Wired Monster Hunter – a crazy variant
This variant of the mind over matter (M.O.M.) process was at one point thought lost, but has recently been discovered by an expedition by the Colorado Baronies. It is very similar to the standard crazy conversion except that it specifically rewires the recipient’s brain to be an ideal combatant of the supernatural.
The process was originally created shortly after the Coming of the Rifts by desperate remnants of the modern world trying to stem the tide of inhuman monsters flooding the planet. The powers that were discovered that one of the major problems they had on the battlefield was simple courage. Most soldiers broke ranks and ran when facing many kinds of supernatural creatures, even when they had the hardware to deal with them (which was rare). The next major problem was having the ability to match the creatures; combat prowess. Many of the monsters that came through the rifts could leap 40 or 50 feet in a single bound, run as fast as a car, take as much damage as several tanks, and had lightning-fast reflexes. These things could be matched to some degree by juicer and M.O.M. process, but they were always meant to match other super-powered humans, not magic-wielding demons from Beyond.
The Wired Monster Hunter does all that, but only for latent major or master psychics, which made it hard to find candidates. It also has the disadvantage of limiting the psychic’s abilities and development. However, when the process was first created there were numerous psychics who had no idea how to use their powers, and were a threat to themselves and the struggling remnants of humanity.
It is
believed that a large contingent of these crazies came to the
Wired monster hunters tend to react to their powers in two ways. About 70% tend to congregate around pro-human societies, and many work as mercenaries and other agents for the Coalition, although the CS does not sanction the M.O.M. conversion process. They can be some of the staunchest human supremacists ever. However about 30% learn to sort out the difference between good non-humans and bad and come to prefer the company of some good supernatural beings and d-bees, feeling most comfortable with beings with extraordinary powers like their own.
Powers
1. Super endurance. Add 2D6x10 S.D.C., add 4D6 hit points, and +2D4 to P.E. Can lift and carry two times more than a normal person of equivalent strength and endurance, and can last 10 times longer before feeling the effects of exhaustion. Can remain alert and operate at full efficiency for up to three days (72 hours) without sleep. Normally needs only four hours of sleep per day. These bonuses are a bit weaker than the traditional crazy, due to the greater reliance on artificially stimulated and focused psychic abilities.
2. Increased strength. Add 2D6 to P.S. attribute. Strength is considered augmented.
3. Increased speed. Add 4D6 to Spd attribute. Can leap 20 feet (6 m) across after a short run (half from a dead stop), and 15 feet (4.6 m) high (half without a short run). Also see psychic abilities.
4. Heightened reflexes, agility and senses. This is probably one of the most dramatically improved attributes. By altering the perceptions of the brain (after extensive studies of juicers and some D-bees in somewhat gruesome experiments), the wired monster hunter is capable of amazing feats of agility, akin to a cross between Spider-Man, characters from anime and from The Matrix. They have perfect direction sense due to a sort of biological gyrocompass, which, mixed with their fearless nature, makes them some of the most incredible physical daredevils ever to walk the earth. Bonuses: +6 to roll with punch, fall or impact; +4 on initiative, add one extra attack per melee. Exceptional balance and grace. Also add 2D6 to P.P. attribute. Minimum P.P. attribute is 19, if lower, adjust up to P.P. 19.
Enhanced vision provides characters with hawk-like vision, allowing the person to read a small sign or recognize a face from up to two miles (3.2 km) away (also see psychic abilities).
The character’s sense of smell and touch are heightened, but not to the exceptional degree of typical crazies.
5. Saving throw bonuses. +4 to save vs. psionics, impervious to mind control, possession and horror factor! +4 to save vs. toxic gases, poisons, and other drugs, +1 to save vs. magic at levels 1, 3, 6, 10, 12 and 14.
6. Psionic abilities. These special M.O.M. implants take already potent psionic potential and focus them toward making the character a potent slayer of the supernatural!
