Main Book O.C.C.s
Men At Arms
Borg O.C.C.
Name: Hugh O'Malley O.C.C.:
Full Conversion Borg Alignment: Anarchist
M.D.C.: 280 (550 with Light Armor) Level: 5 Savings: 975,490
Credits
I.Q.: 10 M.E.: 15 M.A.: 11 P.S.: 28 P.P.:
21 P.E.: 11 P.B.: 5 Spd: 148
Height: 7'2" Weight: 1014 lbs. Age: 30 P.P.E.:
1
Appearance: Large, bulky tan-colored borg with small eyes. The paint
job is frequently poor with burn marks and welded-on patches, as O'Malley
thinks maintaining his appearance is a frivelous waste of money.
Disposition & Background: After having his lower torso destroyed
by a juicer when attempting to enter the mercenery field, O'Malley took
what little money he had made so far, and comitted that, along with a loan
shark's funding, to convert himself into a powerful cyborg. O'Malley's
first mission was a personal one. The juicer outlaw that nearly killed
him, wanted for numerous crimes against the CS, was found in a small plastic
container in front of a CS outpost. Since then, O'Malley has always worked
for CS-minded employers and sympathizers, and has always had a strong prejudice
against juicers, and often refuses to work with them, and those that are
forced to often find themselves casualties of "friendly fire!"
O'Malley does enjoy a comfortable life, which to him, consists of a feeling
of power. He keeps a fair amount of money on hand should any problems arise,
and spends the profits beyond this improving his cyborg body, striving
for perfection. If you have the right price, and a cause acceptable to
O'Malley, this mercernery might be weel worth his high fees...
Psionic Powers: None Magic Knowledge: None
O.C.C. Skills: Radio: Basic 75%; Pilot Hovercraft 80%; Pilot Tanks
& APCs 57%; Read Sensory Equipment 60%; Weapon Systems 65%; Climbing
65%; W.P. Energy Pistol; W.P. Energy Rifle; W.P. Heavy; W.P. Heavy Energy
Weapons; HTH: Expert; American 98%; Spanish 98%
O.C.C. Related Skills: Optic Systems 55%; Radio: Scramblers 60%;
Demolitions 77%; Jet Packs 63%; W.P. Blunt; W.P. Knife
Secondary Skills: Prowl 5%; Euro 70%; W.P. Archery; Pilot Truck
56%; Basic Electronics 50%; Basic Math 65%; First Aid 65%; Motorcycle 76%;
W.P. Sword; W.P. Chain
Combat Bonuses
Hand to Hand: Expert
Attacks: 3 Strike: +6 Parry: +6 Dodge:
+6 Pull: +2 Roll: +2
Damages
Punch: 1D4+13 S.D.C. Power Punch: 1D6 M.D. Kick: 1D6+13
S.D.C.
Weapon Proficiencies
Energy Pistol: +5 Aimed; +3 Burst Energy Rifle: +5 Aimed;
+3 Burst
Heavy: +5 Aimed; +3 Burst Heavy Energy Weapons: +5 Aimed;
+3 Burst
Blunt: +2 Strike; +2 Parry Knife: +1 Strike Thrown; +1 Strike;
+2 Parry
Archery: +100' Range; +1 Parry; +2 Strike; Rate of Fire 5 Sword:
+1 Strike; +1 Parry
Bonuses
+3 vs. Magic; Impervious to Bio-Manipulation and See Aura
Cybernetics and Bionics
Cybernetic Multi-Optic System (Strike bonuses already included
in above stats)
Amplified and Ultra-Ear Hearing
Headjack
Gyro-Compass
Clock Calendar
Bionic Lung with Gas Filter & Oxygen Storage Cell
Built-In Loudspeaker
Built-In Radio Receiver & Transmitter Headjack
E-Clip Arm Port (Left Arm)
Laser Finger Blaster (Right Hand Index Finger)
Climb Cord (Right Arm)
Retractable Vibro-Blades (Right Arm; 2D6 M.D.)
Forearm Ion Blaster (Left Arm; 3D6 M.D.; 20 shots per E-clip)
LI-B2 Infantry Armor (270 M.D.C.)
