D.C.C. Skills:
Radio: B asic (+ 1 0%)
Language of choice (+ 1 0%)
Detect Ambush (+ 1 0%)
Detect Concealment (+ 1 0%)
Demolitions (+
Prowl (+ 1 5%)
Climbing (+ 1 0%)
Streetwise (+ 1 0%)
Sniper
W.P. Energy Rifle
W.P. Sharpshooting (Energy Rifle)
W.P. Two of choice
Hand to Hand: Assassin
D.C.C. Related Skills:
Select six other skills. Plus select two
additional skills at level three and one at levels six, nine,
twelve and fifteen. All new skills start at level one profi
ciency.
Communications: Any (+ 1 0%)
Domestic: Any (+5%)
Electrical: Basic only.
Espionage: Any (+5 %)
Mechanical: Automotive only.
Medical: First Aid only.
Military: Any (+5 %)
Physical: Any (+5 %)
Pilot: Any (+5 %)
Pilot Related: Any
Rogue: Any (+ 1 0%)
Science: Math skills only.
Technical: Any (+ 1 0%)
W.P. : Any
Wilderness: Any
Secondary Skills :
The character also gets to select five Second
ary Skills from the Secondary Skills list in
Rifts® Ultim ate
Ed ition,
page 3 00. These are additional areas of knowledge
that do not get the benefit of the bonuses listed in parenthe
ses. All Secondary Skills start at the base skill level.
Money Bonus:
I D6x l 000 credits.
Juicer Scout O.C.C.
Not all Juicers are trained solely in combat. Some are taught
the secrets of hunting, woodcraft, guerrilla warfare, camouflage
and ambushes. The Juicer Scout combines some of the traits of a
Wilderness Scout with the powers of a Juicer. These scouts work
as special operation soldiers, messengers and in other occupa-
tions that take them away from the cities of Rifts Earth and into
the dangerous wastelands surrounding them.
Juicer Scout O.C.C.
Attribute Requirements:
None.
D.C.C. Abilities and Bonuses:
Standard Juicer abilities, skills
as below. Only normal Juicers, Mega-Juicers and Dragon
Juicers can learn this skill program.
D.C.C. Skills:
Radio: Basic (+ 1 0%)
Language of choice (+ 1 0%)
57
Detect Ambush (+ 1 0%)
Detect Concealment (+ 1 0%)
Land Navigation (+ 1 0%)
Wilderness Survival (+
Prowl (+1 0%)
Track Humanoids (+ 1 0%)
Track Animals (+ 1 5 % )
W.P. Energy Rifle
W.P. Two of choice.
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Martial Arts (or as
sassin, if evil) for the cost of one "other" skill.
O.C.c. Related Skills:
Select six other skills. Plus select two
additional skills at level three and one at levels six, nine,
twelve and fifteen. All new skills start at level one profi
ciency.
Communications: Any (+5 %)
Domestic: Any (+5 %)
Electrical: Basic only.
Espionage: Intelligence and Escape Artist only.
Mechanical: Automotive only.
Medical: First Aid only (+5 %).
Military: Any (+5%)
Physical: Any
Pilot: Any (+5 %)
Pilot Related: Any
Rogue: Any (+2%)
Science: Math skills only.
Technical: Any (+1 0%)
W.P. : Any
Wilderness: Any (+ 1 0%)
Secondary Skills:
The character also gets to select five Second
ary Skills from the Secondary Skills list in
Rifts® Ultim ate
Ed ition,
page 3 00. These are additional areas of knowledge
that do not get the benefit of the bonuses l isted in parenthe
ses. All Secondary Skills start at the base skill level.
Money Bonus:
2D6x l O credits.
The Gambler O.C.C.