At first level the character receives the minor psychic abilities of sense evil, sense magic, mind block, and telekinetic leap. The character also receives the major abilities of psychic body field and bio-regeneration (Super). At level two, the character receives telekinetic push, intuitive combat, see aura and summon inner strength. At level three the character receives psi-sword. At level four the character receives impervious to cold, impervious to fire and impervious to poison. At level five the character gets one super psionic ability of choice. After that, the character can choose two abilities from either the sensitive or physical psychic abilities per level.
7. Suffers from delusions and insanity. Identical to the chart found under the typical crazy, except they never develop phobias of any kind (fearless). At second level roll on the obsession table instead.
Attribute requirements: Latent major or master psionic abilities and a willingness to subject oneself to M.O.M. conversion.
P.P.E.: Unlike other crazies, the P.P.E. of the wired monster hunter is significantly diminished, in order to make them less of a target to the supernatural, some believe. 3D6 P.P.E.
I.S.P.: The character is a battery of psychic energy. 2D4x10 plus 2D6 per level. Note that since their psionic abilities are artificially stimulated they do NOT add their M.E. to this number and still save against psionics as a major psychic, despite the presence of master psychic abilities.
O.C.C. Skills:
Radio: Basic (+10%)
Escape Artist (+10%)
Acrobatics (+20%)
Climbing (+20%)
Gymnastics (+10%)
Prowl (+10%)
Land Navigation (+10%)
Tracking (+10%)
Lore Demons and Monsters (+15%)
W.P. Ancient (two of choice)
W.P. Modern (three of choice).
Hand to Hand: Commando (cannot be changed).
O.C.C. Related Skills: Select 4 other skills. Plus select one additional skill at levels three, six, nine, and twelve. All new skills start at level one proficiency.
Communications: Any
Domestic: Any
Electrical: None
Espionage: Any (+5%)
Mechanical: Automotive and locksmith only
Medical: First Aid only.
Military: Any (+5%)
Physical: Any (+15% where applicable)
Pilot: Any (+5%)
Rogue: Any
Science: Math and astronomy only
Technical: Any (+5% to any lores)
W.P. any
Wilderness: Any
Secondary Skills: The character gets to select four secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parenthesis (). All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: Two suits of personalized heavy megadamage body armor (they tend to go through them at an alarming rate). Traditional wired monster hunter armor is a form-fitting megadamage mesh/plate mix with multiple horns (to make room for the M.O.M. implants) tipped with silver (headbutt does 1D6 S.D.C., double damage to creatures vulnerable to silver). The armor has 90 M.D.C., an integrated M.O.H. system (including the targeting bonus of +1 to strike) and silver knuckle spikes and knee spikes (same damage as helmet horns). The armor is fairly flexible, -5% to prowl, -10% to all other physical skills. A set of dress clothing and a set of black clothing for covert operations. The wired monster hunter loves magic weapons and can start with one minor magical item, such as a xiticix weapon, TW flaming sword, or a melee weapon enchanted to do megadamage instead of S.D.C. (most common item). They also carry a dozen wooden stakes and a mallet (for vampires and other practical uses), an iron-tipped short javelin for some illusions and energy beings (1D6 S.D.C. damage), a vibro-blade, two modern weapons of choice with 1D4+1 additional e-clips for any energy weapons, and two ancient weapons of choice. Also has a gas mask, air filter, tinted goggles, backpack, two canteens, emergency food rations (two weeks), Geiger counter and some personal items.
The crazy’s mode of transportation can be just about anything, but they lean toward fast and silent or big and flamboyant, conventional to military. Virtually never use power armor or robot vehicles.
Money: The character starts off with 3D6X100 in credits, and has a black market item that will garner another 2D4X1000 credits. Their special abilities can command good money as well.
Cybernetics: None, other than the M.O.M. conversion. Will not even consider optical, lung or weapon implants.
Use the Juicer experience table.