Penalties
Simluated Sense of Touch 43%
Prowl -40% (Figured in; Impossible in heavy armor)
Equipment
NG-57 Northern Gun Heavy-Duty Ion Blaster
NG-101 Rail Gun (w/ plenty of ammo...)
Coaltion Grunt O.C.C.
Name: Edward Iganovich O.C.C.: Coalition Grunt Alignment:
Unprincipled
S.D.C.: 55 Hit Points: 38 Level: 3 Savings: 7,800
Credits Rank: Private
I.Q.: 10 M.E.: 9 M.A.: 11 P.S.: 11 P.P.:
10 P.E.: 22 P.B.: 15 Spd: 29
Height: 5'11" Weight: 149 lbs. Age: 21 P.P.E.:
7
Appearance: A rather lean fellow, with short blonde hair and blue
eyes which have the sharp, piercing gaze of a soldier. A scar marks his
left shoulder, when a fragmentary grenade blew through his armor there.
Disposition & Background: Born in the Burbs of Chi-Town, Edward
knows the rigors of daily life post-rifts. To attain citizenship, he enlisted
in the CS Army. He does have his own contradicting views to the CS doctrine,
though, as his days in the Burbs gave him the opportunity to meet and befriend
a few psychics, D-bees, and even a magic user. Edward follows orders, however,
and his rank as private keeps him from helping those that are persecuted
much. If it comes down to him or an innocent D-bee or other enemy of the
CS, Edward will always follow orders, reasoning that if he doesn't do the
job, someone else will, and one man can not make a difference.
Psionic Powers: None Magic Knowledge: None
O.C.C. Skills: American 98%; Radio: Basic 65%; Pilot Hovercraft
70%; Pilot Tanks & APCs 48%; Robot Combat: Basic; Read Sensory Equipment
50%; Weapon Systems 60%; Body Building; Climbing 45%; Running; W.P. Energy
Pistol; W.P. Energy Rifle; W.P. Knife; Hand to Hand: Expert
O.C.C. Related Skills: First Aid 55%; Athletics; Prowl 37%; Swimming
60%; Automobile 64%; Basic Math 55%; Land Navigation 44%; Cook 45%; Robots
and Power Armor 56%; Motorcycle 42%; W.P. Heavy Energy Weapons
Secondary Skills: Dance 40%; Fishing 50%; Pick Locks 40%; Pick Pockets
35%; Streetwise 28%; Photography 45%; Hunting
Combat Bonuses
Hand to Hand: Expert
Attacks: 2 Strike: +2 Parry: +4 Dodge:
+4 Pull: +2 Roll: +3
Damages
Punch: 1D4 S.D.C. Kick: 1D6 S.D.C.
Weapon Proficiencies
Energy Pistol: +3 Aimed; +1 Burst Energy Rifle: +3 Aimed;
+1 Burst
Heavy Energy Weapons: +3 Aimed; +1 Burst Knife: +1 Strike
Thrown; +1 Strike; +1 Parry
Bonuses
+4 vs. Magic; +4 vs. Poison; +14% save vs. coma/death
Equipment
C-18 Laser Pistol w/ 4 Extra E-Clips
C-12 Heavy Assault Laser Rifle w/ 4 Extra E-Clips
Heavy Coalition "Dead Boy" body armor
2 CS Fragmentation Grenades
3 Signal Flares
Survival Knife
Utility Belt
Air Filter and Gas Mask
Walkie-Talkie
Uniform
Combat Boots
Canteen
Vibro-Knife
(NOTE: See Main Book for optional equipment available upon assignment.)
Coaltion Elite RPA O.C.C.
Name: Charles Mull O.C.C.: Coalition Elite RPA
Alignment: Scrupulous
S.D.C.: 37 Hit Points: 33 Level: 7 Savings: 21,400
Credits Rank: Master Sergeant
I.Q.: 13 M.E.: 8 M.A.: 15 P.S.: 9 P.P.:
21 P.E.: 11 P.B.: 9 Spd: 30
Height: 6' Weight: 141 lbs. Age: 24 P.P.E.: 4
Appearance: Wiry but agile, Mull almost looks somewhat sickly. His
dark hair and brown eyes give him some look of vitality, as does his near-constant
fidgeting when off-duty.
