CRAZIES O.C.C.

The warriors known as 'Crazies' are a cross between ninja masters and raving lunatics. They are trained warriors schooled in the arts of combat and athletics. Then they are augmented through the implantation of tiny electromagnetic devices placed in the brain.

The original project was developed in South America where scientists were experimenting with new methods of curing mental disorders caused by physical damage, such as brain tumors and scar tissue. They discovered a way to artificially stimulate the brain to countermand certain mental disorders and brain damage. Again, nano-technology made it possible to implant tiny devices directly into the brain to control its electrical impulses. Soon they found that they could also influence the performance of the physical body by controlling the motor section of the brain, etc. Pain can be virtually ignored, the healing process can be accelerated, and the body made to perform at an incredible level of efficiency. The brain implants and neurological stimulation also provided the surprising bonus of instilling or bringing out minor psionic abilities in all subjects.

Suddenly, the priority of finding medical cures was thrown out the door in favour of the more lucrative and spectacular developments in human augmentation. The project was renamed M.O.M. Works (Mind Over Matter). The goal, as with the Juicer O.C.C., was to create the super human, except instead of chemical enhancement, the brain is effectively rewired to respond in a particular way.

Surprisingly, this augmentation works better on humans than on animals or even mutant animals. Unfortunately, the M.O.M. conversion has a tendancy to wear out the human body. But the worst side effect is that the subject becomes increasingly psychologically and/or emotionally unbalanced, hence the name 'Crazies'. Those that have gone through the procedure are sometimes referred to as 'Mamma Boys,' a slang term derived from the M.O.M. acronym.

One can become a Crazy by enlisting in an army of a feudal state that offers brain augmentation technology. The usual deal is mental conversion, good pay (3D4x10,000 credits a year), and two years of loyal service in their army. After the two years service, the individual is free to stay or go. Some high-tech bandits also offer the conversion in exchange for services rendered, or at the price of a half million credits.

The Coalition has outlawed this technology and will rarely hire Crazies as mercenaries. Anyone convicted of creating Crazies is executed. Still, an occasional Body-Chop-Shop will offer M.O.M. conversion at a price of about 350,000 credits or an agreement to work for the Body-Chop-Shop proprietor for a period of time, or to perform an extremely dangerous mission.

O.C.C. Type:
Warrior

O.C.C. Requirements
None, just a willingness to subject oneself to M.O.M. conversion.

O.C.C. powers:
  1. Super Endurance: Add 3D6x10 S.D.C., add 5D6 hit points, and +1D6 to P.E. attribute. 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 only needs four hours of sleep per day.
  2. Increased Strength: Add 2D4 to P.S. attribute. (Note: minimum P.S. is 19, if lower, adjust to 19.)
  3. Increased Speed: Add 4D6 to Spd attribute. Can leap 20ft. (6m) across after short run (half distance from a dead stop), and 15ft. (4.6m) high (half without a short run).
  4. Heightened Reflexes, Agility, Senses: The combination of training and enhanced physical capabilities provides the following bonuses:-
  1. Saving Throw Bonuses:
  2. Enhanced Healing: Heals two times faster than normal. Virtually impervious to pain, no amount of physical pain will impair the Crazy until they are down to 10 hit points or less. At this point the warrior will suddenly realise their condition and start to feel the effects of their injuries. However, the Crazy can go into an intense meditative trance that will induce Bio-Regeneration, healing damage taken in moments.
  3. Bio-Regeneration: This ability (mentioned under Enhanced Healing) is a little different than the psionic power of the same name, although related. The Crazy must stop to slip into a meditative trance. While in the trance, they are completely helpless and can not move or take any action. All of the Crazy's concentration is being focused into an accelerated bio-feedback program that will restore 2D6 hit points, 3D6 S.D.C. and close wounds in a matter of 2D4 minutes. An extended period of bio-regeneration, over a period of six hours, will restore all S.D.C. and an additional 4D6 hit points.
  4. Minor Psionics: Select three psionic powers from either the Psychic Sensitive or Physical Psychic categories (excluding: Object Read, Astral Projection, Ectoplasm, and Telekinesis).
  5. Suffer Delusion and Insanity: Everything is fine initially, but as time goes on, the character becomes increasingly more disturbed.

O.C.C. skills:

O.C.C. related skills
Select 6 other skills. Plus select one additional W.P. and two additional skills at level three, two at level six, one at level nine, and one at level twelve. All new skills start at level one proficiency.
Secondary Skills
The character also gets to select six secondary skills from the list below. These are additional areas of knowledge that do not get any advantage of O.C.C. bonuses in parenthesis. All secondary skills start at base skill level, and are also limited to: Any, None, only, as stated:-
P.P.E. Points
The Crazy has an unusual amount of psychic energy, perhaps another unexpected side-effect of the M.O.M. conversion. 6D6 P.P.E.

I.S.P.
6D6 +M.E. attribute number. This is the base I.S.P., plus 1D4 per additional level of experience.

Standard Equipment

Crazies are known to have a fondness for ancient weapons and modern day M.D. equivalents,such as vibro-blades, neuromaces, etc. They also love magic weapons used in close combat, like flaming swords. Mode of transport can be anything, but they lean towards fast and silent or big and flamboyant, conventional to military. They are also known to use magic devices, but rarely use power armour or robot vehicles.

Equipment Available Upon Assingment
Money
The Crazy starts off with 2D6x100 credits, and has a Black Market item that will garner a further 1D6 x1,000 credits. Generally, they spend money on pleasure and weapons as fast as they can make it.

Cybernetics
None, other than M.O.M., but may consider optical, lung, and weapon implants. Will avoid bionics! They take great pleasure in their supposedly natural abilities.

NPC Experience Level:
Average character: 1D8 levels.

Experience Level Table
  1. 0-2,140
  2. 2,141-4,280
  3. 4,281-8,560
  4. 8,561-17,520
  5. 17,521-25,520
  6. 17,521-35,520
  7. 35,521-50,520
  8. 50,521-71,000
  9. 71,001-96,100
  10. 96,101-131,200
  11. 131,201-181,300
  12. 181,301-231,400
  13. 231,401-281,500
  14. 281,501-341,600
  15. 341,601-401,700