Alignment: Miscreant
Hit Points: 67, S.D.C.: 30, Bionics & Body Armor Weight: 188 Height: 6 ft, Age: 45, Species: Human P.P.E.: 7, I.S.P.: None
Attributes: 22, 29, M.E.: 11, P.S.: 24 (main bionic arms and 20 on the additional pair of bionic arms), P.P.: 21 (bionic),
P.E.: P.B.: 12, Spd: 176 (bionic; 120 km)
Note: Having submitted to partial bionic Doc Reid can- not be transformed into a vampire.
Disposition: Friendly, warm, cheerful, attentive, enthusiastic, and charismatic. Very kind and compassionate to the poor and downtrod- den (his But also considers himself to be a god and is above the law. Thus, he quickly becomes disenchanted, intolerant and mean to those who do not treat him like a god or who dare to question his motives and decisions. He can be capable of great callousness, cruelty, and murder. The ends (his ends) always justify the means (his means). Tends to talk quickly and in an excited and raspy whisper; a bit hyper.
Doc Reid loathes vampires and is committed to their genocide. He continues to perform countless atrocities on the creatures which he sees only as horrible monsters and not fellow intelligent life forms. As such, vampires are far less than animals and receive no mercy, no compassion, nor humane treatment kind. instills these sentiments in his Rangers and any who will listen to him (which are many).
Insanity: Obsessed with attaining fame, glory and immortality (at least in the annals of Craves the adoration of millions which is the driving force behind to his altruistic and compassionate deeds. Believes himself to be a god destined to save the mortals enslaved and tormented by the undead. His delusion of is making him less in touch with his own human frailty and he may, one day,
become convinced that he is and superhu-
man, but that day is still a long way off.
Experience Level: level cyber-doc; third level borg. Magic Knowledge: Only myth and lore.
Psionic Powers: None.
Combat Skills: Hand to Hand: Basic
Attacks Per Melee: Five (5). Critical strike on a natural roll of 19 or 20, kick attack (1D6 S.D.C.), and Judo flip (1D6 S.D.C.). Bonuses: strike, parry, dodge, + 12 S.D.C. damage, +4
roll with punch or impact, and to pull punch. 96% likelihood
of instilling trust or intimidation skill bonus
Weapon Proficiencies: Knife and Energy Rifle are both at level. W.P. Sword, W.P. Energy Pistol and Archery are at third
Weapons: Blade weapons are among the doctor's favorites, including a set of silver plated scalpels damage each), a pair
of wooden throwing knives S.D.C. and a matched
set of a silver handled vibro-knife and vibro-sword, both of which have a four inch silver spike at the end of the handle so they can
be used against vampires normal double vs
Additional vampire hunting weapons include: A compound bow and three dozen arrows (3rd level proficiency), large silver cross medall- ion, motorized water pistol with a half gallon capacity, four vials of holy water and a dozen stakes (hammers them in with bionic hand).
Other weapons of choice are his bionic arsenal and the NG-E4 plasma ejector (rifle), Wilk's laser weapons and Wilk's laser scalpel. Body Armor: LE-B1 light espionage bionic body armor, 135 M.D.C.,
is worn when involved in covert operations. LI-B2 light infantry armor, 270 is worn when faced with combat situations. Both have a large silver cross painted on the chest.
Bionics & Cybernetics: The Legs
Concealed laser rod in right leg: 3D6 3000 range.
A secret compartment in the left leg contains a small wood crucifix, two vials of holy water and six wooden stakes. A secret compartment in the right leg contains an RMK and an robot medical kit along with a first-aid medical kit and a Wilk's laser scalpel. The Arms
Wrist needle and drug dispenser in the right arm. Holds four doses
of 1) antibiotics, 2) drugs 3) truth serum, 4)
paralysis drugs, 5) poison (6D6 damage). A computer
& calculator are also built into the right arm.
A retractable (2D6 M.D.) is built into the left arm along with a laser finger blaster (1D4 M.D.), and shooting knuckle spikes that fire four silver spikes (can fire one at a time or simultane-
ously; range 100 m).
Additional pair of arms with a and P.P. of 20, M.D.C. of each hand is each arm Extremely useful in performing oper- ations.