Disposition & Background: Charles Mull is addicted to the thrill
of combat, especially against the enemies of the Coalition. His parents
were killed in a small wilderness town southwest of Iron Heart when it
was attacked by d-bees. Almost a man at the time, at the age of 16, Mull
headed to the Burbs of Iron Heart to seek safety. He became a "snoop"
for a local I.S.S. agent, who helped him into the Robots and Power Armor
program in the CS Army. Loyal and committed to preventing more massacres
against the innocent, Mull works dilligently whenever possible, and has
taken few days of leave and R&R, as he is so dedicated to his cause.
Psionic Powers: None Magic Knowledge: None
O.C.C. Skills: American 98%; Radio: Basic 85%; Pilot Automobile
87%; Pilot Hovercraft 95%; Pilot Tanks & APCs 75%; Robot Combat: Elite:
SAMAS; Read Sensory Equipment 75%; Weapon Systems 85%; Running; W.P. Energy
Pistol; W.P. Energy Rifle; W.P. Heavy Energy Weapons; Hand to Hand: Expert
O.C.C. Related Skills: Jet Aircraft 79%; Robots and Power Armor
89%; Helicopter 80%; Wilderness Survival 60%; Basic Electronics 65%; Aircraft
Mechanics 65%; Automotive Mechanics 65%; Demolitions 83%; Basic Math 75%;
Land Navigation 60%;Body Building & Weight Lifting; Athletics; Climbing
45%
Secondary Skills: Prowl 55%; Swimming 80%; Motorcycle 84%; First
Aid 75%; Jet Packs 66%; Truck 64%; W.P. Revolver; W.P. Automatic Pistol
Combat Bonuses
Hand to Hand: Expert
Attacks: 3 Strike: +5 Parry: +7 Dodge: +7
Pull: +2 Roll: +3
Critical Strike: 18, 19, or 20 Paired Weapons
Damages
Punch: 1D4 S.D.C. Kick: 1D6 S.D.C.
Weapon Proficiencies
Energy Pistol: +5 Aimed; +3 Burst Energy Rifle: +5 Aimed;
+3 Burst
Heavy Energy Weapons: +5 Aimed; +3 Burst Revolver: +5 Aimed
Automatic Pistol: +5 Aimed; +3 Burst
Robot and Power Armor Combat Bonuses
Robot Combat Basic: +2 Attacks; Body Block/Tackle/Ram 1D6 M.D.
& 50% of knocking opponent down, but counts as two attacks; No body
flip; No kick; +1 Strike; +1 Parry; No dodge; +1 Roll; Critical Strike
same as HTH
Power Armor Combat Basic: +2 Attacks; Body flip/throw 1D4 M.D.;
Body block/Tack/Ram 1D4 M.D. (same as Robot Combat); Kick Attack; Leap
attacks (counts as two attacks); +1 Strike; +1 Parry; +1 Dodge; +3 Dodge
Flying; +2 Roll; Critical Strike same as pilot's HTH; Damages: Punch
1D6 M.D., Kick 1D4 M.D., Leap Kick 2D4 M.D., Body Flip/Throw 1D4 M.D.,
Body Block/Tackle 1D4 M.D.
SAMAS Elite: +3 Attacks; Body Flip/Throw 1D6 M.D.; Body Block/Tackle/Ram
1D6 M.D. & 70% chance of knocking opponent down and counts as two attacks;
Kick Attack; Leap kick (counts as two attacks); +2 Strike; +2 Parry; +2
Dodge; +5 Dodge Flying; +3 Roll; Critical Strike same as pilot's HTH; Damages:
Punch 1D6 M.D., Kick 1D6 M.D., Leap Kick 2D6 M.D., Body Flip/Throw
1D6 M.D., Body Block/Tackle 1D6 M.D.
