpful
but not a requirement. Any human with the spirit to fight and in good health can become a soldier.
O.C.C. Bonuses: +1 on initiative, +1 to pull punch, and +1 to
save vs Horror Factor at levels 6, 8, 12, and 14.
O.C.C. Skills:
Math: Basic (+5%)
Speaks Native Language at 92% Speaks two other languages of choice
Radio: Basic (+5%)
Pilot Truck (+10%)
Piloting: Two of choice (+5%). Military Etiquette
Swim (+10%) Climb (+10%) General Athletics W.P. Energy Rifle
W.P. two ancient of choice.
W.P. two modern of choice (including energy weapons). Hand to Hand: Basic, but Hand to Hand: Basic can be changed to Expert for the cost of one O.C.C. Related Skill or
to Martial Arts (or Assassin, if anarchist or evil) for the cost of two skills.
O.C.C. Related Skills: Select three skills from one of the fol-
lowing skill categories as the character's area of Military Specialty (MOS); each gets a bonus regardless of what may be noted below: Communications, Mechanical, Medical,
Piloting or W.P.
Select four other skills from the list below at level one, plus select one additional skill at levels 3, 5, 7, 10 and 13. All new skills start at level one proficiency.
Communications: Any Domestic: Any
Electrical: Basic electronics only.
Espionage: Sniper and Wilderness Survival only.
Mechanical: Basic & Automotive Mechanics only (+5%) Medical: First Aid only
Military: Any (+15%) Physical: Any Pilot: Any (+10%) Pilot Related: Any (+10%)
Rogue: Any
Science: Astronomy and Math only. Technical: Any (+10%)
Any Wilderness: Any
Secondary Skills: The character also gets to select two second-
ary skills from the list, excluding those marked "None," at levels 1, 4, 6, 9 and 12. These are additional areas of knowl- edge that do not get the advantage of the bonus listed in pa- rentheses. All secondary skills start at the base skill level.
Standard Military issue for Combat Soldiers: Medium or
Heavy body armor (may include armor), one weapon for each W.P. plus 1D4+1 extra ammo-clips for each, two smoke grenades, two fragmentation grenades (2D6 M.D.), survival knife, wooden cross, wooden stakes and a mal- let, folding shovel, pocket mirror, flashlight, distancing bin- oculars, canteen, utility belt, back-pack, bed roll, tent, additional air filter and gas mask, walkie-talkie (when not in armor), two standard uniforms and one dress uniform, and a handful of personal items.
Additional weapons, explosives, special items and magic items may be acquired over time, and through role-playing.
Vehicle: Starts with none, although one may be assigned for
special missions and raiding.
Equipment Available On Assignment: Depending on the char-
acter, the Warlord, and the assignment, the Soldier may have access to special weapons, explosives and equipment, vehi- cles and troops.
Availability of equipment and resources may be depend- ent upon the local commander, supply stock, location, causal- ities and combat conditions. The combat soldier is typically at the bottom of priority lists.
Note: Soldati are well respected by the people and treated
well by most of their fellow soldiers, including Light and Heavy Machines and War-Knights. Only some of the envious Reavers tend to treat them rudely.
Money: Starts with credits and worth of goods. A soldier's monthly salary is 800 credits plus food, basic clothing, basic equipment, a tiny cut of spoils from raids they are involved in, medical attention, and other basic needs.
Cybernetics: Gyro-Compass to start. Additional cybernetics
can be acquired with rank and as rewards for outstanding per- formance and heroics under fire, or purchased with one's own money (with proper authorization, of course). Approxi- mately half of the more experienced Soldati have at least one bionic prosthetic (arm or leg) a handful of implants.