Others
All head and throat features including bionic lung, loudspeaker,
headjack, translator, molecular analyzer and mod-
ulating voice synthesizer (see Rifts, page 242). Clock calendar and radiation detector. Note that the eyes are normal human eyes. Money: Doc Reid is not interested in personal wealth, although he has
a tidy sum of about 40 million in artifacts and credits socked away. Fort Reid is a prosperous military community with well over a billion credits worth of equipment, weapons, robots, bionics, and medical facilities.
Skills of Note (includes bonus): Medical doctor (general)
M.D. of Cybernetics 98/98%, pathology 98%, forensics 98%, biol- ogy 98%, chemistry 98%, chemistry: analytical 93%, computer op- eration 98%, computer programming 98%, math (all) +98%, liter- acy American and Spanish 98%, language American and Spanish 98% (bionic speech translator: all nine major languages at 98% but drops to 78% when 3 or more people are pilot automobile 98%, horse 88%, hovercraft 73%, lore: demons & monsters 83%, and streetwise 68%.
Description: Doctor Kenneth Reid is a brilliant and talented doctor of cybernetics. However, there has always been a sort of dark, yet altruistic side to the doctor which has driven him to live on the edge of danger. In the Coalition State of Free Quebec, he abandoned his regular practice to establish an illegal body-chop-shop and quickly made a name for himself as the "safe Doctor intention was to service the poor who needed cybernetic prosthetics and organs but could not get authorization through proper channels.
A big fan of heroes depicted on illegal, pre-rifts video discs, the doctor pictured himself as a swashbuckling champion of the down-
trodden like those portrayed by Eastwood, Charles
Bronson, and Gibson. Unfortunately, in addition to being the doc had a taste for the good life, money, and power. This led to his involvement with the Black Market transforming his
quiet little body-chop-shop into a haven for elite members of the Black Market and other criminal organizations. The body-chop-shop prospered and grew. Doctor Reid's ego also grew, causing him to be careless. He had the wealth now he wanted the recognition. Yet even then, the Coalition authorities turned a blind eye and a well paid hand away from Doctor Reid's activities.
Success and power allowed Doctor Reid to expand into the area of augmentation. He became enthralled with the potential of
bionics, added bionics to his own cybernetics, and eventually sub- jected himself to partial bionic reconstruction. Shortly after his bionic the authorities raided his His blatant crim- inal activities could no longer be ignored; bionic augmentation was too dangerous and Doctor Reid was too arrogant. Thus, the CS decided to make an example of him. To the consternation of au- thorities at Free Doctor Reid escaped, avoiding Coalition troops, assassins, and bounty hunters. The man simply disappeared.
Kenneth Reid stayed in hiding for four years, selling his unique service to various outlaw gangs. It was during these years that he
befriended the sorcerer, The necromancer had
grown disillusioned with the Federation of Magic and had fallen into a deep melancholy. He viewed the Federation as being "like frightened children given to flinging stones at their parents." He craved adventure, glory, and power. The two men became instant friends.
Fate drew the pair to the Pecos Empire for a short period. The vampire problem of the southwestern territories struck a cord with Doctor Reid and an interesting scheme was hatched. Planktal-Nakton liked it. They gathered a few compatriots from the Empire, such as the inhuman juggernaut Mii-Tar the Destroyer, Vyurr the Hunter and the Butcher, and traveled to New Mexico. A dramatic battle that liberated a village from a powerful tribe of
vampires drew the attention of the Sir Lazarious
and his companion, the beautiful, Carlotta the White. Raoul needed purpose and direction in his life and Doctor Reid gave it to him. None could dispute the nobility and valor of a campaign against the undead. Nor could one be accused of brutality in a battle against hell spawned monsters. Raoul and Carlotta loved the idea of banding together with other champions in savage combat against
The pair joined the group and would eventually become its military leaders.
One morning, the legendary Grizzly Carter stood in their camp.
He had apparently snuck past the sentry, made coffee and, with a fresh pot of brew in hand, began to suggest strategy for "their" next vampire assault. He never asked to join the group, he just did. Everybody recognized him. No body protested. He's been with them ever since. Pequita the Faceless One simply joined them during a pitched battle and has been with them ever since.