Equipment
C-18 Laser Pistol w/ 4 Extra E-Clips
C-12 Heavy Assault Laser Rifle w/ 4 Extra E-Clips
Coalition "Dead Boy" body armor
2 CS High Explosive Grenades
3 Signal Flares
Survival Knife
Utility Belt
Air Filter and Gas Mask
Walkie-Talkie
Uniform
Combat Boots
Canteen
.45 Pistol w/ ammo
SAMAS Power Armor
(NOTE: See Main Book for optional equipment available upon assignment.)
Coalition Military Specialist O.C.C.
Name: Anthony Kenney O.C.C.: Coalition Military Specialist
Alignment: Miscreant
S.D.C.: 61 Hit Points: 23 Level: 2 Savings: 34,120
Credits Rank: Second Lieutenant
I.Q.: 12 M.E.: 14 M.A.: 9 P.S.: 11 P.P.:
13 P.E.: 14 P.B.: 11 Spd: 20
Height: 5'11" Weight: 158 lbs. Age: 23 P.P.E.:
8
Appearance: Calm-looking man, that uses very precise movement, with
short, brown hair and hazel eyes.
Disposition & Background: Kenney wants one thing: power. The ideals
and philosophies of the Coalition are merely words to memorize and spout
mindlessly to his superiors. Kenney merely is looking for personal power,
and saw this line of work as a quick and easy way to gain attain his goal.
If the opportunity were available, he would have no qualms working with
supernatural forces or practitioners of magic, provided he would come out
"smelling like a rose" should the CS foil the plots of any possible
allies. For now, Kenney merely bides his time, ruthlessly leading attacks
on small d-bee villages, often slaughtering the villagers and recording
the chaos on disk, which he sends to the propagandists in Chi-Town. Most
of the footage ends up on the cutting room floor, but Kenney encourages
his cameramen to catch the d-bees defending themselves, preferably in a
savage way, to show the citizens of the CS "how cruel and bloodthirsty
these inhuman invaders are."
Psionic Powers: None Magic Knowledge: None
O.C.C. Skills: American 98%; Radio: Basic 60%; Literacy: American
45%; Computer Operation 50%; Intelligence 46%; Pilot Hovercraft 65%; Robot
Combat: Elite: SAMAS; Read Sensory Equipment 50%; Weapon Systems 55%; Running;
W.P. Energy Pistol; W.P. Energy Rifle; Hand to Hand: Expert
O.C.C. Related Skills: Detect Ambush 45%; Detect Concealment 40%;
Sniper; Tracking 40%; Wilderness Survival 45%; Cryptography 40%; Pilot
Helicopter 40%; Basic Math 60%; Navigation 50%; Boxing; Prowl 30%; Wrestling
Secondary Skills: Swimming 55%; S.C.U.B.A. 55%; Basic Electronics
35%; Streetwise 24%; Motorocycle 64%; Robots and Power Armor 59%; Computer
Prgramming 35%; Computer Hacking 20%
Combat Bonuses
Hand to Hand: Expert
Attacks: 3 Strike: +0 Parry: +5 Dodge: +5
Pull: +2 Roll: +4
Damages
Punch: 1D4 S.D.C. Kick: 1D6 S.D.C.
Weapon Proficiencies
Energy Pistol: +3 Aimed; +1 Burst Energy Rifle: +5 Aimed;
+1 Burst
Robot and Power Armor Combat Bonuses
Robot Combat Basic: +1 Attack; Body Block/Tackle/Ram 1D6 M.D. &
50% of knocking opponent down, but counts as two attacks; No body flip;
No kick; +1 Strike; +1 Parry; No dodge; +1 Roll; Critical Strike same as
HTH
Power Armor Combat Basic: +1 Attacks; Body flip/throw 1D4 M.D.;
Body block/Tack/Ram 1D4 M.D. (same as Robot Combat); Kick Attack; Leap
attacks (counts as two attacks); +1 Strike; +1 Parry; +1 Dodge; +3 Dodge
Flying; +2 Roll; Critical Strike same as pilot's HTH; Damages: Punch
1D6 M.D., Kick 1D4 M.D., Leap Kick 2D4 M.D., Body Flip/Throw 1D4 M.D.,
Body Block/Tackle 1D4 M.D.
