Most Dangerous Soldier (MDS) OCC The Most Dangerous Soldiers are genetically engineered soldiers who are trained experts in all forms of combat. They were developed as super-soldiers by the old superpowers, and are incredibly resourceful, cunning and dangerous in the extreme. They usually rely heavily on stealth, surprise and guile. There are many stories of a single MDS taking on an entire enemy platoon, and winning! They proved to be too good at combat, however, developing an obsession with war and combat. The MDS soldiers were found to be responsible for acts prolonging war and initiating combat with non-hostile forces. The military tricked the MDS soldiers into entering cryogentic sleep, but stored them away in secret military bunkers, in case they were needed some day as a last resort. In the world of Rifts Earth, many of these MDS soldiers have awakened to an Earth filled with conflict, war, combat, supernatural monsters and seemingly unending deadly opponents. This is an Earth they will thrive on. A few unconfirmed reports had Naruni Enterprises indirectly using a few MDS soldiers (before Naruni was driven from North America) as one way of keeping battles and conflicts active between small kingdoms. MDS soldiers never settle down, continually seeking danger and battle until they are killed. MDS soldiers also never form into groups, a sole MDS will be the most encountered at any one time, in any particular group. MDS Abilities (gained through genetic engineering) 1. Heightened intelligence, +1D4 IQ 2. Heightened endurance +4D6 SDC, +1d6 hit points, +1d4 PE 3. Increased strength, +1D6 PS 4. Increased reflexes, +1d4 PP, +1 melee attack 5. Increased speed, +2D6 Spd 6. Bonuses. +2 initiative, +2 vs psionics (iron will) 7. Insanity - All MDS soldiers have an obsession with war/combat/battle, they constantly seek it out or instigate it if none is to be found 8. MDS soldiers also gain insanities at levels 5 and 11, mainly associated with violence *optional* - if you use Horror Factor as based on reputation, to anyone who knows about the MDS soldiers they have a HF 10 (unlikely, info on them might possibly be in some old military computer files, under high security clearance - even then, they must recognize the MDS, most likely by dog tags) Attribute Requirements IQ 11, ME 11, PS 13, PP 13, PE 13 OCC SKILLS: Language: American (98%) Literacy: American (+20%) Math: Basic (+10%) Electronic Countermeasures (+10%) Armorer (+15%) Military Fortification (+20%) Radio: Scramblers (+10%) Detect Ambush (+20%) Detect Concealment (+15%) Intelligence (+15%) Sniper Demolitions (+20%) Demolitions: Disposal (+20%) Athletics Boxing Running Prowl (+15%) Climbing (+10%) Weapon Systems (+10%) WP (choose 4) Hand to Hand Commando OCC RELATED: pick 4 skills, plus 2 more each at levels 3, 6, 9, and 12 Communications: Any (+5%) Domestic: None Electrical: Basic only Espionage: Any (+15%) Mechanical: Automotive and Basic only Medical: First Aid only (+5%) Military: Any (+20%) Pilot: Any (+10%) Pilot Related: Any (+10%) Physical: Any except Gymnastics (+10%) Rogue: Any Science: Math only Technical: any except Art, Photography and Writing Weapon: Any Wilderness: None SECONDARY: also gets 4 secondary skills, with the above restrictions but without the bonuses; two more each can be selected at levels 4, 8 and 13 EQUIPMENT: Suit of light or heavy body armor or MDS Battle Armor, energy rifle and energy pistol of choice, 4 e-clips for each, 1D4 grenades, survival knife, both robot medical kits, utility belt, air filter & gas mask, canteen and maybe another weapon or two. MDS soldiers seldom know how to use robots or power armor initially, but can learn if they can find someone to teach them. However, they dislike relying heavily on computers and sensors, so they rarely learn these skills, instead using stealth and guerilla warfare, and exoskeltons or heavy body armor for stand-up battles. Note that although they do not generally use sensors heavily, they are experts at fooling all manner of them. Any robots or PA learned will be fast, mobile units with primarily simple sensors. Vehicle will likely be either MDS Battle Armor or a small, fast vehicle like hovercycles. MONEY: MDS soldiers have very little value for money, rarely have more than 2D4x100 cr at any one time CYBERNETICS: None to start, and avoid bionics and enhancement, prefer to use "their own two hands". Generally dislikes bionic augmentation. An MDS will consider basic, minor cybernetics, typically along the lines of clock & compass. OTHER NOTES: It can be assumed the MDS has already foraged somewhat and acquired some basic modern weapons, (see equipment) as well as familiarity with them, or it can be role-played. MDS soldiers adapt to modern weapons and the increased firepower in 2D4 weeks. Until then all skills dealing with technology are at -15%. If you use alignment, virtually all selfish or evil. By Hugh King