The Gambler a.c.c. is related to Juicer occupations, trades
and Wannabes because these characters are often involved in
Juicer sports and like to hang around their meal-tickets and he
roes. The larger city-states of North America have grown
enough to develop their own criminal and semi-criminal classes,
including professional gamblers who spend most of their lives
risking everything on the toss of the dice or the outcome of a
game. Gamblers on Rifts Earth are a sub-set the City Rat and
Vagabond a.c.c.s, a bit more experienced and sophisticated,
but hampered by their fascination with games of chance and tak
ing risks.
Most gamblers are adventurers and opportunists who spend
much of their time in the shadowy underworld of large cities.
They can be found in the 'Burbs enticing passers by to a shell
game or dice, or in Downside, participating in a poker game
where hundreds of thousands of credits are won and lost on the
strength of a single hand of cards. To make money between
games, most gamblers are willing to do any number of odd jobs,
although they tend to shirk hard labor and "common work," pre
ferring instead to do more glamorous and shady things. Some
gamblers are also accomplished thieves, con-men and small-time
58
criminals. Those who operate in Coalition cities have little love
for the government and often spend much of their time finding
ways to cheat and steal from the CS and their Dead Boy lackeys.
Due to their living habits, gamblers spend a great deal of time
mixing in with the underworld. As a result they are extremely
knowledgeable about local crime figures and the authorities that
persecute them. Furthermore, gamblers will establish a network
of contacts in any city where they stay for more than six months;
these contacts will be useful sources of information, warnings,
and even help.
Gamblers are knowledgeable in a number of games of chance
-as well as of ways to cheat at them. While they may or may
not cheat, they will certainly be able to spot those who try to do
so, and an angry gambler can be a dangerous enemy, especially
if he has a hold-out weapon on his person. Sometimes, a gam
bler and a Juicer become partners, with the gambler frequently
acting as the manager and troubleshooter for Juicer Gladiators
and sports figures. A good partnership will multiply his and the
Juicer' s money by making smart bets (well, most of the time),
offering "suckers" bets and odds on "his man" (which he knows
he should win), collecting winnings, making sure people pay
their debts on time and that nobody dares to try to cheat. These
characters may also be able to help set up the bets in a street
fight and even promote illegal competitions. Gambler player
characters are particularly appropriate in a city-oriented game,
although the character should be able to take care of himself
even if he leaves the city behind.
Gambler O.C.c.
Attribute Requirements:
I.Q. and M.A. 1 0 or higher; a high
P.P. is also helpful but not a requirement.
O.C.C. Abilities and Bonuses:
1. Fast-Talk:
Gamblers are good at making up stories on the
spot, from tall tales to impress new acquaintances or excuses
that get him out of a tough spot. Players should role-play this to
the hilt. The better or more convincing the portrayal the more
likely it is to be believed. Also take into consideration the char
acter' s M.A. and P.B . However, blatant lies or stories with obvi
ous holes and inconsistencies in them won't fool anybody
regardless of how charming the gambler may be.
2. Street Contacts:
Most gamblers establish a network of
contacts with other gamblers, sports figures, city rats, street ur
chins, small-time criminals, prostitutes, beggars and even local
policemen and law-enforcers. When creating the character, the
player (with the G.M. ' s approval) can have up to one contact for
every three points of Mental Affinity he has, rounded down (i.e.,
a gambler with M.A. 10 would have 3 Street Contacts, a gambler
with M.A. 1 6 can have up to five, and so on). The player can tell
the G.M. who/what these contacts are, how friendly they are,
etc. Very powerful or influential Street Contacts, like a local
crime boss, police chief, mayor, etc., are not likely or, if al
lowed, should count as two or more contacts.
Whenever the character needs to reach a contact, make a roll.
Base Chance of Success:
35% plus 5 % per level of experience,
plus I.Q. bonuses. On a success, the character meets his contact.
Whether or not the Non-Player Character has any information or
can offer any help is up to the G.M. and the game history be
tween the characters. As a rule, rumors, gossip and information
about known street figures should be easy to find, while dark se
crets and unusual bits of knowledge are not. Also, a contact can
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