SAMAS Elite: +2 Attacks; Body Flip/Throw 1D6 M.D.; Body Block/Tackle/Ram
1D6 M.D. & 70% chance of knocking opponent down and counts as two attacks;
Kick Attack; Leap kick (counts as two attacks); +2 Strike; +2 Parry; +2
Dodge; +5 Dodge Flying; +3 Roll; Critical Strike same as pilot's HTH; Damages:
Punch 1D6 M.D., Kick 1D6 M.D., Leap Kick 2D6 M.D., Body Flip/Throw
1D6 M.D., Body Block/Tackle 1D6 M.D.
Equipment
C-18 Laser Pistol w/ 4 Extra E-Clips
C-12 Heavy Assault Laser Rifle w/ 4 Extra E-Clips
Coalition "Dead Boy" body armor
2 CS Plasma Grenades
Distancing Binoculars
3 Signal Flares
Survival Knife
Utility Belt
Air Filter and Gas Mask
Walkie-Talkie
Uniform
Combat Boots
Canteen
(NOTE: See Main Book for optional equipment available upon assignment.)
Coalition Technical Officer O.C.C.
Name: Dennis Albertson O.C.C.: Coalition Technical
Officer: MOS: Engineering Alignment: Unprincipled
S.D.C.: 30 Hit Points: 32 Level: 4 Savings: 9,043
Credits Rank: Second Lieutenant
I.Q.: 14 M.E.: 10 M.A.: 11 P.S.: 12 P.P.: 14 P.E.: 13 P.B.: 14 Spd:
23
Height: 5'9" Weight: 164 lbs. Age: 25 P.P.E.:
7
Appearance: Short and wide-eyed, and with a fiery mane of wild red-hair,
Dennis project an aura of innocence.
Disposition & Background: Dennis's appearance does seem appropriate,
however, as he does not wish to get involved in any firefights or anything
of the like. He joined the CS Army as a way to gain knowledge. He loved
machines, and knew the only way he'd be able to learn as much as possible
about them (perhaps even some pre-Rifts secrets one day), and not be branded
a subversive would be to join the Army and repair the fighting machines
of the CS. To this day, Albertson has managed to elude combat, and the
closest he ever came was when his outpost was under attack. Fortunately,
Dennis was in an underground garage, and could barely hear the explosions.
Should the day come when he is forced to confront a conflict, it is undeterminable
what Dennis might do to survive.
Psionic Powers: None Magic Knowledge: None
O.C.C. Skills: American 98%; Literacy: American 65%; Basic Math
90%; Radio: Basic 65%; Running; W.P. Energy Pistol; W.P. Energy Rifle;
Hand to Hand: Basic; Electrical Engineer 60%; Robot Electronics 60%; Mechanical
Engineer 55%; Robot Mechanics 50%; Weapons Engineer 45%
O.C.C. Related Skills: Automotive Mechanics 40%; Aircraft Mechanics
40%; Computer Operation 55%; Computer Programming 45%; Advanced Math 60%;
Robots and Power Armor 65%; Tanks and APCs 48%; HoverCraft 55%; Helicopter
40%
Secondary Skills: Writing 40%; Automobile 66%; Truck 52%; Optic
Systems 45%; Laser 45%; T.V./Video 42%
Combat Bonuses
Hand to Hand: Basic
Attacks: 3 Strike: +0 Parry: +2 Dodge: +2
Pull: +2 Roll: +2
Damages
Punch: 1D4 S.D.C. Kick: 1D6 S.D.C.
Weapon Proficiencies
Energy Pistol: +4 Aimed; +2 Burst Energy Rifle: +4 Aimed;
+2 Burst
Equipment
C-18 Laser Pistol w/ 4 Extra E-Clips
C-12 Heavy Assault Laser Rifle w/ 4 Extra E-Clips
Coalition "Dead Boy" body armor
2 CS Plasma Grenades
Distancing Binoculars
3 Signal Flares
Survival Knife
Utility Belt
Pocket Computer
Tool Kit
Air Filter and Gas Mask
Walkie-Talkie
Uniform
Combat Boots
Canteen
(NOTE: See Main Book for optional equipment available upon assignment.)
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