Asylum Enforcer O.C.C.

The OCC is independant of race, i.e. any race can use the OCC.

The Asylum Enforcer is a dedicated specialist and contrary to popular belief, the Enforcer is completely sane. The Enforcers are among the elite of the Asylum Armed Forces (AAF). These dedicated individuals feel it is their duty to assure the continued growth and prosperity of the Asylum. The Enforcer is responsible for a wide range of tasks including that all terms of a contract adhered to (a.k.a. Naruni Repo-Bots), defense, recrutment, and above all, to preserve the outward apperance of the Asylum as a grade A, genuine, Loony-bin.

The job of the Enforcer is difficult, and often dangerous. To help the Enforcer do his job they are issued some very unique equipment as well as undergoing partial-reconstuction.

Powers:

1) Partial Reconstruction: All Enforcers undergo partial reconstruction. Due to the Enforcers typical combat requirments, Physical Prowess is pushed to the limits and strength is average. PP:24, PS:16, Spd.:56(40 mph) The sense of touch is a mere 52% and the Enforcer suffers a -15% prowl penalty, and has an MDC of 200. Due to the unique nature of the Enforcer's bionics, in order to increase the strength, both PP and Spd. will automatically be reduced by two points for every point the strength is raised.

2) Standard Acessories: Multi-optic eye (one), amplified hearing, bionic lung, climb cord, retractable vibro-blades (2d6 MD), Security clearance chip, and cyber- armor protecting the human portion of the torso area (AR 17, MDC: 50).

3) Living Shell: The skin, hair, and some of the Enforcers original muscle structure is grafted to the endoskeleton in a surgical procedure similar to that which the 'Wolfen Quatoria' must undergo. However, the Enforcer will be revealed to be a cyborg if more then 25 SDC points of damage are taken.

4) Battle Rage: The Enforcers are trained to 'rage' during combat. The Enforcer rage can be likened to a trance or self hypnosis. The 'rage' cannot be entered until at least one round of combate has taken place. Starting the second round of combat the Enforcer can attempt to rage, the base percentage is 15% + ME bonuses, each following round adds a +5% bonus (the bonus is the ME number compared to the PB table). To 'rage', the Enforcer must make a conscience effort each round in order to enjoy the +5% bonus. Furthermore, the attempt must be the first action of the Enforcer in that melee round (yes, the attempting to rage does count as one attack). The 'rage' contrary to it's name is not a blind, unreasoning 'berserker' attack. It is a self-induced trance which allows the Enforcer to 'bury' any 'internal' distractions and ignore any 'external' distractions from combat. The character will become focused, clear, pain and fear can be ignored until such time as the 'rage' is ended. The Enforcer can maintain the rage for as long as he likes so long as combat is taking place. Once combat is passed the 'rage' can only be maintained for an additional melee round per three levels of experience. Once the 'rage' has ended the character will need to deal with all of the pain and fear that he suppresed while 'raging'. It will take 1 min. per every two melee rounds the Enforcer raged to recover, during which time he is reduced to 1 attack per melee, has no combat bonuses, and is shaking uncontrolably.

Bonuses while raging:
+4 to initiative
+6 to pull/roll
+4 to strike (applies to HTH and Ranged weapons)
+6 to parry
+6 to dodge
+5 to save vs. magic and psionics
+10% to save vs. coma/death/poison
+1 additional attack per melee

Attribute requirements: IQ 12, ME 16 (if lower adjust up)

OCC Skills

Math:Basic (+10%)
Radio:Basic (+15%)
Language: American/Trade 4 (+20%)
Literacy: American/Trade 4 (+15%)
Computer Operation (+10%)
Prowl (+10%)
Gymnastics (+10%)
Boxing
Pilot: select two (+15%)
Read sensory equipment (+10%)
W.P. select any five
*Dance or sing (+20%)
HTH Martial Arts

*note: during combat the Enforcer will use either dance or sing to make any and all of his oppents look ridiculus.
Can you see the debriefing?
Officer: "You LOST! to a naked, singing man wielding a Spatula?"
RPA Trooper: "Um, yes."

OCC Related skills: Select five other skills from the following list plus two additional skills at levels three, six, nine, and tweleve. All new skills start at level one proficiency.

Communications: any (+10%)
Domestic: any (+5%)
Electrical: Basic Electronics only
Espionage: sniper or tracking only
Mechanical: basic mechanics only
Military: any (+15%)
Medical: first aid only
Physical: any
Pilot: any (+10%)
Pilot Related: any (+5%)
Rogue: none
Science: none
Technical: any
W.P.: any
Wilderness: any

Secondary skills: The character also gets to select five secondary skills from the above list. These additional skills do not get the bonuses listed in parenthesis.

Standard equipment: The Enforcer gets a suit of medium Mega-damage armor, or a medium force field. A set of dress clothing, and a set of camouflage BDU's. Four weapons of choice with 1d6 e-clips each, a vibro-spatula, and 1d6 handgrenades. Vehicles and additional equipment are assigned to the Enforcer on a per-mission basis. The Enforcer can also 'borrow' vehicles for personal use based on availability.

note: while the Enforcer is stong enough to wear borg armor he is too small to wear it and is limited to conventional armor and force fields.

note: While armor is available to the enforcer character many opt for the force field and have it built into their bodies. (The Asylum is capable of doing this) In fact an Enforcer with this option is responible for the well documented report of an Enforcer taking on and defeating three SAMAS units completely naked and wielding a Spatula!

Money: So long as the Enforcer is working for the Asylum he gets a roof over his head, food, clothing and other necessities as part of his pay. The Enforcer recieves a monthly salary of 3000 credits and starts with 2d4 months salary.

Also note that Any Enforcers that go rogue are hunted down and destroyed. There are NO exceptions. However, the Enforcer is allowed to moonlite as a merc so long as he files regular reports (weekly), and includes an itineray. If Enforcer would like to retire he is then removed back to the 'homeworlds' and can live it up or join the civilian Law-Enforcement. Cybernetics: The Enforcer may start with an additional 1d4 implants, note that if the Enforcer is ever converted to a full borg then battle rage ability is lost forever.

By The Laughing Lunatic